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tankslacno
S3 licensed
Quote from pantiainen :And added to that, Kyoto Oval will have a very narrow pit entry, meaning I will definitely go to the grass and retire from the lead every time i want to pit. Because I am a bad driver Big grin

https://www.lfs.net/patchInfo/report-dec2024-ky.php

I don't consider that as a problem for you, because when you look at the images of new Kyoto, I think Eric wanted to do very similar job how Indianapolis Motor Speedway does work about drivers pitting there.

How does it work? If you are doing a practice session, or qualifying where one driver at a time does their qualifying laps, drivers normally enter the pitlane using the narrower pit entry. But, during races, I expect all drivers dive into the pit immediately after turn 3, as that part is still as wide as before. Smile

Of course, rules about pit exit may differ from series to another: I expect some series will allow drivers to immediately join back on main track after exiting pit lane, which is much more dangerous. And other series will require drivers driving that narrow pit exit lane before joining the main track, which is obviously much safer.
tankslacno
S3 licensed
Hi and welcome back! Smile

For me Windows Defender has also reported it as dangerous. Usually just reporting it as safe and then waiting for sometime will fix the problem. This may happen if the .exe is new and has been downloaded so little times that Windows Defender doesn't know how safe this file really is. This has been especially common problem with test patches. Same thing has happened with Avast on my other computer.

Unfortunately, developers can't really do anything against overzealous antivirus softwares. (Only thing what they could do that I can think of is adding an information somewhere on this website, stating that it may be possible that antivirus softwares may flag the game or the setup, especially if it's test patch, as dangerous, but it's really not. Of course that is just to inform the players, it doesn't prevent it of actually happening)
tankslacno
S3 licensed
Quote from Scawen :Unless I am mistaken, we've been selling online longer than Steam.

Correct. Steam client started on September 12th, 2003 and the first game you could actually buy digitally on Steam was Half-Life 2 which was released on November 16th, 2004.

At least on August 2003, people were able to at least pre-order your game from RaceSimCentral: https://web.archive.org/web/20030812134618/http://lfs.racesimcentral.com/sublinks.php?page=buyonline (yes the website doesn't want to display everything, but it does display working link to pre-order page)

There is also order page from February 2004: https://web.archive.org/web/20040207150541/http://lfs.racesimcentral.com/content/order.php
Option to block real players / AI drivers from joining the track
tankslacno
S3 licensed
With the newest LFS Patch, 0.7G has brought a system which allows AI drivers to be controlled by a local InSim program. This got me thinking, sometimes it may make sense to have only AI drivers on track and prevent real players from joining (these type of scenarios includes AI only races, testing with AI etc.). And also often, it makes sense to make it clear that only real players are allowed to join the track.

Now, you can use different InSims to do this. For example, Airio has an option to block AI drivers, and there is also a PIE (PHP; InSim; Easy) script called JustBots, which you can use to forcefully spectate and prevent real players to join onto the track, allowing only AI drivers on there.

Now, while you can do it via InSims and scripts, I'm suggesting there should be a server option or at least a command, which you could use to block human players or AI drivers joining the track.

For example, when launching a new server, there could be a selectable option: "Allow real / AI drivers on track?" with options [Allow both], [Allow only real players] and [Allow only AI drivers]. The first one should be the default option. I did think about option [none], but I remember there is an option "Max (real + AI) per guest pc", where you can set the minimum setting to 0, which means that guests can watch, but not join the race.

And, even if you set the max real + AI in race setting to 1, which is usually used in servers, it doesn't actually prevent anyone from joining as an AI while all other drivers are human players. Trust me, I've watched AI drivers racing with humans, and it has been carnage! Only way to actually prevent that player with AI from joining is either banning them, or spectating them in case midrace joining is disallowed.

Also, same goes vice-versa. In case there is a situation, where every player must use 1 AI driver on track (for example, to test that InSim-controlling with them), nothing prevents a human player joining the track as a real player and ruining the fun/experiment.

Finally, I'm aware doing this would possibly require making an incompatible patch from developers, but at the moment, it doesn't really matter as the developers are already making a incompatible patch with those new tracks and dynamic light system. This could be added into that patch as one of the updates.
tankslacno
S3 licensed
Quote from Byrontr :Because I'm not sure if my credit card is safe. There are illegal sites that copy yours and take payments. If it's from Steam, I'd feel safe. Cybercrime cases have increased recently and I don't want my card information to fall into the hands of others.

This is a safe website. You can see your connection is secured by looking the address of this website. It is https://lfs.net, not http://lfs.net - what does this mean is that it has SSL/TLS encryption. And the certificate for that is still valid - and always will be!

