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Remember setup you selected after changing a car in garage
tankslacno
S3 licensed
So here's my problem that I would like to get improved:
1) I select a setup for a car and I don't modify it at all
2) I decide to select another car
3) I change my mind again and decide to use that car which I was initially going to use
4) Now I notice my problem: the setup which has been selected is that car's default setup.

So here's a thing I would like to get: game could remember the last setup you've selected for all cars, even after you have changed your car. So if I want to use the car that I was initially going to use, the setup that I selected last time before changing a car should be selected automatically.

Yeah, it remembers setups in clicking order, if you decide to sort them by date. But it only counts setups that I have modified after I have selected them. If I just simply select a setup without modifying it at all and then decide to use another car or just decide to leave the pits, it doesn't get placed into front of that "date-list".

In my opinion, this is small, but still very annoying problem at the moment.
Change game speed in Single Player-mode
tankslacno
S3 licensed
At the moment you can change game speed only when you're watching replays. The slowest possible speed is 0.125x and fastest possible speed is 32x.

As a person, who runs offline leagues and loves to organize endurance races where only AI-drivers are allowed to drive (even in multiplayer, believe it or not!), I would love to have an ability to change game speed when player is watching a race in Single Player-mode. Preferably in the same way that you can do at the moment in Replay-mode (use F2 to decrease game speed and F3 to increase game speed).

Just for security/safety purposes, perhaps it could only be possible to change game speed in single player when the player itself is not driving.

It may not be really useful, but watching up to 48 hours long AI-races on normal speed can really waste a lot of time especially when you want to test numerous amount of different setups for AI-drivers to ensure that they are as fast as possible when they're going to drive (endurance) races in single/multiplayer.
tankslacno
S3 licensed
Quote from Eclipsed :Just noticed the raceline (the famous "4" line) vanishing some distance behind sector by sector when watching someone driving from tv view. Is this intentional? I don't recall seeing this before.
Noticed that on WE1 now.

I noticed that as well on WE1 when I'm using TV-view. I also noticed that on WE4 when I'm watching someone driving from helicopter-view. On WE4, it also vanishes from some distance ahead, not just from behind.

By the way, I'm just curious, but why is this test patch named as Q3 and not as Q2? I haven't seen test patch Q2 at all in here.
tankslacno
S3 licensed
Quote from pantiainen :Nice to see a new update Smile

I got to ask something: when I use virtual mirror, the real mirrors go black. Where is the "All mirrors" option, where I could use the virtual mirror and real mirrors at the same time?

I believe this is the reason why you can't use virtual mirror and real mirrors at the same time:

Quote from Scawen :There are some complications with allowing virtual mirror at the same time as real mirrors in the new system. Mainly because it is no longer possible for them to use the same rendered image. The central mirror is narrower than a virtual mirror and its direction depends on the head position, so it is not compatible with the virtual mirror. A virtual mirror would have to be drawn as a separate image.

It's possible but not easy and I'm not really keen on doing it. I can't do it for this coming official version because I hope to release it very soon and get back to the tyre physics.

Improvements relating to AI
tankslacno
S3 licensed
Hi,

Yes we all know that this game's AI is not perfect and more often than not, it's behavior is unforgivable. However, I don't really care about AI's driving and it's behavior. Instead, there are some other things about AI that I would like to get improved and I think developers shouldn't have hard time of improving these.

1) Increase maximum grid size in single player:
Who wouldn't want to watch race with 32 (or even 40) AI's?

2) Increase maximum amount of cars per guest in multiplayer:
Believe it or not, but relatively often 3 AI's per guest in multiplayer is not enough for me. 6 would be a good maximum amount.

(In the nutshell: instead of command /carsguest X having parameters 0-3, it should have parameters 0-6).

3) Change your AI's pit strategy and live setups whenever you want:
You can change your own pit strategy and live setups when you're racing, why you don't have the same authority for your own AI's?

4) Have ability to adjust your AI's amount of laps per stint in qualifying:
Almost every time, when AI's are on lap 4 in qualifying, they go to the pit lane. If I want to get them back on track, I need to type either:

a) /pit_all (if I want every driver to return to the pit lane)
b) /pitlane [AI-Driver's name] (if I want just my drivers (or just one of them) to return to the pit lane)
c) /spec [AI's name] and then /ai [that AI's name which just got spectated] (this is the only working solution for guests in server)

But even then, I have to type one of these again when they return again to pit lane. Needless to say, it's weird and frustrating at the same time to do that. This could be fixed by allowing players to adjust their AI's fuel load at start.

5) Have ability to change difficulty level for specific AI-driver.
At the moment, you can change difficulty level for your AI's but it affects to all of them.
tankslacno
S3 licensed
Nice update, those mirrors look now more realistic Smile

Btw, seems like when you install P3, custom camera views will be reseted. Few years ago, I did make some changes on Custom-camera view for almost every car but now with P3, Custom-camera view for every car shows only front tires (at least for me).
tankslacno
S3 licensed
I noticed another problem. I translated two lines, but their translations are not displaying. Instead, original lines are showing instead of them.

The two lines are:
- Any character is allowed. Minimum length: 8. Maximum length: 48.
- Allowed characters: a-z, A-Z, 0-9 and _. Minimum length: 8. Maximum length: 23.

