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Honey
5th July 2006, 20:53
with the new script system i think that will be very useful to assign buttons an axis value, i explain: with the command /button A throttle 0.6 will make the button "A" act as 60% of throttle (very useful for keyboarders and mouse users) and the command /button R right_view 0.3 will make the key "R" to look right for 0.3*90° = 27° -> very useful for anyone because helps looking only a bit on one side and thus keeping looking forward wich is a must when someone try to overtake :tilt:

i really hope this could be possible with not too much work, thank you for the attention scawen :)

Pablo.CZ
6th July 2006, 00:35
with the new script system i think that will be very useful to assign buttons an axis value, i explain: with the command /button A throttle 0.6 will make the button "A" act as 60% of throttle (very useful for keyboarders and mouse users) and the command /button R right_view 0.3 will make the key "R" to look right for 0.3*90° = 27° -> very useful for anyone because helps looking only a bit on one side and thus keeping looking forward wich is a must when someone try to overtake :tilt:
+10 :)
this will keep menus clean (no loads of new sliders) but solve many requests like example above

RiGun
6th July 2006, 00:47
with the new script system i think that will be very useful to assign buttons an axis value, i explain: with the command /button A throttle 0.6 will make the button "A" act as 60% of throttle (very useful for keyboarders and mouse users) and the command /button R right_view 0.3 will make the key "R" to look right for 0.3*90° = 27° -> very useful for anyone because helps looking only a bit on one side and thus keeping looking forward wich is a must when someone try to overtake :tilt:

i really hope this could be possible with not too much work, thank you for the attention scawen :)

Maybe it could make the game easier for the keyboard players, but I think that many ppl wanting to make new WR could exploit this kind of scripting making predefined breaking power for each corner getting maximum optimisation, scripting is a two bladed weapon, and from my point of view it should remain for setting up controller options and view settings.

Plastik8
6th July 2006, 10:07
24 hour digital Clock displayed on game setup screen

(On Topic) Request: This is a great feature. I was wondering if it would be possible to display the time when you are racing perhaps?? Similar in style to the fps meter? I don't use cockpit views for most of the cars so the in-dash clocks aren't viewable for me.

Other than that, great work as always Scawen :)

Honey
6th July 2006, 17:23
Maybe it could make the game easier for the keyboard players, but I think that many ppl wanting to make new WR could exploit this kind of scripting making predefined breaking power for each corner getting maximum optimisation, scripting is a two bladed weapon, and from my point of view it should remain for setting up controller options and view settings.
it is not only for keyboarders or mouse users, it's for everyone (see the "look right 27°" example), you should not have worries because setting a fixed partial throttle/brake will make impossible for you to compete for WR, since a WR holder must be a "trail-braking master" and even more, if someone wants to cheat, there are yet many automation tools that can automate directx inputs and thus it is already possible (and in a more effective way) to produce a mathematically perfect lap or just corner sequences and this not only for lfs but for anything.
the reason i requested for an implementation via script is because for such things to be implemented with GUI requires a lot of work by scawen whilst with scripts i think it will be much much less.

detail
7th July 2006, 07:52
Scawen, is it possible to read additional mouse buttons and assign them as controls?

PLAYLIFE
7th July 2006, 12:03
Hi Scawen,

I should have said that when U11 came out, but i totally forgot about it. U added a function to rename Setups correct? What about the function to create folders? I would like to sort my Setups in Folders... for example...

Pit Screen -> Kyoto -> National
and then i see there maybe three or four setups... different Quali and race sets maybe. That would make it a lot easier.

Hope it is not a double post i read through everything and couldnt find this request.


*EDIT*
Again i forgot about something... the same function would be good for Replays. So you can sort them after Leagues/Events and maybe a rename function for replays would be good as well :)


I do know that came up a lot of times... but not in the U Testpatches so i just wanted to remind ya :D

Same here. Been waiting those things for ages:nod:

Plastik8
7th July 2006, 17:51
Scawen, great work as always.

Sorry to be a pain, but on the 1st page, post #20, I posted the following:

(On Topic) Request: This is a great feature. I was wondering if it would be possible to display the time in-game perhaps?? Similar in style to the fps meter? I don't use cockpit views for most of the cars so the in-dash cockpit analogue clocks aren't viewable for me.

Other than that, great work as always Scawen :)

I know you're extremely busy, just thought you may have missed it....

