The online racing simulator
Searching in All forums
(830 results)
rane_nbg
S3 licensed
Maybe it's just a matter of program not being able to access it, due to admin rights.
rane_nbg
S3 licensed
I'm very sorry. From now on I will only comment above your post.
rane_nbg
S3 licensed
I think we're going off topic.
rane_nbg
S3 licensed
Who won?
rane_nbg
S3 licensed
Oops, my bad, tnx for correction.
rane_nbg
S3 licensed
There is an option in misc to automaticaly download other player skins when in multiplayer, but only in a very low resolution 256×256px. Those skins are placed in skins_x. All skins are converted to dds file format and kept in dds folder.

As a demo player, you can upload about 20 skins in 1024×1024px resolution, but one can also buy more skin slots including hi res 2048×2048px ones.
rane_nbg
S3 licensed
Hi, the skins are located in lfs/data/skins folder. Simply place your skin image there and you can load it from garage. When you press new colors it should appear in the list, but keep in mind that each skin has to be named correctly - with a 3 letter car prefix followed by an underscore, for example XFG_rane.jpg

Using a skin in a singleplayer mode, is that easy, but for multiplayer it's a bit more complicated. In order for other players to be able to see your car skin, you must first upload it to lfsworld.net.

There are plenty of skins that you can find online for various cars. Latest version of lfs lets you to even export a black&white skin template for each car, such that you can create your own skins.
rane_nbg
S3 licensed
Interesting observation. There is maybe some tiny sponginess between game device input axis and the virtual steering wheel in lfs for large ffb signals.

If you switch to steering gauge view you can see 2 squares indicating position of steering axis, One is black and other one red. I think that red one shows device axis and the black is car virtual steering wheel axis (or maybe it's oposite, not sure). Anyway, they indeed missalign sometimes. I don't mind that. It can't be turned off unfortunately.
rane_nbg
S3 licensed
That GPU to me looks like GeForce 2 GTS, but it could also have been mx400. Motherboard with VIA chipset probably. CPU I'd guess Pentium 3 with 733MHz and 256MB ram Smile

Nice job with those orange rubber stuff to suspend CPU fan for less vibration and noise.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
The first time I tried LFS singleplayer was back in 2006. I admit, I was off put by its default mip/map grainy road and grass textures and overall gfx. I though it looked quite bad (I played GTR2 at the time), so I deleted the game after about 5-6 minutes of playing. Then 5 years later, I just decided to give it another go. Discovered the multiplayer on AA servers in 2011 and was hooked ever since.

My very first online race experience was: took XRG on BL1, default set, my brakes locked in T1 and I just went straight and crashed some guys, for which I instantly got voted for a 12h ban. That didn't stop me from comming back tomorrow. I learned my lesson and took XFG, tested it a little bit before in single player with some setup corrections. It was another story in race, I was last for a long time, but slowly I learned the track and car, got to know some great people who sent me a setup and gave me some driving tips. Now, about 40k laps down the road I see those exact same beginner mistakes by new racers, offer them some help and see how they quickly progress and get addicted to the game as well. Priceless Smile
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Tnx for making these, overall nice job.

I have a few suggestions - color saturation is way too high, also they look way too clean. I think if you lower color saturation and brightness/contrast it will be much more pleasing to the eye and less distracting durring driving.
rane_nbg
S3 licensed
Some method for ray or path tracing has to be implememted in order to support such features..not gonna happen any time soon.
rane_nbg
S3 licensed
Perfect, my wife just started driving lessons in real life. This should come in handy. Tnx man, looking forward to a public releaae.
rane_nbg
S3 licensed
It can be done through driver hands animation when creating the car mod.
rane_nbg
S3 licensed
Exposure changes look quite fantastic now, so as illuminated displays.

I notice that color tone is slightly towards netral (cool) while previous it was more towards warmer tint. I know that this is during night time, but it's the same tunnel with the same light sources. Has anything else been changed with lighting?
Last edited by rane_nbg, .
rane_nbg
S3 licensed
I think LFS team can reset the password on his account, that way he can get it back.
rane_nbg
S3 licensed
Yes, it's due to the new lighting method. It's simply too bright at the moment, but it will be fixed when auto-brightness of self-illuminated displays gets implemented.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Where did you get the names for these other 2 tracks that are in the works from? They sound so cool Smile

Edit: To johneysvk, I usually read all progress reports quite thoroughly, but I'm not sure how I missed to see mentioning these new track names..anyway, it's great that we'll have new race environments.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Do such crashes happen in any other gfx intesive app or a game? Can you observe your gfx card temperautre at the moment of crash, is there anything wierd about it? How much are cpu and gpu utilizitaion while game is running normaly? Are you using fps cap or vsinc in lfs? Is your ssd firmware up to date? Might be worth to post a crash log.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Quote from RealistAdam :I'm really curious about the time wave. How will time progress in the game? Will...

Well, I guess some of those weather properties will be adjustable through inSim. There may be some initial default values, like fixed or automatic 6x or whatever, while any manipulation with it may be through a corresponding inSim weather packet.

I'm sure that this will be a topic for a debate once it comes to that and our oppinion/input may be relevant. Such things are really just a matter of convenience, there is no rocket science in it. I'm glad you mentioned it, I was thinking about this a few years ago when wheater concept was first introduced in one of progress reports. How can we potentialy integrate it in airio without its source code will be a real puzzle. To be continued..
Last edited by rane_nbg, .
rane_nbg
S3 licensed
You explained good enough. Auto adjusted brightness is a good plan for self iluminated displays.
rane_nbg
S3 licensed
What fantastic news, thanks very much LFS dev team Smile

My only wish is that LFS v2 gets the recognition it deserves outside of our community and emerges at the top of the sim racing mountain.

edit. I can't wait to feel the 1000Hz physics engine and ffb..so hyped about it.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Oh man, tnx so much I see it, that's exactly what I needed Smile

What I did before is select each car in the session through the dropdown menu list...but this arrow shortcut is awesome.
rane_nbg
S3 licensed
Tnx for re-introducing round templates Scawen, it is good enough for now.

The rest is for sure not a priority and it can wait for another time, when and if you think it's something that should be improved - the ideas you mentioned all sound good, it seems like a good plan.

Last thing we want is to sidetrack you from current focus on the big update. We'll manage just fine for a while with this system.
Last edited by rane_nbg, .
FGED GREDG RDFGDR GSFDG