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Bug Report: When Alpha goes through another ALP, second ALP is invisible.
superlame
S3 licensed
The problem is that, when you have _ALP ( windows for example on a car ( ANY ( STOCK LFS ONE OR MOD )), and have other _ALP texture on the map, for example the Fences or some grass or trees, they become invisible, when you watch from outside through the windows. I don't know if this is already fixed in the DX11 update which Scawen is working on, just posting incase he doesn't know already.

superlame
S3 licensed
I dont think this is really that important. Please either stay on 0.7D or to the latest test patch so u wont face such things.
False information in LFS Manual? Scawen any thoughts?
superlame
S3 licensed
Thanks to one comment by Facu in the "Test Patch D4 (now D9) - Minor updates" thread, I noticed something somehow weird. I don't know if this has been actually discussed before, couldn't find earlier posts regarding this.

So, straight to the point. LFS Manaul Display here, in Section "Cockpit",

Quote :Oil temperature gauge: The current Oil temperature. If the cooler has been damaged in a crash the engine temperature will rise and the driver should take care not to push too hard because this might destroy the engine. This is not enabled yet. It may also be Water Temperature, but the same principles above will apply.

This seems a bit bogus to me. Any thoughts? Has this actually been planned, and will it be implemented with the next update? Or it is just written by AndroidXP, which can be seen in the Revision History, his first post in 13:04, 4 September 2006‎ .
superlame
S3 licensed
Quote from ivancsx :I wish real hud still shown on Shift+U mode, instead only blank but keeps virtual ones on

Complete speculation

If you are talking about the real dashboard "s_clock" dissapearing when SHIFT+U / viewing the car from 3rd person camera, I think it would be visible in the next update ( graphic, tyres ). I am saying this, because in LFS Editor, we can see S_CLOCK when watching from outside of the car.
superlame
S3 licensed
Quote from Scawen :Test Patch D9 is now available:

https://www.lfs.net/forum/thread/102117

In the Twitter status about the update, there is

"- camera updates for live streams"


What are the changes, are they in SHIFT+U?

I couldn't find changes.
superlame
S3 licensed
Quote from Scawen :I'm updating notes at the moment. I like the idea of transparent clocks. It would be at some time when we can release an incompatible version, and it would only be in the new development version so I can avoid the ongoing nightmare of writing and debugging the code twice (once for the existing public D3D9 system and once for the new D3D11 system). So this is for the future.

The existing clocks come with preset needle and text colour (on the black clocks, needle and text colour can be set by the user). I suppose the alpha version might be on a dark or light background so the mod creator needs to be able to set the needle and text colours?

I see it like this.

For calibration purposes, you have the same clocks, just without background. By calibration I mean, if we want to put custom .PNG texture for a dashboard, or 3D Modeled dashboard ( For example Rubie's mods, or "BUMER 7" Mod) We have to adjust the arrow to match the KMH ( S_clock one to the 3D modeled/.PNG )

Edit: Or another way making the arrow accurate to the 3D Dashboard / PNG numbers

After the calibration, we should be able to Remove the s_clock numbers, so only the arrow will be left.

By doing this, we could have more precise arrow, because right now on some mods with 3D Dashboard, the arrow is pretty thiccccccc Tongue This is because we have to stretch the S_clock mapping a lot, to hide the S_CLOCK numbers, so only the arrow will be left visible.

Example is Flame CZE's "Valuta V8"
Last edited by superlame, .
superlame
S3 licensed
Can you make the PACT not working when we are alt-tab from LFS.exe?

Right now, when you have auto-hold on and alt-tab from LFS you get constantly spammed with SPACE ( or whatever the handbrake bind is )

Also the other thing. Can you make the Auto-hold and auto-start engine optional as well?

Thanks, waiting for the ACC and PDC update
superlame
S3 licensed
wooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooow
superlame
S3 licensed
Bug report:

You get kicked from 0.7D servers for OOS, when you repair your car on Pit Stops. ( repairing engine damage )
superlame
S3 licensed
Quote from Flotch :Nice an unexpected Thumbs up
While at it, may we have something like on zeperfs.com website :
* a small graph showing these ratio with speed against rpm and three lines showing max torque rpm, max power rpm and redline ?

* a power and torque curve displayed next engine specs ?


if you give a finger, a hand is taken Looking
LFS

In my opinion, the best thing to do for now is to leave Scawen to do his work and not to suggest random things that would slow down his proccess of doing his stuff with tyre physics.

