Actually i disagree with this one. A better solution to this would be to change the /ff [value] command.
- Typing /ff 15 would set the force-feedback to the value of 15.
- Typing /ff would return the force-feedback value in the chat, like Force Feedback : 15
All Pasci then had to do is read the chat and parse the value.
Although, this is also quite possible without even needing to know the value of the force-feedback.
Say you have storage, sqlite in this example - each time you (the local player) enters the track:
- You query the database and check if the ffCars table has a record of the car you just joined with. If it does, you send an IS_MST with the command /ff [value] (replace with value from the record).
If the query didn't find any records, you add the record and apply the value you prefer for this vehicle. Of course this kind of feature needs some kind of ff management, so you can change the ff for said car at any time.
I have not played around with this (except for in my head), but i definitely do think it is possible with both approaches.
Features (8 changes)
Messages Panel:
- Added checkbox to only show local data.
- Added clear button to remove the text from the search input.
- Paginator now shows the total amount of records.
- Records that contains local username are now highlighted.
Settings Panel:
- Greeting input now fills in the old value when clicked.
- Fuel warning input now fills in the old value when clicked.
- Pubstat input now fills in the old value when clicked.
- A friendly GUI shows how to get the api_client and api_id values.
Improvements (5 changes)
Messages Panel:
- Optimized cached lists.
- Optimized search, you can now search for users and words in messages.
- Added IS_TOC packet: No longer out of date nicknames.
- The LFS Mods API id and secret is now required. Can be set in the Connection.ini configuration file.
- Cached messagelists in the application are now limited to 10,000 records.
I'm using a self-hosted file upload due to cloudflare issue the forum is facing.
Features (5 additions)
- Best PB widget.
- Race Positions widget.
- Theoretical PB widget.
- LFSW Integration (pubstat key is required).
- Split time comparison.
Improvements (9 changes)
- Optimized messages panel. It should be way less laggy now.
- Refactored the entire button customization codebase. Buttons are now stored in lists with all of its properties.
- Migrated project to .NET 8.
- Race related widgets no longer reset themself after a valid lap.
- Laptimes Panel now has inclusive filtering. Meaning you can filter each one individually.
- Configuration files were not automatically generated when running InSim for the first time.
- Fixed side menu not showing when spectating an AI.
- CarContact no longer sends messages about car contact with AI.
- UI Template names now allow for whitespaces.
I started vaping when i was 22 or so, its one of the dumbest things i have done to my body. I quit vaping in early 2024.
Vaping for 5 years surely gets you hooked on nicotine, but surprisingly - i was only urging the nicotine rush 12 hours after i stopped vaping. After that it was a breeze. My biggest issue was constantly reaching for it or missing that feeling of vape moving through my body, i still miss it but have promised myself to never return.
A while after i quit i got used to the feeling of not having to bring the vape, the juice and a spare battery where ever i go. All i need is carkeys and my phone, much easier to get around now, lol.
I presume this DSG Simulator is an InSim application. Perhaps provide some screenshots or videos so forum users can see what its all about?
While i probably wouldn't be able to use this application anyway (without major issues) since i am using linux. I don't think anyone would pay for such an application when there is already a free version available.
You're posting in a thread about translations, next time - please post in General LFS Discussion forum.
Regardless, you can do that by binding /shift p to your wheel or keyboard.
from LFS Manual under Binding & Executing Commands.
Beware that linux uses the spare ram for disk caching, making certain operations go faster. I found this out last year when i built a home-server that only runs linux. You can verify how much ram it actually is using with free -h. The -h just means the output won't be showing in bytes, but rather a human readable output.
Since this is slightly off-topic, i will leave it at that.
Wine itself is a bit unreliable when running games. I generally just use Steam's Proton. I used to play LFS with proton in early 2023 and i never had a single crash.
There are several ways to play LFS on linux, regardless of distribution.
For reference, I am using Zorin OS 17.1 which is based on ubuntu 22.04.
There are several ways to play LFS. But i'll just list the two that give the most performance.
Lutris
Steam Proton
Lutris
I can't be bothered to open a VM for this, but you basically just add a game and it lets you search for one. Then you just search for Live For Speed and it will install the latest version. When updates get released you just install them through the auto-updater in the game.
Steam Proton
Proton is a compability layer which allows linux users to run windows applications, games specifically. Never fails to impress me. To use it for steam games you right click a game > Properties > Compability and enable Steam Play. Select a proton version below that.
Steam Proton (non-steam game)
Games (top-left) > Add a non-steam game to my library > and select LFS.exe. If you don't have LFS installed you can select the self-extract archive. Run the game.
Personally, i prefer lutris due to the jerky setup with LFS and Proton.
Before proton i used to run LFS through wine, but it is simply not worth it. Lutris or proton ftw!
Hiding GUI elements are only limiting the burn-in's in those areas, but you'll still get a burn-in on your monitor if you're looking at your own parked car. Also, the chat isn't going to give you any kind of burn marks. In the case that no one is speaking, the chat will fade away and be gone at some point.
The best possible solution i have for you is to have this video running in fullscreen.
The video can also be used to fix severe burnmarks.
I had a 6 year old monitor that had a huge burnmark in the middle of the screen, i had that video running every night for 3 days and eventually the burnmark was gone.
I wouldn't mind seeing custom tracks in the game sometime in the future. Although i think it may need a different approach than what was done with car mods. I think only well-known modders with good reviews on car mods should be able to create and publish custom tracks.
That way we know that its not going to be a track ripped off from another game. Anyway, there's no need to brainstorm this yet as Scawen is already in the middle of something completely different.
Translated to "An established connection was terminated by the software on the host machine."
I don't know about the possibilities with PHP, but perhaps the error message should be displayed in english?
Another thought is the php version, i believe it said in the PIE post that it was for PHP7 - but my computer had 8.2.0 installed.
I have a new version ready, with a primary focus on racing.
v4.5.5 (19/01/2024)
Features (6 additions)
- Add: Button to view splits during a race
- Add: Button to view laptime during a race
- Add: Laptimes panel to browse through all racing data, accessible through the side panel.
- Add: Sorting options to the laptimes panel
- Add: Paginator to browse through all the race results
- Add: Laptimes panel supports full mod names
Improvements (3 changes)
- Change: Optimized laptime fetching and comparison
- Change: Setting named 'Laptime messages' has been renamed to 'Racing messages'
- Change: Database migration. The laptime table should automatically generate.
Don't mix the PB with the lfsworld PB, the current PB is stored locally.
There's still a bunch of stuff i could see being added here in terms of racing, but I'm also open to suggestions as I'm not an experienced racer
If you're like me and prefer to see splits/laptimes via insim instead of RCM message, you can turn off the RCM message like so:
Yeah i found out right after this post that i just remove it in-game options. Although, i would much rather have that done programmatically, for the convenience of the insim usage.