The online racing simulator
Searching in All forums
(736 results)
Scawen
Developer
Thanks, but for some reason I can't open that rar file (though I can usually). Maybe try again with a zip or 7zip?

EDIT: By the way, I don't know what's in the file but the only thing I hope to test is the obj file that crashes the editor. Because crashes should never happen.
Last edited by Scawen, .
Scawen
Developer
Test Patch A13

EV battery light now comes on when charge is less than 5%
EV dashboard is now blank when the car is switched off (I key)
FIX: Clutch temperature no longer displayed for electric vehicles
FIX: Power-weight ratio display wrong for EV with power restriction

https://www.lfs.net/forum/thread/97038
Scawen
Developer
Quote from Zero7 :Every now and then I've been getting LFS locking up using mods. The game freezes and the engine sound loops, after a short while, say between 15 and 30 seconds the game resumes. The next time it happens I'll report here with the mod name, at what point it locked (with a screenshot) and how long it locked for. Is there anything else you'd need? Logs?

I think the only thing that could help at this point is the name of the mod, in case that was responsible.

Hangs that eventually recover are most likely something to do with memory access, maybe the RAM has been getting full and it was swapped to disc, so took some time to recover when that memory had to be accessed again. Or any number of hangs due to accessing the hard drive, that LFS can't really control. This case would be most likely if you had been on a server for a long time. Though I don't remember hearing much about long hangs. Also it's more likely if you have a HDD rather than an SSD and that HDD is getting full or your haven't defragged it recently. Though I know some computers simply do hang quite a bit. My main computer doesn't hang much at all, although it is old, but a budget laptop we have frequently hangs for a long time while performing the simplest of operations.

Quote from redbot_ :I was changing to another car in Just a Ride Server and LFS suddenly crashed. Version 0.7A

Faulting application name: LFS.exe, version: 0.0.0.0, time stamp: 0x61bafeec
Faulting module name: LFS.exe, version: 0.0.0.0, time stamp: 0x61bafeec
Exception code: 0xc0000005
Fault offset: 0x000a58a6


Thank you for the info.

In fact this is the same one reported by VladM above, so that was fixed in December test patches.
Scawen
Developer
Test Patch A12

Improved checks when clicking a link to install a mod
Car name is now shown below driver name in F11 and F12
Key to toggle Viewer mode in Garage changed to V (was S)
Added some translation lines for the Viewer mode in Garage
FIX: Obscure message "Not found" on entering garage with test mod

https://www.lfs.net/forum/thread/97038
Scawen
Developer
Test Patch A11:

New LFS://getmod link to install a mod from a link on the website
- works if LFS is not running or is running but not in multiplayer
- can install mod from entry / game setup / garage / mod screens

LFS join links no longer start new instance if LFS already running
- makes existing LFS join host (from entry or multiplayer screens)

FIX: OOS if AI on grid with non-rally car when changing to rx track
FIX: Remote EV would jump / glitch during pit stop if throttle held

https://www.lfs.net/forum/thread/97038
Scawen
Developer
Quote from Gunn :CMX files are obsolete (not compatible with the new system). Scawen is working on a new solution. There is no current ETA for the new mode/system.

Quote from Eclipsed :...So we're kinda back in pre-CMXviewer times with skinning,which I actually never experienced before - save the skin in LFS folder and while being on track in shift+u mode,switch to high or low textures resolution to force LFS update textures...

Quote from Gunn :Yes, at least for the mod cars and the updated RB4. For now the CMX viewer is still useful for viewing the other standard cars. I'm keen to begin skinning some of the newer content too.