It means that all communication between your browser and LFS.net is encrypted and protected. This does includes your passwords, credit card numbers etc.

Without it, all kind of data would be sent as plain text across the internet. In that situation, anyone in between could read it. But because the data is protected, it means that before data leaves your browser, it will be encrypted. It means that even if someone would interrupt it (which is much more unlikely to happen with HTTPS than with HTTP), only thing they can see is random nonsense that no one could ever figure it out what it really is.

And, all credit card payments with this site are processed by Elavon which is one of the most secure and trusted processors of card transactions in the world. Over 2 million customers in many, many countries use it. And it processes more than 6 billion transactions around the world per year. And needless to say, that too has SSL/TLS encryption.
Last edited by tankslacno, .
tankslacno
S3 licensed
Quote from Byrontr :18 pounds is a lot of money in my country, I can't pay that much for the game.

One thing: if 18 pounds is too much, can you buy S1 for 6 pounds at first? And then upgrade to S3 (or S2 at first, if necessary). You'll spend the same amount of money, but at least with this method, you don't have to spare 18 pounds at once. Instead you'll only have to spare 6 pounds on three different occasions and you can choose the time when you want to buy another license upgrade.
tankslacno
S3 licensed
Okay, I managed to get it working on Chrome. Here's what I did, and I followed that first answer displayed there: https://superuser.com/questions/1400200/chrome-persistently-redirecting-to-https-for-http-site

Now, http://competition.lfs.net does indeed lead me to that page on Chrome and doesn't redirect

Oh, and by the way, Ctrl+H doesn't clear cache, but you can clear cache of lfs.net when you manage the site settings for the browser

EDIT: And I also just installed Firefox and it works for me on both normal and private modes. However, I just installed it so it doesn't have any cache. Could there be some shared HTTPS redirect cache on these pages?
Last edited by tankslacno, .
tankslacno
S3 licensed
Scawen, I did test that on Tor-browser, and when I used the non-secure http-protocol (aka http:// site), it did work correctly for me after the browser gave me a warning that my connection is not secure. However, the very instant I allowed to use HTTPS-connection on this site on browser settings, it redirected me to https://lfs.net
tankslacno
S3 licensed
Quote from Scawen :Oh that is strange, for me it stays on the competition pages and I can click around them. Uhmm

On LFS Discord, Flame reported that the link works for him properly as well, but for all the others, it doesn't work and it redirects instead. We did think about that does the fact that Flame is a moderator and you are admin of the site grants you the access for that page. Could it be possible that the page is restricted and all non-moderator/admin users cannot access it?

In any case, we were able to look the site on web archive. Link to that is here: https://web.archive.org/web/20121019081926/http://competition.lfs.net/
tankslacno
S3 licensed
Eric's newest post where he stated that he will do an update for Aston later got me thinking. I would like to get a clarification about this:

Does this new dynamic lightning system force you to release all updated track environments at the same time? Is it even possible to release a patch, where one of the track environments is updated and that particular track environment uses the new dynamic system, while all the other tracks still use the current 2-4 static lightning options for time being?

While it may sound strange, that only one track gets updated for one patch, it wouldn't be unprecedent as in 0.6 timeline, new Westhill was introduced in 0.6H, 0.6K introduced Rockingham, it was updated in 0.6M and 0.6R was when new Blackwood was introduced. Although, all track environments did get a major update at the same time in 0.6B, when those open track configurations were introduced.

And if it's possible to do it like that, it could make sense. It would be easier and less overwhelming for everybody to focus on fixing one track environment at a time as I'm sure that they will almost certainly have some issues in the test patch stage, as Flame already showed out one issue. Heck, the slightly updated Fern Bay probably would be very useful for testing the dynamic lightning system and time multipliers themselves, as Scawen himself has said that Fern Bay is an exception and doesn't require any major updates.

Of course, none of these pros matter, if it is very difficult, if not outright impossible for you to release a patch like this, or if you have always intended to release all the tracks at the same time using this new lightning system. I'm just curious, are you forced to release all at the same time or could you use your own discretion with this Smile
Last edited by tankslacno, .
tankslacno
S3 licensed
I think this has been asked a few times on Discord and here on LFS Forum. About the dynamic lightning: what are your current plans in regards of implementing this into demo content?

Is the same dynamic lightning system still planned, if not already being currently developed, in there as well or will that demo content still have those usual 2-4 static daytime settings? Or does that version have that dynamic lightning as well, but with more limited options (for example, there are less time multipliers available)?

