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TFalke55
S3 licensed
Imho the whole discussion about currencies, who earns what etc. still is more complicated as buying powers don't completely translate with a simple currency exchange rate. There are even such effects within the same country, i.e. the general prize level in an expensive city is higher even for daily goods.

At the end of the day, the price for the product Live for Speed is a business decision by the developers, who have to pay their bills as well to offer their services. And they have to pay their bills in their currency, which may or may not be different to the currency of the place you live in.
TFalke55
S3 licensed
Hmmm... I have the feeling the atmosphere in this thread spiralled out of control. Can we somehow set the clock back to when it was released? Of course I know this is not possible... Not at this stage at least.
Anyways I'm looking forward to the fun new opportunities and creative solutions this patch will bring. Already some interesting leagues popped up, I hope they will succeed even when novelty wears off.

About this "potential exploit" with the handbrakes... I think it might be a similar situation to the buttonclutch, that there is a feature of the game, that is used by people it was not designed for to gain an advantage in league racing. If there were more information about the driver settings available via InSim (best about both) I guess server owners and league organisers could find solutions how to takle these in competetive environments.
TFalke55
S3 licensed
I'm sadly out for that one as well. Wish all drivers good luck and fun around the streets of Westhill
TFalke55
S3 licensed
Quote from botagas :99/botagas/Patrikas Č./Lithuania/XRR/2673

I'd like to avoid posting sensitive information (last name) on the forum, would it be okay if I send that through PMs or Discord instead?

The problem is though, and you should be aware of this, that your last name will be used for the official results and other media purposes, so it'll contact jonathon.provost or dekojester via pm, they'll surely advise you what to do.
TFalke55
S3 licensed
Yeah also have seen them in many stores and supermarkets at the check-out. They really seem to be quite easily obtainable
TFalke55
S3 licensed
I sadly won't make it tomorrow. Everyone good luck and have fun!
TFalke55
S3 licensed
First thing I noticed was just when watching the cars race, it is hard to tell who is on what tyres. It'd be nice to have that information in the F11 menu as well (not sure if it is part of Insim). That'd make it easier to monitor/admin the race.

EDIT: I just realised the F9 menu gives it away pretty clearly - still it'd be nice to have a clear entry in the menus.

Other then that it is fun to play around at this stage. The RX versions could provide some different flavour of racing and might make the restricted GTRs more different/interesting to drive as well. However, I did too little GTR racing in the recent years to be a good testimonial. I hope others have more input. Smile
Last edited by TFalke55, . Reason : F9 menu shows it well apparently
TFalke55
S3 licensed
To be frank, damage repair in LFS is already (too?) quick... Suspension damage only takes a couple of seconds to solve whereas the motorsport mechanics would need a couple of minutes at least (Le Mans style or Verstappen's crew in Hungary last season).
It would be nice to know what kind of damage the engine damage shall represent in the first place, i.e. derive from endurance races how much time the repair would need.
I'd rather see a (maybe even imperfect) real life based metric then some postulated time. If that damage is fixed by component change, then it should be a fixed time rather then a sliding scale for example.

Then again, that would need quite some research, I guess.
TFalke55
S3 licensed
Quote from Scawen :Command /showfuel (no/yes) allows remote car fuel load to be seen

That is an interesting command. I'd like to suggest adding an "admin" option there. I could think of situations where it may be of interest for the race administration to know the fuel load while racers might want to keep their strategies secret.
TFalke55
S3 licensed
NO/Tfalke55/55
TFalke55
S3 licensed
Quote from Features_Gaming :Changed number from 44 to 99 as sadly 44 was taken.
the team name is the same, just changed all letters to be captials

Number 99 is also taken. Please take a look at the sign-up list attached to the opening post: https://www.lfs.net/forum/post/1961294#post1961294

At the time of this post the following numbers are available:
37 38 39 41 42 48 49 51 52 65 68 70 71 78 79 84 96 97
Last edited by TFalke55, . Reason : updated the list of available numbers
TFalke55
S3 licensed
Quote from Scawen :[...]

There is only one way I can think of that this could be done, and that would be to watch a live replay, slightly behind time. I was thinking about this when watching a race on Sim Broadcasts. As mentioned, increasing pps may bring some small benefits, but cannot improve things anywhere near as much as some people seem to think. Packet frequency cannot solve latency. I was thinking if the commentator of sim broadcasts could have one instance of LFS saving a MPR, and another instance watching that MPR, a second or two behind time, this could in theory allow two things.

1) the smoothing you see in replays
2) allow rewind to replay something interesting before switching back to real time

I do know this isn't very easy. I'm not sure how far away it is from being possible but I'll have a look into it.

Thinking of that aspect: Would it be possible then that the "live mpr" is on some server that streams it to clients that are connected to that server and watch the race as a spectator without having to connect to the servers?

