The online racing simulator
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bouba
Demo licensed
not much new since 10 years ago but its getting there and i think its gonna be a solid change
bouba
Demo licensed
Not related to VR, but in the past we had the new persistent tire marks feature. It's great for immersion but it's a horrible distraction for hotlapping and driving consistently. It's mostly a problem in multiplayer where noobs/crashers drive off track or drift all over the place and leave huge tire marks which accumulate over the races and the result is a track that's painted in them. It'd be great to have the option to enable or disable persistent tire marks.
bouba
Demo licensed
Hello everyone,
I want to report some fonts issues where the characters are displayed narrower than they should be and some other issues in general. From my understanding, this was supposed to be fixed in 6T2, but I digress.

First minor issue is the screenshot save path that is displayed wrong in Japanese and Korean language.


Second minor issue is this one. Just a few examples.

We are supposed to see 'VIII', but don't.
This issue is present in the following fonts :
  • Gadugi
  • Leelawadee UI
  • Lucida Sans Code
  • Microsoft Sans Serif
  • Nirmala UI
  • Nirmala UI Semilight
  • Segoe UI
  • Segoe UI Light
  • Segoe UI Semibold
  • Segoe UI Semilight
  • Tahoma
  • SimSun-ExtB
  • Ebrima
  • MingLiU-ExtB
  • PMingLiU-ExtB
  • MingLiU_HKSCS-ExtB
End of report.
bouba
Demo licensed

i found this "bug" and reported it before but it caught no attention so im reporting it again
Mirror glitch [FIXED]
bouba
Demo licensed
bouba
Demo licensed
i dont think your whining is gonna change anything, yeah bro you better know that when your in the internet there is no privacy unless you choose to preserve it, by that i mean dont upload your 'private' shit and later whine why it is stolen and shit permission this permission that, as long as you put it on the web there is no guarantee anymore it will remain private. look at the gta scene, people dont even bother to make mods, they just take someone else mod and claim its their own, they dont care about permission bs, if they want to, they will, their protected behind their screens, whining about it wont change anything, perhaps make it worse. if you dont want anything to be stolen, make sure there is nothing to be stolen.
bouba
Demo licensed
problem! i play lfs on a laptop, sony vaio windows 8. works perfectly fine. but the thing is that i get 250 fps if i put the laptop in battery mode and i lose 100 fps if i put back AC adapter. i noticed something changing in this thing, again the game is only textures mod i guess its fine. look at this image. in the first image, i see a lot of activity in "wait" but zero activity in "sleep", in the second pic its the other way around. i first suspected that the difference comes from power plan but i checked that and its not that.
in battery mode my cpu fan is louder, strangely. if anyone who had this problem solved it help me please.

http://i.imgur.com/RhjzCnH.jpg?1

edit 2 : problem solved, all i had to do was to change from high performance power plan to normal performance power plan
Last edited by bouba, .
bouba
Demo licensed
what's up
bouba
Demo licensed
I solved my problems now. Thanks for helping.
bouba
Demo licensed
Thanks, now the error is gone, but the mouse buttons don't do anything.
I have another problem : I binded vJoy buttons to my keyboard but on the monitor they are pressed even when I'm not touching them. Here is my updated code.
# =============================================================================================
# /////////////////////////////// F1 2014 Mouse Steering Script ///////////////////////////////
# =============================================================================================
# This is a modified script, the original script was written by Skagen
# url: https://www.lfs.net/forum/post/1862759#post1862759
# =============================================================================================
# This script will use 3 axes
# 1. Steering (X-Axis)
# 2. Throttle (Y-Axis)
# 3. Brake (Z-Axis)
# =============================================================================================
# Use vJoy Feeder to set the axes in game
# =============================================================================================
if starting:
system.setThreadTiming(TimingTypes.HighresSystemTimer)
system.threadExecutionInterval = 5
def calculate_rate(max, time):
if time > 0:
return max / (time / system.threadExecutionInterval)
else:
return max