Feel free to delete this post when you read it :)

Thanks :thumb:

Octane
7th July 2006, 19:09
would it be possible to implement a function to export your current control settings to a script file ? (buttons, axes, views, ...) Could be handy to start editing from such a exported script file, maybe you could also choose which settings to export. Just an idea that came to my mind, what do u think ?

Honey
7th July 2006, 20:33
would it be possible to implement a function to export your current control settings to a script file ? (buttons, axes, views, ...) Could be handy to start editing from such a exported script file, maybe you could also choose which settings to export. Just an idea that came to my mind, what do u think ?
+999 :thumb: altought i don't think scawen is willing to implement it (at least in this patch), because i guess it will need quite much work

axus
8th July 2006, 11:31
Thanks for the update - I got a little bug with the previous patches as well though - restarting a replay when loading it using windows associations doesn't work. It just freezes on the first frame.

SamH
8th July 2006, 12:32
Might it be possible to change the default for "Window while connecting" to [no]? I use fullscreen most of the time, but not all. With the default being set to [yes], the window size is changed if I'm in fullscreen mode. When it's set to [no], it's not changed (whether I'm in fullscreen mode or not). It's a really minor thing, but 14 test patches in, it's the only thing I find myself having to re-set every time.

Basically, "Window while connecting: [no]" causes the least disruption for everyone, fullscreeners or windowers.

axus
8th July 2006, 12:35
Might it be possible to change the default for "Window while connecting" to [no]? I use fullscreen most of the time, but not all. With the default being set to [yes], the window size is changed if I'm in fullscreen mode. When it's set to [no], it's not changed (whether I'm in fullscreen mode or not). It's a really minor thing, but 14 test patches in, it's the only thing I find myself having to re-set every time.

Basically, "Window while connecting: [no]" causes the least disruption for everyone, fullscreeners or windowers.

Its because of firewall problems - if it wasn't defaulted to [yes] people with firewalls would wonder why LFS freezes when they go to multiplayer. :)

SamH
8th July 2006, 12:37
Its because of firewall problems - if it wasn't defaulted to [yes] people with firewalls would wonder why LFS freezes when they go to multiplayer. :)
Oooh right! I didn't realise that. I'll hush ;)

[edit] The ability to place scripts in subfolders is much appreciated! I can get my scripts categorised and avoid knee-deep clutter. Thanks Scawen! :)

noemfie
9th July 2006, 12:13
I'm not sure if this is a compatible request or not... . Is it possible to split qualifying from practice to give some sort of structure to a race event . E.g you'll set praccy time of 60 min , then seperatley quali time of 15 and then your race distance . So in praccy if you vote to qualify you move onto the set quali time and from there to the race .

If above is not possible , maybe to display times in praccy mode like in quali ?

Thanks , please move post if its not possible to do or to waaay OT.

clp
10th July 2006, 14:58
could alt+f4 exit the game? I dont believe that combo is being used and i always push it when i want to exit but i keep forgetting it does nothing :)

it already does do something :)
alt f4 takes you to cockpit view

CLP

ste_
10th July 2006, 17:57
When you choose to race online there are two options:

1) Multiplayer > Display List of Games (which queries the master server)
2) Multiplayer > Join Specific Game (where the last server you joined's details are, or where you can enter your own IP)

When Joining Specific Game, for some reason LFS still tries to connect to the Master Server. (I know this because when the Master Server was down and I tried to join the last server I was playing on using Join Specific Game, LFS tried to connect to the Master Server before timing out cuz it was unreachable).

Would it be possible when Joining Specific Game, that LFS didn't need to connect to the Master Server, and just tried the IP striaght off? This would atleast let us connect to the last server we were on when the Master Server is unreachable.

RiGun
10th July 2006, 18:43
When you choose to race online there are two options:

1) Multiplayer > Display List of Games (which queries the master server)
2) Multiplayer > Join Specific Game (where the last server you joined's details are, or where you can enter your own IP)

When Joining Specific Game, for some reason LFS still tries to connect to the Master Server. (I know this because when the Master Server was down and I tried to join the last server I was playing on using Join Specific Game, LFS tried to connect to the Master Server before timing out cuz it was unreachable).

Would it be possible when Joining Specific Game, that LFS didn't need to connect to the Master Server, and just tried the IP striaght off? This would atleast let us connect to the last server we were on when the Master Server is unreachable.

