The online racing simulator
Searching in All forums
(923 results)
TagForce
S3 licensed
Quote from Kalev EST :How does it make the race more "realistic". Show me a league in real life where the racers do a pitstop cause it´s fun and not because they need fuel or new tyres. If you can´t finish the race without a pitstop then do it. Whos stopping you? You can make ten of them for all I care. Why force others to do that against their will?

And about the pitting in the first laps... It´s the best thing to do tactically. You loose less time cause there is less chance you have damage to the car. After half an hour there is more chance you´ve got some damage that needs fixing in the pitstop thus loosing you time. If there would be 2 forced pitstops like Koopa wanted then I would do them on lap1 and lap2. It´s "good for the tactics...".

I have my opinion and you have yours. Lets just see what others think cause right now only 3 racers have said their opinion. If the majority wants a pitstop I´ll have to accept it.

I think the Dutch Supercar Challenge mandates one pitstop. DTM also mandates at least 2 pitstops, and they have to change at least one tire.
GP2 Series has a mandatory pitstop. A1GP has a mandatory pitstop in the feature race. Want me to continue?

I disagree on your vision about pitstop strategy, too.
I have setups that last 30 laps, and I have setups that last 15 laps, both fuel and tire wise. Of those setups, about 70% of the 15 lap setups are actually faster over 30 laps including a fuel and tire pitstop than the 30 lap pitstops, because of the tirewear. Whereas I can maintain a steady 1:35.0 average laptime over 30 laps on the 15 lap sets, I can only manage a 1:36.4 average with the 30 lap set (this is an example, not telling you how fast I actually am). That's 30 * 1.4 seconds per lap. That's 42 seconds to make a pitstop and still be faster.

Also, most damage happens in the first lap of the race. So if you're gonna get damage before your pitstop, it's most likely going to be there before you finish lap 1. It is a bit of a gamble, but I think it is a good gamble to wait at least 3 laps with pitting. If you're going to get damage that takes a long time to repair it will affect handling anyway, so it may even be better to wait with the pitstop until you're no longer in traffic. Just so that in case you do get damage you won't lose extra time having to make an extra pitstop.

Pitting after lap 1 will give you the advantage of not having traffic for a while. But being at the back of the field gives you added danger of running into stranded cars. Especially with the no shift-s or reset car rules, the amount of spun cars that will be limping to the pits will be high. If you're by your onesies running at full speed, you might get overlooked by someone, or simply miss that one spinner that's trying to get back on track, and you're damaged again. Add to that the fact that your free run will be over once the others start to pit, and you find yourself in traffic once again.
Last edited by TagForce, .
TagForce
S3 licensed
Quote from zeugnimod :But they wouldnt look similar then.

They would... For each individual it would look like that person's skin...
So if I named my skin the same as yours, my skin would show up as yours on your PC and yours would show up as mine on mine.
TagForce
S3 licensed
Quote from Vykos69 :hehe, no to get back to the point:

The atmosphere here in Frankfurt, where I live, is incredible positive. Everyone's smiling, people walk through town in their teams-jerseys, flags all around, on cars etc. The tension and all positive energy is really really incredible. It is for me the biggest thing ever to be in. And now I go downstairs in the garden and play a bit football with my kids, before we get ready for the game tonight!

You weren't wearing anything purple couple of weeks ago, were you?
We will, we will, rock you (dusseldorfers now going "sch***s galaxy!").
Oh... Wrong kind of football :P
TagForce
S3 licensed
Quote from tristancliffe :Yes, drunkeness. One major reason to hate football. Why do football fans have to get drunk to watch it? Is it because it's such a hateful sport that it's not enjoyable unless it swirly?

God, I hate football, and I hate the image associated with it.


That's not football's problem, that's your english problem...

[generalization]
Ask anyone who's ever been on a vacation when there were english people there, and they'll all come with the same basic description:
"They get there, get thrashed, lie in the sun for way too long so they'll get immense sunburn, you don't see them during the day for 2 weeks, but they come out and swarm the bars and get loaded at night, and then they go home."
Basically, the alcohol problem is because you are genetically unable to drink large amounts without turning into idiots.
TagForce
S3 licensed
Quote from richy :I dont know if any of you get the Motors TV channel? I love it!!!

Maybe they would be interested in doing a little "games" programme in the future that should include LFS, as it is a racing sim. Motors TV has so much racing on it, I bet if LFS were to be shown (or even repeated a few times during a week) it would bring some punters in because LFS has that awesome racing edge to it.

Maybe if some league races were to be shown on that channel too you might get regulars tune in to watch it?

hmmmm the possibilities.

Check the schedule for "3D Motors"... That's a racing game review program in which they review all kinds of racing games... And yes, Live For Speed (S1) has been reviewed by them a long time ago.

Quote :
Wednesday 7 june 2006
22:20
3D MOTORS

The game players at Motors TV are kept busy testing the latest video games dedicated to anything racing. Each episode is chalk-full of reports highlighting the very latest and best in virtual motor racing. 3D Motors is the show of reference for this most popular recreation.

