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Westhill WE2X Blue ground bug
sinanju
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Made a layout on WE2X that heads in towards the roundabout that leads to the tunnel that goes under the track (see image below), and while driving, road and some of the surrounds suddenly went blue.



Same thing happens everytime I go this route.

No problems with car falling through a hole or anything, and at speed, it's just a quick blue blur.

I saved an mpr; I slowed down at the 40 mins mark to see it better.
Last edited by sinanju, .
sinanju
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I'm now running slightly longer version of this layout on one of my Sin'rs servers.

EDIT: Now there's just over 200 timed laps, best of these are ....



As you can see, even though it's a Rally track with off-road sections, people will still try set times with every car available.
Last edited by sinanju, . Reason : Top times from over 200 Timed Laps (as at 25 April 2015)
sinanju
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So after spending hours and hours and hours turning off add-ons and then re-enabling; no difference.

Played with removing 2nd split, then when that didn't work, added 3rd split; no difference.

Tried removing all checkpoints; no difference.

By this stage, fed up, so went on my server and tried setting time in UF1 - got round in just over 5 mins 30 seconds, but time not saved.

Next tried XFG - got round in about 4:50, but big penalties. No time saved. Tried few times, but always penalties putting me over 5 mins. Finally managed clean(ish) lap and recorded under 5 mins. Time recorded!

Ha!

Went round slowly in XRT (lots of people have recorded times with this car), and took over 5 minutes to cross line - no time recorded.



As you can see in the image, few people have taken over 5 mins to do lap, which LFS has recorded, but !top command for their car not showing their times.

CONCLUSION:

Lapper limitation in that any layout that takes more than 5 minutes to get round, regardless of car, the time will not be recorded for !top table. If you score drift points in that car, in same lap, points will be recorded.

Can anyone confirm having problems with times not being recorded if taking more than 5 minutes to complete a lap in a layout?


EDIT: In version 7.0.4.5: the Laptime is increased to 30 minutes
Last edited by Bass-Driver, .
sinanju
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Not a pitboard issue, as I turned it off and tried laps in UF1, but time still not recorded.

Tried renaming layout from WE2X to WE2Y, and WE1X and WE1Y. No difference.

Next step will be to turn off all add-ons and re-enable them one by one to see if one of them is causing issue Shrug
sinanju
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Personally, I use PSPad, which colours different parts of the code script to make it easier to see if there's a glaring error.

Use PSPad with lapper.ini (found HERE), which has been setup with colours for different syntax highlighters.



Won't help with your specific issue, though.
Last edited by sinanju, .
sinanju
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Quote from Gutholz :...please read doc/readme.txt.....there is no such file?

A lot of very useful information can be found in the doc folder, when you open zip file (bin, doc, spec, src).

A lot of coding help can be found in changes.txt, and various Vars, etc, can be found in Lapper Events.txt and playerVars.txt.
sinanju
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Yisc is the guy for helping you!

Surprised it works at all - normally you have to specify your GlobalVar.

Your code
CatchEvent OnLapperStart()
GlobalVar $finishers;
EndCatchEvent

Should define the Var value.
CatchEvent OnLapperStart()
GlobalVar $finishers;
$finishers=;
EndCatchEvent

So, its name of Var first, followed by same name with a value.

The most common GlobalVar's are usually specified by people for button properties, such as;

GlobalVar $MorigL; $MorigL = 86; # Left edge of main content window / button / label
GlobalVar $MorigT; $MorigT = 90; # Top edge of window / button / label
GlobalVar $MWidth; $MWidth = 20; # Width of Dialog box / window / button / label
GlobalVar $MHeight; $MHeight = 4; # ...height of row of text
GlobalVar $Mspacing; $Mspacing = 4; # ...height of spacing between text
GlobalVar $Mtime; $Mtime = -1; # display button for how many seconds (-1 = permanent)

Lapper doesn't care if you layout each Var on 1 line or 2, as long as Var

Name and Var value are both followed by a semi-colon.

GlobalVar $MHeight; $MHeight = 4; # ...height of row of text

or

GlobalVar $MHeight;
$MHeight = 4;

sinanju
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Might have been a bit premature!

On my new rally server, I've done laps in UF1, RB4 and BF1.

Only the BF1 time shows in !top, but only the UF1 drift score shows in !drf. Nothing for RB4 anywhere.



My BF1 time is fastest of the 3 cars I've used, and UF1 has had highest drift score, so it seems as if only quickest/highest is being saved. For me at least.

Only a few people have set times on server, but most of their times/scores seem ok. Not all. For instance, someone has set time in XRT, and apart from seeing time in top 12 on front screen, his time doesn't show anywhere else, but his drift points do!

