Difference between revisions of "File Formats"

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Path nodes are a series of points with direction and width that describe the track that you drive along. LFS uses it to watch your progress along the track, decides if you are driving in reverse. They provide the data for the echoes and the lightmaps, hold information about which objects you can see from that point, define the left and right boundaries for the AI drivers and are also used in yellow and blue flag systems, the position list, timing and some other things. Their length is not constant but there is approximately 0.2 seconds of time between passing one node and the next, when you are driving at a reasonable speed.
 
Path nodes are a series of points with direction and width that describe the track that you drive along. LFS uses it to watch your progress along the track, decides if you are driving in reverse. They provide the data for the echoes and the lightmaps, hold information about which objects you can see from that point, define the left and right boundaries for the AI drivers and are also used in yellow and blue flag systems, the position list, timing and some other things. Their length is not constant but there is approximately 0.2 seconds of time between passing one node and the next, when you are driving at a reasonable speed.
  
== TXT ==
+
<pre>
Language Files
+
PTH VERSION 0 - Path files for Live for Speed S2
 +
=============
 +
 
 +
 
 +
The nodes are given by a fixed point position (X, Y, Z) and a
 +
floating point direction (X, Y, Z)
 +
 
 +
The node can be considered as a line perpendicular to its direction.
 +
 
 +
Outer and driving area left and right limits are given.
  
Thanks to Eold, we have a translation utility program which makes it easier to make language packs. See the enclosed README.txt for more information.<br>
 
http://www.lfs.net/file_lfs.php?name=LFSTranslator.zip
 
  
== SET ==
 
Thanks to [[user:colcob|colcob]] for originally working this format out for v0.3H ([http://forum.rscnet.org/showthread.php?t=213190]), [[user:Bob Smith|Bob Smith]] for updating it for v0.5P([http://www.lfsforum.net/showthread.php?t=14477]), [[user:Woz|Woz]] for updating the bit field values for passengers, and back to [[user:Bob Smith|Bob Smith]] for updating it for v0.5X/Y.
 
<pre>
 
 
TYPES :
 
TYPES :
== LYT ==
 
These are Layout files, and govern how things are set out on an AutoX track. You will notice that on some tracks you find a limit to the number of objects you can add; this is a limitation in the LFS engine. It is believed (although untested) that this has not significantly changed since S1 ([http://forum.rscnet.org/showthread.php?t=185896]).
 
<pre>TYPES :
 
 
=======
 
=======
  
1) short : 16 bit signed integer
+
1) X,Y,Z int : 32-bit fixed point world coordinates (1 metre = 65536)
2) word  : 16 bit unsigned integer
+
 
3) char  : 8 bit signed integer
+
X and Y are ground coordinates, Z is up.
4) byte  : 8 bit unsigned integer
+
 
 +
2) float : 32 bit floating point number
 +
 
  
 
FILE DESCRIPTION :
 
FILE DESCRIPTION :
Line 50: Line 53:
 
HEADER BLOCK :
 
HEADER BLOCK :
  
6    char    0      LFSLYT             : do not read file if no match
+
6    char    0      LFSPTH             : do not read file if no match
1    byte    6      version            : do not read file if > 0
+
1    byte    6      version            : 0 - do not read file if > 0
1    byte    7      revision            : do not read file if > 247
+
1    byte    7      revision            : 0 - do not read file if > 0
1    word    8      num added objects  : number of OBJECT BLOCKS
+
1    int    8      num nodes          : number
1    byte    10     laps                : number
+
1    int    12      finish line        : number
1    byte    11     spare byte         : zero
+
......NODE BLOCKS
......OBJECT BLOCKS
+
 
 +
 
 +
NODE BLOCK :
 +
 
 +
1    int    0      centre X            : fp
 +
1    int    4      centre Y            : fp
 +
1    int    8      centre Z            : fp
 +
1    float  12      dir X              : float
 +
1    float  16      dir Y              : float
 +
1    float  20      dir Z              : float
 +
1    float  24      limit left          : outer limit
 +
1    float  28     limit right        : outer limit
 +
1    float  32     drive left         : road limit
 +
1    float  36      drive right        : road limit
 +
</pre>
 +
 
 +
== TXT ==
 +
Language Files, they are used as language packs to translate LFS to a selected list of languages.
  
OBJECT BLOCK :
+
Visit [[How to translate]] page for more information.
  
1    short  0      X                  : position (1 metre = 16)
+
Thanks to Eold, we have a translation utility program which makes it easier to make language packs. See the enclosed README.txt for more information.<br>
1    short  2      Y                  : position (1 metre = 16)
+
http://www.lfs.net/file_lfs.php?name=LFSTranslator.zip
1    char    4      Zchar              : approximate height (1 metre = 4) - see NOTE4 below
 
1    byte    5      Flags              : 0 for objects - see NOTE1 below
 
1    byte    6      Index              : object (see existing LYT files, NOTE3 below)
 
1    byte    7      HeadingByte        : see NOTE2 below
 
  
NOTE1 :
+
== SET ==
-------
+
Thanks to [[user:colcob|colcob]] for originally working this format out for v0.3H ([http://forum.rscnet.org/showthread.php?t=213190]), [[user:Bob Smith|Bob Smith]] for updating it for v0.5P([http://www.lfsforum.net/showthread.php?t=14477]), [[user:Woz|Woz]] for updating the bit field values for passengers, and back to [[user:Bob Smith|Bob Smith]] for updating it for v0.5X/Y. The format was updated again following v0.6V.
Flags byte is always zero for actual objects.
 
  
For start positions or checkpoints, it is always non-zero.
+
<pre>TYPES :
 +
=======
  
The bits (0 to 7) are arranged like this (bit 0 is the lowest bit) :
+
char : 1-byte ASCII character
 +
byte : 1-byte integer
 +
word : 2-byte unsigned integer
 +
float: 4-byte float
  
bits 0 to 1 : 0 = Start position / 1 to 3 = Checkpoint index
 
bits 2 to 5 : Checkpoint width in metres (shifted left by 2 bits)
 
bit 6 : never set
 
bit 7 : always set (0x80)
 
  
NOTE2 :
+
Offset Type num Description
-------
+
------ ---- --- -----------
HeadingByte represents 360 degrees in 256 values.
 
  
HeadingByte = (heading + 180) * 256 / 360
+
  0 char 6 Description (always SRSETT)
 +
  6 byte 1 0
 +
  7 byte 1 LFS Internal Version (was 250 for ages, then 251, currently 252) [ignore this number]
 +
  8 byte 1 File format version (currently 2) [check this number]
 +
  9 byte 3 0
 +
12 byte 1 Bit 7 (Patch X Setup=1, older set=0) - used for pre-load handling
 +
                        Bit 2 (ABS On=1, Off=0)
 +
                        Bit 1 (Traction Control On=1, Off=0)
 +
                        Bit 0 (Asymmetrical On=1, Off=0)
 +
13 byte 1 Unknown, seems to hold random values
 +
14 byte 1 Handicap Mass Position
 +
15 byte 1 Tyre Brand (0=Cromo Plain, 1=Cromo, 2=Torro, 3=Michelin, 4=Evostar)
 +
16 float 1 Brake Strength (Nm)
 +
20 byte 1 Rear Wing Angle
 +
21 byte 1 Front Wing Angle
 +
22 byte 1 Voluntary Handicap Mass
 +
23 byte 1 Voluntary Intake Restriction
 +
24 byte 1 Max Steering Lock
 +
25 byte 1 Parallel Steering
 +
26 byte 1 Brake Balance
 +
27 byte 1 Engine Brake Reduction
 +
28 byte 1 Centre Diff Type (0=Open, 1=Viscous)
 +
29 byte 1 Centre Diff Viscous Torque
 +
30 byte 1 0
 +
31 byte 1 Centre Diff Torque Split
 +
32 word 1 Gear Ratio 7 (0 to 65534 = 0.5 to 7.5)
 +
34 word 1 Gear Ratio Final (0 to 65534 = 0.5 to 7.5)
 +
36 word 1 Gear Ratio 1 (0 to 65534 = 0.5 to 7.5)
 +
38 word 1 Gear Ratio 2 (0 to 65534 = 0.5 to 7.5)
 +
40 word 1 Gear Ratio 3 (0 to 65534 = 0.5 to 7.5)
 +
42 word 1 Gear Ratio 4 (0 to 65534 = 0.5 to 7.5)
 +
44 word 1 Gear Ratio 5 (0 to 65534 = 0.5 to 7.5)
 +
46 word 1 Gear Ratio 6 (0 to 65534 = 0.5 to 7.5)
 +
48 byte 1 Passenger (4 2bit fields). Passengers are located in the byte
 +
                        at the following locations
  
128 : heading of zero
+
                        76|54|32|10
192 : heading of 90 degrees
+
                        --+--+--+--
0  : heading of 180 degrees
+
                        RR|RC|RL|FR
64  : heading of -90 degrees
 
  
NOTE3 :
+
                        The individual passenger types are identified as follows.
-------
 
Objects indexes allowed by tracks.
 
  
* Autocross track :
+
                        00 = None
TYRES (white)  : 0
+
                        01 = Male
TYRES (red)    : 1
+
                        10 = Female
post1          : 2
 
TYRES2 (white)  : 3
 
TYRES2 (red)    : 4
 
TYRES (white)  : 19
 
bale1          : 23
 
AD_banner1      : 24
 
Banner_AD2      : 25
 
Banner_AD3      : 27
 
CONE red        : 29
 
CONE red3      : 30
 
CONE blue      : 31
 
Cone yellow    : 32
 
Cone_pointer    : 33
 
CONE red2      : 34
 
CONE green      : 39
 
Barrier white  : 46
 
Barrier red    : 47
 
Barrier long    : 48
 
Sign keep left  : 49
 
Sign keep right : 58
 
arrow left      : 52
 
arrow right3    : 56
 
arrow left3    : 57
 
chalk line      : 59
 
  
* Blackwood track :
+
49 byte 1 Car Config (roof on LX4/6 and UF1)
cone1          : 0
+
  50 byte 1 Traction Control Slip (divide by ten)
cone2          : 1
+
  51 byte 1 Traction Control Engage Speed
bale            : 3
 
tyre_white_s2  : 5
 
tyre_blue      : 6
 
railing        : 8
 
tyre_BLUE_L    : 14
 
tyre_GREEN_R    : 15
 
tyre_white_NEW1 : 26
 
tyre_BLUE_NEW  : 27
 
tyre_white_NEW2 : 31
 
tyre_BLUE_NEW2 : 32
 
ADBANNER_RSC    : 35
 
ADBANNER_cromo : 36
 
  
* South City track :
+
52 float 1 Rear Ride Height (NOT spring motion range)
Railing        : 4
+
56 float 1 Rear Spring Stiffness (N/mm)
cone1          : 17
+
60 float 1 Rear Compression/Bump Damping (N/mm)
cone2          : 18
+
64 float 1 Rear Rebound Damping (N/mm)
tyre1_WHITE    : 21
+
68 float 1 Rear Anti Roll Bar Stiffness (N/mm)
tyre2_REF      : 22
+
72 float 1 Handbrake Strength (N.m)
 +
76 byte 1 Rear Toe (0=-0.9deg, 9=0deg, 18=0.9deg)
 +
77 byte 1 Rear Caster (i.e. always zero)
 +
78 byte 1 Rear Tyre Type (0 through 7 is R1 through Knobbly, in order of grip)
 +
79 byte 1 0
 +
80 byte 1 Rear Left Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg)
 +
81 byte 1 Rear Right Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg)
 +
82 byte 1 Rear Tyre Size (when using ALTERNATE configuration on GTR cars, 0 through 5 to 9 depending on the car)
 +
83 byte 1 Rear Diff Clutch Pack Pre-load (multiply by ten)
 +
84 byte 1 Rear Diff Type (0=Open, 1=Locked, 2=Viscous, 3=Clutch Pack)
 +
85 byte 1 Rear Viscous Torque
 +
86 byte 1 Rear Power Locking
 +
87 byte 1 Rear Coast Locking
 +
88 word 1 Rear Left Tyre Pressure (kPa)
 +
90 word 1 Rear Right Tyre Pressure (kPa)
  
