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Flame CZE
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Quote from Rubbel_31 :Can you fix the Alpha problem? The glass is visible but the back side is invisible

Here's Scawen's post in the Editor test patch thread:
Quote from Scawen :I will look to see if I can draw the alpha parts of subobjects just before the alpha of the main object, instead of immediately after each subobject as they have been done until now, which was fine for glass on steering wheels.

Flame CZE
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Moderator
Quote from Scawen :What solution would work for this? In forces mode, should most subobjects be hidden, except for hub, mudguard, brake and steering wheel? Actually at the moment all moving subobjects are drawn, so maybe a new exception is needed: avoid popup headlights in forces mode?

Yes, I think popup headlights should not be drawn in forces mode.
Flame CZE
S3 licensed
Moderator
I thought it was not a bug - my use case is just special Big grin

Quote from Scawen :I've tried this and it seems to work with normal cars. Also it 'works' with Henricat's BUG WAGON. That now behaves as Flame would like the bus to behave. Image swaps side with the driver swap, and text is reversed. But there is no "shading error" where the darker patches are on the shaded texture. But with standard mapped cars I'm not seeing a problem.

The only question now is, how much stuff will be broken if I simply remove this code, that looks like it was added for a reason? Maybe that reason is simply no longer valid? One way could be - release a test patch quickly and see if the complaints come in!

This will work as long as there are no texts on the skin which need to face the correct direction. I imagine there would have to be a way to define separate skin cutouts for each driver side. Then for my bus mod, there would be 2 side cuouts on the skin for each side.
Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
All changes are listed in the test patch thread: https://www.lfs.net/forum/thread/106005-Test-Patch-D54
Show objects of selected layout on track selection screen
Flame CZE
S3 licensed
Moderator
One thing that was added in the test Dx patches was a small map with visible layout objects at Layout Square:

This got me thinking that the same feature would be handy when selecting a layout on the track selection screen. Something like this:

Flame CZE
S3 licensed
Moderator
Quote from stuchlo :I was thinking about two cutouts for one side, not for the whole bus. Let us have 4 different side cutouts:
A - with doors, B - without doors, C - with doors flipped, D - without doors flipped. Then the right side mapping would be defined as cutout A with opposite D and the left side as cutout B with opposite C. Of course, in case that it is an editor bug, this is only a workaround.

I've tried this but it doesn't help.




Swapped mode:
Flame CZE
S3 licensed
Moderator
I'm having the same issue when trying to upload a forum post attachment.
Flame CZE
S3 licensed
Moderator
Quote from Scawen :Well... I see what you mean, what you'd like to do there.

It's not really a bug, though:


As stated, it's a restriction in the system. There has not been an attempt to perform alpha sorting with subobjects, and I couldn't see this as being a problem for any conceivable popup headlight.

EDIT: I see that note was for wheel objects, not subobjects. So it's not a stated restriction, although there has never been alpha sorting for movable subobjects. Though that is a funny looking headlight... [yeah, I know people want to use it for other things]

Ah I understand. Fair enough, I know the system wasn’t intended to be (ab)used like that.

Edit: Popup headlights can have alpha textures if they have a glass light cover, but the issue is much less noticeable.

Main object:


Popup light:
Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
A bug which I can't reproduce in 0.7C but at least since 0.7D27:

- in Vehicle Editor, add passengers in one of the default setups
- enable "driver" in bottom right
- change to a different setup without passengers

The passenger models aren't updated in the car until I toggle "driver" off and on again.
Flame CZE
S3 licensed
Moderator
Bug: If a popup light subobject contains an alpha texture, everything behind it is hidden. See the door windows in the attached picture, compared with a normal attachment.
Flame CZE
S3 licensed
Moderator
Thank you Smile
Flame CZE
S3 licensed
Moderator
Quote from bayanofmansorofisky :*- is it possible to make the new pop up lights activate on a key switch or a command like the /light head command , instead of it being auto activated when lights are on?
maybe a command like /head popup on off toggle.