Last edited by TagForce, .
TagForce
S3 licensed
Quote from P5YcHoM4N :
Wow, this (just taken from my spam box) has to be the most inventive way I have seen to try and get past a spam filter. Even if it didn't work.

Are they quoting "Angels and Demons"? (I know because the fax he is turning 180 degrees is actually on the side of my computer case in plexiglass and illuminated). That actually IS a very inventive way... But hasn't been given too much thought.
TagForce
S3 licensed
Quote from Daveebee :This should be sung to the tune 'Deutchland uber alles'

The words don't fit the melody...

Mi-chael will en-ter the his-to-ry,
books as the best F1 driver'f'all time...

see?
TagForce
S3 licensed
Quote from DEVIL 007 :As We can see there is 0 perfomance drop with updated hi-res textures.Hope Eric will have something official for final S2...he will have to have something for S3 thought.

Eric? He's waiting for us to finish texturing the tracks properly... Then starts sending us updated versions of his tracks, and asks us to texture them . I wouldn't mind that at all, gives him more time to model the tracks.
TagForce
S3 licensed
You just HAD to pick Westhill, didn't you? :P

I'm currently working on high-res textures for Westhill (should be acceptable for release sometime next weekend). You can read the other thread if you wanna see some WIPs.

Of course, I'm of the opinion that Westhill needs to be lighter, because it's an old-style track back when they were using a lot more concrete for surfaces.

By the way... I don't mind you making Westhill textures... I think some other tracks need better textures too (in fact, all of them), so I'll be doing those too. I AM however of the opinion that you should post unedited pics, so the realistic look is not due to any filtering in Photoshop.
TagForce
S3 licensed
There's a couple of things that I'm afraid of with your textures, Honey.

1) The amount of grains in it will make it glitter like mad when there's no AA/AF filtering... And will show a lot of mipmapping artifacts in the distance.

2) The white lines are too perfectly white... They really need to be multiple shades of grey.

I would suggest you select a range of grey colors from the texture (so you select about 70% of the texture) and make that 1 uniform grey color. The imperfections you create later on will make it look real anyway.
TagForce
S3 licensed
Quote from the_angry_angel :If by "nobreak" you mean, UPS, then who knows. But they don't last for ever even if you have one..

That is not the purpose of a UPS... You have it manage a "clean" windows shutdown, by sending all processes a shutdown command and then shutting down windows gracefully after a preset time. If the Master server can be gracefully shut down while cleanly disconnecting from the hosts, then this wouldn't be a problem. And since the Master Server is at Scawen's house, I doubt it would require anything heave... An APC Smart-UPS 1000 would do.

http://www.misco.co.uk/product ... 20%26%20SERIAL%20230V.htm
TagForce
S3 licensed
Quote from XCNuse :okay well.. find me some proof lol

Can we search the RSC archives? Because most likely it's in there.
TagForce
S3 licensed
Quote from XCNuse :rofl thats what i said last time until i couldnt find him say that anywhere when i said he said something haha

As a rule of thumb we could use the amount of people "clearly remembering Scawen saying so"... I'd say 4 would do it... In fact, I remember Scawen or Victor saying back in the pre-S1 days that development would go something like this:

S1 - Basic simulator done. Physics and graphics engines in place but not nearly finished. Game engine working and playable.

S2 - Physics engine finetuned, racing rules and classes defined. (maybe a rally stage patch during the S3 development).

S3 - Physics engine update with more variables (like weather), Eyecandy implemented (including backfires), Sound engine finalized.


S3+ - Updates to the LFS engines, possibly modding tools released.
TagForce
S3 licensed
"The last time anybody made a list of the top hundred characterattributes of New Yorkers, common sense snuck in at number 79.....
When it's fall in New York, the air smells as if someone's been frying goats in it, and if you are keen to breathe the best plan is to open a window and stick your head in a building."


Douglas Adams on New York.
TagForce
S3 licensed
The problem is not so much that he did it... It is how he did it...
Even if it was not deliberate, it was a stupid move that he knew would have people frowning. It's not like Ferrari have a shortage of parts, so what he should've done was simply hit the barrier and break the front wing. That way it would've been much less controversial.
TagForce
S3 licensed
That was a fun race... I was cheering for Danica right up until 10 laps to go... Then figured it was an Andretti's time to win, so cheered for both of them.

And that's what makes a great champion: Letting the other guy pass because you want to win fair... I would probably crashed Hornish and slid across the line in first Just hook your front wheel around his nose, and let it slide.