* Fern Bay track :
+
92 float 1 Front Ride Height (NOT spring motion range)
cone1          : 0
+
96 float 1 Front Spring Stiffness (N/mm)
old_tyre1      : 2
+
100 float 1 Front Bump/Compression Damping (N/mm)
old_tyre2      : 3
+
104 float 1 Front Rebound Damping (N/mm)
old_tyre3      : 4
+
108 float 1 Front Anti Roll Bar Stiffness (N/mm)
tyresstack1    : 10
+
112 byte 4 0
tyresstack2    : 11
+
116 byte 1 Front Toe In (0=-0.9deg, 9=0deg, 18=0.9deg)
tyresstack3    : 12
+
117 byte 1 Front Caster (need to divide by ten)
 +
118 byte 1 Front Tyre Type (0 through 7 is R1 through Knobbly, in order of grip)
 +
119 byte 1 0
 +
120 byte 1 Front Left Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg)
 +
121 byte 1 Front Right Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg)
 +
122 byte 1 Front Tyre Size (when using ALTERNATE configuration on GTR cars, 0 through 5 to 9 depending on the car)
 +
123 byte 1 Front Diff Clutch Pack Pre-load (multiply by ten)
 +
124 byte 1 Front Diff Type (0=Open, 1=Locked, 2=Viscous, 3=Clutch Pack)
 +
125 byte 1 Front Viscous Torque
 +
126 byte 1 Front Power Locking
 +
127 byte 1 Front Coast Locking
 +
128 word 1 Front Left TyrePressure (kPa)
 +
130 word 1 Front Right TyrePressure (kPa)</pre>
  
NOTE4 : (from Scawen)
+
Note that some values can be "wrong" for mods: for instance, if the mod does not allow ABS, the setup file can still have ABS=1 if the default setup has this setting (it can be fixed by allowing ABS, disabling it, and then disallowing it).
---------------------
 
ZChar is the approximate altitude, but LFS will do a collision test to position it accurately on the ground.
 
It can be anything from 4 metres underground to 6 metres above the ground and it will still work ok.
 
Why it's needed is so you can position objects under a bridge or on top of a bridge.
 
Because first it tests for the ground position along a line from 2 metres above the approximate height,
 
down to 4 metres below the approximate height.
 
If that fails then it tries a second test from 6 metres above the approximate height, down to 4
 
metres below the approximate height.</pre>
 
  
 
== LYT ==
 
== LYT ==
Line 171: Line 198:
  
 
1) short : 16 bit signed integer
 
1) short : 16 bit signed integer
2) word  : 16 bit unsigned integer
+
2) word  : 16 bit unsigned
 
3) char  : 8 bit signed integer
 
3) char  : 8 bit signed integer
4) byte  : 8 bit unsigned integer
+
4) byte  : 8 bit unsigned
 +
 
  
 
FILE DESCRIPTION :
 
FILE DESCRIPTION :
Line 185: Line 213:
 
6    char    0      LFSLYT              : do not read file if no match
 
6    char    0      LFSLYT              : do not read file if no match
 
1    byte    6      version            : do not read file if > 0
 
1    byte    6      version            : do not read file if > 0
1    byte    7      revision            : do not read file if > 247
+
1    byte    7      revision            : do not read file if > 252
 
1    word    8      num added objects  : number of OBJECT BLOCKS
 
1    word    8      num added objects  : number of OBJECT BLOCKS
 
1    byte    10      laps                : number
 
1    byte    10      laps                : number
1    byte    11      spare byte          : zero
+
1    byte    11      flags              : see NOTE4
 
......OBJECT BLOCKS
 
......OBJECT BLOCKS
 +
  
 
OBJECT BLOCK :
 
OBJECT BLOCK :
Line 195: Line 224:
 
1    short  0      X                  : position (1 metre = 16)
 
1    short  0      X                  : position (1 metre = 16)
 
1    short  2      Y                  : position (1 metre = 16)
 
1    short  2      Y                  : position (1 metre = 16)
1    char    4      Zchar              : approximate height (1 metre = 4) - see NOTE4 below
+
1    char    4      Zchar              : height (1m = 4) - see NOTE3
1    byte    5      Flags              : 0 for objects - see NOTE1 below
+
1    byte    5      Flags              : 0 for objects   - see NOTE1
1    byte    6      Index              : object (see existing LYT files, NOTE3 below)
+
1    byte    6      Index              : object index    - see NOTE5
1    byte    7      HeadingByte         : see NOTE2 below
+
1    byte    7      Heading            : heading         - see NOTE2
 +
 
  
 
NOTE1 :
 
NOTE1 :
 
-------
 
-------
Flags byte is always zero for actual objects.
+
How to distinguish between physical objects and control objects, like
 +
start positions, checkpoints, finish line and marshal circles.
 +
 
 +
if (Index >= 192) // either a circle or an unknown object
 +
{
 +
  if (Index==255) // it's a marshall circle
 +
  {
 +
    if (Flags & 0x80) // highest bit set : restricted area
 +
    {
 +
      // Heading has its usual meaning
 +
 
 +
      // Flags byte contains the following data :
 +
      // bits 0 to 1 :
 +
      // 00 = no marshall
 +
      // 01 = standing marshall
 +
      // 10 = marshall pointing left
 +
      // 11 = marshall pointing right
 +
      // bits 2 to 6 :
 +
      // radius in metres (1 to 31 - shifted left by 2 bits)
 +
    }
 +
    else // highest bit of flags is not set : route checker
 +
    {
 +
      // Heading is used not for heading, but the route index
  
For start positions or checkpoints, it is always non-zero.
+
      // bits 2 to 6 :
 +
      // radius in metres (1 to 31 - shifted left by 2 bits)
 +
    }
 +
  }
 +
  else
 +
  {
 +
    // unknown object - ignore
 +
  }
 +
}
 +
else // could be an actual object or a control object
 +
{
 +
  if (Flags & 0x80) // highest bit set : control object
 +
  {
 +
    // Heading has its usual meaning
  
The bits (0 to 7) are arranged like this (bit 0 is the lowest bit) :
+
    // Flags byte contains the following data :
 +
    // bits 0 to 1 :
 +
    // 00 = Start position (if width = 0) or finish line (if width > 0)
 +
    // 01 = Checkpoint 1
 +
    // 10 = Checkpoint 2
 +
    // 11 = Checkpoint 3
 +
    // bits 2 to 6 :
 +
    // half width in metres (1 to 31 - shifted left by 2 bits)
 +
  }
 +
  else // highest bit of flags is not set : autocross object
 +
  {
 +
    // Heading has its usual meaning
 +
 
 +
    // Flags byte contains the following data :
 +
    // bits 0 to 2 :
 +
    // Colour - only used for chalk (0-3) and tyres (0-5)
 +
  }
 +
}
  
bits 0 to 1 : 0 = Start position / 1 to 3 = Checkpoint index
 
bits 2 to 5 : Checkpoint width in metres (shifted left by 2 bits)
 
bit 6 : never set
 
bit 7 : always set (0x80)
 
  
 
NOTE2 :
 
NOTE2 :
 
-------
 
-------
HeadingByte represents 360 degrees in 256 values.
+
Heading represents 360 degrees in 256 values.
  
HeadingByte = (heading + 180) * 256 / 360
+
Heading = (heading_in_degrees + 180) * 256 / 360
  
 
128 : heading of zero
 
128 : heading of zero
Line 223: Line 301:
 
0  : heading of 180 degrees
 
0  : heading of 180 degrees
 
64  : heading of -90 degrees
 
64  : heading of -90 degrees
 +
  
 
NOTE3 :
 
NOTE3 :
 
-------
 
-------
Objects indexes allowed by tracks.
+
About Zchar, the approximate altitude :
 +
 
 +
LFS does contact checks to place objects accurately on the ground.
 +
 
 +
For output purposes : Zchar indicates the approximate altitude with
 +
a value from -80 (-20 metres) to 127 (31.75 metres).
 +
 
 +
For input purposes : The ground check is performed with a test ray
 +
starting from 2 metres above Zchar.  Using a value lower than 127
 +
allows objects to be placed on the road below a bridge, for example.
 +
If you are creating objects from scratch and you are not sure of the
 +
approximate altitude, you can set Zchar to its maximum value (127).
 +
This will usually work unless there is a physical surface above the
 +
road where you are trying to place the object.
 +
 
 +
 
 +
NOTE4 : 
 +
-------
 +
If the file is saved in the most recent format, the two lowest bits
 +
of the flags byte must be set (total value 3).
 +
 
 +
bit 0 : the file does not need correction for the Blackwood scaling
 +
bit 1 : the file does not need conversion for the new object indices
 +
bit 2 : unknown
 +
bit 3 : unknown
  