For anyone following this thread but not following test patch updates:

In Test Patch A10 there is a new skin viewer mode in the garage. You can use manual or auto reload to inspect the result of your changes and zoom / rotate features to get a close look at the model.

https://www.lfs.net/forum/thread/97038
Scawen
Developer
Test Patch A10

Skin Viewer in Garage - Click "Viewer" or Press S key
- Rotate vehicle with left mouse button
- Rotate view direction with right button
- Use mouse wheel to zoom in and out
- Select lighting mode, background colour or LOD
- Reload button or auto reload while editing a skin

https://www.lfs.net/forum/thread/97038
Scawen
Developer
Quote from versiu :Someone can explain why thing that I didn't touched broke? It's still okay in the editor and wrong in the game. In maps and cutouts everything are still the same as before. I exported this car 3 times and this error is still there...

PS
I compared this one to latest proper working version and everything are the same in maps and cutouts...

If you use Test Patch A9, do you get a message "Cross-texture triangle found in LODx - mapping corrected" when you enter the garage?

If so then you have the model fault described here. https://www.lfs.net/forum/post/1985581#post1985581
Scawen
Developer
Test Patch A9:

You can now export a skin template from the garage screen
- In the "Colours" tab select 1024 or 2048 size
- Click "Generate Skin Template"
- Select a skin template or wireframe guide
- The resulting image is copied to the clipboard

More translations have been updated - thank you translators

https://www.lfs.net/forum/thread/97038
Last edited by Scawen, .
Scawen
Developer
A lot of people have been confused by this message. It had to be set to this due to a small bug. Although it's factually true, your user name and password are confirmed - that is a good thing.

I've now fixed that so it now shows a more welcoming message, as in older versions, if you use test patch A7.
Scawen
Developer
OK, the reason for this is known.

It's the same reason as that texture flipping bug above. This bug comes up when a SIDE mapping (with a main cutout and an opposite cutout) is wrongly applied to triangles that cross between both sides of the model. LFS can't deal with this situation. All it can do is avoid a program crash.

In Test Patch A7 you see this message in the garage: Cross-texture triangle found in LOD2 - mapping corrected

If you see this message, the model needs that fix for the mappings, described above. Otherwise it can get a flipped texture in the garage and you sometimes get the collision bug.

The correct way to set the mappings for LOD3 meshes is shown in Flame's post and my post here:
https://www.lfs.net/forum/post/1985902#post1985902

And in the case of the MRG V8 I also saw the problem on the roof in the LOD2 mesh:
https://www.lfs.net/forum/post/1985581#post1985581
Scawen
Developer
Thank you for the report. Yes, I do believe it is connected with that helpful message that is now displayed in Test Patch A7.

I've now reported the bug on the mod's comment thread.

For anyone who doesn't know about this bug, what causes it and how to fix it, I've described it here:
https://www.lfs.net/forum/post/1985581#post1985581
Scawen
Developer
About the "messed up mesh after hitting a barrier", I think it is connected with the message:

"Cross-texture triangle found in LOD2 - mapping corrected" (which is a new helpful message in Test Patch A7) as reported by Yaper here:
https://www.lfs.net/forum/post/1985853#post1985853

Rubie already knows about the fix for this bug, but for anyone else reading this, in case this bug comes up with another mod, the solution is described here:
https://www.lfs.net/forum/post/1985581#post1985581
Scawen
Developer
We aren't looking at mods for approval if they don't have a lot of votes in all categories. That's what we are saying, it's a "community approval" system. There is no way that volunteer reviewers are going to be trawling the list of low-voted mods, looking for ones that should be approved, despite being missed by the community. I had a random look at some of the bikes and can see they are way short, in number of ratings.

We've added new ratings in game (from test patch A5). So it's easy to give ratings, in the garage or on the mods screen. I hope people will use the test patch and give ratings to their favourite mods, or visit each mod's web page by clicking on the comments link below the rating stars.
Scawen
Developer
Thank you for the testing!

Test Patch A6 is now available: https://www.lfs.net/forum/thread/97038
Test Patch A13 - Various updates
Scawen
Developer
OFFICIAL VERSION 0.7B IS NOW AVAILABLE: https://www.lfs.net/forum/thread/97376


WARNING: THIS IS A TEST

PLEASE TEST BEFORE YOU POST


Hello Racers,

Here is a new test patch: 0.7A13

The changes are listed below.