After all, demo is meant to be demonstration of LFS
tankslacno
S3 licensed
Quote from fastranker1 :Kind of a dumb question but I noticed AIs have names in Eric's video, is this...

Nah, you have always been able to name AIs at Options -> Game

Eric just happened to name his AI-drivers like that. He also had AI 22 and AI 24 in those videos. Those AIs used the default AI name
tankslacno
S3 licensed
Quote :Daylight saving time is now accounted for (on the UK tracks)
Specified start time is now given in track local time (not UTC)

I assume those UK tracks are all tracks except Fern Bay (which is in Jamaica) and Kyoto Ring (which is in Japan) and therefore use UTC time (or UTC+1 on daylight saving time)? Smile

We know that:
- Blackwood, South City, Aston and Rockingham (I'd be worried if it wasn't Big grin) are confirmed to be located on the UK
- Westhill technically isn't explicitly mentioned as UK track on the website/manual, but it has left-hand traffic, so... well, Australia, New Zealand and some other countries also have that
- Autocross and Layout Square can technically be anywhere, but I can't really figure out any other country where they would be located other than UK
tankslacno
S3 licensed
Quote from Scawen :Of course there is a reason, I'm way too busy to waste my time coding random...

Thanks for the explanation! Smile Haven't seen that issue happening on any track configuration (that has pits) ever before. Strange that it has happened on that particular track configuration

And I just realized, of course I can still force those AI drivers to make a pit stop, I just have to react faster as I have less time to clear that stop-go penalty from them
tankslacno
S3 licensed
Upon seeing that South City video, I'm curious that will there be any new track configurations/closed circuits on that track environment Smile

Also Scawen, I would like to ask this question:

Quote :AI decide to pit at pit lane transition point rather than last split

Is the pit lane transition point where? Is it that point where that pit entry lane (that solid or dashes lane) starts?

I'm trying to figure out when exactly should I force my AI to make a pit stop. In case you don't know: at the moment, you can force AI drivers to make a pit stop by giving them a stop-go penalty before they start their last sector and then when they are driving that last sector, clear that penalty before they enter pitlane area

Will there be another way to force them to make a pit stop? I just have that concern that making strategic pit stops for AI may become unnecessarily harder. Is there a reason for this change? Uhmm
tankslacno
S3 licensed
Also, I don't even know if this would work, but what you could try is that on Blackwood RallyCross (BL3), at the end of the first sand/mud section, you could try adding ramps and other Autocross objects to make a U-turn that would end up at the beginning of that aforementioned section. It would be kinda a dirt oval, though that track would probably only be about 50% of sand/mud

However, like I said, I can't guarantee this would work or if LFS would even allow it.
tankslacno
S3 licensed
Unfortunately there's not a dirt oval available as a track configuration. Few years ago, Scawen did state he is interested of updating Layout Square so that either:

1) There would be a selectable track configuration which would have a dirt area and probably a 1km walled square area as well. Or:

2) One of the track configurations would be a dirt area instead of tarmac in one of those squares between the 4 roundabouts. In this case, you could drive to there from area that is still tarmac. Scawen even made a very early prototype of it.

If that does indeed happen in the future, you could add a dirt oval there. I too would be excited, if Scawen indeed does continue doing that prototype and therefore adds a dirt and maybe that 1km walled square area into Layout Square.

Source, you can find some posts from him on page 1 there about this: https://www.lfs.net/forum/thread/95714

However, Rony (Eclipsed) has done an AWS 2025 race on Westhill "Dirt" oval. It doesn't have any actual mud/sand, but it's driven 100% on grass. That is probably the closest you can get of having a dirt oval. You can download it from here: https://www.lfs.net/forum/post/2114363#post2114363 - just download the .mpr replay, open it and save the layout in Shift+U mode.
tankslacno
S3 licensed
Just noticed that the information about this new patch, which can be found from this link, isn't listed as part of official LFS news and therefore isn't mentioned at the front page: https://www.lfs.net/patchInfo/patch_7g.php

Also, I assume the LFS hosts can still continue to use the version 0.7F with this version?
Shopping page has wrong information
tankslacno
S3 licensed
Hi!

So, I noticed that this Shopping page (https://www.lfs.net/shop) has wrong, but also different information depending are you logged in or not.

So, when you're not logged in, it does indicate that buying S3 will only give you one new track. But when you are logged in, it does correctly tell you, that it gives you two new tracks and ability to use vehicle mods.