* Autocross track :
+
Some very old layouts may not have bit 0 set.
TYRES (white)  : 0
+
Layouts saved up to 0.5Z34 will not have bit 1 set.
TYRES (red)    : 1
 
post1          : 2
 
TYRES2 (white)  : 3
 
TYRES2 (red)    : 4
 
TYRES (white)  : 19
 
bale1          : 23
 
AD_banner1      : 24
 
Banner_AD2      : 25
 
Banner_AD3      : 27
 
CONE red        : 29
 
CONE red3      : 30
 
CONE blue      : 31
 
Cone yellow    : 32
 
Cone_pointer    : 33
 
CONE red2      : 34
 
CONE green      : 39
 
Barrier white  : 46
 
Barrier red    : 47
 
Barrier long    : 48
 
Sign keep left  : 49
 
Sign keep right : 58
 
arrow left      : 52
 
arrow right3    : 56
 
arrow left3    : 57
 
chalk line      : 59
 
  
* Blackwood track :
+
(Newly created lyt files (ver 0.7f) have a flag value of 8 - Flag information is outdated)
cone1          : 0
 
cone2          : 1
 
bale            : 3
 
tyre_white_s2  : 5
 
tyre_blue      : 6
 
railing        : 8
 
tyre_BLUE_L    : 14
 
tyre_GREEN_R    : 15
 
tyre_white_NEW1 : 26
 
tyre_BLUE_NEW  : 27
 
tyre_white_NEW2 : 31
 
tyre_BLUE_NEW2  : 32
 
ADBANNER_RSC    : 35
 
ADBANNER_cromo  : 36
 
  
* South City track :
 
Railing        : 4
 
cone1          : 17
 
cone2          : 18
 
tyre1_WHITE    : 21
 
tyre2_REF      : 22
 
  
* Fern Bay track :
+
NOTE5 :
cone1          : 0
+
-------
old_tyre1      : 2
+
Object indices are now the same at all tracks.
old_tyre2      : 3
+
The first valid object index is 4 (AXO_CHALK_LINE).
old_tyre3      : 4
+
There are many gaps to allow for future objects.
tyresstack1    : 10
+
Valid object indices are all less than 192.
tyresstack2    : 11
 
tyresstack3    : 12
 
  
NOTE4 : (from Scawen)
+
AXO_NULL
---------------------
+
AXO_1
ZChar is the approximate altitude, but LFS will do a collision test to position it accurately on the ground.
+
AXO_2
It can be anything from 4 metres underground to 6 metres above the ground and it will still work ok.
+
AXO_3
Why it's needed is so you can position objects under a bridge or on top of a bridge.
+
AXO_CHALK_LINE
Because first it tests for the ground position along a line from 2 metres above the approximate height, down to 4 metres below the approximate height.
+
AXO_CHALK_LINE2
If that fails then it tries a second test from 6 metres above the approximate height, down to 4 metres below the approximate height.</pre>
+
AXO_CHALK_AHEAD
 +
AXO_CHALK_AHEAD2
 +
AXO_CHALK_LEFT
 +
AXO_CHALK_LEFT2
 +
AXO_CHALK_LEFT3
 +
AXO_CHALK_RIGHT
 +
AXO_CHALK_RIGHT2
 +
AXO_CHALK_RIGHT3
 +
AXO_14
 +
AXO_15
 +
AXO_16
 +
AXO_17
 +
AXO_18
 +
AXO_19
 +
AXO_CONE_RED
 +
AXO_CONE_RED2
 +
AXO_CONE_RED3
 +
AXO_CONE_BLUE
 +
AXO_CONE_BLUE2
 +
AXO_CONE_GREEN
 +
AXO_CONE_GREEN2
 +
AXO_CONE_ORANGE
 +
AXO_CONE_WHITE
 +
AXO_CONE_YELLOW
 +
AXO_CONE_YELLOW2
 +
AXO_31
 +
AXO_32
 +
AXO_33
 +
AXO_34
 +
AXO_35
 +
AXO_36
 +
AXO_37
 +
AXO_38
 +
AXO_39
 +
AXO_CONE_PTR_RED
 +
AXO_CONE_PTR_BLUE
 +
AXO_CONE_PTR_GREEN
 +
AXO_CONE_PTR_YELLOW
 +
AXO_44
 +
AXO_45
 +
AXO_46
 +
AXO_47
 +
AXO_TYRE_SINGLE
 +
AXO_TYRE_STACK2
 +
AXO_TYRE_STACK3
 +
AXO_TYRE_STACK4
 +
AXO_TYRE_SINGLE_BIG
 +
AXO_TYRE_STACK2_BIG
 +
AXO_TYRE_STACK3_BIG
 +
AXO_TYRE_STACK4_BIG
 +
AXO_56
 +
AXO_57
 +
AXO_58
 +
AXO_59
 +
AXO_60
 +
AXO_61
 +
AXO_62
 +
AXO_63
 +
AXO_MARKER_CURVE_L
 +
AXO_MARKER_CURVE_R
 +
AXO_MARKER_L
 +
AXO_MARKER_R
 +
AXO_MARKER_HARD_L
 +
AXO_MARKER_HARD_R
 +
AXO_MARKER_L_R
 +
AXO_MARKER_R_L
 +
AXO_MARKER_S_L
 +
AXO_MARKER_S_R
 +
AXO_MARKER_S2_L
 +
AXO_MARKER_S2_R
 +
AXO_MARKER_U_L
 +
AXO_MARKER_U_R
 +
AXO_78
 +
AXO_79
 +
AXO_80
 +
AXO_81
 +
AXO_82
 +
AXO_83
 +
AXO_DIST25
 +
AXO_DIST50
 +
AXO_DIST75
 +
AXO_DIST100
 +
AXO_DIST125
 +
AXO_DIST150
 +
AXO_DIST200
 +
AXO_DIST250
 +
AXO_92
 +
AXO_93
 +
AXO_94
 +
AXO_95
 +
AXO_ARMCO1
 +
AXO_ARMCO3
 +
AXO_ARMCO5
 +
AXO_99
 +
AXO_100
 +
AXO_101
 +
AXO_102
 +
AXO_103
 +
AXO_BARRIER_LONG
 +
AXO_BARRIER_RED
 +
AXO_BARRIER_WHITE
 +
AXO_107
 +
AXO_108
 +
AXO_109
 +
AXO_110
 +
AXO_111
 +
AXO_BANNER1
 +
AXO_BANNER2
 +
AXO_114
 +
AXO_115
 +
AXO_116
 +
AXO_117
 +
AXO_118
 +
AXO_119
 +
AXO_RAMP1
 +
AXO_RAMP2
 +
AXO_122
 +
AXO_123
 +
AXO_124
 +
AXO_125
 +
AXO_126
 +
AXO_127
 +
AXO_SPEED_HUMP_10M
 +
AXO_SPEED_HUMP_6M
 +
AXO_130
 +
AXO_131
 +
AXO_132
 +
AXO_133
 +
AXO_134
 +
AXO_135
 +
AXO_POST_GREEN
 +
AXO_POST_ORANGE
 +
AXO_POST_RED
 +
AXO_POST_WHITE
 +
AXO_140
 +
AXO_141
 +
AXO_142
 +
AXO_143
 +
AXO_BALE
 +
AXO_145
 +
AXO_146
 +
AXO_147
 +
AXO_RAILING
 +
AXO_149
 +
AXO_150
 +
AXO_151
 +
AXO_152
 +
AXO_153
 +
AXO_154
 +
AXO_155
 +
AXO_156
 +
AXO_157
 +
AXO_158
 +
AXO_159
 +
AXO_SIGN_KEEP_LEFT
 +
AXO_SIGN_KEEP_RIGHT
 +
AXO_162
 +
AXO_163
 +
AXO_164
 +
AXO_165
 +
AXO_166
 +
AXO_167
 +
AXO_SIGN_SPEED_80
 +
AXO_SIGN_SPEED_50
 +
AXO_170
 +
AXO_171
 +
AXO_172
 +
AXO_173
 +
AXO_174
 +
AXO_175
 +
AXO_176
 +
AXO_177
 +
AXO_178
 +
AXO_179
 +
AXO_180
 +
AXO_181
 +
AXO_182
 +
AXO_183
 +
AXO_184
 +
AXO_185
 +
AXO_186
 +
AXO_187
 +
AXO_188
 +
AXO_189
 +
AXO_190
 +
AXO_191</pre>
  
 
== DRV ==
 
== DRV ==
Line 362: Line 603:
 
24 chars    user name
 
24 chars    user name
 
__int64    Time
 
__int64    Time
integer    BanHours</pre>
+
integer    BanHours
 +
integer    Space</pre>
 +
 
 +
== RAF ==
 +
 
 +
LFS Replay Analysers work by reading a RAF file created by Live for Speed and displaying the data in their own way on graphs or map displays.
 +
 
 +
To create a RAF file, record a single player replay and then watch the replay. At any time during the lap BEFORE the lap you wish to analyse, press {{key press|Esc}} and click on {{button|Output lap data}} and type in a name for the RAF file. Output will start when the car crosses the finish line. The RAF will be stored in the {{folder|lfs/data/raf}} folder.
 +
 
 +
<pre>Replay Analyser File Version 2
 +
==============================
 +
 
 +
RAF format for LFS S2
 +
 
 +
 
 +
NOTE 1 : (about reading the file)
 +
========
 +
 
 +
Please take note of and use the following variable fields :
 +
 
 +
(A) header size        (first data block's offset within file)
 +
(B) block size          (size of one data block)
 +
(C) wheel block size    (size of a dynamic wheel block)
 +
(D) wheel block offset  (offset of wheel block within data block)
 +
 
 +
The above numbers may be increased with no change to the RAF version.
 +
 
 +
 
 +
NOTE 2 : (about centre of gravity and reference positions)
 +
========
 +
 
 +
In S1 time, position of car was the position of the CoG, so
 +
wheel positions were given relative to the CoG.
 +
 
 +
In earlier versions of S2, CoG changed with fuel usage,
 +
so the wheel positions were given relative to the CoG with no fuel.
 +
 
 +
Since S2 Alpha 0.5V the car's position is given as the position of
 +
a fixed, central reference point at approximately the lowest point of
 +
the car's body.  Wheel positions are given relative to this point.
 +
 
 +
More static info can be extracted from the CAR_info.bin files,
 +
which can be exported from the Garage by pressing the letter O.
 +
 
 +
 
 +
NOTE 3 :
 +
========
 +
Added for version 0.5X : short track name (at offset 24)
 +
 
 +
 
 +
NOTE 4 :
 +
========
 +
Added for version 0.5Z : approximate G values in data blocks
 +
Added for version 0.5Z : update interval and slip fraction
 +
 
