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Scawen
Developer
I'm just working on the tyre physics, researching, testing, becoming familiar with the new tyre model again and looking at how to make sure it behaves like real tyres.

I just need peace of mind to keep working on that. When the tyre physics is done then we will be in a state to consider how to get to a release of the new version of LFS.

That's all I know.
Scawen
Developer
Quote from akubosaan :Is there anyway to set single-adjustment suspension damping like in xrg, xfg, and uf1 (just like single-adjustment differential)?

That is not possible, because that system has been removed in the later version of physics. As the editor is built in the new development version, that option has already gone.

Quote from Snoop.DriftEra :I tried to search forums, but no luck. Excuse me if this question answered before:

When i try to delete points it says "Points in use". What do i do wrong?

I think it must be that the points are used by a triangle.

You can use "select connected triangles" to find the triangles. Note that the triangles may be in a different LOD, because points are shared between levels of detail. So you may need to "select connected triangles" again in each LOD.
Scawen
Developer
My plan is to get stuck into the tyre physics. The new tyre physics system is in the development version with the new D3D11 graphics system. So if I can get the tyre physics to a releasable state, then we'll be very close to releasing the graphical update (with the tyre physics). I can't give any time estimates but that is what I intend to focus on for now.

There are a lot of good suggestions for more improvements in the mods system, but it will be easier to develop such things in future when I only have one version of code to maintain.
Scawen
Developer
Quote from Amynue :Would it be hard to add a virtual mirror as a mapping? You know - a mirror which doesn't reflect the car model and only shows what's behind. Many modern vehicles have LCD screens as rearview mirrors, similar to backup cameras.

Well... it would be a lot easier than the current stereoscopic 3D mirror system! But it would be quite a system, with some new features like the ability to set camera positions and field of view, etc. I know a lot of people want this feature and I would like to do it, but it's another other of those things that is harder to do right now as all the changes would have to be done in both the current version and the development version. So at this point it's best to get on with the tyre physics so we can get back to a single version.


I've updated the editor to a new B12 version. It's a minor update - really just a test after merging all the recent LFS updates.

Text entry system language support was improved in LFS
Better alignment of entry screen buttons
Smaller LFS logo on entry screen

https://www.lfs.net/forum/thread/97865
Scawen
Developer
Quote from Bzzyq :The backgrounds behind the text could be less transparent

You can set that in Options... Display... Interface - Opacity (below 'Big Button' colour)


I've uploaded a new test patch B12, with minor updates. I've started looking into the tyre physics again. At this point I would like to release a full version with the latest changes from the test patches.

B12 has a fix and an option and all the recent changes have been fully merged with the development version. That is quite a big operation and always involves a few lines being changed, so it's worth testing. Also translations have been updated.

Command /eventlist=no to disable list of events
Corrected opacity of background buttons in mods screen
Can receive one more text field to show beside "Sign up"
Updated translations - thank you translators!

https://www.lfs.net/forum/thread/97772
Scawen
Developer
Quote from pantiainen :I was wondering, where does the buddy list in LFS Lazy go now? It has been the best tool for me to find races, when I see many of my buddies online on a server. Makes me join them just because I know them. So, probably adding this buddies online list would be a next move after this?

I have no idea about this and no plans to code something like that. My sole aim is to get back onto the tyre physics so we can release the new graphics and physics systems.

But I assume from what you say, that LFS Lazy can show a buddy list on the main entry screen. I've now made sure that the Calendar is not displayed at all if there are any InSim buttons in the so-called "recommended area" that covers most of the left side of the screen.
Scawen
Developer
Doom and gloom won't help anything.

Also talking about Steam is way too irrelevant.

This thread was about a couple of quick changes we could do, to help with participation while we finish the new tyre physics and graphics system.

It's way too off topic now (and weirdly doomist - totally unhelpful NumberTwo). So I'll close the thread for now and reply later with the mockup for the calendar on entry screen. Thumbs up
Scawen
Developer
Quote from timdecnodder :... as show in the graph attached below.

Yes, these graphs have not escaped my attention. The good bit is the right hand side on the licensed racers. It's a big increase over recent years, due to mods of course. And the new graphics and physics will be another good boost.

