Yes, very nice suggestions and ideas, I fully support all
However, we should not get ahead of ourselves that much. We first need the new lighting update. I'm sure that devs implemented light sources and light ray path tracing in some approximative way in their lfs version. I needs to be checked, but I think that one could see in one of the new lighting progress report pictures/videos, that at night multiple street lamp posts were casting car shadows on the ground.
edit. I do hope that devs are gonna be able to make this possible without us requiring to use nvidia ray tracing on RTX4090.
Unfortunately, all lfs developement has ground to a halt due to recent ddos attacks. It forced devs to focus on making internet side of things more robust in lfs.
Hi, tnx for this mod, it looks very promising. It kind of gives me the Lotus Elise vibes.
I have a small esthetical suggestion - could you make those sharp edges on the sides of the car bonnet and rear end more round? The way it is now looks way too aggressive and unfinished. The front bumper could use some more detailed features. Overall the car seems good, but a little bit too square-ish in my opinion. I mean geometry transitions from side to top/back and side to front/back have distinct sharp lines. Unless you're going for an early 80s-90s look, I think the mod would benefit from these changes a lot.
Or the pots are dirty and it's not able to calibrate itself. In that case one needs to open it a spray some contact cleaner spray into the pots. You can use WD40, or some other one more specialized for electrical contacts like WD60.
Before you open, check if the gears are registered correctly in windows game controller panel. To access it, type joy.cpl in the search bar, then select your wheel and click properties.
On AA multiclass, I first trained various cars at the same time with AI drivers on my PC for several days till they got nice pth files. Then I loaded them online. Once they started racing against human drivers I guess the pth files were changed a bit. I have no way of verifying it, maybe it's just a placebo, only lfs devs will know this, but so far they have been very quiet about the structure of pth files.
I think, by having open access to these, where we could somehow put our own optimal path for an AI, or fine-tune some PID loop parameters that are used to keep AI on a given path, we could improve them. As someone already said, their control inputs are way too aggressive, so fine-tunning the PID is needed.
For now, I think best is just to put some air restrictions on your car if you really want to race against the same car with AI. But it's probably much better to find some other mod for AI and race against it in a slightly slower car. That would be the easiest workaround at this moment. A good tip is also the thing with using more narrow tires on your car and maybe also a harder compound with less grip.
If I remember correctly, it was added some years ago in one of the updates. Someone requested to change those arrow colors and devs made it happen. Time passes quickly.
As far as I know, those colors are hard-coded in lfs, while each color has a defined meaning. There isn't any config file or inSim packet that allows changing it.
What exactly are you trying to do?
edit: update, yes, you can change it in interface menu
You are probably talking about mapping the car model surface onto a flat 2D image, or more precisely a reversed procedure. Say you want a circle over some area of the car which overlaps sides, hood and top for example and you want it too look like a circle on an actual car. This is not a trivial task at all, but it can be done in blender, for that you need a car's wireframe which is a collection of flat triangles (vertecies) expanded into an 2D image.
I wouldn't recommend to deal with this, instead you can just use a way simpler method. Only place shapes or stickers over a single piece of the car skin, like side, top, hood, back and so on. There are some templates that show simple stretching percentages obtained by trial and error for all default lfs cars. There should not be any difference between sides on a car skin, except that they are an exact mirror of each other. Placement of stickers should only be done on an area where you see a bunch of triangles aranged in squares. This means there is little to no bending of a car model there. Avoid areas where you see many small triangles.
You have to be more specific than that. Do you need a timer, counter or a delay? What exactly are you trying to do? There were already some solutions for creating a timer in lapper, you need to search the forum.
Yes, exactly that. Some sort of shared library of original 3D models, to be used in creation of every track. Ofc, the assets could be continualy updated. Here there is no such thing as too many or a low quality. Even a simple green bush, or a rock pile is welcome.
Access to this library can also be paid to lfs team, shall they chose to host it and maintain. Something like car skins in lfs world or similair stuff.