 +
 
 +
FILE DESCRIPTION :
 +
==================
 +
 
 +
num  unit    offset  description
 +
---  ----    ------  -----------
 +
 
 +
HEADER BLOCK : 1024 bytes (A)
 +
 
 +
6    char    0      LFSRAF              : do not read file if no match
 +
1    byte    6      game version        : ignore
 +
1    byte    7      game revision      : ignore
 +
1    byte    8      RAF version (2)    : do not read if increased
 +
1    byte    9      update interval    : ms (normally 10 / hlvc 100)
 +
2    byte    10      0                  :
 +
1    word    12      header size        : data blocks start    (A)
 +
1    word    14      block size          : size of a data block (B)
 +
1    word    16      wheel block size    : inside data block    (C)
 +
1    word    18      wheel block offset  : within data block    (D)
 +
1    int    20      number of blocks    : total number of data blocks
 +
4    char    24      short track name    : e.g. BL2R
 +
1    float  28      track ruler length  : total index distance
 +
32    char    32      player              : text
 +
32    char    64      car                : text
 +
32    char    96      track              : text
 +
16    char    128    config              : text
 +
16    char    144    weather            : text
 +
8    char    160    LFS version        : text
 +
1    byte    168    player flags        : driver aids etc (see NOTES)
 +
1    byte    169    number of wheels    : usually 4
 +
1    byte    170    HLVC legal          : 0=UNKNOWN 1=LEGAL 2=ILLEGAL
 +
1    byte    171    number of splits    : including lap time
 +
1    int    172    split 1            : ms
 +
1    int    176    split 2            : ms
 +
1    int    180    split 3            : ms
 +
1    int    184    split 4            : ms
 +
1    float  188    mass                : kg including driver
 +
1    float  192    sprung mass        : kg including driver
 +
1    float  196    R antiroll          : N/m
 +
1    float  200    F antiroll          : N/m
 +
1    float  204    final drive        : final drive ratio
 +
1    byte    208    number of gears    : forward gears
 +
3    byte    209    0                  :
 +
7    float  212    gear ratios        : forward gear ratios
 +
272  byte    240    0                  :
 +
4    wheel  512    STATIC WHEEL INFO  : (see below)
 +
 
 +
STATIC WHEEL INFO : size 128 bytes per wheel
 +
 
 +
1    float  0      X                  : relative to reference point
 +
1    float  4      Y                  : relative to reference point
 +
1    float  8      Z                  : relative to reference point
 +
1    float  12      radius              : unloaded
 +
1    float  16      width              : at widest point
 +
1    float  20      maximum deflect    : suspension travel
 +
4    byte    24      0                  :
 +
1    byte    28      0                  :
 +
1    byte    29      tyre type          : (see NOTES)
 +
2    byte    30      0                  :
 +
1    float  32      spring constant    : N/m
 +
1    float  36      damping (C)        : Ns/m
 +
1    float  40      damping (R)        : Ns/m
 +
1    float  44      max brake torque    : Nm
 +
80    byte    48      0                  :
 +
 
 +
DATA BLOCKS : 192 bytes (B) every 100th of a second
 +
 
 +
1    float  0      throttle            : 0 to 1
 +
1    float  4      brake              : 0 to 1
 +
1    float  8      input steer        : radians
 +
1    float  12      clutch              : 0 to 1
 +
1    float  16      handbrake          : 0 to 1
 +
1    byte    20      gear                : 0=R, 1=N, 2=first gear
 +
1    char    21      lateral G * 20      : -120 to 120 = -6 to 6 G
 +
1    char    22      forward G * 20      : -120 to 120 = -6 to 6 G
 +
1    char    23      upwards G * 20      : -120 to 120 = -6 to 6 G
 +
1    float  24      speed              : m/s
 +
1    float  28      car distance        : m - travelled by car
 +
1    int    32      position X          : map X    (1m = 65536)
 +
1    int    36      position Y          : map Y    (1m = 65536)
 +
1    int    40      position Z          : altitude (1m = 65536)
 +
1    float  44      engine speed        : radians/s
 +
1    float  48      index distance      : m - track ruler measurement
 +
1    short  52      RX                  : x of right-vector
 +
1    short  54      RY                  : y of right-vector
 +
1    short  56      RZ                  : z of right-vector
 +
1    short  58      FX                  : x of forward-vector
 +
1    short  60      FY                  : y of forward-vector
 +
1    short  62      FZ                  : z of forward-vector
 +
4    wheel  64 (D)  DYNAMIC WHEEL INFO  : (see below)
 +
 
 +
DYNAMIC WHEEL INFO : size 32 bytes (C) per wheel
 +
 
 +
1    float  0      suspension deflect  : compression from unloaded
 +
1    float  4      steer              : including Ackermann and toe
 +
1    float  12      X force            : force right
 +
1    float  16      Y force            : force forward
 +
1    float  8      vertical load      : perpendicular to surface
 +
1    float  20      angular velocity    : radians/s
 +
1    float  24      lean rel. to road  : radians a-c viewed from rear
 +
1    byte    28      air temperature    : degrees C
 +
1    byte    29      slip fraction      : (0 to 255 - see below)
 +
1    byte    30      0                  :
 +
1    byte    31      0                  :
 +
 
 +
 
 +
NOTES :
 +
=======
 +
 
 +
Axes
 +
----
 +
X - right
 +
Y - forward
 +
Z - up
 +
 
 +
To work out heading from the forward-vector
 +
-------------------------------------------
 +
float b = FX / 32767.0f;        // convert FX to a float from -1 to 1
 +
float e = FY / 32767.0f;        // convert FY to a float from -1 to 1
 +
float heading = atan2(-b, e);  // heading (anti-clockwise from above)
 +
 
 +
Player flags
 +
------------
 +
LEFT HAND DRIVE    1
 +
GEAR CHANGE CUT    2
 +
GEAR CHANGE BLIP    4
 +
AUTO SHIFT          8
 +
SHIFTER            16
 +
RESERVED            32
 +
BRAKING HELP        64
 +
AXIS CLUTCH        128
 +
 
 +
Tyre types
 +
----------
 +
RACE R1            0
 +
RACE R2            1
 +
RACE R3            2
 +
RACE R4            3
 +
ROAD SUPER          4
 +
ROAD NORMAL        5
 +
HYBRID              6
 +
KNOBBLY            7
 +
 
 +
Slip fraction
 +
-------------
 +
This is the dynamic value of the current combined slip ratio relative
 +
to the combined slip ratio that would provide the greatest force.
 +
 
 +
0 to 254 - slip ratio increasing up to maximum force available
 +
255 - slip ratio exceeds the maximum force slip ratio</pre>
 +
 
 +
== SPR ==
 +
 
 +
Single player replay file header format.
 +
 
 +
<pre>SPR file header format : Live for Speed 0.6B
 +
========================
 +
 
 +
 
 +
TYPES :
 +
=======
 +
 
 +
char : 1-byte ascii character
 +
byte : 1-byte integer
 +
word : 2-byte integer
 +
int  : 4-byte integer, lowest byte first
 +
time : 4 bytes [min | sec | 100ths | 1000ths]
 +
 
 +
 
 +
FILE DESCRIPTION :
 +
==================
 +
 
 +
num  unit    offset  description
 +
---  ----    ------  -----------
 +
6    char    0      LFSSPR              : do not read file if no match
 +
1    byte    6      file version high  : ignore
 +
1    byte    7      file version low    : ignore
 +
1    byte    8      SPR version        : ignore
 +
1    byte    9      reserved            : -
 +
1    byte    10      reserved            : -
 +
1    byte    11      qual mins          : qualifying time
 +
1    byte    12      laps byte          : laps / hours (see NOTES)
 +
1    byte    13      skill              : skill level (0,1,2,3,4)
 +
1    byte    14      wind                : 0=off 1=weak 2=strong
 +
1    byte    15      hotlap mode        : 0=no 1=yes 2=custom 3=invalid
 +
8    char    16      LFS version        : text, ends 0
 +
4    char    24      short track name    : e.g. BL2R
 +
1    byte    28      added mass          : hotlap only
 +
1    byte    29      intake restrict    : hotlap only
 +
1    byte    30      abs enabled        : hotlap only
 +
1    byte    31      0                  : -
 +
32    char    32      track name          : text, ends 0
 +
32    char    64      user name          : text, ends 0
 +
32    char    96      car name            : text, ends 0
 +
1    byte    128    config              : 1,2,3... (first config is 1)
 +
1    byte    129    reversed            : 0=no 1=yes
 +
1    byte    130    weather            : 0,1,2... (first weather is 0)
 +
1    byte    131    number of drivers  : total cars in race
 +
1    word    132    player flags        : driver settings (see NOTES)
 +
1    byte    134    hlvc best lap      : the lap of the split times
 +
1    byte    135    number of splits    : including lap time
 +
1    time    136    split 1            : msht time (first check point)
 +
1    time    140    split 2            : msht time
 +
1    time    144    split 3            : msht time
 +
1    time    148    split 4            : msht time
 +
1    int    152    flags              : -
 +
1    int    156    replay length      : centiseconds (0 if unknown)
 +
32    char    160    local driver name  : including colours
 +
 
 +
The rest of the file is the actual SPR data
 +
 
 +
 
 +
NOTES :
 +
=======
 +
 
 +
Laps Byte (lb) has various meanings :
 +
---------
 +
0            : practice
 +
1-99        : number of laps...  laps  = lb
 +
100-190      : 100 to 1000 laps... laps  = (lb - 100) * 10 + 100
 +
191-238      : 1 to 48 hours...    hours = lb - 190
 +
 
 +
Player Flags
 +
------------
 +
PIF_SWAPSIDE      1
 +
PIF_RESERVED_2    2
 +
PIF_RESERVED_4    4
 +
PIF_AUTOGEARS      8
 +
PIF_SHIFTER        16
 +
PIF_RESERVED_32    32
 +
PIF_HELP_B        64
 +
PIF_AXIS_CLUTCH    128
 +
PIF_INPITS        256
 +
PIF_AUTOCLUTCH    512
 +
PIF_MOUSE          1024
 +
PIF_KB_NO_HELP    2048
 +
PIF_KB_STABILISED  4096
 +
PIF_CUSTOM_VIEW    8192</pre>
 +
 
 +
== MPR ==
 +
 
 +
Multiplayer file header format.
 +
 
 +
<pre>MPR file header format for LFS S2 : 0.5X9
 +
=========================================
 +
 
 +
 
 +
TYPES :
 +
=======
 +
 
 +
char : 1-byte ascii character
 +
byte : 1-byte integer
 +
word : 2-byte integer
 +
int  : 4-byte integer, lowest byte first
 +
 
 +
 
 +
FILE DESCRIPTION :
 +
==================
 +
 
 +
num  unit    offset  description
 +
---  ----    ------  -----------
 +
 
 +
6    char    0      LFSMPR              : do not read file if no match
 +
1    byte    6      game version        : ignore
 +
1    byte    7      game revision      : ignore
 +
1    byte    8      MPR version        : ignore
 +
1    byte    9      immediate start    : joined already running game
 +
1    byte    10      reserved            : -
 +
1    byte    11      reserved            : -
 +
1    int    12      rules              : -
 +
1    int    16      flags              : -
 +
1    byte    20      laps byte          : laps / hours (see notes)
 +
1    byte    21      skill              : skill level (0,1,2,3,4)
 +
1    byte    22      wind                : 0=off 1=weak 2=strong
 +
1    byte    23      num players        : players at start of race
 +
8    char    24      LFS version        : text, ends 0
 +
4    char    32      short track name    : e.g. BL2R
 +
1    int    36      start time (UTC)    : seconds from 00:00 1/1/1970
 +
32    char    40      track name          : text, ends 0
 +
1    byte    72      config              : 1,2,3.. (first config is 1)
 +
1    byte    73      reversed            : 0=no 1=yes
 +
1    byte    74      weather            : 0,1,2.. (first weather is 0)
 +
1    byte    75      num finished (NF)  : players in results table
 +
1    int    76      0                  : -
 +
NF    result  80      RESULT INFO        : (see below)
 +
 