But I was really wondering if there was anything we could do, quite quickly, to boost participation, including this well organised and fun rallycross event you are running. Tyre physics and graphics update of course aren't an immediate solution.
Scawen
Developer
Quote from timdecnodder :... an example of the update list promised over 10 years ago…

Well you are wrong about that because the graphics update is far more recent than that.

If we are going to talk about what was promised when, then the conversation isn't going to get very far.

If you read the first post, I was wondering if there was anything we could do to improve attendance in the current version, and I specifically asked to avoid a discussion about the graphics and physics, which I acknowledged already as what I need to do on my side.
How to improve attendance for scheduled events?
Scawen
Developer
[ EDIT: This thread is from March 2022. Changes have been made but there are still things to do.
New posts in 2025: https://www.lfs.net/forum/post/2112916#post2112916 ]


Hello Racers,

I watched the Rallycross event yesterday, it's a really well done race with interesting layouts, short races and joker laps. There are heats and finals. It would be a great race for people who aren't the top racers, as with 3 to 4 lap races you won't end up being lapped or getting in the way. You could just blast around and have fun. The event is live streamed and basically has everything going for it. Thumbs up

Round 1 was great but there were only 11 racers.

Yesterday's event, round 2 only had 7 drivers! Frown

Some other (different) events have had to be cancelled or toned down due to lack of participation. Schwitz


So what's up?

1) Do people not know about these events? They are on the LFS calendar and we always tweet the weekly calendar that Mandula makes. Of course not everyone has twitter and not everyone looks at the calendar.

2) Do racers know about it but don't want to enter? Aren't interested in showing up at a specific time? Are they worried about getting in people's way? What other reasons for non-participation?

3) Or is it something technical, like they know about races, would like to enter but have difficulty finding out the information and rules?


I'd be really interested in what you have to say, and if there's some way we can help, maybe through the website or the forum. I know that on my side I need to get the tyre physics done so we can release the new tracks. But please can we leave that sort of thing out of the discussion? As LFS is already capable of providing interesting and varied races. I'm more interested in knowing if there is something we can do to help the participation in the existing version.
Last edited by Scawen, .
Scawen
Developer
I recommend use of the latest editor. It contains a check for the bug that can cause a side texture to change sides in LFS and can also result in the mesh going crazy after a collision: https://www.lfs.net/forum/thread/97865

But that doesn't explain the reversed mappings in LOD2 that Gutholz has mentioned.

As Gutholz says, it is best to correctly assign LOD2 and LOD3 triangles to the correct mapping. For example, assign the side triangles to the side mapping from LOD1, and assign up-facing triangles to the top mapping, etc. Although the shape of a physics mesh cannot perfectly align with your texture, it is only seen at a distance and the change to LOD3, even with slightly odd mappings, is much less noticeable than a total colour change. This is really easy to do for the physics LOD as it only contains a few triangles.
Scawen
Developer
Quote from adirany :I really think that it will be difficult to find a modder with the skills of Scawen for making cars or the skills of Eric for making tracks.

I just want to be clear that nearly all the car models were made by Eric.

I only made the UF model. I know it needs some updates.

But I was involved with the physics of all the cars.
Scawen
Developer
Thanks for the feedback.

I don't expect everyone to read my long post, but it is quite amusing that my post said, in short, "I want to stop working on mods for now" but quite a few people have taken it as a request for mod-related suggestions. The exact opposite of what I said! Big grin

Sorry but these suggestions won't happen now! I'm trying to stop working on mods now, so I'm just fixing a few important things, and leaving a lot of things that *could* be done, on a list for the future.

Quote from kristofferandersen :When viewing the replay, all I'm seeing is a black screen. I am not able to use the timeline at the bottom, its like the entire MPR is just frozen.

I am happy to give you any logs, or files to figure out how this issue can be solved.
I'm using 0.7B.

I really would like to hear from anyone who has seen this bug, I'd like to have an example replay with this problem so I can find out what causes this bug.

Quote from HighSpeedGarage :Hello,Mr Scawen!
Can we hope to add different wheel offsets for different configurations of the same car?

Sometimes I add pretty wide body kits to my mods and unfortunately the rims are still in wheel arches. I would like to be able to make both a city and a track car from one mod.

It's a good suggestion but that won't be done now. As mentioned before, I want to finish the updated tyre physics so we can release the new graphics version.

