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Scawen
Developer
Quote from Bose321 :You said something about the calculation of fog, does that mean that's also coming in a new patch? (or is it already included? Haven't played LFS for a while).

There's already fog in public LFS but it is linear. The new version has exponential fog which is closer to reality. I'm not talking about thick fog, just the normal slight visibility reduction due to distance.

Anyway here's another couple of pictures. Note, Eric hasn't worked on the lighting in this version of Blackwood, it's just my test version with the lights switched on and things aren't really balanced correctly yet.
Scawen
Developer
We are really far from a test version yet!

On my side there is still work to do on the graphics. I'm working on a bloom effect right now. I still need to improve the baked lighting rendering system to reduce some ugly vertex lighting issues you don't see too much of in my well-placed screenshots. Wink

Then I still need to work on the physics and improve the security of the master server protocol.

Meanwhile Eric is continuing with South City, and still needs to finish Kyoto and update Fern Bay.
Scawen
Developer
emiljensen2: TRM.13 found the reason for the crash. It crashes if "fixed foveated rendering" is enabled.
https://www.lfs.net/forum/post/1951489#post1951489

EDIT: If it's easy to do a quick test, I'd be interested to know if the same thing happens on your computer.
Last edited by Scawen, .
Scawen
Developer
TRM.13: I've moved our discussion about your crash into a separate thread in the bug reports section. That's because it's quite a long discussion now and isn't really related to the test patch (although I'd like to fix it in a test patch).
https://www.lfs.net/forum/thread/93703
Scawen
Developer
OK, the stop and go bug should be fixed in test patch U9.

Also the display now alternates between the flags and the RCM or penalty message.

Download: https://www.lfs.net/forum/thread/93185
Scawen
Developer
Test Patch U9 is now available.


- When LFS is set to close the reason is logged to deb.log file

TRM.13: please try to enter VR and then as soon as it goes wrong and LFS closes, please attach the deb.log file

- Live telemetry is available in a new customisable OutSim packet

Programmers: https://www.lfs.net/forum/thread/93701

- Yellow and blue flags now alternate with RCM or penalty message
- FIX: Stop-go penalty caused car to get stuck in custom pit stop


Download: https://www.lfs.net/forum/thread/93185
Live telemetry data in test patch U9
Scawen
Developer
Hello programmers.

Detailed live telemetry is now available in a new customisable OutSim packet.

It is a combination of the RAF data and OutSim data. If this might be useful to you, I'd like to hear if there is any more information you would like to receive or any problems you see with this system. It is a first test in this test patch so please expect it to change.

The position of the car is the location of the reference point described in the CAR_info specification.

Enable detailed OutSim by setting the OutSim Opts value in cfg.txt
All extra data can be switched on with the value ff
The new data is documented in the attached header file OutSimPack.h

Download U9: https://www.lfs.net/forum/thread/93185
Scawen
Developer
Maybe I need to add some logging in a test patch, so any reason for starting the exit process is logged as a line in deb.log.

For now, I just wondered what would happen if you start LFS in VR mode. You can do that by creating a shortcut to LFS.exe then add the command line /vr=openvr

So for example the Target line in shortcut properties might be:
C:\LFS\LFS.exe /vr=openvr
Scawen
Developer
Quote from loopingz :Hi there,
How can I map F8 (and space) to a button?
It might even be interesting to map a button to switch from 2D to 3D and vice versa.
I am noob at vr with 3 laps... So it might be stupid question.

In Options - Controls screen, CTRL+ or ALT+ tab:

You can assign the text /vr reset to the wheel button, to replicate F8.
And assign the command /press space to map the space key to a button.

Let me know if that's not clear.

Quote from mbutcher :I wanted to make a thread about being able to customize the mapping for the VR Click (currently space). Every time I'm typing while leaning over my wheel I'm accidentally pressing OK, Cancel or special characters on the "T" text entry window because I'm pressing space to start a new word. To avoid it I have to deliberately look down while typing which is annoying during a situation where you need to focus on the road and type.

I won't get the VR headset out for a test right now, but I think you are saying that when the text box is visible, the cross hairs are also visible and the space key can then perform one of two functions. Either adding a space character to the text, or performing a 'click' if the cross hairs are over a button, which happens unexpectedly while typing unless you are careful about where you are looking. That does sound quite annoying.

I will try to remember this, I wonder if maybe there could be some kind of solution, without needing to reassign the space bar.
Scawen
Developer
Thanks for the Valve Index feedback. I also have heard from a few other people that it was working fine. I guess you are using the test patch as I see you posted there.

I understand there is the frame rate mismatch. I'm interested to know if you think LFS looks better at 120Hz than at 90Hz.

My understanding is this:

90Hz: there is a 1/100th sec glitch forward every 1/10th of a second (a physics frame is missed 10 times per second).