I can't download the sql database (GripPB.dbs, etc) files yet, but when I can (tomorrow), I'll need to check if my times/scores are being saved; but maybe not being displayed.
sinanju
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I've made up a rally layout and put it on one of my servers today (Sin'rs Too [Westhill Rally]).

Based on this layout HERE, with an additional section.



Most people seem to want to race the BF1 on it, even though there are bits where you have to go on the grass and gravel - go figure!
sinanju
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Sin'rs Too
Thumbs up Many thanks for that, although I had problems with getting it working - but now everything ok.

Tried setting the cfgsplit on my layout and wouldn't work. Played around with split quantities, in case having start, 2 checkpoints and a finish line was actually 2 splits instead of 3 (it's not). Still same problem.

Made small test layout - straight line with 2 checkpoints only 20 metres or so apart, set cfgsplits to 3, and everything worked fine. Times shown on pitboard correctly, drift points shown, and times/points available with !top and !drf commands.

Set same cfgsplit setting (3) on my original layout and pitboard/drift scoreboard still not working correctly. Eventually got round to deleting the start/finish/split lines, then put them back in layout, and voila! All working Smile
[Solved] Lap times & drift scores problems with new Westhill open configs
sinanju
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I made a Westhill WE2X rally layout (layout), and I was going to use it on one of my servers.

Before I load things on my server, I check that lapper will have the correct stuff loaded, as I sometimes have to make configuration changes (usually speed trap locations, etc). As I normally load AutoX layouts, I usually check the pitboard add-on, and change if number of splits has changed.

I've added WE2X into the pitboard file, but it wasn't showing the times correctly, nor was my drift scoreboard showing drift scores.

Added WE2 and WE2R to pitboard file, but still not working properly for WE2X, although WE1 and WE2 work correctly.

I don't think this is anything to do with the pitboard file, but something in lapper.

.

Lapping WE1 or WE2, lapper, the pitboard and drift scoreboard all work properly, and I don't get the message:
Open configuration detected
Taking set number of splits:

First time I've ever seen this message.

Changed the tracklist.cfg file to alter WE1/WE1R and add the other Westhill configs. Altered file attached (just remove the .txt at end).

There is a file called trackInfo.cfg, that has all the original track names and abbreviations, with various cars and times, but I'm not sure how this file came to be (it says auto generated file), nor if I should change it. How would I know times to add for new configurations?

Not sure lapper is supported anymore, so if this is a problem within the lapper programming, is there a solution?
Last edited by Bass-Driver, . Reason : 5 min laptime increased to 30 min
Westhill Rally Short (for beginners / intermediate drivers)
sinanju
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Made a short rally track - mainly road driving, with very short spells on gravel and grass.

Route includes going through 2 underpasses (tunnels).



Has rally start and finish positions, 2 visible timed checkpoints, and a number of route 'gates'. Route has to be followed, as invisible checkpoints placed.

2 layouts;

> beginner - more arrow sign markers and some additional tyres to use as possible braking points

> intermediate - exactly same route, but less arrow markers and no tyre braking point references

Whichever layout you may choose to use, be aware that your safety has not been compromised!


I did few laps in XFG, and my best time was a 4m:09.24s (S1 1:21 / S2 2:35). I've no doubt that someone who can actually drive could get that well under 4 mins

I would be interested in seeing video of anyone that can do much better times.

Also, as this is my first off-road (especially not an AutoX layout), so constructive criticism welcomed.


Edit: Managed to get my best time down from 4:24 to 4:09!
Last edited by sinanju, .
sinanju
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I know absolutely nothing about how you are programming this (!), but it looks like a range? If so, can you change it to just a specific 1 x 1 X,Y square, and try crossing that space to see if anything happens.

At least you would know that basic code is working correctly, and as you expect.

This would be a doddle in LFSLapper ('lapper')!

I'm so used to;

RegisterAction (e.g. Node or Zone), track, X, Y, size, sub-routine_name
e.g.
RegisterZoneAction( "AU1" , 52,-899, 3 , PitLaneSub,"" );

Sub PitLaneSub
IF {action occurs - eg enter specified Zone}
THEN {do something}
ELSE {do alternative something - even ignore ELSE if no alternative}
ENDIF
End sub

Apologies, if nothing here in this post helps.
sinanju
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Online at :
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Do you mean street names?

If so, simple way is just a button triggered when a car crosses a Node, or (if open configuration) enters a Zone (specified by X,Y coordinates).

Just remember to turn it off when crossing into new Node or Zone, when new street name button is shown.

EDIT: See this short video I put on YouTube that shows me doing exactly what I explained with road signs triggered by entering Zones.
Last edited by sinanju, .
sinanju
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Sin'rs Too
Made an extended version - see 1st post.

sinanju
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Can you get this one trotting/gambling/stampeding across the grass?