While endurance races are not as popular as they used to be, it was usually a problem that people wanted to watch the race server side to coach/"race engineer" their team mates. With the current connection limit there usually are rules or gentlemen agreements in place to only connect to right before a driver takes over from his team mate and disconnect right after it.
TFalke55
S3 licensed
TFalke55
S3 licensed
in the options you can say yes to "AI uses player setup" "AI uses player livery". So the workflow is to change your car, and add an AI that has the properties of your car. The same goes for multi-car races: You change your car and then add one that is equal to yours.
TFalke55
S3 licensed
NO/Tfalke55/55
TFalke55
S3 licensed
Concerning the tyres, on the one hand it is opening a can of worms, I guess, but it would be rather interesting to have all compounds available to all cars (well not the single seaters). It would open up options and it could be assessed how viable these options turn out to be. While not perfectly realistic, if you use a steet legal car in a race you most likely use slick tyres as well, so from that point of view, it would make sense to open it up.
TFalke55
S3 licensed
Quote from TFalke55 :55/TFalke55/Thilo Falkenberg/Germany/Heroes of Racing

due to personal commitments I sadly won't make the rest of the season. I wish everyone good luck and fun for the remaining races.
Fictitious car manufacturers in Live for Speed
TFalke55
S3 licensed
So this might not be a real discussion thread but more "fan fiction" or "fan lore". We recently discussed in a discord what brands there are in LFS and what cars they produce. It was more an effort to sort them into categories rather then anything else.

So basically we have the following fictitious brands:
  • FX - FXO Turbo & FXO GTR
  • FZ - FZ 50 & FZ 50 GTR
  • RB - RB4 GT
  • LX - LX4 & LX6
  • UF - UF 1000 & UF GTR
  • XF - XF GTI & XF GTR
  • XR - XR GT, XR GT Turbo, XR GTR & Formula XR
  • ?? (unbranded) - Formula V8
What do you think? What kind of companies are those and what might be their history? Is there "official lore" i never came across?

I'm looking forward to your answers and hope for a good discussion. Smile
TFalke55
S3 licensed
LFSW name: TFalke55
In-game name: HoR Falke
Full team name: Heroes of Racing
Nation: Germany
TFalke55
S3 licensed
teamName: simbroadcasts.tv
teamManager: {mbutcher, Peter Butcher}
teamViceManagers:
- {Degats, Chris McElroy}
- {TFalke55, Thilo Falkenberg}
drivers:
- {TFalke55, Thilo Falkenberg, Germany}
- {tmehlinger, Travis Mehlinger, USA}
- {Kid222, Zdeněk Cagaš, Czechia}
car: RB4
number: 9
TFalke55
S3 licensed
#55 Heroes of Racing entry
TFalke55
S3 licensed
Just 7 subscribtions are missing until we reach the 100 milestone! Smile Subscribe and ring the bell to never miss any of our on demand streams
https://www.youtube.com/channel/UChpcZebSRKoyxcV03cp7L_w
TFalke55
S3 licensed
55/TFalke55/Thilo Falkenberg/Germany/Heroes of Racing
TFalke55
S3 licensed
Phew... well in principle all parameters of the setup are in some respect important. Some more so, some less so. First thing I want to point out is that there are no real correlations between difficulty/drivability of a setup and the resulting laptimes. Sometimes you developed a good setup that is twitchy and rebellious and you manage some good laptimes out of it, but then an alien gives you their setup and it feels much easier to drive and you are faster then before (while never reaching those aliens).
Secondly setups are track specific. So if there was such a scale of setups there would be the need for one in every track. Setups vary so much from venue to venue that it is not possible to get it to a scale.

You don't have to mess around with settings on a random basis (although one could argue that the behaviour of systems with so many parameters is chaotic anyways). Once you have an understading for the fundamental physics and mechanics involved, all the sliders begin to make sense. LFS veteran n1lyn made a video recently how he approached setup making and got an understanding for the physics back when he was active here, although it was answering more a question from the ACC community.


Well... I'm noone who can do much in the setup screen as well, but with the help of fellow racers and contacts I buildt up within the community, I never had to do a (league) race without a decent setup I could drive with.
TFalke55
S3 licensed
Quote from Victor :FWIW on my end, yesterday I also downloaded a bunch of league replays and had no issues downloading any skin. Tested on plain LFS version U.

(ps I upped the max upload size for MPR to 32MB - could be handy for you)

Have not tested it again today, but in general I only had the issues when I was on a server, someone joined the session and his/her skin wouldn't load. Skins of other drivers joining afterwards would not get downloaded either. When I left the server either to join another server (maybe even the same one again) or like in Degats screenshot when opening a replay afterwards it would get stuck.

When starting LFS and then opening a replay directly so far I did not encounter the problem yet.
FGED GREDG RDFGDR GSFDG