Don't think that could be possible, if what you ask is done then ppl using cracks could play S2 online :shrug:

ste_
10th July 2006, 18:51
Don't think that could be possible, if what you ask is done then ppl using cracks could play S2 online :shrug:
Hmm I didn't realise this feature was for pirate-protection. But OK, even if it is, can't LFS somehow remember if the server info in "Join Specific Game" came previously from a server that I had joined from the Master Server list and if the master server times out, connect me anyway?

Or maybe this is just a stupid idea :)

ORION
13th July 2006, 08:58
suggestion:
show tyre compound when F9 menu is on (abbreviation maybe)

nesrulz
23rd July 2006, 12:20
Scawen, can u make this menu translatable?

http://img91.imageshack.us/img91/3895/untitledcp8.th.jpg (http://img91.imageshack.us/my.php?image=untitledcp8.jpg)

RGDS

Honey
23rd July 2006, 19:05
scawen, i know you are gonna hate me ( :D ), but may i ask if it is possible to add an option to have a wider virtual mirror? that should compensate the lack of lateral visual when using realistic views like cockpit view

AndroidXP
23rd July 2006, 19:38
Afaik the virutal mirror already shows everything that gets calculated, while the rear mirrors only show a portion of the virtual one.

Eleanor SpeedGT
23rd July 2006, 20:47
Scawen, a little improvement suggestion about speedometer. heres an example:You select to show in KMH but it could be KMH and MPH together, but the font of KMH would be bigger and if u choose MPH , then MPH is in bigger font, but kmh is smaller font. Its for analog style speedometer, dunno about digital. hope you understand me :)

detail
23rd July 2006, 21:07
So, now it's possible to restrict autocross layouts without numerous long barriers. Maybe it's time to modify them a bit? The red-white barriers are copies of those plastic (I don't know, may be IRL they can be filled with water to add weight), but in LFS they are non-movable. It would be more realistic to re-add them, now with real weights along with concrete blocks.

axus
23rd July 2006, 21:20
So, now it's possible to restrict autocross layouts without numerous long barriers. Maybe it's time to modify them a bit? The red-white barriers are copies of those plastic (I don't know, may be IRL they can be filled with water to add weight), but in LFS they are non-movable. It would be more realistic to re-add them, now with real weights along with concrete blocks.

Doubt that will be multiplayer compatible. I'm pretty sure the marshal objects were already there, albiet not in the autox editor. Fixing the red/white barriers would indeed be nice though, as they spoil a lot of the fun in autocross.

duke_toaster
24th July 2006, 17:24
Yes, this is for a reset function I've coded but can't include yet because it's incompatible. In the next incompatible version, the host can select /canreset=no [that is the default setting] or /canreset=yes. If resetting is allowed then it is basically an arcade option (literally, this is for people who want to run LFS in an arcade or at a show, and don't want first time users stuck in the sand at every corner before they learn where the brake pedal is). It also fixes damage and takes the user out of a sand trap or long grass. This can cause intersecting car issues so I've coded up that safety system.

So... yes, that message means you have pressed reset and the game will not allow you to because you will hit another car / your position would cause a yellow flag for someone else, etc...

Great :) This would make it easier for league admins to stop people resetting when on their rooves. By any chance, would it be possible to have an anti-SHIFT-S thing? It would probably use similar code, but I have no idea really. However, if you do that, please do it after your well deserved cup of tea :)

BrandonAGr
24th July 2006, 17:33
By any chance, would it be possible to have an anti-SHIFT-S thing?

I'm not sure how it's done but there is a banger racing server that will kick you if you ever do shift s while currently in the race.

nutty boy
24th July 2006, 17:45
UKdirt LFS Bangers.
Yeah you have to spectate then pit or you get kicked off.

dawesdust_12
24th July 2006, 19:01
Duke, I don't think Scawen deserves a cup of tea... I think he deserves a few pints of beer. I think the /carreset function will be much used when I show LFS to my friends, becuase they have a habit of "ZOMG, I'M RUNNING INTO THE WALL EVERY CORNER, THIS GAME SUX!" but then they love it after a few pit in/outs and realize that there are more pedals than the Throttle.

Bruno1978
25th July 2006, 08:47
Hello !

I haven't seen it already pointed : on an autocross layout, when going on a ramp, the wheel don't have any grip... It might be a bug....

