The online racing simulator
Searching in All forums
(53 results)
Knu
S2 licensed
Quote from beefy696969 :i setup the config file the way it was explained here, start lfs, then go back and run the mod, it says that the connection was successfull.
when I go back into lfs and type /insim 31000 it says " bind faild " what causes this?

I think you should start LFS, type /insim [port] and THEN run it

jurka: Can't see the picture. Anyway, please describe how the server and ISRM are set up and what exactly you are trying to do. And be calm
Knu
S2 licensed
Recently, I'm getting quite a lot of messages about this addon. (BTW, thanks for all the kind words!)

It seems it's getting some kind of a revival, and many users are having problems with patch Z. So, due to popular demand, patch Z "version" is out. No changes except for Tracks.txt, see first post.

Sadly, although this version is unfinished, there will be no more updates as I lost the source code. Still, I hope this version is reasonably stable and will bring a lot of joy and happiness


If you are having problems, please, re-read the thread. Quite a lot of problems were solved there.

markorester: Looks like you need .NET Framework. If not, I can't really say more.
Knu
S2 licensed
Hey, I raced a real Legends car around a regular track and there's certainly nothing 'oval-only' about 'em.
Knu
S2 licensed
Quote :Race will not be a rolling start. This is just too much work and it's too hard for everyone to comply.

Surely, if you do double-file restarts, a rolling start is totally plausible? Double-file might be a bit hard to implement, but I'd prefer single-file to standstill.
Knu
S2 licensed
17 / Vladimir Semenov / NWRT Knu / North West Racing Team
Knu
S2 licensed
Too much going on in my life at the moment.

Not to mention that (because of design flaws) this project became extremely complicated, and exhausting to work on. But, hey, it's not dead, just delayed
Knu
S2 licensed
Sign Up Form

LFSWorld Username: Knu
I would like to run for the position of nation's manager: no
Skills: driver
Knu
S2 licensed
No, only patch X and beyond.
Knu
S2 licensed
It's coming. I already launched the server yesterday, and discovered a few bugs I need to iron out first.

When it's finished, I'll release it here, too.
Knu
S2 licensed
Quote from _JuanPablo_ :No more Update's?

There are, but not for public yet. The latest build can be seen running on "exp mod_drag server", though.

To anyone who's interested:
What I'm working on right now isn't only limited to mod_drag. In fact, mod_drag is just one of the many "modules" I'm planning to release, such as mod_nascar (rolling laps, full course yellows and stuff), mod_multiclass (obviously, multiclass racing, as seen on CTRA) and a few minor ones. But it'll take some time.
Knu
S2 licensed
Thank you for your insightful reply, everything is clear now I think I'll have to resort to polynomial approximations of coordinates.
InSim: Dedicated server does not send CompCar info properly
Knu
S2 licensed
InSim bug report:

Dedicated server updates values of Speed, Heading, etc. in CompCar packets at a slow and variable rate.
The rate seems to depend on the amount of input the player driving the car makes.
With low input, such as driving in a straight line, it is About 0.5-1.3s .
With high amount of input, such as rapidly moving the wheel left and right, it can reach 0.05s ( if you try hard enough )
It was tested with MCI Interval of 50 and 100, on "pure" dedicated server and on dedicated server in the game.

With a non-dedicated server in the same conditions, everything is fine.

Why do I care? This bug seriously hinders development of my InSim program.
Knu
S2 licensed
I've done some data logging and math mumbo-jumbo in Excel and actually got a partial answer to my questions. And, sadly, it is extremely unappealing. Here it is, maybe someone may find it interesting.

For example, this is typical "Speed" readings in a period of 2 seconds.
125,125,125,1507,1507,1507,1507,1507,1507,1507,1507,1507,1507,1507,1507,1507,3080,3080,3080,3080,3080,3080,3080,3080,3080,3080,4215,4215,4215,4215,4215,4215

During that time, the car was accelerating from a low speed. This was done on a local server (ping < 1 ms), with PPS = 12, and captured by a local InSim app.

As you can see, Speed is updated not 12 times per second (as dictated by PPS), but about 2, and even less on average. Changing PPS to a default 4 didn't change anything.

However, the coordinates change in every packet - and by comparing
sqrt( (X1-X2)^2 + (Y1-Y2)^2 + (Z1-Z2)^2 )

and Speed, I have found out that
1) when Speed is constant, coordinates are a linear approximation.
2) when Speed changes, the coordinates "jump".

In the light of this, some new questions arise.

Question 1:
Does the LFS server really send the newest and accurate data via InSim? I personally find it hard to believe.
Question 2:
If the answer is 'yes', what is the meaning of PPS?
Question 3:
If the answer is 'no', why?
Knu
S2 licensed
Quote from F.Rizzo :I am not sure what you are trying to do, but I doubt the data is very reliable.

