The online racing simulator
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Viperakecske
S3 licensed
Quote from Scawen :1) If there is a bad glitch with a particular mod, you should talk to the mod creator and make sure they use the latest editor test patch. Since editor version D26 there are limits on the number of triangles in the second LOD (shadow LOD). Often mod creators have been lazy and instead of spending a short time to make a low poly shadow mesh, they instead made a direct copy of the main mesh. The recent editor test patches impose limits on that.

2) In the development version which we are all waiting for, there is delayed texture loading, so the car is initially created, but the textures load over subsequent graphical frames, instead of loading them all at once.

3) This has nothing to do with the test patch.

Development version will be out this year ye? LFS
Viperakecske
S3 licensed
Well i locked fps to 240 and its stable... but sometime it stutters for a split second and its quite annoying
Viperakecske
S3 licensed
How do we fix fps stuttering when someone leaves the pit whit mod car?
Viperakecske
S3 licensed
im not gonna read it sry
Viperakecske
S3 licensed
Quote from matze54564 :I play Single Player with AIs. I drive the BF1 with 4 AIs. The AIs sometimes crashed before the update and they also crash after the update. I have smooth graphics in single player with a FreeSync Monitor. This doesn't work in Multiplayer. The players in multiplayer have very high skills. I guess to get these skills, you need training in the single player mode. I need training in the single player mode.

The thing is ur not gonna learn much from singleplayer driving,maybe some sense of car handling but thats it really,ai behaviour is nothing like real drivers.

If u want to improve on ur skills u have to do laps online,spectate faster guys copy their braking accelerating turn in ask questions maybe some would help.

Id say even downloading wr replays on that specific combo and see what the guy did.

Only problem whit the guys online is if u block them on track they will get mad ( including me Looney )

Singleplayer is not the place for learning.
Viperakecske
S3 licensed
Fair enough
Viperakecske
S3 licensed
Is the AI improvement really necessary after such a long time?

No hard feelings just really curious whats behind all these improvements.

I dont know anyone who plays singleplayer whit AIs especially not bike racing,multiplayer is the thing everyone plays not singleplayer, i find it useless quite a bit.

So many improvements can be done in multiplayer that would make much more sense rather than seeing ai bike crashing
Viperakecske
S3 licensed
It is working fine,you are the reason I am smiling today,thanks
Viperakecske
S3 licensed
Can i upload hotlaps in newest test patch?
Viperakecske
S3 licensed
Quote from Flotch :we need the scirocco => it will bring ESP implementation Tongue

no
Viperakecske
S3 licensed
We dont need the SCirocco no thank
Viperakecske
S3 licensed
Quote from Ayoub2016 :https://www.lfs.net/forum/thread/63817

Let's not forgot about this addon, got some nice features. One of those features is a panel that show how much behind or ahead of someone even if you get lapped, great for multiclass races

For some reason AONIO messed up my controls and stuff...
Viperakecske
S3 licensed
Hello Rane.

Yes should be displayed in real time,not just 2-4 times / lap

Lfslazy had that feature that it shows in real time.
Viperakecske
S3 licensed
Hello our lord,Scawen.
I was thinking of what Mandula was describing in his post (https://www.lfs.net/forum/post/2013145#post2013145), but will try to describe it:
  • how it works: see the livestream of Mandula (https://www.youtube.com/watch?v=riOnLRULzR4&t=5429s), in which at the top you can see two red/green deltas (SPEED DIFF/ TIME DIFF), one for speed (could be useful too), one for time difference. Basically, a realtime +/- delta time shown, which compares current rolling time to a past personal best lap at the same spatial point on the same car/track combo. That way, a slightly earlier braking point or a much wider-than-optimal turn taken (compared to the PB lap) would instantly show up on the delta (it would go from for example -0.080 to +0.110, preferably from green to red font). If a lap finishes with a better laptime than that previous PB lap (so delta is in -negative when crossing finish line), now that lap is saved and becomes the comparison reference in the next lap. I am not sure about the programming side of things but I guess somehow saving the driven path with a time value for each spatial point on the track, then while driving comparing these points would work. And if a better lap is driven, this PB path/time "object" is overwritten. This could be saved locally somehow (at least that is how Lazy does it), so if there are two races on FBM/SO4R on two different days, on the second race it is already comparing to the previous known PB lap. Could be integrated into LFSW too, since it already tracks online PB times. Not sure if it could be easily integrated.
  • where it should be displayed: I think once there is a reference PB lap to compare to, should appear in the top right corner under the split time.
Thanks for considering the feature!
Viperakecske
S3 licensed
Any chance of getting Live Delta in LFS? Something like LFSLazy cuz its not really working anymore.
Viperakecske
S3 licensed
LRA does have it
Viperakecske
S3 licensed
One of my favourite mod,nice Na-na
Viperakecske
S3 licensed
awesome!!!!
Viperakecske
S3 licensed
Great find Marty_Deslions!

Scawen should fix this ASAP!
Viperakecske
S3 licensed
Ye its a racing simulator where u can drive objects and planes
Viperakecske
S3 licensed
nobody cares about just a ride

We want update
FGED GREDG RDFGDR GSFDG