I think it's good to have it pop up automatically, otherwise it would be a hassle to run two commands to turn on lights + pop them up.

There could be another subobject type which would have the same rotating features as the pop up light, but it would be triggered using a special command instead of being activated by headlights. This would be handy for simulating opening doors, bonnet, boot, tipping body of a truck, wipers etc.

Here are a few examples of what's possible now but doesn't make sense to be tied to headlights:


(by Egor K)


(by justawastedsoul)


(by dz0fps)
Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
Animated light stalk thanks to test patch D53 Smile

Flame CZE
S3 licensed
Moderator
I don't think "opposite" will work for this case. I don't have mirrored triangles on the opposite side - the sides have different triangles.
Flame CZE
S3 licensed
Moderator
Here's the box car test
Incorrect side mapping orientation when car body is set to swap
Flame CZE
S3 licensed
Moderator
On my Karobus 734, I'm trying to support driver side swap. I want to mirror the entire body of the bus, because the doors need to be on the correct side. But when I test it with the right side driving position, the side mapping is incorrect.




Here's my left/right swap mode:



To illustrate this issue better, I've made a simple box car with labelled side mappings. When I select right driver side, the mappings are oriented in such a way that front part of the mapping is actually located at the back of the car.




What I would like to achieve is to have the mappings flipped horizontally when drive side is swapped:



Is there a way to do this in the editor?
Flame CZE
S3 licensed
Moderator
Dashboard lights for headlight cycle: only the symbols light up without background
Sidelights indicator stays on in all 3 cycles
More interior mapping
Updated headlights color
Moved engine damage light in the top left


Flame CZE
S3 licensed
Moderator
When I translated your message, you say that Single player and Hot Lapping does not work for you. What exactly happens when you try to start a single player race or a hot lapping session? Does an error appear?
Flame CZE
S3 licensed
Moderator
Quote from Jereduran :hola, no me aparece el enlace para descargar la nueva versión, ayuda por favor

There is a link to download the latest test patch above your post.
Flame CZE
S3 licensed
Moderator
Quote from YukselYilmaz :As for numbers 1,3,4,5,8, these improvements are not very difficult to make.

That's quite a bold assumption from you saying that "these improvements are not very difficult to make" without having any knowledge about the underlying code that's responsible for the physics in LFS.

Also, some of your requests are quite vague, like "better optimization of the asphalt", "the same consequences as in real life" and "improve the car's reaction to this high speed". It's easy to point out that something is wrong with the current model (and I'm not denying that there are inaccuracies in the public version), but that doesn't automatically make it easy to fix or improve.

Anyhow, this whole topic of improving tyre physics will be more relevant once the new tyre physics is released. Right now we don't know how exactly the new model will affect handling.
Flame CZE
S3 licensed
Moderator
You must be on a D50 server too.
Flame CZE
S3 licensed
Moderator
If you used LFS Editor test patch D50 or higher to update the mods, then you must also use LFS D50+ in order to see them.

Quote from Scawen :WARNING: INCOMPATIBLE UPDATE!
TEST PATCH D50 IS REQUIRED AND YOU MUST BE ON A D50 HOST
OFFICIAL VERSION SHOULD BE RELEASED IN MID-DECEMBER

Flame CZE
S3 licensed
Moderator
Some progress, also using the new test patch features. I'll publish a new version once the patch is official.

Driver swap possible
Different front and rear wheels
Working fog lights
Working side lights
Interior lights as "extra" lights
Adjusted right side mirror for better visibility alongside the bus (still needs manual adjustment in view options)
Rubber-metal trim around the sides and rear
Changed class to 'bus'

BUG: side mapping is flipped when driver on right, not sure why

Flame CZE
S3 licensed
Moderator
Quote from Scawen :Additional information about the updated headlights system:

This post needs to be updated to use "high" and "low" words including the new mapping names.
FGED GREDG RDFGDR GSFDG