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sinanju
S3 licensed
I've now got about 95% of the perimeter track done. Just the very fiddly last chicane to do.

I've changed the squiggly bit in the middle of the track. Just copied and pasted large turn I had made in another layout, then turned it a bit to join the first part, then pasted the turn again about 180 deg, so it joined the existing perimeter, then added a little straight between the first 2 curves I placed, where both ends kept curving round, then fiddled with it till it looked about right.



From a distance, it looks neat and tidy, but it's not. I need to work on it a bit.

So now I've got a perimeter layout, a short layout, and a no idea what to call a mainly perimeter with large infield section layout.

The next stage will be to finish the last chicane, fix the infield section, and add more signage. After that, play around with the walls. I think I'll lower a lot of them, so the track looks less constrained. Then, depending on how many objects are left, add some stands or some such.

The last thing to do will likely be the hardest; thinking of a name for the layout.

But I'm not going to be able to work on this layout again till at least the weekend.
sinanju
S3 licensed
More work this evening.

Cleaned up the short section, putting in proper (joined up) barriers all round.

Also worked on making both a rough layout of the overall circuit, as well as very rough path for another alternative route - the orange looking squiggly bit inside the layout.


It's likely that the orange piece of track from top left, curving down to the bottom will be close to the lines I put down, but the squiggly bit in the middle of the overall layout may change a lot - maybe to a very large 'S' shape, joining higher up closer to the track before it turns right.

A lot will probablhy depend on how many objects I have left after finishing the overall perimeter of the layout, although simpler likely to be much better anyway. And simpler to do too.
sinanju
S3 licensed
Visually, this V4 looks like V3, but for this update, I sort of joined the dots, and roughly placed walls to show track edges.


The long lines in the images (yellow lines with orange dots) are mainly insim lines, which you can only see in SHIFT U mode - not when driving. I use these for drawing straights and curves. Very handy when you want to keep outside and inside barriers equidistant throughout a turn. You can also use Insim Circles, but sometimes I prefer my squares. I used the squares to make my 'S' bend.

16mx16m insim checkpoints made into squares and each square turned to make a rough outside and insie line.

After I put barriers in place all round this short track, I then reversed it to see what it was like.

I prefer the reverse layout. But I'll continue with the original, clockwise, direction just now.

I've included lyt's for both for anyone that wants to try them out.
sinanju
S3 licensed
Anyway.

I spent a little time working on an 'S' section, then looped round to the start/finish straight. The corners aren't quite 90 degrees.

.

Next stage will lbe putting in walls (likely roughly positioning), just to see what it's like to drive.
sinanju
S3 licensed
Not expecting anyone to believe me, but I had to go look up Grand Valley track. You say plagiarism, my first thought was serendipity, but not really happy about it, so coincidence would bea better word.

Any tracks I've copied I've said that's what I've done.
sinanju
S3 licensed
So more work on layout.

As I had intended, I put in a chicane past the 'Y' junction, although it took a lot of trial and error. Originally had it much tighter so you almost had to crawl round, but I eventually made something that flows a lot better.

To start with, I had concrete walls on outside, with banner signboards on the inside. But problem is that when you hit the outside wall, the wall acts as bumpers to get you partly round, whereas with the banners, if you hit them, because they're angled, you end up going up and over them, or rolling the car. So the way they are now, you have to treat them with a bit of respect.


I spent so long doing the chicane, I barely had time for anything else.

However, I've laid a 'S' bend route leading to another straight, and from the straight, I'll probably loop it back round to the start/finish straight.
LA2X Incomplete unnamed work in progress layout
sinanju
S3 licensed
I'm currently in the early stages of making new layout, and I thought I'd share what I'm doing, rather than show the finished project.

No idea how it's going to end up looking, as I've not got anything in mind except it'll be a circuit (start/finish at almost the same place), and that it'll likely have at least 1 alternate route.

So for this layout, I started with a hairpin, then added a long straight. Normally for long straights on the LA layout, I put the track on the road, but this time, the edge of the track is the edge of the pavement furthest from the road.

Struggled on the hairpin. I put in a little bit of straight then a straight after the corner, then basically joined both straights up with curves.

Problems with 'joining' walls together in a straight line is that in LFS you can turn objects in 256 increments to turn 360 degrees. Which means 1 turn = 1.40625 degrees. This makes it hard if you use the wrong angle to get the edges to meet up properly, and they can be slightly offset, so you don't get a nice straight line.

So my straight after turn 1 is 45 degrees.

Spent ages fiddling with the hairpin. Not happy with it, but it's servicable. I'll wait till I'm finished most of the layout before I go back to it and see how many objects I've got left to try make it better.

Put a blue wall round the hairpin section, as this makes it so much easier for me to judge where the turn is. I could have put a stand there, but in real life, circuit owners wouldn't as they'd have to be aware that cars can easily go straight on, and even with tyre barriars and catch fencing, objects could still end up in a crowded stand.

I also spent some time making a 'Y' junction after the checkpoint, with the start paralleling the main straight.
I plan to make a chicane next to break up this second straight.

I've attached a lyt of the bit I've done, so, if you want, you can do timed run from straight, round the hairpin, and run to Checkpoint 1.

sinanju
S3 licensed
I've made an extremely rough layout that's about the right dimensions.

Just placed objects by hand/eye by constantly comparing to google maps image of track.



Placed tyres as edges of track, but had to add lines and barriers when I tried to drive it, as there was just a forest of tyres so you couldn't see where you were going.

You can take the attached rough layout and tidy up as you like.

Enjoy! Smile
Last edited by sinanju, . Reason : Added detail of how it was made.
sinanju
S3 licensed
Yes, a lot of trial and error, and hours of placing objects, moving, replacing, etc.