One concern though is track graphical optimization. It must look acceptable and at the same time have decent frame rate, as the rest lfs tracks. This I think is the hardest part, lfs dev team has much more experience than any other potential modder. Their input durring various stages of track creation is crutial. So other than some legal guidelines, we would need also more technical things like limits on triangle count, track digital size and so on. The same goes for assets and the total allowed number of them in a track.
Lack of reviewers, tracks taking ages to create and approve. To me, this should be a collaborative task, where a few guys would work together on a single track for some time. Would be good if there is a place to store all of the created track assets. Track makers could then use those and keep filling up the archive. Again, the process of checking and approving each asset is a major time investment, but when considering smaller chunks it should be manageable.
No, that is not a good way to do defense from ddos, Here's why:
How will you be able to tell if a lfs user is not the attacker? What about new users and who decides if a new user IP wil be allowed? What about if someone doesn't have a static IP address, which is the case for most of us? Having to keep adding IP's to some text file and maintain it, is a nightmare job.
Just add some extra blue pixels around that area on hud, top and right side. It should fill it in. You probably have some edge cutting after resizing the skin back to 1024×1024px. Here we could really be talking about a single black pixel somewhere. Where is it exactly you have to find out.
We should be able to have access to logs back tracking at least 7 days. After that, it may start overwriting the oldest logs untill the 7 day buffer gets full again.
The log should contain everything from the chat window, plus admin typed inSim commands. Not sure if anything else is really needed.
Thanks for sharing that info versiu. It fills our hearts with hope I'm sure devs have many ideas floating in their head about how to practically execute this, using an optimized and approximative approach. But all in due time, no pressure, no rush.
It's very interesting to think about it, so I'll share my view. This can be done in stages. For example, we don't need full dynamic weather at once. It's enough to have dry-only conditions and implement dynamic track surfaces, where the track temperature/grip and certain parts of it will depend on the air temperature and how much rubber is laid on it by the passing cars. Once that infrastructure exists in the physics engine, then comes different weather conditions including rain. After that, the graphical implementation of water puddles, rain, clouds, fog, and so on.
I didn't mention snow deliberately, as that is on another level of difficulty, which is not really necessary before allowing the creation of rally stages using a track editor.
So far, I only made 3 technical suggestions and all of them were implemented. I couldn't be more happy, as in my eyes I feel like that was exactly what lfs needed.
There were many more great suggestions proposed by others over the years that also got implemented and made lfs better for everyone. This drive is what makes a very close connection between devs and community. I can only speculate if it were not for all of those suggestions, if lfs would've taken a different evolution path. Probably, no one knows that. But it sure feels good to be the part of that evolution.
It's allways about the motive. Who got most affected by recent change to lfs net hosting? Some personal dispute with devs, community member or hoster. It may also be just a bithurt kid, discovering some hacker tools and playing around with it, without any particulair reason. There's not much point in thinking about who does it or why, as allways, it will just eventualy stop once we do not pay attention to it.
Well, one suggestion at a time, over 20+ years, it adds up you know.
I think there's nothing wrong with suggestions. Afterall, we as a community are pretty much filtering out the nonsence requests, by approving or tanking it. The devs are perfectly capeable to choose and decide which topic to focus on at any moment and we fully support that.
I understand what you mean and I feel where this is comming, it's very reasonable. Given the recent turn of events, they for sure need our support. Best we can do at the moment is to keep crusing, racing and hosting events - bussiness as usual.
Have you tried running lower screen resolution like 1280x720? On max settings at 1080p LFS uses about 800MB of vram, so this is really a fps killer in your case. Lowering screen res will reduce vram usage and then you should be able to see +60fps I think. I'm running lfs on intel 4th gen i7 mobile cpu with HD4600 gfx, it runs perfectly fine even on 1080p, but I had to disable antialiasing completely from windows driver control panel.