Edit: Never mind... But I wonder if her sister is still available
Last edited by TagForce, .
TagForce
S3 licensed
Quote from Honey :@DEVIL_007
i used 2048*2048 and imho no texture should be above that resolution to avoid possible ram problems, btw 2048 is even too much to see very high detail on close views, at the end even 1024 maybe very good, btw atm i'm working at higher resolutions (i'm not eric :P ) -> my psd file of one texture is above 130MB lol -> there's always time to downsize

PS you may be surprised but both types of textures started from real tarmac photos -> even the second it's just too close as tag also noticed

I'm slowly starting to realize that anyone creating high-res textures for use on racing tracks in a certain game we all play has serious mental problems (or will develop them soon enough)... But I'm having fun doing it...

I'm using 4096 sized textures at the moment because that's what I'm using for the originals (which are partly upscaled from lower res textures, including Eric's originals for luminosity layers) and I can't be bothered to downscale them everytime... But there's absolutely no noticable loss in quality when going from 4096 to 2048... Not unless you put a camera straight down at 2ft high, anyway.
TagForce
S3 licensed
Quote from DEVIL 007 :TagForce,
Thats the WOW update.Kudos to your work.Did you notice any framerate drop with such a hi-res texture?Would be possible to take screenshots from TV view looking down to straight so see how much repeating effect is visible?I bet almost none due to the quality of your work.

Thats what I meant about the detailed grass texture.Its something I was trying but wasnt able to achieve .Hope Eric will correct the mapping later on the tracks.

I would like to see your work in action on my PC as soon as possible.

There is almost no drop in framerate as of yet, but I haven't done extensive framerate testing... A bigger concern will be the filesize... 4096x4096 = 16MB per texture... I'm afraid that's going to be a problem (and according to the file info that is without mipmaps and using DXT3 compression).

There is repetition at this point... But that's mostly due because of strange mapping in the texture itself. I need to clean that up.

This is turning out to be more work than I initially anticipated, but I love doing it
Up next is the other grass textures... Good thing is that the grass I'm using for a base is almost infinitely tilable with very little cleaning up to do afterwards. All I need to find is some good tiretracks, and different types of dirt.
TagForce
S3 licensed
I'm afraid this is kinda what will have to do until Eric remaps the track sides on the other side of the track so they both transition from grass to tarmac at the same width. It looks kind of funky with dirt on one side of the track.

This texture is 4096, and needs to be cleaned up a lot (there's visible lines on grass transitions) but it gives a basic idea.
TagForce
S3 licensed
The problem is not in the size of the texture, but in the mapping that's being done with it... I'm working on resizing it, and it's getting better

In fact, Eric's textures have the exact same problem, but it looks less shaky up close because there's so little detail in them... It's virtually impossible to see which pixel goes with which strand of grass. And then there's the obviously shoddy mapping on the hillsides which has really huge strands of grass even in the original...

Rest assured though, that I will be keeping you all updated on the progress... As soon as I have something worth showing you, I will.
TagForce
S3 licensed
Well... High-res textures are an add-on and not created by the dev team, so unofficial...

If they want us to keep it tidy, maybe the Unofficial Add-ons forum should be renamed Unofficial Utilities
TagForce
S3 licensed
Quote from Cue-Ball :Do we have a list anywhere of which textures correspond to which tracks?

Not that I know of, but the filenames are mostly consistent...
AC_* = Autocross
AST* = Aston
BW* = Blackwood
City* = South City
CTY* = South City
GW* = Aston (originally named Greenwich?)
HGA* = Kyoto
JA* = Fern Bay
KYO* = Kyoto
RALY* = Blackwood
WST* = Westhill

The other textures seem to be global textures. linesALPHA.dds, for instance, is used as the pit markings on every track.

Some of the textures may be used on different tracks though.
TagForce
S3 licensed
They both look good, but the 2nd one needs at least double the resolution...
It's too rough atm.

me thinks we should coordinate the texture creation business a bit, just so none of us is doing work that doesn't need to be done anymore.
TagForce
S3 licensed
Quote from Cue-Ball :The grass in Tag's screenshots looks strange to me. It looks sorta like the grass that model railroad builders use.

I mentioned this once before (either in this thread or in a similar one) but never got a response. Does anyone know how big the grass texture is in-game? In other words, is the grass a 5m x 5m square? smaller? larger? I think this factor will have a big impact on how realistic textures look once they're put into the game. If each grass "square" is 5x5m but we use a texture that's 2x2m, then the grass blades will look twice as big as they should. I think this could explain the "big" look of the grass in these shots.

That's the problem I've mentioned a couple of times before (and aswering your question)... There are mapping issues on the models that cause the texture covered area to have different sizes... So, yes, sometimes the area is 6x6m, but a few meters further down the track it's 12x12m.

Part of the funny look is the color... That'll change. Part of it is probably the size, so I'll change that too...

Here's a screenshot of the weird mapping you get at times.
TagForce
S3 licensed
Quote from Don :i find it funny that you create hires texture pack but dont even use hires textures that are already done for lfs (talking about our hires skies)

The sky never bugged me like the closer textures did... I won't make high-res sky textures, since I know you did those... And I'll be using those when mine are done
FGED GREDG RDFGDR GSFDG