Yeah, we at AirAttack will probably do something similar, continue to rent only 1 demo server to run airio from Rack Service and other game servers from lfs.net. But without updating airio for new bytes required for mods and new inSim it will be very tricky to manage servers..
Hi dude, welcome back, and oh boy, so many new things are going on right now in LFS, and buying an S3 license is more than worth it. Devs recently released moded cars support, and there are already many new cars created by community members in S3 already as mods. Aside from that, there is a league race 1h+ almost every day.
I was also wondering this, actually, a lot of gauges are angled kind of oddly. But I guess once the car gets up to speed the needles are somehow aligned in a nice visible position such that the driver can pick it up by a peripheral vision more easily. Also, the car is designed for oval racing, so most of the time driver head is also tilted to one side
Well, the cockpit view is not that bad. It is depending on which FOV you are using. I usually play with 82deg, which is a little bit zoomed in comparison to 90deg by default. You can make a windscreen a bit higher and adjust a seat position. If you can make the windscreen side frame thinner that would help also.
That is actually a very good question. For 2 wheelers to work, gyroscope forces acting on the wheel need to be simulated correctly. I do not know if lfs physics engine includes this already.
Very well said man, I completely understand this. Coding can be very frustrating and one needs a "win", or a different relatively easily completable task to feel good again and have the motivation to continue on the previous one. I pretty much do this on a daily basis, not strictly related to programming only
You can use wheel turn compensation that will make your steering non-linear. But much better is just to lower the max lock on a given car, which will give you much more precision on the analog stick axis for steering. One example, in XFG on BL1 I could drive normally even with 12deg (out of 30deg) max lock.
I used to play LFS from a mobile connection. My experience was that I spend about 40MB is 1h of racing in demo server with 12cars. In contrast, compare that with CSGO where in 10min it pulled about 60-70MB. LFS net code is extremely well optimized, it is a work of art. As the guys said ping is the other side of the story that can make or break your bussines. Even so, LFS is quite tolerant for pings up to 100-200ms, so in principle, you should be ok.
It's a cool idea, but without some crazy AI machine learning algorithms, it can not be done. If you want to interact with cars whose actions were pre-recorded, what happens when you crash into them, will they keep driving the same as if there was no crash? Even if they do, for sure eventually it will lead to a crash?
On the other hand, racing ghosts from a replay is very reasonable and can be done.
The hosting will not be for free, but as Scawen said it will be a quarter of the current lfs hosting price and that is for sure much cheaper than any of the current alternative host providers, which is great.
You tell me, a long time ago I decided to make team skins for all cars, and guess what they all had vertical gradients going through the entire car, which I needed to manually connect sides-back and sides-front, it was a nightmare but I got better at doing it.
I think that Scawen said in some of progress reports that the game will run even faster in DX11 mode and that he is not using the actual features of DX11 yet, except for the brightness information used for automatic exposure. The game will probably put more load on cpu and not so much on gpu.
We've come to a point where we are happy about the news that there will be some update news
Ah memories, my first PC:
AMD 486 133MHz
MB: do not remember
16MB SDRAM (later upgraded to 24MB)
810MB HDD
2MB gfx S3 trio
no CD ROM (latter added TEAC 540e)
no sound card (latter added ISA sound blaster AWE 64 gold)
good old DOS, win95, doom2, and IndyCar racing 2 - days
Or, the max number of drivers in the race is not limited, where lap times/avg times are calculated only for the first 3 finishers. That way some tactics with drafting will be high risk, but if done correctly high gain as well.
A number of laps should be convenient such that the entire race does not last more than about 20-30min, but still allow the tires to get up to temp.
This would largely depend on the number of racers in a team, as an average is taken. There must be some limitations, like at least 3 racers and a max of let's say 10. To make matters more complicated, a "weighted average" may be employed, where the best time will take more weight and enter the in the average more or less - that needs to be tuned, to make it as fair as possible.
Just one thing to add, it may not be obvious for some. Once you save the layout (even on a public server), the actual layout file is stored on your PC and you need to upload this file to your LFS server, in order to be able to see it with /axlist command.