 +
RESULT INFO : size 80 bytes per finished player
 +
 
 +
24    char    0      player name        : text, ends 0, no colours
 +
8    char    24      number plate        : text, NOTE : NO ZERO AT END
 +
4    char    32      short car name      : text, ends 0
 +
24    byte    36      lfs user name      : text, ends 0
 +
1    word    60      laps done          : total laps completed
 +
1    word    62      player flags        : driver settings (see NOTES)
 +
1    byte    64      confirm flags      : penalties (see NOTES)
 +
1    byte    65      number of stops    : pit stops count
 +
1    word    66      penalty seconds    : penalty time added
 +
1    int    68      overall time        : milliseconds
 +
1    int    72      best lap time      : milliseconds
 +
1    byte    76      0                  : -
 +
1    byte    77      start position      : 0 = unknown, 1 = pole, etc.
 +
1    byte    78      handicap mass      : kg
 +
1    byte    79      intake restriction  : %
 +
 
 +
The rest of the file is the actual MPR data
 +
 
 +
 
 +
NOTES :
 +
=======
 +
 
 +
Laps Byte (lb) has various meanings :
 +
---------
 +
0            : practice
 +
1-99        : number of laps...  laps  = lb
 +
100-190      : 100 to 1000 laps... laps  = (lb - 100) * 10 + 100
 +
191-238      : 1 to 48 hours...    hours = lb - 190
 +
 
 +
Player Flags
 +
------------
 +
LEFT HAND DRIVE    1
 +
GEAR CHANGE CUT    2
 +
GEAR CHANGE BLIP    4
 +
AUTO SHIFT          8
 +
SHIFTER            16
 +
RESERVED            32
 +
BRAKING HELP        64
 +
AXIS CLUTCH        128
 +
RESERVED            256
 +
AUTO CLUTCH        512
 +
MOUSE              1024
 +
KB NO HELP          2048
 +
KB STABILISED      4096
 +
 
 +
Confirmation Flags
 +
------------------
 +
MENTIONED          1
 +
CONFIRMED          2
 +
PENALTY_DT          4  <-- disqualified
 +
PENALTY_SG          8  <-- disqualified
 +
PENALTY_30          16
 +
CONF_PENALTY_45    32
 +
CONF_DID_NOT_PIT    64  <-- disqualified</pre>
 +
 
 +
== CAR_info.bin ==
 +
 
 +
Press letter {{key press|O}} in the garage to export {{folder|CAR_info.bin}}
 +
 
 +
<pre>// File format for CAR_info.bin files (LFS 0.5U15)
 +
// -----------------------------------------------
 +
 
 +
offset  description
 +
 
 +
0      identifier : LFS_CI
 +
6      0 byte
 +
7      version : currently 1 - do not read file if increased
 +
8      short car name (3 chars + zero)
 +
12      byte : passengers - bit 0:driver, 1:front, 2:r_left,
 +
                                3:r_midde, 4:r_right
 +
13      0 byte
 +
14      0 byte
 +
15      0 byte
 +
 
 +
// Body matrix - 9 floats - in LFS, X right, Y forward, Z up
 +
 
 +
16      Body matrix : (a, d, g) is right vector,
 +
                      (b, e, h) forward,
 +
                      (c, f, i) up
 +
 
 +
// From this point, most values are 4 byte floating point or
 +
  4 byte integer values
 +
 
 +
52      Reference point position in WORLD coordinates
 +
                        x, y, z (integer : 65535=ONE)
 +
64      CoG            position in WORLD coordinates
 +
                        x, y, z (integer : 65535=ONE)
 +
76      CoG relative to reference point, in LOCAL coordinates
 +
                        x, y, z (float)
 +
88      Fuel Tank Pos  rel to ref point, in LOCAL coordinates
 +
                        x, y, z (float)
 +
 
 +
100    0
 +
        0
 +
        0
 +
 
 +
112    0
 +
        0
 +
        0
 +
        0
 +
 
 +
// Now 4 aero blocks - rear wing, front wing,
 +
                      undertray, body : 20 bytes each)
 +
 
 +
128    Position : x, y, z
 +
        Lift : multiply by speed squared to get lift value
 +
        Drag : multiply by speed squared to get drag value
 +
 
 +
// Moment of inertia matrix, required for dynamic modelling
 +
 
 +
208    moment of inertia matrix (9 floats : 36 bytes)
 +
        0
 +
        0
 +
        0
 +
 
 +
256    max torque (Nm)
 +
        @rpm
 +
        max power (kW)
 +
        @rpm
 +
 
 +
272    fuel litres
 +
        mass total
 +
        approx wheelbase in metres (at zero suspension compress)
 +
        approx weight distribution (at zero suspension compress)
 +
 
 +
288    byte : number of forward gears
 +
        byte : Drive - 1=rwd, 2=fwd, 3=all
 +
        0 byte
 +
        0 byte
 +
292    torque split
 +
        drivetrain efficiency
 +
        0
 +
 
 +
304    reverse gear
 +
        1st gear
 +
        ...
 +
        7th gear
 +
 
 +
336    final drive ratio
 +
        0
 +
        0
 +
        0
 +
 
 +
352    parallel steer (1 = parallel)
 +
        brake strength
 +
        brake balance
 +
        0
 +
 
 +
368    0
 +
        0
 +
        0
 +
        0
 +
 
 +
// offset 384 - wheels : rear then front
 +
                        left then right
 +
                        128 bytes each
 +
 
 +
0      tyre type byte
 +
        0 byte
 +
        0 byte
 +
        0 byte
 +
4      pressure
 +
        air temperature
 +
        toe in
 +
 
 +
16      centre of contact patch (local coords x, y, x)
 +
        unsprung mass
 +
 
 +
32      width of tyre
 +
        sidewall height proportion of width
 +
        rim radius
 +
        rim width
 +
 
 +
48      spring constant (vertical, at wheel)
 +
        damping - compression
 +
        damping - rebound
 +
        anti roll
 +
 
 +
64      camber
 +
        inclination
 +
        caster
 +
        scrub radius
 +
 
 +
80      moment of inertia
 +
        current suspension deflection (vertical, at wheel)
 +
        maximum suspension deflection
 +
        0
 +
 
 +
96      tyre spring constant at current deflection / temperature
 +
        current vertical tyre deflection
 +
        0
 +
        0
 +
 
 +
112    0
 +
        0
 +
        0
 +
    0</pre>
  
 
{{Guides}}
 
{{Guides}}
 +
 +
[[Category:Programming]]
  
 
<!-- links to other languages -->
 
<!-- links to other languages -->
 
[[de:Dateiformate]]
 
[[de:Dateiformate]]

Latest revision as of 15:53, 6 June 2025

DDS

Dds.jpg

Texture files

So you want to edit LFS files that are in DDS format? Several textures in LFS are in DDS format including lights, interiors, track signage, seats, steering wheels and several other game and car components. To customise some textures in LFS You will need to edit the appropriate DDS file. DDS files can be handled by Paint Shop Pro and Photoshop after installing the DDS plugin which can be found here:
http://developer.nvidia.com/object/nv_texture_tools.html

Although these files are hosted by Nvidia, they are not GPU-specific, so you can use them with any brand card. You don't need all of the files shown on that site. You can download a DDS viewer which can enable thumbnails in windows explorer or my computer and view them easily. There are various viewers available and all seem to work well enough. Grab the plugin if you want to edit DDS with one of the programs mentioned above.

The DDS files can be found in your LFS/data/dds folder. There are a few things to be aware of before you begin:

  • Once you have changed the DDS file all of the cars of that type will show that file, the texture is used universally. For example, if you customised the interior of the XF GTi, then all XF GTi's in your sim will have the customised interior. Unlike you car skin, these files are used on every car of that type.
  • Be wary of texture size. Yes I know, you've got a fast PC and it can do anything except make your bed, but still be wary of texture size. The default textures in LFS work very well, replacing a 30KB texture with a 300KB texture will use more resources. It is very easy to overdo it so be sensible and back up your files first.
  • When you save your customised file you will probably be presented with some complicated save options. Just try the default settings, in other words: don't worry too much about all the bells and whistles. If the option to generate mip maps is not selected then select it first but it should be on by default in most cases.
  • There is a plugin that you will need and it works for Adobe Photoshop and Jasc (recently purchased by Corel) Paint Shop Pro only. Both of these programs use the same plugin file. There is a 3DS MAX plugin too, but MAX users check your version first to see if the plugin is even required.

Please note that DDS files use an alpha layer in many cases. If you don't know what that means I suggest you consult your software's documentation and try experimenting with the DDS format files.

Remember to save your files back into DDS format!

PTH

Path nodes are a series of points with direction and width that describe the track that you drive along. LFS uses it to watch your progress along the track, decides if you are driving in reverse. They provide the data for the echoes and the lightmaps, hold information about which objects you can see from that point, define the left and right boundaries for the AI drivers and are also used in yellow and blue flag systems, the position list, timing and some other things. Their length is not constant but there is approximately 0.2 seconds of time between passing one node and the next, when you are driving at a reasonable speed.

PTH VERSION 0 - Path files for Live for Speed S2
=============


The nodes are given by a fixed point position (X, Y, Z) and a
floating point direction (X, Y, Z)

The node can be considered as a line perpendicular to its direction.

Outer and driving area left and right limits are given.


TYPES :
=======

1) X,Y,Z int : 32-bit fixed point world coordinates (1 metre = 65536)

X and Y are ground coordinates, Z is up.

2) float : 32 bit floating point number


FILE DESCRIPTION :
==================

num   unit    offset  description
---   ----    ------  -----------

HEADER BLOCK :

6     char    0       LFSPTH              : do not read file if no match
1     byte    6       version             : 0 - do not read file if > 0
1     byte    7       revision            : 0 - do not read file if > 0
1     int     8       num nodes           : number
1     int     12      finish line         : number
......NODE BLOCKS


NODE BLOCK :

1     int     0       centre X            : fp
1     int     4       centre Y            : fp
1     int     8       centre Z            : fp
1     float   12      dir X               : float
1     float   16      dir Y               : float
1     float   20      dir Z               : float
1     float   24      limit left          : outer limit
1     float   28      limit right         : outer limit
1     float   32      drive left          : road limit
1     float   36      drive right         : road limit

TXT

Language Files, they are used as language packs to translate LFS to a selected list of languages.

