Right now in LFS we have a variety of track configurations depicted in several different locations. Every track configuration is a unique entity that shares many common textures and geometry with the other configurations in the same location and to a lesser extent the other locations. This has its limitations and is I think not the most elegant or flexible means of implementing multiple track configuration in a single environment.
Some of the community has expressed the desire to have open venues or track areas where they can just drive or for some of the unique “Games” the community has come up with which can be facilitated through community cooperation and some creative in-sim programming. Cops n Robbers is one of the more entertaining of these community creations.
The current system makes it easy to track things like track cutting, and other checks to provide the foundation for implementing flag rules and other mechanics which will likely be added down the road. It also makes it easy to track Hotlap and World Record data but there are many different ways to do this now. The upgrades to the Autocross tools have opened some new interesting options. With the addition of no-pass checks we can define areas that are off-limit to drives which was the last real limiting factor aside from the rendering engines limits in texture and geometry bandwidth.
I would purpose that for S3 LFS should makes a somewhat radical change to the way race venues and track configurations are defined. I think this is needed for several reasons. First the change would allow for more flexibility in engine allowing for more unique play styles. Secondly it could limit could reduce the number of track objects/maps that the simulation needs to have. Thirdly it will provide a single mechanism or solution that allows for all types of racing formats to be defined without having to code each one separately. And lastly it will set LFS apart by being the first real simulation to allow such flexibility in just a solid and simple interface.
The Idea:
The current tracks get replaced with Racing Venues. Each venue is a unique environment which contains all the geometry and textures. The area is also coded to define the areas such as racing surface, pits, starting grid locations. In this state it is much like an autocross area of the current version of LFS, just an open environment with no track or course defined. To use the venue for racing, the server admin need to either load a static predefined layout, (basically a standard layout like autocross) or build a new layout either from scratch or modified from an existing one.
Only predefined layouts from the Dev team will be supported on LFSworld for Hotlap and WR tracking. All tracks must have 3 sector gates and either a combined start/finish ling for circuit racing or a separate start and finish line for point to point racing such as single lap autocross or rally. Some additional tools will need to be added to the editor to allow for defining the pits but that should not be too difficult. We already have tools to define no cross lines but the addition of a tool to define no drive areas would be nice.
I do not see the problems with a system like this. Most of the tools and mechanics are already in the LFS Autocross editor. It would add more uniqueness versatility to LFS while preserving the current flavor and style that defines what LFS has evolved to become currently.
Some of the community has expressed the desire to have open venues or track areas where they can just drive or for some of the unique “Games” the community has come up with which can be facilitated through community cooperation and some creative in-sim programming. Cops n Robbers is one of the more entertaining of these community creations.
The current system makes it easy to track things like track cutting, and other checks to provide the foundation for implementing flag rules and other mechanics which will likely be added down the road. It also makes it easy to track Hotlap and World Record data but there are many different ways to do this now. The upgrades to the Autocross tools have opened some new interesting options. With the addition of no-pass checks we can define areas that are off-limit to drives which was the last real limiting factor aside from the rendering engines limits in texture and geometry bandwidth.
I would purpose that for S3 LFS should makes a somewhat radical change to the way race venues and track configurations are defined. I think this is needed for several reasons. First the change would allow for more flexibility in engine allowing for more unique play styles. Secondly it could limit could reduce the number of track objects/maps that the simulation needs to have. Thirdly it will provide a single mechanism or solution that allows for all types of racing formats to be defined without having to code each one separately. And lastly it will set LFS apart by being the first real simulation to allow such flexibility in just a solid and simple interface.
The Idea:
The current tracks get replaced with Racing Venues. Each venue is a unique environment which contains all the geometry and textures. The area is also coded to define the areas such as racing surface, pits, starting grid locations. In this state it is much like an autocross area of the current version of LFS, just an open environment with no track or course defined. To use the venue for racing, the server admin need to either load a static predefined layout, (basically a standard layout like autocross) or build a new layout either from scratch or modified from an existing one.
Only predefined layouts from the Dev team will be supported on LFSworld for Hotlap and WR tracking. All tracks must have 3 sector gates and either a combined start/finish ling for circuit racing or a separate start and finish line for point to point racing such as single lap autocross or rally. Some additional tools will need to be added to the editor to allow for defining the pits but that should not be too difficult. We already have tools to define no cross lines but the addition of a tool to define no drive areas would be nice.
I do not see the problems with a system like this. Most of the tools and mechanics are already in the LFS Autocross editor. It would add more uniqueness versatility to LFS while preserving the current flavor and style that defines what LFS has evolved to become currently.