Additional scenery for the Cruise people?

Big grin
sinanju
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Quote from sicotange :Looks awesome Big grin I suppose your plane is made of more than 30 objects? If you share the layout I could try to make it follow a route in the air but I don't think LFS can handle that performance wise.

It is, but I made you a glider and small plane that may do you much better.



It's in my layout, along with other bits n pieces you're willing to use, including some bridges - bridges have been done in one half - just need to place the half, rotate 90 degrees, and place the 2nd half, butting up as necessary.
Spirit of Silverstone
sinanju
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If we ever get a race track that was converted from an airfield (like Silverstone was), I have a piece of sculpture made that I could use on layout....



Was thinking of making copy of Eiffel Tower next, but then I thought, that would just be plain silly!
sinanju
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Sin'rs Too
Awesome Thumbs up

Knowing first hand how much effort is needed for something like this, I'm impressed - great imagination for great upgrade.
sinanju
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Online at :
Sin'rs Too
I've updated my pc and one of my online servers to 0.6G19, but when I go online, all I can see are 0.6G17/0.6G18 servers - I suppose I could be very first, but my server doesn't show in list of hosts - am I going wrong somewhere?

sinanju
S3 licensed
Online at :
Sin'rs Too
Quote from Chriship :G18 Is now available.

Kind Regards

My (Sin'rs) server doesn't appear in the master server list when I try to connect online, and I don't see anything in my control panel that I'm supposed to update - am I missing something (ie am I being thick?)?

I updated earlier to G19, and I can see G17/G18 hosts online.
sinanju
S3 licensed
Online at :
Sin'rs Too
Quote from Gutholz :
1) hay balls can be stacked into a wall.
(But only in 2 levels, for third level the z-coordinate has wrong step-size.)

2) Pylons, posts etc can be stacked too.
For example turn-makers can be put onto posts to makes them more visible.
(and more fun to knock over)
I did not manage to stack tire-stacks, they have a wrong height.

3) A starting light portal. The base of the light-carts are hidden inside the other stuff.
(.lyt also contains a wider version)

4) red-white barriers can look quite nice when stacked

5) signs can be "put on a wall" by clipping them into the wall

6) put cones on a wall & knock them off while drifting

7) The guardrails can be used as steel beams. (here some Autobahn-style sign)

8) another overheard construction with "steel beams."

9) pylons fit quite nicely onto posts

10) another starting light portal

1) Yes - I tried making a hay bale 4x4x4 and couldn't get 3rd layer to sit properly
2) I've stacked tyres 4 high - place 1st layer, place 2nd layer elsewhere, lift off ground a bit (not too much) then place on top of 1st stack, (they sort of blend together - also helps with X,Y placement) then lift up 2nd stack until above 1st stack - repeat for other stacks.

3) Great idea!
4)Tried that, but I thought they looked too much like the ground noise barriers they use at airports
5) Yes got that in various places - also useful for overhead gantries as sometimes hard to spot white signs on light sky

6) Not my cup of tea!
7) Clever!
8) I like things that look realistic
9) Bit too Heath Robinson for my tastes
10) Looks realistic - like it
sinanju
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Online at :
Sin'rs Too
Quote from Scawen :... About raised route checkers and restricted areas, I have been trying something here. LFS must allow your car to go slightly below the route checker, because the ground may be uneven. I as thinking this should be OK if I allow the route checker to be ignored if it is more than 1.5m above your car's centre.

I am thinking about checkpoints too. Maybe LFS could ignore checkpoints that are more than 1.5m above your car's centre. Would this cause any problems?

Not unless any future vehicles are taller than are currently available - and hopefully people who don't read this don't treat it as a bug if they build something overhead that is closer to the ground.

I'm already building my bridges with more head room.

Last edited by sinanju, .
Kerbs / Curbs
sinanju
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A selection of curbs.....

Last edited by sinanju, .
sinanju
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Online at :
Sin'rs Too
Quote from sinanju :I assume you must mean rounded / curved curbs, as you can now make your own straight kerbs.

Choose concrete / wall in SHIFT U mode
place wall
set height to 0.25 (default is 1.0)
set length and colour to suit

If you make kerbs at minimum length (2.0) and place one, then place others at angle, you can get them to radius quite well - helps now that concrete can overlap onto another piece of concrete without throwing up 'intersection object' errors.

Had futher thought on this, so been playing around making various types of curbs / kerbs.

Best way is to place a concrete ramp, and set it to small length (2m). Further ramps can be placed in straight lines and/or radiused.
FGED GREDG RDFGDR GSFDG