If you want to practice, I made a chalk outline a while ago, and you can use is to play around with placing objects.



2 Layouts attached -
1 just chalk
1 with a corner with a few cones, another with some tyres, etc.

Golspie's a Kart track, and I just placed chalk by hand/eye by looking at online real map, and placing tyres, then when I got layout about right, replaced tyres with lines.

The track's not very wide, but you can always adjust to suit.

If you don't want to do that, have a look in the Autocross Layout section and just search 'drift' or 'drifting' and see what pops up.
sinanju
S3 licensed
A safer solution would be not to drive and try type at same time, but don't think that's going to end anytime soon.

IF
$speed=0
THEN
$keyboard low_setting
ELSE
$keyboard high_setting
ENDIF
Lower VR keyboard
sinanju
S3 licensed
Can the VR keyboard be lowered? It's up at top of screen, which I find slightly awkward.

Maybe top edge of keyboard centre of vertical height, or whole keyboard at least centred?

The red cross in the image is where you look straight on, so would be better if keyboard was in that area.
Limit circuit map limit size on monitor
sinanju
S3 licensed
On my monitor, something like the Blackwood map, from almost the edge of screen, to the outermost part of map furthest from edge of screen, takes up slightly less than 15% of the horizontal screen width.

I'm currently driving a LA1 map, which is approx. 1326m at the widest point, and where the screen map takes up to 20% of the horizontal width.



And when the map turns, the diagonal takes up even more screen width.



Maybe make the horizontal width of longest side of map a max size/screen percentage? 15%? Especially on LA1, which shows a large grey square/rectangle with the layout inside, rather than just the shape of a track in grey.

On other driving games, they tend to zoom in so that you're only seeing the bit of the track you're actually driving on. I quite like seeing the whole track, just maybe doesn't need to be so big.
sinanju
S3 licensed
Or just make your own in Autocross.
sinanju
S3 licensed
I've just rented a host from LFS, and am having the same problem.
How was it sorted?

Also. When I put my user name in the 'Assign web-admins for this game server' box for Access Control, and then submit changes, my user name disappears and the box goes blank again.

Edit: As a test, changed host location to USA, and server started working. Changed back to Netherlands, and node error back. So I've got server set to USA again.
Last edited by sinanju, .
sinanju
S3 licensed
If you drive on the right, you can see through spaces in the dash, which aren't there if you drive on left.



The red electronic displays appears on the left, but are blank spaces on the right, so you can see the front grill and road.
sinanju
S3 licensed
No. I haven't put this layout on the forum, and unlikely to do so in the future. Sorry.

If you want to try any of my other layouts, type 'sinanju' as the user name, and just 'LA' in the title, and see what pops up.
sinanju
S3 licensed
I put a lot of my layouts on the forum, but not all. Like this one.

Search the Layout section for AU1 Lego Land and/or AU1 Scaletrix. These may be very similar to the one on LA1.
sinanju
S3 licensed
Updated my original layout slightly - added the extra 600 objects now available in V7 (up from 2,400 to 3,000), and slightly re-profiled a couple of the slower corners (not that you'd really notice - more aesthetic than anything else).

Then drove 3 of the GT3 cars around. This time I used a wheel.



Surprised myself by how close the lap times were between the 3 cars.
sinanju
S3 licensed
Quote from pete15 :Thats an epic layout! only problem is I can't use it yet Wink can you send the file as well please?

Glad you liked it.

Added a layout to 1st post.
sinanju
S3 licensed
I can't test it now as I don't have an online server to check lapper, but many years ago, I used zones to make Pace Notes for one of my layouts.



Video is bit short, but the pace notes were for a whole lap, straights and turns, and the size of the zone was only 2 or 3 meters.

Don't know, but the "p37" at the start of your code - should it be there?

RegisterZoneAction( "p37","BL2",42,594,50,p37,p37kapat );

I thought the first part should be the track name.

But lapper has changed a lot since I used it last so I could easily be wrong.

As a test, try taking the "p37" out.

Also, as another test, remove the 'p37kapta' - try using "" (double quotes) instead to see what happens.
sinanju
S3 licensed
Few things about the demo example ...

Layouts and the config file need to be amended slightly, as LFS doesn't recognise the names without a track abbreviation, so;

static.lyt should be LA1_static.lyt
dynamic.lyt should be LA1_dynamic.lyt.

Layouts need to be kept in same folder as the files in the example file (eg ../Layout Streamer) as they won't be seen if the layouts are put in the usual ../data/layouts folder.

I tried the layouts, but they were so tight and complicated, that I gave up trying to find out how the dynamic part of the layout would work. I would suggest a much simpler layout as an example - even a simple oval would do.

I was going to try amending one of my old layouts, but didn't have time today. Maybe later.

But other than that, overall, I appreciate the concept of this.
sinanju
S3 licensed
Quote from RealistAdam :... So, does the lapper have the feature I asked you about?

Don't know.

Make a video - that way I can see the problems you're having and what you're trying to do.
sinanju
S3 licensed
Hey, even found I did a video about the lights. Nod

sinanju
S3 licensed
Why not just put buttons on a timer so they disappear themselves?

And if you search, you should find a couple of lapper drag systems on this forum already. I did one about 10 years ago that could be used on Blackwood.
Last edited by sinanju, .
Sinanju driving round LFS LA1 Triple Cross Layout
sinanju
S3 licensed
Driving a modded GT3 car (Pochete) round my newly made layout with a lap length of 4.13 mile / 6.65 km.

FGED GREDG RDFGDR GSFDG