Anyway, love your job !!

nutty boy
25th July 2006, 09:01
Yeah because in real life when going up a ramp the car does have grip so that should be sorted. The ramps are too flimsy, even if you close them pretty much totally together you still fall through sometimes. I think the ramps need working on, and I also think you should implement ramps on all track not just Blackwood (something i've been wanting for ages)
Also a few new autocross items would be cool too.
And changeable alloys.(but nothing else changeable or we're turning into NFS

AndroidXP
25th July 2006, 09:05
@Bruno & nutty boy: This is known for a pretty long time now. The problem is, changing the grip on these objects (if that's easily possible) would mean the patch is INCOMPATIBLE. ;)

Thus your suggestions belong to "improvement suggestions", not this patch thread.

BlackSpider
25th July 2006, 09:59
This might seem petty, but I'm sure it'd only be small to fix.. The indicator lights on the cars that have them.. The 'Hazard' mode (9) turns itself off sometimes, which wouldn' thappen in reallife. The left/right ones would turn off when the wheel is turned left-right/right-left, to cancel the indication, but this wouldn't happen for hazards.

Is this simple to fix? It's just something that always seems to happen to me which makes me remember it's unrealistic. (And, when my car is bust and I'm heading for pits, I turn hazards on, so people can see I'm not 'racing'.. Then they turn themeselves off at the most annoying moment)

Again, just an idea that I figure would not incompatibilize* the patch

*Word Added to the BlackSpider's Earth Survival Guide.

AndroidXP
25th July 2006, 10:01
Erm, hazards or even the indicators have never turned themselves off while I was playing. Are you sure you're not somewhere accidently turning them off yourself? :really:

Vain
25th July 2006, 10:06
About the "automatically off going indicators":
In the 80th era cars indicators are made with relays and the complete mechanism weighs a fair bit (new cars do this with transistors, which weight about nothing). Thus a lot of people remove it. This is also handy because in trackday racing you sometimes indicate for several turns when you're letting people pass.

However, it'd be very nice if the indicator-buttons worked as triggers. So pressing 7 starts the indicator, pressing 7 again disables the indicator. Currently I need 4 scriptfiles for these two functions (indicate left and indicate right), which would be reduced to one single file.

Vain

BlackSpider
25th July 2006, 10:09
Erm, hazards or even the indicators have never turned themselves off while I was playing. Are you sure you're not somewhere accidently turning them off yourself? :really:
Yep, I'm positive. It seems random to me, but maybe it's timed. Either way, I can sit my car in the grass, go for a brew, and when I come back they're off. (Sometimes)...

Perhaps Scawwy can shed some light on the mysterious indicator-light ghostie?

BlackSpider
25th July 2006, 10:11
About the "automatically off going indicators":
In the 80th era cars indicators are made with relays and the complete mechanism weighs a fair bit (new cars do this with transistors, which weight about nothing). Thus a lot of people remove it. This is also handy because in trackday racing you sometimes indicate for several turns when you're letting people pass.

However, it'd be very nice if the indicator-buttons worked as triggers. So pressing 7 starts the indicator, pressing 7 again disables the indicator. Currently I need 4 scriptfiles for these two functions (indicate left and indicate right), which would be reduced to one single file.

Vain
Re the toggle button setup...

Yes, I agree. I did make a crappy script file for Joy2Key to do this, which allowed me to turn left on/off, right on/off, or press left/right to turn hazards on/off.. But I lost my config file, so bleh. :(

(Joy2Key, for those who don't know what it is, allows you to bind any key/key combo/key cycle to any signal from your controller (Button/Pedal/Wheel). Handy for having Button 11 cycle from F9/10/11/12 and back again... Google it to find a link. (Great for people who hate Logitech Profiler, but have a moomoo)

Don
25th July 2006, 10:42
the turn indicators turn off automatically when you hit a car / barrier - i dont know if thats on purpose or a bug, but its been like that since S2

Phlos
29th July 2006, 23:08
Scawen, we need visual dirt on tires for next patch, it will be easy to code (for you) and awesome for all drivers :smileypul

Please, please, please :D

axus
29th July 2006, 23:18
Scawen, we need visual dirt on tires for next patch, it will be easy to code (for you) and awesome for all drivers :smileypul

Please, please, please :D

Woah, atleast try to stay relatively on topic when posting non-urgent suggestions in this section. :tilt: :nod:

dawesdust_12
30th July 2006, 00:13
Heck, I think for now we would be happy with 3 textures, a "clean" a "medium" and a "dirty" texture judging by the bars, clean would be 0, medium would be 1-50%, and dirty would be 50.1-100%.