int32_max = (2 ** 14) - 1
int32_min = (( 2** 14) * -1) + 1

v = vJoy[0]
v.x, v.y, v.z, v.rx, v.ry, v.rz, v.slider, v.dial = (int32_min,) * 8
# =============================================================================================
# //////////////////////////////////////// SETTINGS ///////////////////////////////////////////
# =============================================================================================
# Mouse settings
# =============================================================================================
# Higher SCR = Smoother/Slower Response | Lower SCR = Harder/Quicker Response
# With the game's built in steering settings, there's no need to change the scr value
# SCR's effects can be felt better with arcade style racing games
# =============================================================================================
global mouse_sensitivity, sensitivity_center_reduction
mouse_sensitivity = 11
sensitivity_center_reduction = 1
# =============================================================================================
# Throttle & Brake Key:
# =============================================================================================
global throttle_key, brake_key
throttle_key = mouse.leftButton
brake_key = mouse.rightButton
# Additional controls: Wheel Up = Reset Steering to Center @ Line 89
# =============================================================================================
# Throttle settings
# =============================================================================================
# Set throttle behaviour with the increase and decrease time (ms)
# the actual increase and decrease rates are calculated automatically
throttle_increase_time = 140
throttle_decrease_time = 220
# Init values, do not change
global throttle, throttle_max, throttle_min, throttle_increase_rate, throttle_decrease_rate
throttle_max = int32_max
throttle_min = int32_min
throttle = throttle_min
throttle_increase_rate = calculate_rate(throttle_max, throttle_increase_time)
throttle_decrease_rate = calculate_rate(throttle_max, throttle_decrease_time) * -1
# =============================================================================================
# Braking settings
# =============================================================================================
# Set brake behaviour with the increase and decrease time (ms)
# the actual increase and decrease rates are calculated automatically
braking_increase_time = 140
braking_decrease_time = 220
# Init values, do not change
global braking, braking_max, braking_min, braking_increase_rate, braking_decrease_rate
braking_max = int32_max
braking_min = int32_min
braking = braking_min
braking_increase_rate = calculate_rate(braking_max, braking_increase_time)
braking_decrease_rate = calculate_rate(braking_max, braking_decrease_time) * -1
# =============================================================================================
# Steering settings
# =============================================================================================
global steering, steering_max, steering_min, steering_center_reduction
# Init values, do not change
steering = 0.0
steering_max = float(int32_max)
steering_min = float(int32_min)
steering_center_reduction = 1
# =================================================================================================
# LOOP START
# =================================================================================================
# Steering logic
# =================================================================================================
if mouse.wheelUp:
steering = 0.0
if steering > 0:
steering_center_reduction = sensitivity_center_reduction ** (1 - (steering / steering_max))
elif steering < 0:
steering_center_reduction = sensitivity_center_reduction ** (1 - (steering / steering_min))
steering = steering + ((float(mouse.deltaX) * mouse_sensitivity) / steering_center_reduction)
if steering > steering_max:
steering = steering_max
elif steering < steering_min:
steering = steering_min
v.x = int(round(steering))
# =================================================================================================
# Throttle logic
# =================================================================================================
if throttle_key:
throttle = throttle + throttle_increase_rate
else:
throttle = throttle + throttle_decrease_rate
if throttle > throttle_max:
throttle = throttle_max
elif throttle < throttle_min:
throttle = throttle_min
v.y = throttle
# =================================================================================================
# Braking logic
# =================================================================================================
if brake_key:
braking = braking + braking_increase_rate
else:
braking = braking + braking_decrease_rate
if braking > braking_max:
braking = braking_max
elif braking < braking_min:
braking = braking_min
v.z = braking
# =================================================================================================
# vJoy BUTTONS
# F1 2014 allows keyboard controls mixed with other input devices, so we don't need to set any more
# =================================================================================================
v.setButton(0,int(mouse.middleButton))
v.setButton(1,int(Key.A))
v.setButton(2,int(Key.Z))
v.setButton(3,int(Key.C))
v.setButton(4,int(Key.X))
v.setButton(5,int(Key.S))
v.setButton(6,int(Key.D))
v.setButton(7,int(Key.Q))
# =================================================================================================
# PIE diagnostics logic
# =================================================================================================
diagnostics.watch(v.x)
diagnostics.watch(v.y)
diagnostics.watch(v.z)
diagnostics.watch(steering_center_reduction)