Quote from Facu23 :Hi, how can i contribute to translate some mods descriptions? I see it pretty handy for people who dont understand a lot of english.

And also. There's any possibility to fix setups on our mods? or limit what racers can tweak on the setup or not.

I don't think we'll ever support translations for mod descriptions. It would really be too difficult to manage such a system.

Fixed setups might be interesting. But as for all the suggestions, it'll be a whole lot easier to imlpemet new ideas when I only have to implement them into one version instead of two, so that's why I'm trying to stop working on mods now.

Quote from NENE87 :Hi i can't find the viewer on the 0.7B patch :s maybe add virtual keyboard for searching mod in vr?

No the viewer isn't visible in VR. It would be cool to see the 3D car there but such a system doesn't exist and as with all these things, very hard to have to implement it into two separate versions of LFS. The garage car in VR is like an image, it is drawn flat onto a texture so it works in VR but that is not the case for the viewer.

You can see the virtual keyboard when searching for mods if you press the virtual keyboard button on your controller. If using mouse you'd better press backspace before clicking the search field.

Quote from Amynue :Would be nice to be able to see the collaborators, full description and changelog within the ingame-mod-browser.

This is probably impractical and certainly will not be done now. At least it's really easy to get to the web page by clicking a link in-game.

OK everyone, I only really want to hear about bugs or issues now. No suggestions please. There is a separate suggestions thread.
Scawen
Developer
Well... seeing as you are interested... it might be helpful for people to understand the thinking behind the patch, some info about how things actually go in the real world as opposed to some imagined perfect world where I can continue coding full time without any issue. And what the plans are as I see them.

Since version B was released, first I did some finishing work that week and put a little time into a special version that can really help with events such as the football (Soccar) event. As the ball can run on the host, it works so much better. It's a special server version that could be used for some special cases in future. Something I really wanted to do, even since before the first public version of mods. It's an interesting concept. The reason I even *do* this job, is so that I can follow interesting concepts and get them done!

Then I got Covid, and it was the kids half term. So not much done that week.

As you know, we have a public review system now, and it has been fairly common for people to submit mods from other games, usually by mistake (e.g. they got it from a supposedly legitimate website but the person who uploaded it there didn't actually make it). We can't host such mods, so it's important to have the wireframe view that helps people to examine the model and see if it has come from an illegitimate source.

I don't like the fact that there was a crash in the version. Even if rare... there's one reason that LFS doesn't crash much. It's not because it's 'old' or 'can run on a toaster' etc. It's because I always try to fix every crash, and respond when community members report one.

A couple of other bugs and issues were spotted in the football event so I did a quick fix for them. The shadow bug and the wall riding. Good to fix them. Then when fixed, why hold them back? You guys can have the fix too!

One important thing, for people with worse internet connections, is the ability to download mods while joining a host, instead of after you have joined. It was on my sheet for months, long before the first public test patch of the mods system was ever released. I actually did that in a day yesterday. It has been a little hard to get right back to work after Covid.

Although my Covid was classed as 'mild' I can tell you that for me it was a lot worse than a normal cold. I had some rough nights, weird aching muscles and all sorts of symptoms, separately and sequentially. For info I'm 50 years old and semi-fit meaning I run and ride bikes a bit and walk a few km nearly every day if I don't run or ride. I eat a healthy diet, do not smoke (for 10 years) and rarely drink (and if I do, it's one glass). I actually thought Covid would hit me less hard. As I work from home, I was not vaccinated. I got the Covid from Leo who brought it back from school. I'm not asking for sympathy, it was my choice. I have my reasons.

So the download mods thing was a real good day of work yesterday. I had been somewhat distracted by the war and programming seemed very confusing. It's hard to explain to a non-programmer, quite how hard programming can be and how organised you have to be and have a good short term memory and sometimes keep notes as you go. Even in this case, when I wasn't really doing something entirely new and inspirational, there's data collection, packet sending, list processing, and it's quite simply a lot more involved than you might imagine!

I want to call a stop to working on mods, as you know, with a solid version out there. So that's what this test patch is all about. A simple update that allows me to get on with the tyre physics. There are a lot more things I could do with mods but I want to stop, because when we get the new physics and graphics out, it'll be easier to work on things as I won't have to merge two separate versions.
Scawen
Developer
Thank you all for the testing and feedback!