Yes it's non urgent, but I think that a simple system like that (or seems simple to me) would be accepted by the vast majority of us for now.

Phlos
30th July 2006, 00:20
Woah, atleast try to stay relatively on topic when posting non-urgent suggestions in this section. :tilt: :nod:
Yes but it's a big lack since the beginning of LFS...

Tires with "Michelin" (or other names) was less important than visual dirty tires IMO :)

csurdongulos
3rd August 2006, 09:46
would it be possible to make the positions list on the right side scrollable? with either page up and page down or arrow keys or numpad or whatever is best and not yet used.

I am struggling to see the gaps when they are displayed, nor can I see the name of the drivers, could be down to my eyesight decreasing, but with 20 players in race they do become quite small, don'T they? :)

I am on 1024*768 on a 17 inch CRT.

so the suggestion would be an option to choose the scrollable positions list with the default size locked.

it could also be made to autoscroll if desired, but that could also get quite annoying if you have changed the position with the assigned keys before. Could be made autoscroll on default, but when the assigned keys are used it would override the position and stay so until the end of the race.

sorry if this was requested before, I haven't seen it in this patch thread yet.

cheers

ZolArT
3rd August 2006, 10:03
dedicated server

please, add time show when connected users to host and other

make rank stat for local dedi-server :nod:

RAYfighter
6th August 2006, 00:42
It would be very useful, if typed text would not be shown in public, if it is prefixed with some character, for example "!". Like "/", but it would work also for non-admins, too. Some InSim apps already use "!" as a prefix of commands, but it can be quite annoying, when lots of players start to type these commands...

InSim apps could then use that even for team (group) only communication...
If you mean chat channels known from other online games, then pretty please yes. Private messages and Team messages are quite important things in LFS too, I think. Example: If we wanted to discuss pitstop strategy with teammates, we had to switch to MSN during some league race. Same when my teammate acted like a fool, and I really didn't want to teach him in front of other players.

Yes please hide !text. Chat will be free of spam. Great suggestion.

filur
6th August 2006, 00:54
Yes please hide !text. Chat will be free of spam. Great suggestion.

You'll also have a whole lot of users not knowing/finding out what commands are available, and a whole lot of "type !this to do that".

felplacerad
6th August 2006, 10:19
And while we're on the subject of chat/chatlog, how about a scrollback buffer? sometimes there's alot of spamming/info and you might miss something.. pgup/pgdn to scroll would work for me ;)

RAYfighter
6th August 2006, 13:38
You'll also have a whole lot of users not knowing/finding out what commands are available, and a whole lot of "type !this to do that".

I don't wanna spam here by explaining obvious things. But this sounds like a FAQ, so: you can have !help in any decent InSim addon, which will be sent privately. You expect a lot of newbie questions, I expected some as well. But from my experience, if someone sends !top on LFSlapper powered servers for example, all noobs hurry to follow with 10 lines of !top plus your newbie questions as well.

I only see few problems, but many advantages. So in summary i call it the great idea.

MonkOnHotTinRoof
6th August 2006, 13:40
You'll also have a whole lot of users not knowing/finding out what commands are available, and a whole lot of "type !this to do that".

That is why we have welcome messages and !help command :D. If users only see others typing !this , they usually don't see results, so it doesn't help them much anyway...


And while we're on the subject of chat/chatlog, how about a scrollback buffer? sometimes there's alot of spamming/info and you might miss something.. pgup/pgdn to scroll would work for me


If upper suggestion was implemented, it may help reducing spam a little :nod:. Sure, increasing scrollback buffer would be nice in any case.:thumb:

askoff
6th August 2006, 13:58
If you mean chat channels known from other online games, then pretty please yes. Private messages and Team messages are quite important things in LFS too, I think. Example: If we wanted to discuss pitstop strategy with teammates, we had to switch to MSN during some league race. Same when my teammate acted like a fool, and I really didn't want to teach him in front of other players.
May I suggest you and your friends to use Xfire. It's a messenger program designed to be used with (online) games. You can open chat window in game without exiting LFS. Also it can be used as VoIP like ventrilo or skype and uses very little computer resources.

