The online racing simulator
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PeterN
S3 licensed
So unrealistic... both ends of the airstrip can't be runway 10!
PeterN
S3 licensed
There's a spare byte in the packet, that could be used as a flag to specify whether the list replaces or adds to the existing list. Split into multiple packets, send the first with flag to replace, and then any extra packets with flag to add. Flag to replace can be 0 value, to maintain compatibility.
PeterN
S3 licensed
Started making a skin but the left and right texture mappings are not the same size nor aspect ratio. As I intended on using geometric shapes, it makes lining up precisely pretty impossible...
PeterN
S3 licensed
I've used the new LFS version to create a skin template, but I can see the side of the lightbar is apparently mapped right over the middle of the texture. I can crop that out for now and mix in the skin template without the lightbar but it would be nice for that to be fixed.

It also looks like the mapping for the rear of the light bar encroaches on the rear of the van.
Last edited by PeterN, .
PeterN
S3 licensed
Quote from Flame CZE :Well yes, that's the point of a restricted access mod, that only a group of people can see it and use it.

Of course, just pointing out that:
Quote from Flame CZE :In LFS mods list, there is an info button saying "public", "custom" or "private" at each mod.

is not really relevant because we don't see that.
PeterN
S3 licensed
But if the mod is custom or private, and you don't have access (most often the case) then the mod doesn't appear in the LFS list at all. And on the website, you don't get any information about the mod either and just get redirected to the mods list.
PeterN
S3 licensed
The wheels... they're not round!
PeterN
S3 licensed
Make sure you do NOT have the steering wheel selected as your controller in LFS. If it is LFS will ignore all other inputs. If no specific input is selected then all inputs are usable, but may need to be manually assigned.
PeterN
S3 licensed
Looks great, probably drives great but too much power for my feeble skills. But the driver steering animation doesn't quite line up with the wheel.
/w find delay
PeterN
S3 licensed
I've noticed that /w find says a user is still connected to a particular server long after they've disconnected -- at least 15+ minutes. I don't remember this being the case in the past.
PeterN
S3 licensed
Quote from rane_nbg :Would be good to use the space where you have the fps graph and add one more that will show the force, it does not have to be hi-res, the class you used for fps is good enough.

Next to the pedal inputs display is another useful place. Other driving games have it there...
HLV Speed / closing speed
PeterN
S3 licensed
This has probably been discussed to death years ago.

For HLVC type 1 (hitting a wall), it would be nice to have closing speed, like OBH and CON packets do. It does have vehicle speed, but it's the speed after hitting the wall, and I always get the MCI packets first so I can't easily judge the impact speed.

OR

It would be nice of OBH could be triggered for hitting any solid track feature, instead of only layout objects.

Is there any way that reliably works to detect how hard a wall hit is? For years we have just compared speed in MCI packets, which kinda works but is a bit crude with due to position prediction .
PeterN
S3 licensed
Quote :EV pitstops

If I make a pitstop with the TOYTRI mod, I'm barely able to accelerate out of the stop once it's complete. It will move very slowly and once out of the pitstop box it will accelerate normally.

Not sure if it's a problem with the mod though.
PeterN
S3 licensed
Seems it wants to roll over quite easily.

Also using the standard license plate set by the player instead of the fixed plate would be nice.
PeterN
S3 licensed
Quote :FIX: Karts and EVs could drive during pitstop (throttle now held at zero)

Although this is working locally, in multiplayer an EV stopped in the pits will still appear to move (and then be teleported back)
PeterN
S3 licensed
Suspension seems pretty fragile, quite likely to implode when going up a ramp.
PeterN
S3 licensed
Trivial... reminds me of the current debacle of NFT-crypto-idiots thinking they can just get any content into any game... because it's "on the blockchain" Big grin
PeterN
S3 licensed
Drives nicer with 32% intake restriction -- gives it the 210 bhp that the real 5.2L (according to Wikipedia) had on these.

Lack of working mirrors caught me out too.

Suspect the weight distribution shouldn't be 50/50 though, everything is at the front!
PeterN
S3 licensed
Default suspension seems to be broken. 15N/mm rear and 100N/mm front cannot be correct.
PeterN
S3 licensed
Quote from BeNoM :excited to have cup cars in LFS!

Well that didn't last long...
PeterN
S3 licensed
Looks pretty good but has gaps in the shadow where sun shines through the windows.

Max torque seems to come in at low RPM, should be similar to max power RPM for a petrol engine.

Fuel tank also a bit large, around 39L seems to fit the specs.
PeterN
S3 licensed
Steering wheel, and also the front and rear bumpers, seems to be made up of discrete triangles, is that just a smoothing groups issue?
Last edited by PeterN, .
PeterN
S3 licensed
Pressing both doubles it, so if you have One button look set to 45 degrees, pressing both will 90 degree look instead. So it looks behind only when set to 90 degrees.
PeterN
S3 licensed
Using G27 with LGS 5.10 on Windows 11. LFS 0.7A. No issues with input latency.
PeterN
S3 licensed
Nice, weight is decent, but "Vehicle class : Saloon car" Hmm...

Only 4 gears seems a bit odd.

Also the RHD template skin is backwards.
FGED GREDG RDFGDR GSFDG