The online racing simulator
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Racon
S3 licensed
I don't think you can get direction or an actual speed, just the weak/strong value that you don't want - which I think just sets a range for a random value.

I would be delighted to find out that I'm wrong though Smile
Racon
S3 licensed
Give me hybrids/knobblies on the FXR or give me death! Thumbs up

4WD and 200 bhp/t on the RB4 is nice to throw around dirt/grass tracks, but the 450 bhp/t FXR would be a whole other level.
Racon
S3 licensed
https://www.lfs.net/forum/0/search/title:steam

Maybe one day, but not any time soon was the verdict, IIRC.
Racon
S3 licensed
Quote from PikaTutoriales18 :Do I really need to show you my friend for a profile picture? You really can't believe me? Do you know that I want to have a better computer so I can play with many of you and now you tell me that you can't believe me for a simple photo? And now you tell me that I am a simple liar who is no longer welcome to this amazing game?Confused

Quote from PikaTutoriales18 :I hope that Fern Bay does not have many changes as Westhill had them since it is very difficult to get used to a new track

C'mon fella, you can't put on that much outrage if you're only gonna keep it together for 4 days... Shrug
Racon
S3 licensed
I wouldn't like it myself, but that's the beauty of InSim - we get to add things along these lines per server, without needing it programmed in by Scawen.

I think people sell LFS short a little when they consider it only for serious racing. It's a racing simulator by design, but that necessarily entails simulating a car. The racing part is, looking from a step back, 'just' a layer of organisation on top of the car simulator. It's a convenience that is not strictly necessary to achieve the basic aim of racing cars.

I love serious racing (I consider my LFS time as training, rather than playing - I gave up the guitar for it), but I also love various types of what can only be considered goofing around in a car. (Hence the PiranMOTO range of servers: there's plenty of serious servers out there with standard tracks, so mine are all there to fill in gaps. Some serious racing on layouts, some games, and some in-between).

Long story short: If I had a disposable car and a large patch of tarmac in real life, I know I wouldn't just be training with it, I would also spend some time hooning about. If I could play tag in my car without destroying it, myself and my friends, I would do so in an instant. LFS gives me the chance Smile

Quote from SimulatorRental.com :Just like if a big soccer ball and goals where added to play car-soccer, or if there was a demo derby type track, or the big loop-loop autocross track, the autocross stunt tracks, or… sigh... cruising.

Until such time as a soccer ball is added, people have been using a volunteer 'ball' in a UF1 Big grin
Racon
S3 licensed
Quote from Eclipsed :You can see surface temperature while holding ctrl+shift.

Today's new-thing-learned comes early, cheers Rony Thumbs up

So that's username/playername, FPS/clock, and now a whole new mode of tyre temp that I didn't even know I could get at and will massively cut the time it takes to get camber right, if not also improving the accuracy of testing.

Any other ctrl+shift magic I've missed? (what do you mean greedy? Big grin)

Aleksandr: Those vids were interesting, and a good demonstration of the difference and relation between surface and carcass temps... you could leave them in the post even if you want to remove the question.

Edit: Something changed in a recent patch, or I'm missing something? I couldn't see any difference to the tyre display with ctrl+shift held down (The FPS/clock changed, so LFS is receiving the keys). I did doughnuts and kept the wheels spinning constantly to go from blue to red as quickly as possible, on the assumption that that would maximise the difference between the two temps.
Last edited by Racon, .
Racon
S3 licensed
It should also be noted that there's nothing in the remote viewer that requires LFS-side coding, it's all through the relay (ie, anyone JS/Canvas capable can make a replacement... not just Victor).
Racon
S3 licensed
Quote from THE WIZARD DK :but i think it really does look alot like the Westhill roundabout.
i couldnt help to wonder if all look like this in UK? idk.

Not all of them (there's a huge variety), but that style of kerb with the direction shown in the colours of the bricks is quite common.

Have you seen the magic roundabout? Smile
Racon
S3 licensed
Quote from MousemanLV :Yes, a full-grid demo server LMAO

I don't often get the chance to do GTi Thursday races, but I've had 'Race is full' every time I've tried.

Have you tried using water in your fire extinguisher? The petrol doesn't seem to be doing us much good Shrug
Racon
S3 licensed
Happy to help Smile

CON->spClose is the speed of the contact between the two cars, not the speed of the cars themselves (which are A->Speed and B->Speed).

Two cars could be driving side by side at 100mph for instance, and just lightly touch as they do so. In that case both car speeds would be 100mph, but the closing speed would be something tiny like 1mph - it would be the speed the cars were moving towards each other, regardless of the speed they're going forwards.

Or one car driving at 100mph rear-ends a car driving in the same direction at 80mph - the closing speed would be 20mph.

Or two cars driving head head-on into each other at 30mph each, spClose would be 60mph.
Racon
S3 licensed
Quote from donatas.s :

<?php 
$C 
$this->getClientByPLID($CON->PLID);
?>


PLID isn't a property of CON (the packet), it's a property of CON->A and CON->B (the two carContact structures inside the packet).

Quote from donatas.s :

<?php 
    
$this
->SoundMessageToAllPlayers("Car contact: ".$CON->A($C->PName)." and ".$CON->B($C->PName));
?>


If PRISM sets up the object as I would guess it does, you should be able to remove the '$C=...' line, and then replace the above line with the following:

<?php 
$playerA 
$this->getClientByPLID($CON->A->PLID);
$playerB $this->getClientByPLID($CON->B->PLID);
$this->SoundMessageToAllPlayers("Car contact: ".$playerA->PName." and ".$playerB->PName);
?>

Racon
S3 licensed
GT3s? (FXR@32%, FZR@28% and XRR@34% are all 300bhp/t and 1100kg),
or
GT2s? (FXR@23%, FZR@20% and XRR@24% are around 330bhp/t)
Racon
S3 licensed
Quote from Arnoldio :It's a cover, but self recorded and produced in its entirety.