What I'm doing wrong? Thanks
bouba
Demo licensed
you're on the wrong forum i'm afraid.
bouba
Demo licensed
Hello, I want to have mouse buttons as accelerator and brake. I tried to modify an already modified (more simpler) version of Skagen's script but, apparently, I'm doing it wrong.
I changed throttle and brake binds to ''mouse.leftButton'' and ''mouse.rightButton'' respectively, but because of that, I get error ''line 104 expected Key, got bool''
Anyone know how I can solve this? I'm too used to having throttle and brakes with mouse buttons to change now.
Here is the code I currently have.
# =============================================================================================
# /////////////////////////////// F1 2014 Mouse Steering Script ///////////////////////////////
# =============================================================================================
# This is a modified script, the original script was written by Skagen
# url: https://www.lfs.net/forum/post/1862759#post1862759
# =============================================================================================
# This script will use 3 axes
# 1. Steering (X-Axis)
# 2. Throttle (Y-Axis)
# 3. Brake (Z-Axis)
# =============================================================================================
# Use vJoy Feeder to set the axes in game
# =============================================================================================
if starting:
system.setThreadTiming(TimingTypes.HighresSystemTimer)
system.threadExecutionInterval = 5
def calculate_rate(max, time):
if time > 0:
return max / (time / system.threadExecutionInterval)
else:
return max

int32_max = (2 ** 14) - 1
int32_min = (( 2** 14) * -1) + 1

v = vJoy[0]
v.x, v.y, v.z, v.rx, v.ry, v.rz, v.slider, v.dial = (int32_min,) * 8
# =============================================================================================
# //////////////////////////////////////// SETTINGS ///////////////////////////////////////////
# =============================================================================================
# Mouse settings
# =============================================================================================
# Higher SCR = Smoother/Slower Response | Lower SCR = Harder/Quicker Response
# With the game's built in steering settings, there's no need to change the scr value
# SCR's effects can be felt better with arcade style racing games
# =============================================================================================
global mouse_sensitivity, sensitivity_center_reduction
mouse_sensitivity = 7
sensitivity_center_reduction = 0.8
# =============================================================================================
# Throttle & Brake Key:
# =============================================================================================
global throttle_key, brake_key
throttle_key = mouse.leftButton
brake_key = mouse.rightButton
# Additional controls: Wheel Up = Reset Steering to Center @ Line 89
# =============================================================================================
# Throttle settings
# =============================================================================================
# Set throttle behaviour with the increase and decrease time (ms)
# the actual increase and decrease rates are calculated automatically
throttle_increase_time = 600
throttle_decrease_time = 600
# Init values, do not change
global throttle, throttle_max, throttle_min, throttle_increase_rate, throttle_decrease_rate
throttle_max = int32_max
throttle_min = int32_min
throttle = throttle_min
throttle_increase_rate = calculate_rate(throttle_max, throttle_increase_time)
throttle_decrease_rate = calculate_rate(throttle_max, throttle_decrease_time) * -1
# =============================================================================================
# Braking settings
# =============================================================================================
# Set brake behaviour with the increase and decrease time (ms)
# the actual increase and decrease rates are calculated automatically
braking_increase_time = 200
braking_decrease_time = 100
# Init values, do not change
global braking, braking_max, braking_min, braking_increase_rate, braking_decrease_rate
braking_max = int32_max
braking_min = int32_min
braking = braking_min
braking_increase_rate = calculate_rate(braking_max, braking_increase_time)
braking_decrease_rate = calculate_rate(braking_max, braking_decrease_time) * -1
# =============================================================================================
# Steering settings
# =============================================================================================
global steering, steering_max, steering_min, steering_center_reduction
# Init values, do not change
steering = 0.0
steering_max = float(int32_max)
steering_min = float(int32_min)
steering_center_reduction = 1.0
# =================================================================================================
# LOOP START
# =================================================================================================
# Steering logic
# =================================================================================================
if mouse.wheelUp:
steering = 0.0
if steering > 0:
steering_center_reduction = sensitivity_center_reduction ** (1 - (steering / steering_max))
elif steering < 0:
steering_center_reduction = sensitivity_center_reduction ** (1 - (steering / steering_min))
steering = steering + ((float(mouse.deltaX) * mouse_sensitivity) / steering_center_reduction)
if steering > steering_max:
steering = steering_max
elif steering < steering_min:
steering = steering_min
v.x = int(round(steering))
# =================================================================================================
# Throttle logic
# =================================================================================================
if keyboard.getKeyDown(throttle_key):
throttle = throttle + throttle_increase_rate
else:
throttle = throttle + throttle_decrease_rate
if throttle > throttle_max:
throttle = throttle_max
elif throttle < throttle_min:
throttle = throttle_min
v.y = throttle
# =================================================================================================
# Braking logic
# =================================================================================================
if keyboard.getKeyDown(brake_key):
braking = braking + braking_increase_rate
else:
braking = braking + braking_decrease_rate
if braking > braking_max:
braking = braking_max
elif braking < braking_min:
braking = braking_min
v.z = braking
# =================================================================================================
# vJoy BUTTONS
# F1 2014 allows keyboard controls mixed with other input devices, so we don't need to set any more
# =================================================================================================
v.setButton(0,int(mouse.leftButton))
v.setButton(1,int(mouse.rightButton))
v.setButton(2,int(mouse.middleButton))
# =================================================================================================
# PIE diagnostics logic
# =================================================================================================
diagnostics.watch(v.x)
diagnostics.watch(v.y)
diagnostics.watch(v.z)
diagnostics.watch(steering_center_reduction)