CLRS530
7th August 2006, 11:20
Here a small suggestion in improvments request, I think you will read it there, but it should be compatible and short thing so maybe it could be made in opne of the next test-patches :).

http://www.lfsforum.net/showthread.php?p=187290&posted=1#post187290

gremwood
8th August 2006, 03:03
Quick questions to dev: I like the player's positions on the map, just wondering if maybe you could put a different color for the players who are laps behind everyone else.

gwendoline
2nd September 2006, 07:53
Hello, since U20 patch me and some friends have problem with penalties system.
If we driving up 80KM on pits we dont receive anymore the 2 first penalties (stop&Go and pass through) but directly the 3rd penaltiy (30 sec.).
Are another of you have see this too or are we alone ?
In first i think is maybe lapper convenience but same problem without lapper active.

PS maybe only french version trouble ?

Scawen
2nd September 2006, 09:32
If we driving up 80KM on pits we dont receive anymore the 2 first penalties (stop&Go and pass through) but directly the 3rd penaltiy (30 sec.).That is if you are within the last 3 laps of a race, then you don't receive a drive through or stop go, but a time penalty instead.

gwendoline
2nd September 2006, 10:07
Ty Scawen :thumb:
I had think a moment my LFS is "infected" :scratchch
Have i missed something where is writed ?
Ok i do explain that to lapper dev to detect too 30 sec penalties to remove persistant fast drivers on pitlane.(too much drifters piss off yours penalties system and disrespect this too much easyly....i'll ban them from my hosts)

Cirozel
22nd September 2006, 10:13
Question: Has the latest patch changed the turbo modeling of the XRT? I get a little more boost shown on the gauge AKA the needle goes a little off the scale :scratchch

Live For Kill
25th September 2006, 16:25
an expirement's result: i can get through the wall without damage

RAYfighter
27th September 2006, 21:13
an expirement's result: i can get through the wall without damage

It wasn't the "wall", it's barrier - collision detection may overlook such contact, especially since you were running over 200 km/h, and eventhough you got some damage there (I saw the replay), it apparently didn't come up to expectations. I don't think it is such a problem, though. When you "pass through" those Blackwood chicane barriers like that, you always loose control and can't be faster than drivers going the right way.

Maybe the damage system could be more precise (could my computer handle all those computations btw?), but it's good enough for racing, in my oppinion, already now.

Sigh this is so repeating topic. :really:

Speed Soro
30th October 2006, 10:34
C'mon Scawen, you know we lov u, but when will u start solving the aero physics? And when will we have new tracks and some better cockpits?

Better sounds... brakes heating... engine waste...

Sorry, can we wait for any christmas gift?

Don
30th October 2006, 10:37
C'mon Scawen, you know we lov u, but when will u start solving the aero physics? And when will we have new tracks and some better cockpits?

Better sounds... brakes heating... engine waste...

Sorry, can we wait for any christmas gift?

you havent really read the rules of posting in this section, did you? People like you will just slow down the process.
http://www.lfsforum.net/showthread.php?t=9866

Scawen
30th October 2006, 11:26
C'mon Scawen, you know we lov u, but when will u start solving the aero physics? And when will we have new tracks and some better cockpits?

Better sounds... brakes heating... engine waste...

Sorry, can we wait for any christmas gift?
Are you just trying to wind me up? :scratchch

Is it a joke? I don't really find it funny. :shrug: :really:

Hmm. I guess I could ask you the same...

Are YOU going to give us a new sim with physics updates, better than LFS, and will it be a Christmas gift? I hope so, that would be fun. I hope it works well online and doesn't have too many bugs, so we can all enjoy it, as a seasonal hobby over this winter. :D Yeah I'm quite excited actually. Something new, great! :D

Hankstar
30th October 2006, 11:40
Real productive, Soro *applause*

Live For Kill
30th October 2006, 11:43
dont bother him, he is just highly excited to LFS right now. when he calms down, he will think out that 3 ppl cannot work so fast. Cleanup.

xaotik
30th October 2006, 11:45
C'mon Scawen, you know we lov u, but when will u start solving the aero physics?

Then show your love and help everyone pin down any outstanding issues on these test patches so it can all finish sooner and have an official patch released. That would be one step closer to all the nice things you're asking for, and we'd all (I'd imagine Scawen being first) would love to see in LFS.