Visit How to translate page for more information.

Thanks to Eold, we have a translation utility program which makes it easier to make language packs. See the enclosed README.txt for more information.
http://www.lfs.net/file_lfs.php?name=LFSTranslator.zip

SET

Thanks to colcob for originally working this format out for v0.3H ([1]), Bob Smith for updating it for v0.5P([2]), Woz for updating the bit field values for passengers, and back to Bob Smith for updating it for v0.5X/Y. The format was updated again following v0.6V.

TYPES :
=======

char : 1-byte ASCII character
byte : 1-byte integer
word : 2-byte unsigned integer
float: 4-byte float


Offset	Type	num	Description
------	----	---	-----------

  0	char	6	Description (always SRSETT)
  6	byte	1	0
  7	byte	1	LFS Internal Version (was 250 for ages, then 251, currently 252) [ignore this number]
  8	byte	1	File format version (currently 2) [check this number]
  9	byte	3	0
 12	byte	1	Bit 7 (Patch X Setup=1, older set=0) - used for pre-load handling
                        Bit 2 (ABS On=1, Off=0)
                        Bit 1 (Traction Control On=1, Off=0)
                        Bit 0 (Asymmetrical On=1, Off=0)
 13	byte	1	Unknown, seems to hold random values
 14	byte	1	Handicap Mass Position
 15	byte	1	Tyre Brand (0=Cromo Plain, 1=Cromo, 2=Torro, 3=Michelin, 4=Evostar)
 16	float	1	Brake Strength (Nm)
 20	byte	1	Rear Wing Angle
 21	byte	1	Front Wing Angle
 22	byte	1	Voluntary Handicap Mass
 23	byte	1	Voluntary Intake Restriction
 24	byte	1	Max Steering Lock
 25	byte	1	Parallel Steering
 26 	byte 	1	Brake Balance
 27	byte	1	Engine Brake Reduction
 28	byte	1	Centre Diff Type (0=Open, 1=Viscous)
 29	byte	1	Centre Diff Viscous Torque
 30	byte	1	0
 31	byte	1	Centre Diff Torque Split
 32	word	1	Gear Ratio 7 (0 to 65534 = 0.5 to 7.5)
 34	word	1	Gear Ratio Final (0 to 65534 = 0.5 to 7.5)
 36 	word	1	Gear Ratio 1 (0 to 65534 = 0.5 to 7.5)
 38	word	1	Gear Ratio 2 (0 to 65534 = 0.5 to 7.5)
 40	word	1	Gear Ratio 3 (0 to 65534 = 0.5 to 7.5)
 42	word	1	Gear Ratio 4 (0 to 65534 = 0.5 to 7.5)
 44	word	1	Gear Ratio 5 (0 to 65534 = 0.5 to 7.5)
 46	word	1	Gear Ratio 6 (0 to 65534 = 0.5 to 7.5)
 48	byte	1	Passenger (4 2bit fields). Passengers are located in the byte
                        at the following locations

                        76|54|32|10
                        --+--+--+--
                        RR|RC|RL|FR

                        The individual passenger types are identified as follows.

                        00 = None
                        01 = Male
                        10 = Female

 49	byte	1	Car Config (roof on LX4/6 and UF1)
 50	byte	1	Traction Control Slip (divide by ten)
 51	byte	1	Traction Control Engage Speed

 52	float	1	Rear Ride Height (NOT spring motion range)
 56	float	1	Rear Spring Stiffness (N/mm)
 60	float	1	Rear Compression/Bump Damping (N/mm)
 64	float	1	Rear Rebound Damping (N/mm)
 68	float	1	Rear Anti Roll Bar Stiffness (N/mm)
 72	float	1	Handbrake Strength (N.m)
 76	byte	1	Rear Toe (0=-0.9deg, 9=0deg, 18=0.9deg)
 77	byte	1	Rear Caster (i.e. always zero)
 78	byte	1	Rear Tyre Type (0 through 7 is R1 through Knobbly, in order of grip)
 79	byte	1	0
 80	byte 	1	Rear Left Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg)
 81	byte 	1	Rear Right Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg)
 82	byte	1	Rear Tyre Size (when using ALTERNATE configuration on GTR cars, 0 through 5 to 9 depending on the car)
 83	byte	1	Rear Diff Clutch Pack Pre-load (multiply by ten)
 84	byte	1	Rear Diff Type (0=Open, 1=Locked, 2=Viscous, 3=Clutch Pack)
 85	byte	1	Rear Viscous Torque
 86	byte	1	Rear Power Locking
 87	byte	1	Rear Coast Locking
 88	word	1	Rear Left Tyre Pressure (kPa)
 90	word	1	Rear Right Tyre Pressure (kPa)

 92	float	1	Front Ride Height (NOT spring motion range)
 96	float	1	Front Spring Stiffness (N/mm)
100	float	1	Front Bump/Compression Damping (N/mm)
104	float	1	Front Rebound Damping (N/mm)
108	float	1	Front Anti Roll Bar Stiffness (N/mm)
112	byte	4	0
116	byte	1	Front Toe In (0=-0.9deg, 9=0deg, 18=0.9deg)
117	byte	1	Front Caster (need to divide by ten)
118	byte	1	Front Tyre Type (0 through 7 is R1 through Knobbly, in order of grip)
119	byte	1	0
120	byte	1	Front Left Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg)
121	byte	1	Front Right Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg)
122	byte	1	Front Tyre Size (when using ALTERNATE configuration on GTR cars, 0 through 5 to 9 depending on the car)
123	byte	1	Front Diff Clutch Pack Pre-load (multiply by ten)
124	byte	1	Front Diff Type (0=Open, 1=Locked, 2=Viscous, 3=Clutch Pack)
125	byte	1	Front Viscous Torque
126	byte	1	Front Power Locking
127	byte	1	Front Coast Locking
128	word	1	Front Left TyrePressure (kPa)
130	word	1	Front Right TyrePressure (kPa)

Note that some values can be "wrong" for mods: for instance, if the mod does not allow ABS, the setup file can still have ABS=1 if the default setup has this setting (it can be fixed by allowing ABS, disabling it, and then disallowing it).

LYT

These are Layout files, and govern how things are set out on an AutoX track. You will notice that on some tracks you find a limit to the number of objects you can add; this is a limitation in the LFS engine. It is believed (although untested) that this has not significantly changed since S1 ([3]).

TYPES :
=======

1) short : 16 bit signed integer
2) word  : 16 bit unsigned
3) char  : 8 bit signed integer
4) byte  : 8 bit unsigned


FILE DESCRIPTION :
==================

num   unit    offset  description
---   ----    ------  -----------

HEADER BLOCK :

6     char    0       LFSLYT              : do not read file if no match
1     byte    6       version             : do not read file if > 0
1     byte    7       revision            : do not read file if > 252
1     word    8       num added objects   : number of OBJECT BLOCKS
1     byte    10      laps                : number
1     byte    11      flags               : see NOTE4
......OBJECT BLOCKS


OBJECT BLOCK :

1     short   0       X                   : position (1 metre = 16)
1     short   2       Y                   : position (1 metre = 16)
1     char    4       Zchar               : height (1m = 4) - see NOTE3
1     byte    5       Flags               : 0 for objects   - see NOTE1
1     byte    6       Index               : object index    - see NOTE5
1     byte    7       Heading             : heading         - see NOTE2


NOTE1 :
-------
How to distinguish between physical objects and control objects, like
start positions, checkpoints, finish line and marshal circles.

if (Index >= 192) // either a circle or an unknown object
{
  if (Index==255) // it's a marshall circle
  {
    if (Flags & 0x80) // highest bit set : restricted area
    {
      // Heading has its usual meaning

      // Flags byte contains the following data :
      // bits 0 to 1 :
      // 00 = no marshall
      // 01 = standing marshall
      // 10 = marshall pointing left
      // 11 = marshall pointing right
      // bits 2 to 6 :
      // radius in metres (1 to 31 - shifted left by 2 bits)
    }
    else // highest bit of flags is not set : route checker
    {
      // Heading is used not for heading, but the route index

      // bits 2 to 6 :
      // radius in metres (1 to 31 - shifted left by 2 bits)
    }
  }
  else
  {
    // unknown object - ignore
  }
}
else // could be an actual object or a control object
{
  if (Flags & 0x80) // highest bit set : control object
  {
    // Heading has its usual meaning

    // Flags byte contains the following data :
    // bits 0 to 1 :
    // 00 = Start position (if width = 0) or finish line (if width > 0)
    // 01 = Checkpoint 1
    // 10 = Checkpoint 2
    // 11 = Checkpoint 3
    // bits 2 to 6 :
    // half width in metres (1 to 31 - shifted left by 2 bits)
  }
  else // highest bit of flags is not set : autocross object
  {
    // Heading has its usual meaning

    // Flags byte contains the following data :
    // bits 0 to 2 :
    // Colour - only used for chalk (0-3) and tyres (0-5)
  }
}


NOTE2 :
-------
Heading represents 360 degrees in 256 values.

Heading = (heading_in_degrees + 180) * 256 / 360

128 : heading of zero
192 : heading of 90 degrees
0   : heading of 180 degrees
64  : heading of -90 degrees


NOTE3 :
-------
About Zchar, the approximate altitude :

LFS does contact checks to place objects accurately on the ground.

For output purposes : Zchar indicates the approximate altitude with
a value from -80 (-20 metres) to 127 (31.75 metres).

For input purposes : The ground check is performed with a test ray
starting from 2 metres above Zchar.  Using a value lower than 127
allows objects to be placed on the road below a bridge, for example.
If you are creating objects from scratch and you are not sure of the
approximate altitude, you can set Zchar to its maximum value (127).
This will usually work unless there is a physical surface above the
road where you are trying to place the object.


NOTE4 :  
-------
If the file is saved in the most recent format, the two lowest bits
of the flags byte must be set (total value 3).

bit 0 : the file does not need correction for the Blackwood scaling
bit 1 : the file does not need conversion for the new object indices
bit 2 : unknown
bit 3 : unknown

Some very old layouts may not have bit 0 set.
Layouts saved up to 0.5Z34 will not have bit 1 set.

(Newly created lyt files (ver 0.7f) have a flag value of 8 - Flag information is outdated)


NOTE5 :
-------
Object indices are now the same at all tracks.
The first valid object index is 4 (AXO_CHALK_LINE).
There are many gaps to allow for future objects.
Valid object indices are all less than 192.