bouba
Demo licensed
Thanks for reply.
The steering becomes less accurate when I lower Parallel steer?
At this moment(I have +0.1 front toe), I found that 54% feels better than 27% perhaps because accuracy is not decreased like you say, but with 27% I did faster laps maybe because it has less understeer at entry. I'm not quite sure, but is it needed to change anti-roll bars in conjunction with Parallel steer to get a better handling, in order to get the accuracy of high parallel steer numbers while having the entry suffering?

That's why I asked what I should aim for when I tune parallel steer, because I don't know if I should look for the fastest setting while having a bad handling, or a good handling while sacrificing a small bit of speed. On the long term (endurance races), I think good handling is better, but in hotlapping it's not useful to have a slow set. I tried several settings but I always run into problems with each one. Around 10% car feels darty and way too oversteery in all corner phases. At 20%, the car is good in cornering but the entry is excessive. At 30%, it's like 20% but a little less darty and less oversteery at entry. At 40%, it's very close to 30% but less darty and less oversteery. At 50%, it's almost not darty but entry understeer is manifested heavily and a bit of mid corner understeering. I didn't try over 55%. The choice is vast but needs to be wise.
How do I tune Parallel steer/Ackermann ?
bouba
Demo licensed
I want to know what I should aim for when I tune the Parallel steer setting. It doesn't explain very well in the setup guide in the LFS Manual site, so I want to hear out what you think.
It's for XRG@BL1.
bouba
Demo licensed
I don't know how skilled you are Big grin.
If you can somehow detect if a race is restarting (you can try to count votes of people for ''sudden restart'' but dunno about insim restart lol? and restart detection should not be like ''race is starting'' notification which probably looks at timer) then this problem will likely be solved. Because you can program it to save mpr just when restart is detected and every mpr would contain the whole race just like the built-in autosave. And for naming, you may not need to go very deep in details, maybe just like Hotlaps, for example BL1_XRG_13285_4... I think it can work, but it will be very buggy at the beggining Big grin.
EDIT: i just reminded that insim restart is admin/host restart...
Last edited by bouba, .
bouba
Demo licensed
Hi Daniel, I have a feature suggestion for LFSLazy. How about an .mpr autosave feature which saves the .mpr only if certain conditions are met?For example: if pb, if lap is better than WR+0.5%, if you raced(or ur har driv will be full of shizz if ur spectatoring lol D: ).
You can also add custom name... for example show in the .mpr name the best lap you did along with the best split/sector times, maybe even the lap when it was done. You get the idea?
Most of the .mpr's I save have the best lap I did in their names. So, I believe it would be a nice feature for us lazy racers to have to laze more and have not to go through the ass pain it takes to name them. Sometimes I lose good replays because I don't have enough time to save the replay, I save the next race instead, so this means I actually lose 2 good replays.
FGED GREDG RDFGDR GSFDG