Version 0.7B is now available.
https://www.lfs.net/forum/thread/97376

Quote from kristofferandersen :I see the OutGaugePack has a spare bit available. Seeing all the packets and spare bits, i couldn't find any better solution than the bits for the OutGaugePack. Unless anyone else has a better solution?

Quote from neonmateo :Im one of the weirdos who uses force viewer in garage when making a setup, it used to be shortcut F but now its a shortcut for front view, can we get another shortcut? Thanks

I made a note of these requests. It was important to get 0.7B out as soon as possible, for all the fixes and to support the new public review system. I still have quite a few things on paper here, both compatible and incompatible things. I'll be considering them to see if we need one more patch on the mods subject before I get stuck into the tyre physics.
Scawen
Developer
Quote from Dmitry[RUS :;1989203"]If possible, in one of the tire physics test patches, insert the choice of coating on concrete blocks, soil. Or to a convenient place in the editor. What would be possible to lay on asphalt or grass the surface of the soil, gravel, soil.

Thanks, yes I am really looking forward to releasing the new physics and graphics.

One of the worst things for me is that any changes I do in the public version, I have to copy to the development version. So after any heavy session of coding, there is a lot of code merging as well. It feels like driving with the brakes on or swimming with a parachute. I am so slowed by this awful situation of maintaining two different but similar code bases.

I obviously did not know many years ago, when I separated it into two versions, that there would be MANY updates in the public version. It wasn't a situation I took lightly, it was becoming too hard to keep two versions of physics in the same code. But I had known the future, I would have taken a different decision.

So I'm looking forward to that chapter of my life to be over. It really makes it hard to add anything new and major, because there is so much code merging to be done.
Scawen
Developer
I don't have a plan for that as my main focus is to release what we have as an official version ASAP (early in the week). As always, there are a lot of things (maybe hundreds) that are important to different people but I can't do many of them, as each small thing takes a long time.

I really have to stop working on the mods, so I can sort out the tyre physics and then we can release the new graphics. So there has to be an end. And I still have a couple of important things on my list.

Anyway, is there an appropriate InSim packet that your requested data values could be squeezed into? It's always a lot easier to use some unused bytes, compared with adding a new packet or extending an existing one.
Scawen
Developer
Yeah that's the thing. I'm just trying to get this mods system 'finished' so I can do the tyre physics and we can release the new graphics system.

The idea of user-defined layout objects, it just brings up so many questions, would they be uploaded like mods, or maybe defined locally instead (transferred from server to guests). But maybe the better thing is really to get to a point where we could release a track editor. Well, it's not the same thing at all, although a track editor would be the proper solution to a lot of what people actually do with layouts.

So I hope you see, it's not a bad idea or anything like that. Just that for me it's not the time to think about adding a whole new system, while I have so many new systems already in development and not yet released.
Disappearing sound bug
Scawen
Developer
Hello mod users,

I will need to fix this issue, where certain setups of certain mods, then driven in a certain way, can cause a physics glitch that results in a sound problem that affects all users who are within range of that vehicle. There may be a bad sound then a total loss of engine sounds.

So does anyone know of a simple way to reproduce this? If necessary, I could trawl through an MPR from a cruise server but my job would be a lot simpler if this can be reproduced on demand, or in an MPR with just the one vehicle in it. It's a lot easier to track down something in the debugger if there is less going on.

Thanks!

EDIT: I did fix this in the past for some vehicles. It was something to do with the golf cart. As it had small wheels their rotation could go wrong on remote computers with some gear ratios or final drive ratios. It was not intended by the user driving the car and it came with a graphical glitch too.
Last edited by Scawen, .
Mods approval - it's based on community ratings
Scawen
Developer
Hello Community Members!

It took a while to get going but for the last 3 days we have approved four mods each day, based on your ratings.

There are a lot more good mods, with high ratings, but still not *enough* ratings. We would like to approve more each day but there is no way the developers can do all the testing, and our mod reviewers, who are volunteers, can't do that either.

That's why we have a community approval system. YOU rate the mods, and we'll approve the good ones! For now it is a manual process but we plan to make it automatic after a while.