AXO_NULL
AXO_1
AXO_2
AXO_3
AXO_CHALK_LINE
AXO_CHALK_LINE2
AXO_CHALK_AHEAD
AXO_CHALK_AHEAD2
AXO_CHALK_LEFT
AXO_CHALK_LEFT2
AXO_CHALK_LEFT3
AXO_CHALK_RIGHT
AXO_CHALK_RIGHT2
AXO_CHALK_RIGHT3
AXO_14
AXO_15
AXO_16
AXO_17
AXO_18
AXO_19
AXO_CONE_RED
AXO_CONE_RED2
AXO_CONE_RED3
AXO_CONE_BLUE
AXO_CONE_BLUE2
AXO_CONE_GREEN
AXO_CONE_GREEN2
AXO_CONE_ORANGE
AXO_CONE_WHITE
AXO_CONE_YELLOW
AXO_CONE_YELLOW2
AXO_31
AXO_32
AXO_33
AXO_34
AXO_35
AXO_36
AXO_37
AXO_38
AXO_39
AXO_CONE_PTR_RED
AXO_CONE_PTR_BLUE
AXO_CONE_PTR_GREEN
AXO_CONE_PTR_YELLOW
AXO_44
AXO_45
AXO_46
AXO_47
AXO_TYRE_SINGLE
AXO_TYRE_STACK2
AXO_TYRE_STACK3
AXO_TYRE_STACK4
AXO_TYRE_SINGLE_BIG
AXO_TYRE_STACK2_BIG
AXO_TYRE_STACK3_BIG
AXO_TYRE_STACK4_BIG
AXO_56
AXO_57
AXO_58
AXO_59
AXO_60
AXO_61
AXO_62
AXO_63
AXO_MARKER_CURVE_L
AXO_MARKER_CURVE_R
AXO_MARKER_L
AXO_MARKER_R
AXO_MARKER_HARD_L
AXO_MARKER_HARD_R
AXO_MARKER_L_R
AXO_MARKER_R_L
AXO_MARKER_S_L
AXO_MARKER_S_R
AXO_MARKER_S2_L
AXO_MARKER_S2_R
AXO_MARKER_U_L
AXO_MARKER_U_R
AXO_78
AXO_79
AXO_80
AXO_81
AXO_82
AXO_83
AXO_DIST25
AXO_DIST50
AXO_DIST75
AXO_DIST100
AXO_DIST125
AXO_DIST150
AXO_DIST200
AXO_DIST250
AXO_92
AXO_93
AXO_94
AXO_95
AXO_ARMCO1
AXO_ARMCO3
AXO_ARMCO5
AXO_99
AXO_100
AXO_101
AXO_102
AXO_103
AXO_BARRIER_LONG
AXO_BARRIER_RED
AXO_BARRIER_WHITE
AXO_107
AXO_108
AXO_109
AXO_110
AXO_111
AXO_BANNER1
AXO_BANNER2
AXO_114
AXO_115
AXO_116
AXO_117
AXO_118
AXO_119
AXO_RAMP1
AXO_RAMP2
AXO_122
AXO_123
AXO_124
AXO_125
AXO_126
AXO_127
AXO_SPEED_HUMP_10M
AXO_SPEED_HUMP_6M
AXO_130
AXO_131
AXO_132
AXO_133
AXO_134
AXO_135
AXO_POST_GREEN
AXO_POST_ORANGE
AXO_POST_RED
AXO_POST_WHITE
AXO_140
AXO_141
AXO_142
AXO_143
AXO_BALE
AXO_145
AXO_146
AXO_147
AXO_RAILING
AXO_149
AXO_150
AXO_151
AXO_152
AXO_153
AXO_154
AXO_155
AXO_156
AXO_157
AXO_158
AXO_159
AXO_SIGN_KEEP_LEFT
AXO_SIGN_KEEP_RIGHT
AXO_162
AXO_163
AXO_164
AXO_165
AXO_166
AXO_167
AXO_SIGN_SPEED_80
AXO_SIGN_SPEED_50
AXO_170
AXO_171
AXO_172
AXO_173
AXO_174
AXO_175
AXO_176
AXO_177
AXO_178
AXO_179
AXO_180
AXO_181
AXO_182
AXO_183
AXO_184
AXO_185
AXO_186
AXO_187
AXO_188
AXO_189
AXO_190
AXO_191

DRV

These files contain the data on the AI drivers. This format was "discovered" around 0.3G, and it is unknown if they have been changed recently ([4]).

TYPES :
=======

char : 1-byte ascii character
byte : 1-byte integer
word : 2-byte integer
int  : 4-byte integer, lowest byte first

FILE DESCRIPTION :
==================

num     unit    offset      description
---     ----    ------      -----------
6       char         0      SRAINM              : do not read file if no match
1       byte         6      unknown		: 0x00 ?
1       byte         7      unknown             : 0xF6 Version?
1       byte         8      num AIs             : Number of AI Names in that file?
3       byte         9      unknown             : 3 bytes unknown

AI Data: Repeat (num AIs) times.

24      char         0      Name                : AI's playername (Fill with 0x00)
8       char        24      Plate               : Numberplate label (Fill with 0x00)
1       byte        32      Gender              : 0x00 == Male, 0x01 == Female
3      	byte        33      unknown             : 3 bytes unknown

BANS

The file format of the bans file ([5]).

Notes :

The 64 bit "Time" values are obtained from GetSystemTimeAsFileTime.
Meaning : number of 100-nanosecond intervals since January 1, 1601.
One hour (HOUR_TIME) = 36000000000

Demo ban expiry : time - ban->Time > 12 * HOUR_TIME
Name ban expiry : time - ban->Time > ban->BanHours * HOUR_TIME

The bans are loaded into memory when :
- the program starts up.

The bans are saved to disk when :
- bans are cleared
- a new ban is added
- the program exits

file format
-----------
6 chars     LFSBAN
1 byte      0
1 byte      version (246 - do not read file if increased)
1 integer   num_demo_bans
[demo ban * num_demo_bans]
1 integer   num_name_bans
[name ban * num_name_bans]

demo_ban
--------
in_addr     IP address
__int64     Time

name_ban
--------
24 chars    user name
__int64     Time
integer     BanHours
integer     Space

RAF

LFS Replay Analysers work by reading a RAF file created by Live for Speed and displaying the data in their own way on graphs or map displays.

To create a RAF file, record a single player replay and then watch the replay. At any time during the lap BEFORE the lap you wish to analyse, press Esc and click on Output lap data and type in a name for the RAF file. Output will start when the car crosses the finish line. The RAF will be stored in the lfs/data/raf folder.

Replay Analyser File Version 2
==============================

RAF format for LFS S2


NOTE 1 : (about reading the file)
========

Please take note of and use the following variable fields :

(A) header size         (first data block's offset within file)
(B) block size          (size of one data block)
(C) wheel block size    (size of a dynamic wheel block)
(D) wheel block offset  (offset of wheel block within data block)

The above numbers may be increased with no change to the RAF version.


NOTE 2 : (about centre of gravity and reference positions)
========

In S1 time, position of car was the position of the CoG, so
wheel positions were given relative to the CoG.

In earlier versions of S2, CoG changed with fuel usage,
so the wheel positions were given relative to the CoG with no fuel.

Since S2 Alpha 0.5V the car's position is given as the position of
a fixed, central reference point at approximately the lowest point of
the car's body.  Wheel positions are given relative to this point.

More static info can be extracted from the CAR_info.bin files,
which can be exported from the Garage by pressing the letter O.


NOTE 3 :
========
Added for version 0.5X : short track name (at offset 24)


NOTE 4 :
========
Added for version 0.5Z : approximate G values in data blocks
Added for version 0.5Z : update interval and slip fraction


FILE DESCRIPTION :
==================

num   unit    offset  description
---   ----    ------  -----------

HEADER BLOCK : 1024 bytes (A)

6     char    0       LFSRAF              : do not read file if no match
1     byte    6       game version        : ignore
1     byte    7       game revision       : ignore
1     byte    8       RAF version (2)     : do not read if increased
1     byte    9       update interval     : ms (normally 10 / hlvc 100)
2     byte    10      0                   :
1     word    12      header size         : data blocks start    (A)
1     word    14      block size          : size of a data block (B)
1     word    16      wheel block size    : inside data block    (C)
1     word    18      wheel block offset  : within data block    (D)
1     int     20      number of blocks    : total number of data blocks
4     char    24      short track name    : e.g. BL2R
1     float   28      track ruler length  : total index distance
32    char    32      player              : text
32    char    64      car                 : text
32    char    96      track               : text
16    char    128     config              : text
16    char    144     weather             : text
8     char    160     LFS version         : text
1     byte    168     player flags        : driver aids etc (see NOTES)
1     byte    169     number of wheels    : usually 4
1     byte    170     HLVC legal          : 0=UNKNOWN 1=LEGAL 2=ILLEGAL
1     byte    171     number of splits    : including lap time
1     int     172     split 1             : ms
1     int     176     split 2             : ms
1     int     180     split 3             : ms
1     int     184     split 4             : ms
1     float   188     mass                : kg including driver
1     float   192     sprung mass         : kg including driver
1     float   196     R antiroll          : N/m
1     float   200     F antiroll          : N/m
1     float   204     final drive         : final drive ratio
1     byte    208     number of gears     : forward gears
3     byte    209     0                   :
7     float   212     gear ratios         : forward gear ratios
272   byte    240     0                   :
4     wheel   512     STATIC WHEEL INFO   : (see below)

STATIC WHEEL INFO : size 128 bytes per wheel

1     float   0       X                   : relative to reference point
1     float   4       Y                   : relative to reference point
1     float   8       Z                   : relative to reference point
1     float   12      radius              : unloaded
1     float   16      width               : at widest point
1     float   20      maximum deflect     : suspension travel
4     byte    24      0                   :
1     byte    28      0                   :
1     byte    29      tyre type           : (see NOTES)
2     byte    30      0                   :
1     float   32      spring constant     : N/m
1     float   36      damping (C)         : Ns/m
1     float   40      damping (R)         : Ns/m
1     float   44      max brake torque    : Nm
80    byte    48      0                   :

DATA BLOCKS : 192 bytes (B) every 100th of a second

1     float   0       throttle            : 0 to 1
1     float   4       brake               : 0 to 1
1     float   8       input steer         : radians
1     float   12      clutch              : 0 to 1
1     float   16      handbrake           : 0 to 1
1     byte    20      gear                : 0=R, 1=N, 2=first gear
1     char    21      lateral G * 20      : -120 to 120 = -6 to 6 G
1     char    22      forward G * 20      : -120 to 120 = -6 to 6 G
1     char    23      upwards G * 20      : -120 to 120 = -6 to 6 G
1     float   24      speed               : m/s
1     float   28      car distance        : m - travelled by car
1     int     32      position X          : map X    (1m = 65536)
1     int     36      position Y          : map Y    (1m = 65536)
1     int     40      position Z          : altitude (1m = 65536)
1     float   44      engine speed        : radians/s
1     float   48      index distance      : m - track ruler measurement
1     short   52      RX                  : x of right-vector
1     short   54      RY                  : y of right-vector
1     short   56      RZ                  : z of right-vector
1     short   58      FX                  : x of forward-vector
1     short   60      FY                  : y of forward-vector
1     short   62      FZ                  : z of forward-vector
4     wheel   64 (D)  DYNAMIC WHEEL INFO  : (see below)