Yes, but that's besides the point. I'm trying to get greater accuracy with the existing tools. And, believe me, it is possible to achieve great results in some problems. For example, for 2 cars moving with high speeds, I'm calculating the time gap up to a 1000th of a second, and it works exceptionally well.
Quote :If you get a new packet every 100ms

That's 50ms, and I compensate for that in my calcutations.
Quote :combined with your latency to the server (if remote), the fact that you can not read all car packets simultaniously

I use a local application, so there's no additional delays.
Knu
S2 licensed
Quote :not the values sent in the last MCI packet.

That's not what I meant. Maybe my wording wasn't quite good. To clarify, by "client" I mean an ordinary LFS user.

Quote from BurnOut69 :Coordinates have all to do with position in the LFS world axis and nothing to do with latency, therefore what you're getting in your MCI are values taken from the 'real' position of the cars

I know that. I'm asking what is "real position of the car", as you call it. Ideally, it would the the position in client's LFS. But as the server receives it with a delay, it only has "old" data all the time. And I think the server compensates that by an approximation. How it's calculated is my question.

Or maybe I'm totally wrong in which case, feel free to enlighten me
Details on IS_MCI.
Knu
S2 licensed
EDIT. This whole thread is obsolete.

Hello. I'm experiencing problems with my InSim application, which are rather subtle and therefore, difficult to explain. Instead, I will ask specific and simple questions concerning inner work of LFS. I don't think anyone but the devs can answer these questions. (EDIT: these are obsolete, see post 8 for details)

Let's take a dedicated host, which has an InSim app connected (with MCI enabled). There is one client on the server, who has a ping of (say) 100.

Question 1:
How are the X, Y, Z coordinates and speed in MCI packet calculated? The simpliest assumption is that they are from the last UDP packet sent from the client to the server. But this does not seem to be the case.

Question 2:
If a client lags (from other clients' viewpont, the car "disappears" and is replaced by some sort of a lag counter), what would be the XYZ and Speed sent in the MCI?

Thank you.
Last edited by Knu, .
Knu
S2 licensed
Quote from suprat89 :snip

One possible explanation is that you mixed up your server port (default 63392) and insim port (any other, e.g. 29999). Those need to be different.

It sounds like a LFS-related problem anyway, so if you have further problems I suggest you ask in the corresponding forum.
Knu
S2 licensed
Your port 29999 is probably used somewhere else. But, of course, you can use any other port. Just edit the config file correspondingly.
Knu
S2 licensed
Quote from dieselfuelonly :It says Connection Successful and seems to work fine. Nothing shows up in the server or the server logfile, not errors, no text that confirms connection, nothin'. Any help?

Either the password doesn't match, or the program failed to initialize properly (that's a minor bug which I can't be bothered to fix now ), so you need to restart it. (maybe even a few times )

On a different note, over 20000 drag starts have been held on the server!
Knu
S2 licensed
Oops, I just saw your signature, I'm really sorry
Knu
S2 licensed
FRED
This is the same issue Becky Rose has (had?) with her X-System. This usually happens if host sends too many buttons at once and the player's got a slow connection. I'll try to do something about this, but can't promise.

james12s
Please read the manual!

Everybody who's interested
New version will take a while to make, as I have certain global code changes in mind, and have less free time now. It will probably be the last public version, and most of the additions will be S2-oriented and league-oriented.
Last edited by Knu, .
Knu
S2 licensed
a99:
I need your debug.log file and some information about how are you trying to run it (server settings, ISRM settings).



Announcement:
I've launched a 24/7 demo server - "official mod_drag server".
3100 drag races held already - and counting!
If you want to be a Moderator, you can apply via PM. Although, I won't just give away the positions to everybody.

P.S. no, the server doesn't crash every 5-7 minutes... in fact, doesn't crash at all
Knu
S2 licensed
Quote from strato12345 :Edit: Yeah the staging lights doesnt work and neither does the "Hall of Fame":

No, no, no... it works, just delete your old incompatible PB.txt

About the staging lights: works fine for me (and on some online servers too), maybe you are using BL1R. If so, you'll have to add a corresponding line to Tracks.txt

Edit:

A small fix released.
Last edited by Knu, .
Knu
S2 licensed
Quote from beefy696969 :just wondering if their was any way to install this so that you can use it off line?

Yes, create your own local server in Multiplayer->Start new game.
Quote from static_x2003 :I see what your saying, Im just saying thats not how a drag strip works r/t shouldnt have an affect on your et.

Re-read my post more carefully: "The time displayed is actually R.T.+E.T."
Quote from strato12345 :Getting some kind of error message but the mod seems to work fine.

Fixed.
Quote from b00st_junk1e :mod doesn't seem to want to work for me...... choose my language..... read the rules, but the ok button doesn't appear, press shift+I and it finally appears, click "ok" and everything related to ISRM dissapears..... got a debug of.........

Weird. Could you tell me what /i debug gives while it is working?


And... 0.8 is out with some new features
FGED GREDG RDFGDR GSFDG