Your ratings are needed in the following categories:
  • Overall
  • Technical
  • Graphical
  • Physics
  • Animation
  • Engine sound
Please make sure you do this for your favourite mods. Mod creators appreciate the support. Hug

You can get to any mod's page either:

- through the vehicle mods page Thumbs up

or:

- click the star rating beside the mod in game Thumbs up

Thanks! Smile

Notifications about the approved mods can be found on this thread: https://www.lfs.net/forum/thread/96603
Last edited by Scawen, .
Approving mods based on your ratings!
Scawen
Developer
Dear mod users,

We don't think the acceptance and approval of mods has reached its final form, but we can do better with the current system while we consider how mods will be initially submitted, accepted and approved in a sustainable way.

We are currently looking at the system that allows the community to approve mods by use of the ratings on each mod's page. We have been a bit slow to get this system working as designed. Of course, for a while after it was first implemented, there weren't enough community ratings to produce reliable results.

It's now clear that a lot more mods should pass 'APPROVAL' and be visible on the approved mods list. But a lot of mods still don't have enough ratings for our algorithm to produce a reliable result.

So please can you visit the web page of some mods you have tested and if you have reliable knowledge about each category, go and give the mod a rating in each of the categories.

https://www.lfs.net/files/vehmods -> Show: All
  • Overall
  • Technical
  • Graphical
  • Physics
  • Animation
  • Engine sound
We need a good number of ratings in each category, before our algorithm will be able to reliably select mods for approval.
New Version 0.7A - Mods Support
Scawen
Developer
Dear Racers,

We have always wanted to support user created content in Live for Speed. We thought it could be done after the new version release, with the new physics. That would have been ideal but there is a lot of demand for mods and we started to look into it this year.



At first we started thinking about simply allowing VOB mods, with some restrictions. But it would of course be better if we had an official way to edit and export mods. So we experimented with some changes in the current public version of LFS, to the point where it could load VOB models saved from our development version. It was immediately obvious that it would be too restrictive if we only allowed VOB mods on existing cars. So we made more changes to save fully edited vehicles that could be loaded in the public version.



As a standalone model and vehicle editor was proven to be possible in principle, we got more serious about the whole thing. We started working on a mod submission system, with mods stored on our website and automatically downloaded in LFS. With the new system, you can visit any server and see new mods there for the first time as they are automatically downloaded like skins.



To make a mod you can build a model (3D mesh) directly in the LFS modeller or start by importing one from another program, e.g. Blender, then make adjustments and apply texture maps within the LFS modeller. To create a driveable vehicle with your model, you could either start from scratch with a new vehicle or choose an existing car as a starting point. Adjust wheel positions, mass, suspension, engine and so on. Test the mod in your public version of LFS then export and upload it to our website. Reviewers will check it follows the rules and accept / reject / request changes. When accepted, the mod can be downloaded in LFS and used online.



There are some restrictions.

- The mods system is only for S3 licensed users.
- We do not allow real car names or logos, unless permission is proved.
- We do not allow meshes converted from other games, unless permission is proved.
- There are limits (e.g. triangle count and texture size) so the mods are quick to download.

Changes to hosting:

There are some changes to the way game servers work. We believe the only way to prevent piracy is to no longer release any server code at all (or even support LAN games). For the new version, we provide the servers, using our existing server rental system. Game server owners can use InSim connections to their servers. We have set up internet servers in various continents so you should get a good ping wherever you are.

You can start a free server in game, using the "Start new host" button. But now, that starts a host running on one of our servers, instead of locally on your computer. When you leave a free server, it closes down after a few minutes.

If you want to run a full-fledged server, or multiple servers, that stay online all the time and store replays and layouts, you can use our game server hosting system. You can choose Netherlands, USA, Japan, Brazil, Hong Kong, Turkey or Australia for the location of your game server. The prices are approximately a quarter of what they were before this change.

You can manage your hosts from https://www.lfs.net/hosting/admin

That works for free hosts started from in-game as well as rental hosts. An InSim port is always opened and available to the IP of the user who started the host. If you would like to whitelist more IPs for InSim, you can do so using the hosting admin link above.

Please read the full list of changes below.


How to use the mods system : downloads, web pages, videos, documents


Four ways to get version 0.7A :

1) AUTO UPDATER - If you already have version 0.5V or later :

- Click on "Multiplayer" then "List of Hosts" in LFS and choose a download mirror.