Also, the second pic ( Dyno / power/torque curve ) u can see in LFS Editor.
superlame
S3 licensed
Hey Scawen,

Maybe a good idea is to have the colorful arrow as an option inside Misc?
For the people that think it is too colorful for them, they can switch it back to the default (Pre 0.7D3)
Options - Misc - Enable colorful arrow map?
superlame
S3 licensed
Make sure you have all filters off to see all of the servers available for you.
superlame
S3 licensed
Quote from Eclipsed :I wonder if some lighting objects are planned to be included in layout editor? Once the big update is released and night is possible,surely some custom lighting will be required,either to light shady areas or tunnels made out of concrete objects.

Yes. ( Atleast thats what I understand from the pic ) Scawen posted a photo, where we could see that a "Street
lamp/light" can be placed.

Look at the orange square next to the lamp. It could be either that the red thin line ends or that a custom layout object has been placed - the lamp.



What I am more curious about ( and want to see in the update A LOT A LOT ) is - Will we be able to turn off compeltely the street lights at night ( with a command for example ) ( Would be cool for videos / drifts / )
superlame
S3 licensed
Quote from Scawen :Thank you for all the discussions about the new objects! Smile


Not important, just noticed difference in the resolution of the photos.. This one ( and the rest posted in the Development thread) are 1920x1080, while the previous you have posted are 1600x900, are the 1920x1080 pics from Eric?
Last edited by superlame, .
superlame
S3 licensed
Quote from Ho4Hou_KoT :

-Fixing metal texture 90%. Anytime when I trying to add more smooth on it, it looks normal in editor, but in game it always reflects something and became black.

If you are talking about "Roughness" , it is not supported YET. It will be with the new update.
superlame
S3 licensed
looks phenomenal.. drank 2 coffess today and im getting way too hyped
superlame
S3 licensed
Quote from Viperakecske :Yes truck gearbox pls upshifting 40times

8hp70
Suggestion for the NEXT Update
superlame
S3 licensed
My suggestion is pretty simple. If it is not done yet and implemented yet to the upcoming update - I want more MAX gears ( rn it is 7 ) Since we are 2022 ( soon 2023 ), gearboxes are quite more advanced than 20 years ago, when LFS was announced. Now we have 10 gear gearboxes and lfs is capped at 7.
superlame
S3 licensed
Quote from Victor :Can you try again please?

I don't think this bug was related to the (length of the) name though. The name was not a variable related to this particular problem.

I think the problem is actually the lenght since I have seen 2-3 mod submissions with 27 characters that had the same error. The most recent example is "DH CHORUS ATTENDANZE XT-Z4R" exactly 27 chars. It threw the exact same error. Vote mod submission thread gets created, but there is no thumbnail ( the little car picture), also you cannot download the mod. New submission with this name - "CHORUS ATTENDANZE XT-Z 4R" 25 chars and it is good.
superlame
S3 licensed
Quote from Scawen :
Is that how you would like them? I was wondering if it is more useful to have a single start light unit (with red1 and green) so you can control them individually from InSim?

Insim control will be more useful for sure. Also, I have one suggestion - I think it would be cool to be able to place grass. ( and other stuff like trees, bushes - with collision ofc )

Just a suggestion, if it is too much work that will slow the process of update, it can be done after the big update.
superlame
S3 licensed
More likely it is not shown due to the dynamic mods thing.

!requestmod + EXACT NAME / MODID . should work
superlame
S3 licensed
Quote from Scawen :Thanks for the feedback.

Interesting idea. Let's see if Eric like the idea. Smile I think you mean, massive flat chalk letters? I supposed they should be extended "vertically" so they are easy to read from a car like painted SLOW sign on a road?

What size would you suggest? Something like a SLOW sign?
https://s0.geograph.org.uk/geophotos/02/52/55/2525585_aa2c8f9d.jpg

I like that a lot.
superlame
S3 licensed
He said in order to access mods u need to buy s3, also said no point of getting s2
superlame
S3 licensed
Somehow when you submit a mod and choose a name, theres no characters limit, until you try to upload. Then anything more than 25 chars throws an error.
superlame
S3 licensed
Quote from Scawen :Sure:
https://www.lfs.net/forum/thread/100464-Progress-on-Multithreading
https://www.lfs.net/forum/thread/101348-Development-Progress

If I did more than that, I would only be working on progress reports rather than actually working, then there wouldn't be any progress to report! Big grin

I am subscribed to the both threads since the start of them, also have been waiting for friday to come for the your next post in that thread.
FGED GREDG RDFGDR GSFDG