I see this problem at these pages:
- When I'm trying to change my password (https://www.lfs.net/account/details/)
- When I'm trying to create a new account (https://www.lfs.net/register)

I've attached three screenshots about this problem (1 showing that I translated them at the online translation system and 2 showing that the translated lines are not appearing).
tankslacno
S3 licensed
Quote from Flame CZE :These lines are there, just search for the text on the page. They seem to appear as translated I think.

I searched "Car setups". It only found 1 result (I've attached a screenshot about this). That line/string which it found is related to sub-menu item. I had already translated that and that particular translation appears properly. I've attached a screenshot from that menu as well.

I also searched "Car skins", same result.

So basically, every menu item from Sub-Menu (which can be found on Global.php-file) has been translated and they appear correctly. From that menu which relates to account (settings), translation of every menu item except Notifications, Car skins and Car setups appears properly.
tankslacno
S3 licensed
I've now translated all lines of LFS.NET TEXT

I've attached a screenshot about menu items related to own account. At the moment I'm not able to translate last three menu items from that menu (Notifications, Car skins and Car setups). Online translation system says at the moment: "100% translated, 344 strings (0 not translated)"
tankslacno
S3 licensed
Hi,

I've just translated all untranslated lines of LFS.NET TEXT

However I noticed two problems with this:

1) I translated this line: "On the '<a href="/forum/-1/newposts">New posts</a>' page, hide all posts you have already read". However, when I look at Settings-page, that translated line doesn't seem to appear. Instead it shows the original line.

I've attached a screenshot of this problem.

I haven't seen all those translated lines when previewing this translation (because, for example, some lines can only be found when user has just registered), but this line is so far the only one I know that doesn't show translation.

2) Is it on purpose that I can't translate menu items that appear at the bottom of this website? I also can't translate these menu items that appear at the top of this website: Files, Car Skins and Car Setups. What I mean is that I didn't find an opportunity to translate those lines at all on Translations-page.
tankslacno
S3 licensed
Yes, I initially saved them using UTF-8 encoding.

Now I saved them using Western (Windows 1252) encoding. I started LFS and now they seem to load properly.

I've attached training lessons which now use Western (Windows 1252) character encoding
tankslacno
S3 licensed
Translated all 38 training lessons into Finnish Smile
tankslacno
S3 licensed
Translated Keys.pdf into Finnish

Next thing on my to-do list: Training lessons Smile
tankslacno
S3 licensed
Great job once again! Thumbs up
tankslacno
S3 licensed
Translated Autocross.txt into Finnish

I also updated Suomi.txt (translated lines that first appeared in 0.6N2-4) and Commands.txt
tankslacno
S3 licensed
Translated Commands.txt into Finnish

I also updated Suomi.txt
Finnish translation
tankslacno
S3 licensed
Hi Scawen!

I have updated Suomi.txt and help_Suomi.txt. Basically translated lines that first appeared in 0.6H (or newer) but which had still not been translated into Finnish (such as "This car does not have a handbrake").

I'm also trying to translate Commands.txt and Autocross.txt into Finnish Smile
tankslacno
S3 licensed
Server's version is 0.6M and not 0.6N, that is the reason why it didn't work there. Sorry for the inconvenience.
tankslacno
S3 licensed
Quote from cargame.nl :This is already possible. Admins are allowed to allow/deny multiplayer guests to use a siren sound.

That's strange, I'm admin on one server and when I'm writing /cansiren tankslacno 1 (I also tried /cansiren 1), it says Unknown Command. When I write /siren=off/fast/slow it says: You can't use a siren

EDIT: Or does that command work only if it affects other users?
EDIT2: I tried to write /cansiren tankslacno 1 via LFS Remote chat, but same thing happened: it says Unknown Command.
Last edited by tankslacno, .
Should admins also have authority to allow/deny siren sound on host?
tankslacno
S3 licensed
Hi,

So 0.6N just came out and with that, we can use siren on cars with a horn.

However, I have one question about this: why only host has authority to allow/deny siren sound? Why admins don't have that authority as well? (Wait a second, something is wrong: "I have one question about this" - I see two questions Big grin)

Anyway, if you ask me, admins should also have authority to allow/deny multiplayer guests to use siren sound on host because I don't see any reason that why only host is allowed to do that. Usually the host is dedicated and contacting him/her can sometimes be a painful process.

At very least, hosts should have a button "Allow admins to allow/deny multiplayer guests to use siren sound?".
"This car does not have a handbrake"-message floods if your parked AI gets hit
tankslacno
S3 licensed
Easy way to produce this bug:

1) Start qualifying and add AI-drivers who are driving with MRT, FBM, FOX, FO8 or BF1
2) Wait until the end of lap 4 or 5 when AI-drivers return to pit lane and turn off their engines
3) Hit/Touch them and watch "This car does not have a handbrake"-message flooding on chat

It doesn't matter who hits your AI-drivers. Even somebody else can hit your AI-drivers (as long as AI-drivers have turned off their engines and are using a single-seater as a car) and you still get that message flooding on chat.
Last edited by tankslacno, .
tankslacno
S3 licensed
Thanks! Great job once again!
tankslacno
S3 licensed
Using 0.6K26 and tested this:

"If car starts outside path it will keep searching to find the path"

However, when I tested this with AI and added start position on purpose outside the track (and made that AI filled that start position), this text appeared:

Could not find position in path: [My Player name]

In this case, should this text appear instead:

Could not find position in path: [AI-driver name]
Last edited by tankslacno, .
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