0.7A13 is COMPATIBLE with 0.7A

- You CAN connect online with 0.7A
- You CAN play replays from 0.7A

Please back up or rename your LFS.exe from 0.7A so you can revert to it if necessary.


Changes from 0.7A12 to 0.7A13:

EV battery light now comes on when charge is less than 5%
EV dashboard is now blank when the car is switched off (I key)
FIX: Clutch temperature no longer displayed for electric vehicles
FIX: Power-weight ratio display wrong for EV with power restriction


Changes from 0.7A11 to 0.7A12:

Improved checks when clicking a link to install a mod
Car name is now shown below driver name in F11 and F12
Key to toggle Viewer mode in Garage changed to V (was S)
Added some translation lines for the Viewer mode in Garage
FIX: Obscure message "Not found" on entering garage with test mod


Changes from 0.7A10 to 0.7A11:

New LFS://getmod link to install a mod from a link on the website
- works if LFS is not running or is running but not in multiplayer
- can install mod from entry / game setup / garage / mod screens

LFS join links no longer start new instance if LFS already running
- makes existing LFS join host (from entry or multiplayer screens)

FIX: OOS if AI on grid with non-rally car when changing to rx track
FIX: Remote EV would jump / glitch during pit stop if throttle held


Changes from 0.7A9 to 0.7A10:

Skin Viewer in Garage - Click "Viewer" or Press S key
- Rotate vehicle with left mouse button
- Rotate view direction with right button
- Use mouse wheel to zoom in and out
- Select lighting mode, background colour or LOD
- Reload button or auto reload while editing a skin

More translations have been updated - thank you translators


Changes from 0.7A7 to 0.7A9:

You can now export a skin template from the garage screen
- In the "Colours" tab select 1024 or 2048 size
- Click "Generate Skin Template"
- Select a skin template or wireframe guide
- The resulting image is copied to the clipboard


Changes from 0.7A5 to 0.7A7:

Interface:

Ratings are now translated - thanks to the translators
Home / End / Page / Arrow keys now work on the mods screen
Rating button has click sound / acts on release (as other buttons)
Increased size of grey or yellow 'favourite' star on mod image
Demo 'unlock' message "Welcome to Live for Speed Demo" restored
FIX: Virtual KB button now works in mods screen filter text entry

Technical:

Garage warning for mesh error (Cross-texture triangle found in LOD)
Downloaded mod is now unzipped from memory (not intermediate file)
FIX: It was possible to get stuck after a failed mod list download


Changes from 0.7A3 to 0.7A5:

Mods screen:

Mods screen can be set 2 or 4 columns wide
Favourites filter is now available on mods screen
Click the star on a mod's image to mark it as a favourite
Rate mods in game either in garage or mods screen dialog
Note: CTRL+click or click on left to remove a rating
Translation updates - thank you translators!

EV support:

Now displays RECHARGING instead of REFUELLING in pit stop
F12 menu now says "Charge to add" instead of "Fuel to add"

AI path generation:

Engine Brake Reduction is considered in the braking calculation
FIX: Rear wing could exceed maximum setting while calculating


Changes from 0.7A2 to 0.7A3:

Mods page:

Added 'class' filter (e.g. saloon, buggy, kart, bike)
Click author name to see mods made by that author
Mod images are cached in a new LFS\cache folder

Misc:

More updated translations - thank you translators!
FIX: Commands like /mustpit could disable mods in single player

Multiplayer:

FIX: Loss of sound due to excessive engine revs on remote mods
FIX: Warping (jittering) of mods downloaded after joining host


Changes from 0.7A to 0.7A2:

AI for Mods:

AI paths can be generated for mods with a drive system, excluding bikes
- Paths can only be generated in single player
- Simply add your AI and click GO
- You have to wait a while the first time the path is generated
- NOTE: If the vehicle can roll, the AI does not avoid rolling it

Regenerative braking for Electric Vehicles:

- Only for FWD and RWD vehicles
- Charging efficiency 90%
- Uses reverse motor torque as much as possible on drive axle
- Reduces brakes in accordance with the reverse motor torque
- NOTE: motor braking is affected by limited slip differential

Electric Vehicles:

Recharge rate is now 600kW * 0.9 charging efficiency
FIX: Karts and EVs could drive during pitstop (throttle now held at zero)

Misc:

FIX: /car command required capital letters for SkinID
FIX: Crash when saving setup of a mod that was not yet loaded
FIX: Crash with live settings for a mod that was not yet loaded


INSTALLATION:

A FULL version of LFS 0.7A must already be installed

To install the PATCH using the SELF EXTRACTING ARCHIVE:

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
4) Now you can start LFS in the normal way

NOTE: You can see if the patch is correctly installed when you run
the program (LFS.exe). At the bottom of the entry screen: 0.7A13


DOWNLOAD:

PATCH 0.7A TO 0.7A13 (SELF EXTRACTING ARCHIVE) (If you already have 0.7A)
https://www.lfs.net/file_lfs.p ... =LFS_PATCH_7A_TO_7A13.exe (1.4 MB)
Last edited by Scawen, .
Scawen
Developer
Thank you for the feedback.

Test Patch A5 is now available: https://www.lfs.net/forum/thread/96942

Mods screen:

Mods screen can be set 2 or 4 columns wide
Favourites filter is now available on mods screen
Click the star on a mod's image to mark it as a favourite
Rate mods in game either in garage or mods screen dialog
Note: CTRL+click or click on left to remove a rating
Translation updates - thank you translators!

EV support:

Now displays RECHARGING instead of REFUELLING in pit stop
F12 menu now says "Charge to add" instead of "Fuel to add"

AI path generation:

Engine Brake Reduction is considered in the braking calculation
FIX: Rear wing could exceed maximum setting while calculating
Test Patch A5 - Mods columns / favourites / ratings
Scawen
Developer
TEST PATCH A6 IS NOW AVAILABLE: https://www.lfs.net/forum/thread/97038


Hello Racers,

Here is a new test patch: 0.7A5

The changes are listed below.

0.7A5 is COMPATIBLE with 0.7A

- You CAN connect online with 0.7A
- You CAN play replays from 0.7A

Please back up or rename your LFS.exe from 0.7A so you can revert to it if necessary.


Changes from 0.7A3 to 0.7A5:

Mods screen:

Mods screen can be set 2 or 4 columns wide
Favourites filter is now available on mods screen
Click the star on a mod's image to mark it as a favourite
Rate mods in game either in garage or mods screen dialog
Note: CTRL+click or click on left to remove a rating
Translation updates - thank you translators!

EV support:

Now displays RECHARGING instead of REFUELLING in pit stop
F12 menu now says "Charge to add" instead of "Fuel to add"

AI path generation:

Engine Brake Reduction is considered in the braking calculation
FIX: Rear wing could exceed maximum setting while calculating


Changes from 0.7A2 to 0.7A3:

Mods page:

Added 'class' filter (e.g. saloon, buggy, kart, bike)
Click author name to see mods made by that author
Mod images are cached in a new LFS\cache folder

Misc:

More updated translations - thank you translators!
FIX: Commands like /mustpit could disable mods in single player

Multiplayer:

FIX: Loss of sound due to excessive engine revs on remote mods
FIX: Warping (jittering) of mods downloaded after joining host


Changes from 0.7A to 0.7A2:

AI for Mods:

AI paths can be generated for mods with a drive system, excluding bikes
- Paths can only be generated in single player
- Simply add your AI and click GO
- You have to wait a while the first time the path is generated
- NOTE: If the vehicle can roll, the AI does not avoid rolling it