Leroyvl
3rd November 2006, 23:37
The sounds have improved in my opinion, thanks! :thumb:
My wish-list would be:
Gear whine
Lower frequency sounds (darker, more content)
Road rumble where track is wornout
Off throttle 'random' popsSome examples which make people dr00l :nod:
http://video.google.nl/videoplay?docid=1755180601086149607&q=car+exhaust+sounds
http://video.google.nl/videoplay?docid=-8715661381618646267&q=car+exhaust+sounds

Nick_ll
4th November 2006, 09:58
Scawen, I don't know if that would be possible or if the U-series patches would be a good place for this, but useful request for you:
Would it be possible to have a packet that says when cars pit in or out? Like entering and exiting the pits area/crossing the line. Not actual pitting. It would be useful (believe me) to have a packet that can tell when a car is driving through the pits. And if it is possible, telling us where it is :p
Or does that already exist?

Scawen
4th November 2006, 10:07
That is really an off topic request, and I'm not taking requests now.

I suppose you mean an InSim packet? It's one I would not like to provide, because it would be easy to code cheats like instant release of the speed limiter, to save a second here and there.

Nick_ll
4th November 2006, 10:28
Ya I meant an insim packet. And the use of it would of been to tell wether the driver is on a flying lap or if he aborted lap, or if he's on an outlap. The purpose of this would of been to limit the number of flying laps to say 12 per driver, on a qualifying server that is run throughout a week. So that the total flying laps possible is the set number, but drivers can drive as many incomplete laps as they wish by driving through the pit lane when they feel their lap was not good enough.

xaotik
4th November 2006, 10:33
Ya I meant an insim packet. And the use of it would of been to tell wether the driver is on a flying lap or if he aborted lap, or if he's on an outlap. The purpose of this would of been to limit the number of flying laps to say 12 per driver, on a qualifying server that is run throughout a week. So that the total flying laps possible is the set number, but drivers can drive as many incomplete laps as they wish by driving through the pit lane when they feel their lap was not good enough.

Hey, Nick - we had a thread about it here (http://www.lfsforum.net/showthread.php?p=255909#post255909). I quoted Scawen's post in there, so perhaps as it's an improvement suggestion we can talk about it there?

Tweaker
4th November 2006, 11:23
just a side note, audigy cards have since birth been plagued with crackling issues, never to be solved via driver, motivating group protests etc.
i dont own one and followed the controversy at a distance but someone owning one prolly can give a summary of that whole situation.
There WAS a driver for the Audigy card that solved the crackling. But then Creative quickly changed the version and deleted all traces of the version from their site. I used to have that version, but now I cannot get my hands on it. But I haven't searched deep enough :p

SladiVadi
4th November 2006, 12:03
There WAS a driver for the Audigy card that solved the crackling. But then Creative quickly changed the version and deleted all traces of the version from their site. I used to have that version, but now I cannot get my hands on it. But I haven't searched deep enough :p
I tested my sounds on an Audigy2 ZS. I have no crackling and I use a regular new driver.

HorsePower
4th November 2006, 12:29
I have a very tiny little request/improvement suggestion which should be able to get implemented very easily. That's why I'm posting it right here.

When connecting to a server by directly typing in the name, there's the name of the last server as a default, which is a nice feature.

However, often I want to change a name just slightly (changing a number for example, since we have many servers with different numbers in the end).

So when I use Backspace to erase and retype some things in the server name, the color automatically changes to default. It would be nice to change the color to the color of the last deleted character. That would mean much less clicking. And I noticed that - if the colors are wrong - the server cannot be found.

But clearly this is not a request with high priority. Sorry, if I bothered anyone. :shrug:

shiny_red_cobra
19th March 2008, 23:28
How about repositioning the exit button under the rest of the buttons in the main menu?

Also, is it possible to get the AA options for the CMX viewer? :razz:

brataccas
20th March 2008, 00:17
Known issues :

Russian and Slovenian flags appear to be radioactive

pun intended? :shrug:

why doesnt LFS team make a rewind button for the replays? im sick to death of spending ages going through replay over and over to edit :(

nesrulz
12th April 2008, 16:43
Scawen, can we have "Voluntary Intake Restriction" option in DEDI server? Pls.
For XFR, UFR and others...

Example: CTRA...

http://img89.imageshack.us/img89/2816/49067238ui0.png

Thx.
RGDS

mcgas001
12th April 2008, 16:46
Scawen, can we have "Voluntary Intake Restriction" option in DEDI server? Pls.
For XFR, UFR and others...