Now that is how you cover a song Thumbs up
Racon
S3 licensed
I'm a little rusty on tyre physics, but I think you're saying that the fall-off in grip as the slip angle goes over the threshold is not enough, or doesn't come quickly enough, or both?

I appreciate that there are other dimensions that will complicate the picture, but if we graphed slip angle to grip, you're saying the curve would be wrong at the higher end of slip... but what shape is it and what should it be?

Does that mean we're also getting a little more turning than we should out of riding the edge of an understeer?
Racon
S3 licensed
Quote from rapapar :but it needs to be dynamically madeSchwitz

Doh! Sorry, I thought you meant success ballast applied at the start of the race, rather than intake restriction applied live according to position.

PS: In-race diddling is not my cup of tea - I hope all you F1 fans enjoy it when/if they realise aero problems aren't solved with more aero Taped Shut Big grin
Last edited by Racon, .
Racon
S3 licensed
The INST_ALWAYS_ON flag goes on a different byte than the ISB_* flags, it's the 'Inst' byte just before 'BStyle' and after ClickID. (I'm not sure how you'd get to that with PRISM though.)

struct IS_BTN // BuTtoN - button header - followed by 0 to 240 characters
{
byte Size; // 12 + TEXT_SIZE (a multiple of 4)
byte Type; // ISP_BTN
byte ReqI; // non-zero (returned in IS_BTC and IS_BTT packets)
byte UCID; // connection to display the button (0 = local / 255 = all)

byte ClickID; // button ID (0 to 239)
byte Inst; // some extra flags - see below
byte BStyle; // button style flags - see below
byte TypeIn; // max chars to type in - see below

byte L; // left : 0 - 200
byte T; // top : 0 - 200
byte W; // width : 0 - 200
byte H; // height : 0 - 200

// char Text[TEXT_SIZE]; // 0 to 240 characters of text
};

Racon
S3 licensed
Watch BTCC at Snetterton this weekend fella, then tell me that again Big grin
Racon
S3 licensed
You can't reduce an individual car's power directly with InSim. There's a recently added packet (IS_HCP) to change intake restriction and ballast weight, but it applies to all cars of the type you set, not individual cars.

Instead, you could check their restriction when they join (IS_NPL) and spec them if they've not complied with an instruction to reduce their power/add weight manually.
Racon
S3 licensed
How did you manage to load a WE2X track in WE2? Confused Shrug
Racon
S3 licensed
Quote from Scawen :I didn't want to bother explaining how the old system worked, now that it has been deleted. But as people like to understand...

Heart Thumbs up
Racon
S3 licensed
By that logic I should be banned from the forum because at least one person out there doesn't like me. If you can get that system implemented into our politics I'd be most grateful, but I'll reserve my support for the LFS version until then Wink
Racon
S3 licensed
Quote from QuackSauce :This is not what I mean. look at any of the top "rally stage" layouts available, where they are driving the inner roads of westhill this is not possible for me.

Sorry, I misunderstood. As Bish says, make sure you're in the right configuration (did you rename the layouts? the links are broken now so I can't test them myself). Failing that I suspect a reinstall would be the next step, just to be sure there's nothing corrupt.
Racon
S3 licensed
You're not doing anything wrong - some of the bits outside where you're supposed to be don't have a surface to hold you there, and there's some barely-any-grip-and-invisible surfaces underneath other things too.

You have to find which bits you can drive on through trial and error, but one tip is to use the autocross editor to try to place a tyre stack - you can only place (basic) objects on ground that will hold a car, so you can quickly trace the edges.
Racon
S3 licensed
Scawen has said before that he calculates the size, shape and pressure of the contact patch, then does something on that shape in multiple passes to determine the grip ('brushing', IIRC).

I don't know how many individual points he uses in that stage (or even that he uses representative points at all), but, to address the original question, it's hard to imagine all that thoroughness ends with a model that doesn't respond to a contact patch straddling the boundary between two grip levels.
Racon
S3 licensed
I had two dreams as a kid: Rock star guitarist and/or racing driver. I've always played racing games but only ever for entertainment, being poor had ruled out 'serious' motorsport and I was putting my spare time effort into music. One day, after the 2nd band had become all work and no fun, I found LFS and realised that there is such thing as a racing simulator as opposed to racing game, and that it is possible to learn to race without being in a racing car. Whoop whoop, lifelong dream unfaded Big grin

My guitars get a quick noodle every now and then, but as of that day my spare time focus is racing. If I'm not on the track, making a track or coding up an insim then I'm probably planning it for my next bit of spare time. (You'd think PiranMOTO might have had a few more features by now, given this... but a couple of laps is pretty tempting when you can't find the latest bug.)

I've tried other sims, but they all felt off. I can't put my finger on what it was in the closer ones, it could well be confirmation bias, but they just didn't immerse me, I couldn't feel the car with them like I can feel it in LFS.

Quote from Bose321 :Btw, where are the May and June progress reports???

They're not monthly any more, they're going to be "as and when" now (https://www.lfs.net/forum/post/1948686#post1948686)
FGED GREDG RDFGDR GSFDG