2) MANUAL PATCH (35 MB) - If you already have version 0.6R or later :

- Click HERE and save the patch installer.
- You can run the patch installer from its download location or from your LFS folder.

4) FULL VERSION (521 MB) - If you are new to LFS or making a fresh installation.

- Click HERE to visit the download page and get the full version installer.


Changes from 0.6V to 0.7A :

Mods:

Mods support is now available for S3 licensed users
A vehicle editor and object modeller are available
Includes support for single-gear electric vehicles

Multiplayer:

Start new host screen starts a new host on LFS.net
Host options screen now available for admins while online
Message "[user name] is connecting..." when someone is joining
Unlimited number of bans in ban file

Updated cars:

MRT with improved frame, steering wheel, wider tyres, minor updates
RB4 with more detailed exterior, interior, 10mm shorter wheelbase

Graphics:

Minor improvements to drivers and spectators
Updated ADS jpg textures for all tracks except RO
Increased number of mipmaps for number plate textures
Updated car shaders to better reproduce the editor materials
- Variable shine can now be used (alpha channel sets shine level)
- Material type 'overlay or plain' can be used for chrome parts
- Roughness value is NOT supported (specular reflection disabled)

Interface:

Using updated font from new version of LFS
Improved display size of vehicles in game setup screen and garage
Removed feature that enabled "window while connecting" on new patch
FIX: Player name could be displayed wrongly in F11 and F12 menu

Misc:

More prominent warning for clipping in engine sound editor
Experimental anti clipping audio option (enabled by default)
Anti clipping is automatically disabled in engine sound editor

Layouts:

Plain area 4km x 4km designed specifically to allow large layouts
Max selected objects in editor is now 60 (was 30)

Controllers:

Support for controllers with up to 128 buttons
Look Heading and Look Pitch are no longer automatically assigned

InSim (for programmers):
New packet size byte - now represents packet size divided by 4
This allows larger packets up to 1020 bytes (old limit was 252)
IS_ACM and IS_MCI make use of the increase packet size
New packets IS_MAL / TINY_MAL set / get allowed mods

Commands:

/allowmods=yes to allow mods on host
/cars=none to disallow all of the official cars
/cars+=xfg+xrg to add xfg and xrg to the allowed cars
/cars-=ufr+xfr to remove ufr and xfr from the allowed cars
/window X Y sets window client area width and height
/enforce - spectate anyone who is driving a disallowed car
/unapproved=yes to allow unapproved mods to be used on host
/mods=AAAAAA+BBBBBB sets a list of allowed mods (and allows mods)
/mods+=CCCCCC+DDDDDD adds to the list of allowed mods
/mods-=BBBBBB+CCCCCC removes mods from the list
/mods=ALL removes the list of mods and sets /allowmods=yes
/mods=NONE removes the list of mods and sets /allowmods=no
/mods and /cars commands can accept plus or comma as delimiter

Scripts:

Script 'ev.lfs' is run when an electric vehicle is selected
Script 'kart.lfs' is run when using vehicle with centrifugal clutch
Script 'free.lfs' is run when using vehicle with no engine or drive

- LFS Developers
Last edited by Scawen, .
Scawen
Developer
FF Steps is visible in the controllers screen in Axes/FF section. The default is '1' seen in the cfg.txt but that appears as 400 steps in the controllers screen. 400 should be fine for ordinary force feedback wheels. The high numbers were added to support the high end direct drive wheels. I was just trying to think of reasons why you would experience controller lag.

Maybe the best thing is to make sure your frame rate is limited to 100, or vertical sync is enabled. There is no point in going above 100 fps as the physics is at that rate anyway. In older versions there was a reason (related to force feedback) to allow higher frame rates than 100 but that was sorted out with a controller update within the last few years (I can't remember when).
Scawen
Developer
I like this project and it's good to see that our physics seems to go down to this scale but I'm confused by the engine - it is said to be electric motor, but sounds like a single cylinder four stroke engine. Maybe if it's meant to be internal combustion, it could use a two stroke engine and a centrifugal clutch? Or if meant to be electric (as it appears in the image) why not use the normal gear whine sound?
Scawen
Developer
I can't answer for sure but it looks like the collision mesh is far too small. Due to the way the physics system works at the moment, the collision mesh should cover most of the wheels and the driver too. The centre of mass of the whole system (including rider) must be well within the collision mesh.
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