Example: CTRA...
Thx.
RGDS


Wrong section, Post in improvement suggestions section.

nesrulz
12th April 2008, 17:02
Yes, but this is becaus R tires in Y...

EDIT: Power is nothing without control.

GO GO GO LFS!

mc906
13th April 2008, 06:01
hey scawen
is it possible to have HDR plugin for LFS?
i've recently seem it done on GTR2 and RACE07

mcgas001
13th April 2008, 06:21
Guys, Goto: Improvement suggestions (http://www.lfsforum.net/forumdisplay.php?f=8). This section is for Scawen to test the current stuff hes working on. Not request new stuff. Remeber that.

dougie-lampkin
9th May 2008, 21:38
I found more AI problems! This time @ SO3, with MRTs. I wanted to have a 5 minute qualifying seesion, but the 3 AIs decided 3 and a half minutes was enough...I don't think they ran out of fuel, but I don't see how I can find their fuel, without starting up OutGuage (if that even connects to AIs). Replay is attached. Down there.

Please don't point out my noobiness. That was my first time on that track I think, and probably my first time in a MRT outside of an autocross track :schwitz:

E: Had to edit to attach the replay...It submitted the post without my permission :x

Bah, it's taking for ever to upload. It's easily reproducable though, just get some MRT AIs at Learner difficulty at SO3...

aroX123
9th May 2008, 21:55
I just took some ai and took like max qual time and they gave up after 2 min or so

marzman
10th May 2008, 12:33
I just took some ai and took like max qual time and they gave up after 2 min or so
That's not an Y18 bug. AI does that in Y ass well. I don't really think it is a problem, it's kind of pointless to let AI qualify.

dougie-lampkin
10th May 2008, 12:45
I don't really think it is a problem, it's kind of pointless to let AI qualify.

How? They're supposedly "Artificial Intelligence", so surely they're intelligent enough to drive around a track until they run out of time? And AI are useful for qualifying when a driver wants to practice qualifying (even though that sounds weird :schwitz:). It's different to pure racing, and the AI are the perfect targ...ahem, drivers to practice with. It's really just practice with a time limit for the AI. I don't mind them stopping on track when there's no pit garages, but I expect them to wait until they're finished anyway...

Dalek0220
11th May 2008, 20:19
Back from my "Vacation" and read the topic. Amazing improvement for the Demo Racers.

== Off Topic ==
Litaraly, I am going to get my G25 (Is there a new one yet) in the computer tommorow and start racing again. Meh, it will help my shoulders and legs going again, they've been crap at school recently. Hope I wasn't missed that much.

aroX123
12th May 2008, 19:28
I would like that if it was 10 min Qual then the Ai go out on track,
Drive 2 - 3 minutes and go in pit (not all at once) then after go in pit they go out on track again and so on.

And when race when they are pitting, all the ai should have differente pit strategy. If there are a race with 10 laps they all go in pit at X lap( i dont know what lap) , why not few of them go X lap and some of the other another lap, then the ai does not crash (so much)
Then they can start with differente fuel and fill up later.
Just an idea:shy:

Whiskey
12th May 2008, 19:40
I don't play with AI very often, so I prefer improves in other areas of the game. But the pit strategy, I think is something not too hard to solve.

My ideas are: Made an aleatory strategy (a very simple method, it needn't has to be realistic, only to solve the actual problem of pitting all cars in same lap) and add the option to choose AI not to pit, so they has to go plenty of fuel (I don't know if you can actually do this by selecting no obligatory pit, but I thing that's no posible)

I edited my mistake saying IA instead of AI

aroX123
12th May 2008, 19:43
..play with IA very often ..

.. to choose IA not to ..
IA Was a new one:tilt:



But yes i agree you :thumbsup:

AndroidXP
12th May 2008, 19:52
IA Was a new one:tilt:
:shhh: That's because the Spanish way of saying AI is "inteligencia artificial"

Whiskey
12th May 2008, 20:20
You are right Android, while I was witting I thought how was the correct order and I made the wrong election hehe

How do you know that?

Gekkibi
12th May 2008, 20:23
But the point is that you could still understand what he meant, even AI == IA...

So, arguing was pretty pointless.

SpikeyMarcoD
12th May 2008, 22:06
LFS breaking language barriers. Lets all join hands now....