DYNAMIC WHEEL INFO : size 32 bytes (C) per wheel

1     float   0       suspension deflect  : compression from unloaded
1     float   4       steer               : including Ackermann and toe
1     float   12      X force             : force right
1     float   16      Y force             : force forward
1     float   8       vertical load       : perpendicular to surface
1     float   20      angular velocity    : radians/s
1     float   24      lean rel. to road   : radians a-c viewed from rear
1     byte    28      air temperature     : degrees C
1     byte    29      slip fraction       : (0 to 255 - see below)
1     byte    30      0                   :
1     byte    31      0                   :


NOTES :
=======

Axes
----
X - right
Y - forward
Z - up

To work out heading from the forward-vector
-------------------------------------------
float b = FX / 32767.0f;        // convert FX to a float from -1 to 1
float e = FY / 32767.0f;        // convert FY to a float from -1 to 1
float heading = atan2(-b, e);   // heading (anti-clockwise from above)

Player flags
------------
LEFT HAND DRIVE     1
GEAR CHANGE CUT     2
GEAR CHANGE BLIP    4
AUTO SHIFT          8
SHIFTER             16
RESERVED            32
BRAKING HELP        64
AXIS CLUTCH         128

Tyre types
----------
RACE R1             0
RACE R2             1
RACE R3             2
RACE R4             3
ROAD SUPER          4
ROAD NORMAL         5
HYBRID              6
KNOBBLY             7

Slip fraction
-------------
This is the dynamic value of the current combined slip ratio relative
to the combined slip ratio that would provide the greatest force.

0 to 254 - slip ratio increasing up to maximum force available
255 - slip ratio exceeds the maximum force slip ratio

SPR

Single player replay file header format.

SPR file header format : Live for Speed 0.6B
========================


TYPES :
=======

char : 1-byte ascii character
byte : 1-byte integer
word : 2-byte integer
int  : 4-byte integer, lowest byte first
time : 4 bytes [min | sec | 100ths | 1000ths]


FILE DESCRIPTION :
==================

num   unit    offset  description
---   ----    ------  -----------
6     char    0       LFSSPR              : do not read file if no match
1     byte    6       file version high   : ignore
1     byte    7       file version low    : ignore
1     byte    8       SPR version         : ignore
1     byte    9       reserved            : -
1     byte    10      reserved            : -
1     byte    11      qual mins           : qualifying time
1     byte    12      laps byte           : laps / hours (see NOTES)
1     byte    13      skill               : skill level (0,1,2,3,4)
1     byte    14      wind                : 0=off 1=weak 2=strong
1     byte    15      hotlap mode         : 0=no 1=yes 2=custom 3=invalid
8     char    16      LFS version         : text, ends 0
4     char    24      short track name    : e.g. BL2R
1     byte    28      added mass          : hotlap only
1     byte    29      intake restrict     : hotlap only
1     byte    30      abs enabled         : hotlap only
1     byte    31      0                   : -
32    char    32      track name          : text, ends 0
32    char    64      user name           : text, ends 0
32    char    96      car name            : text, ends 0
1     byte    128     config              : 1,2,3... (first config is 1)
1     byte    129     reversed            : 0=no 1=yes
1     byte    130     weather             : 0,1,2... (first weather is 0)
1     byte    131     number of drivers   : total cars in race
1     word    132     player flags        : driver settings (see NOTES)
1     byte    134     hlvc best lap       : the lap of the split times
1     byte    135     number of splits    : including lap time
1     time    136     split 1             : msht time (first check point)
1     time    140     split 2             : msht time
1     time    144     split 3             : msht time
1     time    148     split 4             : msht time
1     int     152     flags               : -
1     int     156     replay length       : centiseconds (0 if unknown)
32    char    160     local driver name   : including colours

The rest of the file is the actual SPR data


NOTES :
=======

Laps Byte (lb) has various meanings :
---------
0            : practice
1-99         : number of laps...   laps  = lb
100-190      : 100 to 1000 laps... laps  = (lb - 100) * 10 + 100
191-238      : 1 to 48 hours...    hours = lb - 190

Player Flags
------------
PIF_SWAPSIDE       1
PIF_RESERVED_2     2
PIF_RESERVED_4     4
PIF_AUTOGEARS      8
PIF_SHIFTER        16
PIF_RESERVED_32    32
PIF_HELP_B         64
PIF_AXIS_CLUTCH    128
PIF_INPITS         256
PIF_AUTOCLUTCH     512
PIF_MOUSE          1024
PIF_KB_NO_HELP     2048
PIF_KB_STABILISED  4096
PIF_CUSTOM_VIEW    8192

MPR

Multiplayer file header format.

MPR file header format for LFS S2 : 0.5X9
=========================================


TYPES :
=======

char : 1-byte ascii character
byte : 1-byte integer
word : 2-byte integer
int  : 4-byte integer, lowest byte first


FILE DESCRIPTION :
==================

num   unit    offset  description
---   ----    ------  -----------

6     char    0       LFSMPR              : do not read file if no match
1     byte    6       game version        : ignore
1     byte    7       game revision       : ignore
1     byte    8       MPR version         : ignore
1     byte    9       immediate start     : joined already running game
1     byte    10      reserved            : -
1     byte    11      reserved            : -
1     int     12      rules               : -
1     int     16      flags               : -
1     byte    20      laps byte           : laps / hours (see notes)
1     byte    21      skill               : skill level (0,1,2,3,4)
1     byte    22      wind                : 0=off 1=weak 2=strong
1     byte    23      num players         : players at start of race
8     char    24      LFS version         : text, ends 0
4     char    32      short track name    : e.g. BL2R
1     int     36      start time (UTC)    : seconds from 00:00 1/1/1970
32    char    40      track name          : text, ends 0
1     byte    72      config              : 1,2,3.. (first config is 1)
1     byte    73      reversed            : 0=no 1=yes
1     byte    74      weather             : 0,1,2.. (first weather is 0)
1     byte    75      num finished (NF)   : players in results table
1     int     76      0                   : -
NF    result  80      RESULT INFO         : (see below)

RESULT INFO : size 80 bytes per finished player

24    char    0       player name         : text, ends 0, no colours
8     char    24      number plate        : text, NOTE : NO ZERO AT END
4     char    32      short car name      : text, ends 0
24    byte    36      lfs user name       : text, ends 0
1     word    60      laps done           : total laps completed
1     word    62      player flags        : driver settings (see NOTES)
1     byte    64      confirm flags       : penalties (see NOTES)
1     byte    65      number of stops     : pit stops count
1     word    66      penalty seconds     : penalty time added
1     int     68      overall time        : milliseconds
1     int     72      best lap time       : milliseconds
1     byte    76      0                   : -
1     byte    77      start position      : 0 = unknown, 1 = pole, etc.
1     byte    78      handicap mass       : kg
1     byte    79      intake restriction  : %

The rest of the file is the actual MPR data


NOTES :
=======

Laps Byte (lb) has various meanings :
---------
0            : practice
1-99         : number of laps...   laps  = lb
100-190      : 100 to 1000 laps... laps  = (lb - 100) * 10 + 100
191-238      : 1 to 48 hours...    hours = lb - 190

Player Flags
------------
LEFT HAND DRIVE     1
GEAR CHANGE CUT     2
GEAR CHANGE BLIP    4
AUTO SHIFT          8
SHIFTER             16
RESERVED            32
BRAKING HELP        64
AXIS CLUTCH         128
RESERVED            256
AUTO CLUTCH         512
MOUSE               1024
KB NO HELP          2048
KB STABILISED       4096

Confirmation Flags
------------------
MENTIONED           1
CONFIRMED           2
PENALTY_DT          4   <-- disqualified
PENALTY_SG          8   <-- disqualified
PENALTY_30          16
CONF_PENALTY_45     32
CONF_DID_NOT_PIT    64  <-- disqualified

CAR_info.bin

Press letter O in the garage to export CAR_info.bin

// File format for CAR_info.bin files (LFS 0.5U15)
// -----------------------------------------------

offset  description

0       identifier : LFS_CI
6       0 byte
7       version : currently 1 - do not read file if increased
8       short car name (3 chars + zero)
12      byte : passengers - bit 0:driver, 1:front, 2:r_left,
                                3:r_midde, 4:r_right
13      0 byte
14      0 byte
15      0 byte

// Body matrix - 9 floats - in LFS, X right, Y forward, Z up

16      Body matrix : (a, d, g) is right vector,
                      (b, e, h) forward,
                      (c, f, i) up

// From this point, most values are 4 byte floating point or
   4 byte integer values

52      Reference point position in WORLD coordinates
                        x, y, z (integer : 65535=ONE)
64      CoG             position in WORLD coordinates
                        x, y, z (integer : 65535=ONE)
76      CoG relative to reference point, in LOCAL coordinates
                        x, y, z (float)
88      Fuel Tank Pos  rel to ref point, in LOCAL coordinates
                        x, y, z (float)

100     0
        0
        0

112     0
        0
        0
        0

// Now 4 aero blocks - rear wing, front wing,
                       undertray, body : 20 bytes each)

128     Position : x, y, z
        Lift : multiply by speed squared to get lift value
        Drag : multiply by speed squared to get drag value

// Moment of inertia matrix, required for dynamic modelling

208     moment of inertia matrix (9 floats : 36 bytes)
        0
        0
        0

256     max torque (Nm)
        @rpm
        max power (kW)
        @rpm

272     fuel litres
        mass total
        approx wheelbase in metres (at zero suspension compress)
        approx weight distribution (at zero suspension compress)

288     byte : number of forward gears
        byte : Drive - 1=rwd, 2=fwd, 3=all
        0 byte
        0 byte
292     torque split
        drivetrain efficiency
        0

304     reverse gear
        1st gear
        ...
        7th gear

336     final drive ratio
        0
        0
        0

352     parallel steer (1 = parallel)
        brake strength
        brake balance
        0

368     0
        0
        0
        0

// offset 384 - wheels : rear then front
                         left then right
                         128 bytes each

0       tyre type byte
        0 byte
        0 byte
        0 byte
4       pressure
        air temperature
        toe in

16      centre of contact patch (local coords x, y, x)
        unsprung mass

32      width of tyre
        sidewall height proportion of width
        rim radius
        rim width

48      spring constant (vertical, at wheel)
        damping - compression
        damping - rebound
        anti roll

64      camber
        inclination
        caster
        scrub radius

80      moment of inertia
        current suspension deflection (vertical, at wheel)
        maximum suspension deflection
        0

96      tyre spring constant at current deflection / temperature
        current vertical tyre deflection
        0
        0

112     0
        0
        0
    0


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