I've attached two photos about this, one displaying the page when I'm not logged in and another showing how the page looks when I'm logged in. And I've also tested this with different devices and also in private mode just to make sure the reason wasn't just in browser's cache. But the results were same!

Additionally, not really a bug but I'm just curious of that page indicating you can rent an LFS host starting from £0.42/month. That is £5.04 in one year. Is that just showcasing very cheap host prices or is there other reason why it has that £0.42 per month instead of £5 per year? It just got into my mind as you can't pay for 15 slot hosts other than yearly.
One or two mistakes in email of activating account
tankslacno
S3 licensed
I've noticed that when you register onto the site, you get an email where LFS tells you to activate your account by clicking a link. And when you click that link, your account has been created. (If you don't do that in 3 days, your registration attempt will expire)

However, I noticed that email has one, maybe 1,5 mistakes on the right side of it. It has this part:
Quote :Security reminder :
Use your LFS username and password only on the first 2 websites listed above (the Merchandise shop is not run by LFS). Never enter them anywhere else or give them to someone who asks.

The Merchandise shop no longer exists. It was shut down a long time ago.

And the second, kind of, mistake is that email tells that only LFS.net and LFSWorld.net sites are safe to use your LFS username and password. Shouldn't there be a mention that LFSManual.net is also a safe website? Since using all the functionalities there requires you entering your LFS username and password to log in.

Now I'm aware of that when you try to log into LFSManual.net, it redirects you to the LFS.net-site where it is asking you to allow LFSManual access. But the LFSManual.net still does have that clickable "login with your lfs account" link.
tankslacno
S3 licensed
Scawen, one question about unlock codes: I know they're not one-time type codes, meaning you can use that same code as many times as you want.

However, if I (or in worse case, someone else) request to send an email containing that new unlock code, will the old code that I've already used in-game instantly become obsolete? Or is it that unlock code becomes obsolete only after the new unlock code has been used in-game at least once?

If it's the former, better not to accidentally click that link Big grin In any case, the latter option is definitely safer, because there's always a possibility someone has found out user's LFS password for the site, but doesn't know how to access their email. In case the current unlock code becomes obsolete instantly when someone requests a new one, one can simply annoy other users by requesting new unlock codes and preventing them accessing LFS with their older unlock code.
tankslacno
S3 licensed
Okay thanks! I've updated all four translation pages found from the online translation site (that includes the LFS.net-text). Only change was that I removed the space before the colon from all translation lines that still had it.

And for anyone wondering, is this hard to do on that online translation page? Not really, you can easily just search for " :" which displays all the translation lines, that have that space before colon and then remove that space from them one by one. I assume it is even easier to do with text editors, since you can just use the find and replace function to replace all lines that have " :" with ":".
Last edited by tankslacno, .
tankslacno
S3 licensed
Victor developed that and the main purpose for it is to retrieve LFSW stats that you can display on your website. You can find more information about it here: https://www.lfs.net/forum/thread/14480

A lot of InSims (LFSStat, LFS Lapper, Airio etc.) also have ability to use it as well. Also, LFS Companion had an update this year related to that, so we can assume it is still in commom use. I don't see any reason why it should be deleted, especially as the system itself shouldn't be able to cause any issues for the game or InSims/websites that use it
tankslacno
S3 licensed
Just a small question, when I did just a couple minor corrections for the game on translation web page of LFS today, I noticed this line:
Quote :3h_s_coln_s %s : %s

According to the abbreviation, it means "A format string that specifies how the colon should be used"

I noticed that on Finnish translation, on most lines it is %s: %s - there is no space between the first %s and the colon. However, on some lines it still has that space. That part is very inconsistent when that language is selected in-game.

Question: is that 3h_s_coln_s just a reference for assigned translators? Or can it potentially cause some issues in the future? Is there any reason why there should be a space for both sides of the colon or does it really matter at all? As far as I'm aware of, most, if not all languages (aside from French), don't have a space before colon, though they do have one after it.

If for some reason it's essential to have (or not have) that space before colon, I can do it before you release a new official patch.
tankslacno
S3 licensed
I did test that: when I was already logged in this site, it works fine; it seems that whenever the issue is about unlock code, the URL does have that "?uc=x" (x being number) part at the end of it.

But, when I tried to do click that link in-game when not already logged in to the site, that page URL did have that "?uc=x" at the end of it as intended. But when I then logged in from that page, both that red text as well as that "?uc=x" from the URL disappeared. Instead, it just displays the normal "Personal details" page.

So, it works as intended if you are already logged in, but it doesn't seem to work correctly when you're not already logged in.
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