Jump to content

Recommended Posts

Posted

LFS online racing simulator

 

What is LFS: Live for Speed (also known as LFS) is an online racing simulator developed by a three person team comprising Scawen Roberts, Eric Bailey, and Victor van Vlaardingen.[2] The main focus is to provide a realistic racing experience for the online multiplayer game and to allow dramatic single player race against AI (Artificial Intelligence) cars. Users may set personal best lap records in Hotlap Mode, and take driving skills lessons. Outstanding players may be invited to join private league teams.

 

LFS is distributed via Internet. The full game can be downloaded for free from the official website and installed, but unlocking all features requires purchasing a software license. Without a license it can be used as a demo with only the demo content available. License acquiring right to use all of the content and features can be purchased only from the official website with a price of GBP £24.

 

LFS simulation:The physics engine simulates tyres, different suspensions, aerodynamics, drivetrain, several gearbox types, clutch overheating and damage to suspension, car body and partial engine damage. Some features of the mathematical tyre model (not based on Pacejka formula) created by Scawen Roberts are; every tire is divided to 48 sampling points (arranged as 16 along the circumference by 3 across the width of the tire), dynamic wear, dynamic dirt on tyre surface, flat spots, hot spots and visible real-time deformation of the tyre walls.

 

LFS Gameplay:LFS, like most car simulators, requires smooth, controlled movements of the steering, throttle, and brakes in order to get the fastest speed through a lap. There is support for wheel, mouse, keyboard, joystick, or gamepad steering control. LFS is unusual among racing simulators in offering mouse controlled steering, which fills in the gap for racers who don't own racing wheels but would like more precise control than using keyboard steering.

Races can be from one to hundreds of laps or be set to run for a certain length of time, as is seen in endurance racing. There is support for refueling and tire changes in pit stops and mid-race adjustment of pit strategy. During an online race, driver changes between multiple real drivers are possible. Pit lane speed limits of 80 km/h (50mph) are enforced by penalties similar to those seen in real motorsport. These include drive-through, stop and go, or time penalty. Starting grids can be set by random chance, finishing positions in the previous race, or a qualifying period before the race.

 

A training mode is included as a driving school to help new drivers acquaint themselves with basic driving skills and the handling characteristics of each car. The lessons cover subjects such as cornering, throttle and brake control, and negotiating traffic. To pass, they have to be completed within a certain time without touching any obstacles or other vehicles. They are arranged as in sets, one for each car and ordered from slowest to fastest. Each set must be completed before moving to the lessons for the next car. However, completing them is not necessary to unlock cars, as all are available for racing from the beginning.

 

LFS cars:The S2 release offers a total of 21 different vehicles. They range from beginner-friendly models to cars more suited for players with more experience. There is a broad power spectrum, ranging from under 100 horsepower (70 kW) to over 700 hp (500 kW) in the high performance race cars. The cars range from fictional sports cars, GT race cars akin to DTM and former JGTC series cars to road legal family front wheel driven hatchbacks. While LFS' car selection mainly includes fictional cars, it also has five real officially licensed cars:

 

    * BMW Sauber F1.06

    * Formula BMW

    * McGill University's Formula SAE (in conjunction with McGill Racing Team)

    * Raceabout '03 concept sports car designed by Helsinki Polytechnic Stadia

    * Volkswagen Scirocco

 

 

Official sites

 

    * Official LFS site : http://www.lfs.net/

    * Official LFSWorld statistics site : http://www.lfsworld.net/

 

LFS video :

 

And good Drifting guyzz

 

00ps sry wrong section plz port this thread to game reviews sry again :D

Posted

OOO this is one of the best drifting games ever !!! Try it !! if you have steering weel so it more better grathics is good too just awsome game online ! Single player a little bit boring :)

  • 4 weeks later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Posts

    • Luniage - a custom Interlude client on Unity, with its own server Hi everyone. I've been quietly working on this for a long time and I think it's finally at the point where it's worth showing. Short version: it's Interlude, but the client and the server are both mine. The client is a custom one, built in Unity — not a patched or reskinned original. The server is written from scratch in C#. The only thing that comes from the old game is the content: the world, the models, the animations, the sounds, the icons, the interface art. The game looks and feels like the game you know. Everything underneath it is new. Why do this at all   Because the old client is a 2004 executable and anyone who has ever tried to add something to it knows exactly how that conversation ends. You can't add a window. You can't change how a skill looks. You can't fix a bug that's staring you in the face. Every server that wanted a feature of its own had to fake it through HTML dialogs and system messages, because the client simply won't bend. At some point it stops being worth fighting. I'd rather keep the game and rebuild everything around it. Where it is right now   You can sit down and play it. Not a tech demo, not a walk-around-and-look-at-the-trees build - an actual character. Most of the game is in: movement, combat, the skill system with its real formulas and timings, items and equipment, enchanting, shops and player trade, quests, parties, clans, and the whole interface that ties it together. Progression works from level 1 all the way through A grade - you can level, gear up, join a clan and run content today. What's missing isn't the foundation. It's the top end - and that's exactly where the work is pointed next.   Videos     What I'm working on now   Castle sieges and the Olympiad. The two biggest systems the game has, the ones that turn a working world into a server people actually stay on. And visual effects. They already run, but "runs" and "looks the way you remember it" are two very different things, and closing that gap turned out to be a much longer road than I expected. I'm going through them one by one. Does it run outside Windows   Yes. It's a Unity project, so Windows, Mac and Linux are just build targets. I actually develop on a Mac, which has kept the whole thing honest about staying portable. Will it work with my existing server   No, and it never will. The client talks to my server and nothing else - that's the trade I made, and it's the reason everything above is possible in the first place. If you're looking for a drop-in replacement client for a setup you already have, this isn't it. What's the goal   First and foremost, to launch my own project on it. That's what the client and the server are being built for, and that's what sets the priorities. Longer term, I'd like to open-source it. This community has spent twenty years working around a client nobody can touch, and I think the honest ending to this story is handing over something people can actually build on. I'm not putting a date on that - first it has to be good enough to be worth someone else's time. Can I try it   Not yet. When there's a build worth handing out, it gets posted here first. In the meantime I'll be posting progress regularly, and I read every reply. If you've run a server, built a client, or just spent a decade staring at this game and know exactly which detail everyone gets wrong — please say so. A good share of what's right in this project is right because somebody pointed at a screenshot and said "that's not how it looked." Thanks for reading.  
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..