Regenerative braking for Electric Vehicles:

- Only for FWD and RWD vehicles
- Charging efficiency 90%
- Uses reverse motor torque as much as possible on drive axle
- Reduces brakes in accordance with the reverse motor torque
- NOTE: motor braking is affected by limited slip differential

Electric Vehicles:

Recharge rate is now 600kW * 0.9 charging efficiency
FIX: Karts and EVs could drive during pitstop (throttle now held at zero)

Misc:

FIX: /car command required capital letters for SkinID
FIX: Crash when saving setup of a mod that was not yet loaded
FIX: Crash with live settings for a mod that was not yet loaded


INSTALLATION:

A FULL version of LFS 0.7A must already be installed

To install the PATCH using the SELF EXTRACTING ARCHIVE:

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
4) Now you can start LFS in the normal way

NOTE: You can see if the patch is correctly installed when you run
the program (LFS.exe). At the bottom of the entry screen: 0.7A5


DOWNLOAD:

PATCH 0.7A TO 0.7A5 (SELF EXTRACTING ARCHIVE) (If you already have 0.7A)
https://www.lfs.net/file_lfs.p ... e=LFS_PATCH_7A_TO_7A5.exe (1 MB)
Last edited by Scawen, .
Scawen
Developer
Temporarily removed Test Patch A4, awaiting fix from Victor, as the favourites lists isn't working correctly yet.
Last edited by Scawen, .
Scawen
Developer
Thank you all for the testing! Thumbs up

Test Patch A3 is now available: https://www.lfs.net/forum/thread/96825

Quote from Bose321 :Would it also be possible to have regen when you let go off the throttle? Most EV's I've driven have a regen force that you can set higher or lower, like chucknorris also suggests.

That is answered above: https://www.lfs.net/forum/post/1982625#post1982625
Test Patch A3 - Fixes and Improvements
Scawen
Developer
TEST PATCH A5 IS NOW AVAILABLE: https://www.lfs.net/forum/thread/96942


Hello Racers,

Here is a new test patch: 0.7A3

The changes are listed below.

0.7A3 is COMPATIBLE with 0.7A

- You CAN connect online with 0.7A
- You CAN play replays from 0.7A

Please back up or rename your LFS.exe from 0.7A so you can revert to it if necessary.


Changes from 0.7A2 to 0.7A3:

Mods page:

Added 'class' filter (e.g. saloon, buggy, kart, bike)
Click author name to see mods made by that author
Mod images are cached in a new LFS\cache folder

Misc:

More updated translations - thank you translators!
FIX: Commands like /mustpit could disable mods in single player

Multiplayer:

FIX: Loss of sound due to excessive engine revs on remote mods
FIX: Warping (jittering) of mods downloaded after joining host


Changes from 0.7A to 0.7A2:

AI for Mods:

AI paths can be generated for mods with a drive system, excluding bikes
- Paths can only be generated in single player
- Simply add your AI and click GO
- You have to wait a while the first time the path is generated
- NOTE: If the vehicle can roll, the AI does not avoid rolling it

Regenerative braking for Electric Vehicles:

- Only for FWD and RWD vehicles
- Charging efficiency 90%
- Uses reverse motor torque as much as possible on drive axle
- Reduces brakes in accordance with the reverse motor torque
- NOTE: motor braking is affected by limited slip differential

Electric Vehicles:

Recharge rate is now 600kW * 0.9 charging efficiency
FIX: Karts and EVs could drive during pitstop (throttle now held at zero)

Misc:

FIX: /car command required capital letters for SkinID
FIX: Crash when saving setup of a mod that was not yet loaded
FIX: Crash with live settings for a mod that was not yet loaded


INSTALLATION:

A FULL version of LFS 0.7A must already be installed

To install the PATCH using the SELF EXTRACTING ARCHIVE:

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
4) Now you can start LFS in the normal way

NOTE: You can see if the patch is correctly installed when you run
the program (LFS.exe). At the bottom of the entry screen: 0.7A3


DOWNLOAD:

PATCH 0.7A TO 0.7A3 (SELF EXTRACTING ARCHIVE) (If you already have 0.7A)
https://www.lfs.net/file_lfs.p ... e=LFS_PATCH_7A_TO_7A3.exe (1 MB)
Last edited by Scawen, .
Scawen
Developer
This will be fixed in test patch 0.7A3
TEST Patch A2 - Mod AI / EV regenerative braking
Scawen
Developer
TEST PATCH A3 IS NOW AVAILABLE: https://www.lfs.net/forum/thread/96825


Hello Racers,

Here is a new test patch: 0.7A2

The changes are listed below.

0.7A2 is COMPATIBLE with 0.7A

- You CAN connect online with 0.7A
- You CAN play replays from 0.7A

Please back up or rename your LFS.exe from 0.7A so you can revert to it if necessary.


Changes from 0.7A to 0.7A2:

AI for Mods:

AI paths can be generated for mods with a drive system, excluding bikes
- Paths can only be generated in single player
- Simply add your AI and click GO
- You have to wait a while the first time the path is generated
- NOTE: If the vehicle can roll, the AI does not avoid rolling it

Regenerative braking for Electric Vehicles:

- Only for FWD and RWD vehicles
- Charging efficiency 90%
- Uses reverse motor torque as much as possible on drive axle
- Reduces brakes in accordance with the reverse motor torque
- NOTE: motor braking is affected by limited slip differential

Electric Vehicles:

Recharge rate is now 600kW * 0.9 charging efficiency
FIX: Karts and EVs could drive during pitstop (throttle now held at zero)

Misc:

FIX: /car command required capital letters for SkinID
FIX: Crash when saving setup of a mod that was not yet loaded
FIX: Crash with live settings for a mod that was not yet loaded


INSTALLATION:

A FULL version of LFS 0.7A must already be installed

To install the PATCH using the SELF EXTRACTING ARCHIVE:

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
4) Now you can start LFS in the normal way

NOTE: You can see if the patch is correctly installed when you run
the program (LFS.exe). At the bottom of the entry screen: 0.7A2


DOWNLOAD:

PATCH 0.7A TO 0.7A2 (SELF EXTRACTING ARCHIVE) (If you already have 0.7A)
https://www.lfs.net/file_lfs.p ... e=LFS_PATCH_7A_TO_7A2.exe (1 MB)
Last edited by Scawen, .
Scawen
Developer
I'm nearly ready to approve this mod, but I gave it a test and it has one tiny problem. The engine rotation is the wrong way.

It needs to be set to "clockwise". The setting is in "Object Positions" in the vehicle editor.

You know when it's correct as when you blip the throttle, the left side of the car will lift.

This is the case for nearly every car ever made with a longitudinally mounted engine.
Scawen
Developer
I'm not sure if the unmoderated test servers should just allow any mods, although the thought did occur to me the other day.

I was hoping that we would approve more mods, but we still need more voting on the existing mods, and more time to get more mods that are good enough to approve. That system is not yet finalised, along with other parts of the acceptance and approval process.

I always assumed that anyone who wants to test unapproved mods at any of the world wide servers, could do so simply by starting their own server which is ridiculously easy and only takes a few seconds. I guess the hardest part must be thinking of a name for your temporary server! Big grin

So the answer is, I don't yet know if it's the best idea, to allow unapproved mods at our test servers. If we remove any need or encouragement for mods to be approved, will anyone bother to try to get them approved? But I think that mods approval system needs to be considered in conjunction with the initial acceptance system which has left our reviewers somewhat drained by the work level (and abuse of the system by a minority of submitters) and now there is a backlog of mods awaiting initial acceptance.
FGED GREDG RDFGDR GSFDG