120Hz: there is a tiny pause every 1/20th of a second (the same physics frame is drawn twice, 20 times per second).

I think these two cases would have a different appearance. Someone said that 120Hz looked better.
Direct Drive Wheels - New FF patch and information request [OLD THREAD]
Scawen
Developer
EDIT: This was for a test patch in the 0.6 era

For racers who have a Direct Drive wheel, Test Patch U7 has some new settings that allow you to remove a notchy force feeling and receive force updates with the minimum delay. And there is no longer a reason to use frame rates above 100 fps.

For OSW wheels the recommended settings are:

FF Steps -> 10000 (for max resolution allowed by DirectInput)
FF Rate -> 100 Hz (allows FF updates to match LFS physics rate)

I am interested to know if these are the best settings for all direct drive wheels. And to allow for the possibility of automatic presets, it would be useful to know the exact name of your wheel as it appears in LFS (see attached screen shot).

EDIT - test patch download link removed - all these updates are in the latest official version

The update does allow better settings for ordinary geared wheels too, but it is not recommended to go for the maximum. The default settings (Steps 400 Steps / Rate 50 Hz) may be all you need.
Last edited by Scawen, .
Scawen
Developer
As the Fanatec is direct drive, have you tried the new settings in the test patch?

For OSW wheels the recommended settings are:

FF Steps -> 10000 for max resolution allowed by DirectInput
FF Rate -> 100 Hz allows FF updates to match LFS physics rate
Scawen
Developer
Thanks for the feedback, good to hear the patch solves the update problems.

For the OSW you should get Test Patch U7 and use the following settings:

Options - Controls screen:
Axes / FF tab:

FF Steps -> maximum
FF Rate -> maximum
Scawen
Developer
Test Patch U7:

Force Feedback:

New settings are available under Axes / FF in Options - Controls
FF Steps maximum value is now 10000 (the maximum in DirectInput)
FF Rate is now controlled by a user setting (25 / 50 / 100 Hz)

VR:

Names over cars could fade differently in each eye in Pimax headset

Misc:

Gearshift debounce maximum setting restored to 200 ms (default 20)
More translations updated - thank you translators!

Download: https://www.lfs.net/forum/thread/93185
Scawen
Developer
Thanks, I've added this to my test patch notes. To be clear, the stuck bug is not specifically related to open configs, but to the use of a custom pit stop point.
Scawen
Developer
Quote from Vision73 :Hi,
I usually drive with VR-set up but right now I don't have any.

I remember 18 months ago when I purchase my Samsung CHG90 49" Curved 32/9 Ultra Wide Monitor (3840 x 1080) that I never succeed to setup LFS correctly, today I tried again, no success, what ever I do or try.

I don't have any problems with other driving games, example with iRacing I can use 1 or 3 monitor setup or Dirt Rally with one monitor.

Can anyone help me with this ?

What is the problem you are having, can you describe what you are seeing, compared with what you should be seeing?

Quote from Dygear :What's really insane about the VR code is that Scawen did it without ever having a headset himself.

I remember those times! That was only for the DK1 though, I ordered a DK2 as soon as orders opened. I did use all the tricks like coding for 3D anaglyph glasses at the same time and there were a lot of people who could test on 3D TV. I also had a Vuzix VR which didn't really work but could view stereo static images for a few seconds before it overheated, so I could do a lot of debugging before asking community members to check the output with VR distortion.
Scawen
Developer
Thanks, now I understand your problem is different as the switch oscillation is not only at the start and end. So I'll revert to 200ms for the maximum in the next test patch.
Scawen
Developer
Quote from KeiichiRX7 :Any way we can get that debounce option for other controls, like up down left and right? Using the rotary dial on my g29 seems.to always yield 2 presses, milliseconds apart, makes it tricky to fine tune pit settings, or toggle whether I want damage repaired

The gearshift debounce setting now applies to all controller buttons in Test Patch U6:
https://www.lfs.net/forum/thread/93185
Scawen
Developer
Test Patch U6:

Changes from 0.6U5 to 0.6U6:

Gearshift debounce setting now applies to all controller buttons
Reduced maximum value of gearshift debounce to 100 ms (default 20)
FIX: Memory leak related to threads (most often for skin download)
More translations updated - thank you translators!

Download:

https://www.lfs.net/forum/thread/93185
Scawen
Developer
I'm really busy working on the lighting so I've left the test patch for a while. There are a couple of small things on my list to add for this test patch but I'm trying to get other things done at the moment.
Scawen
Developer
Thanks, this should now be fixed in Test Patch U6:
https://www.lfs.net/forum/thread/93185

EDIT: Daniel's replay now shows the message "Avoided GEAR_REVERSE" and then goes OOS - which is what should happen.
Scawen
Developer
Test Patch U5:

VR:

FIX: Head tracking / mirrors wrong if car leaned with horizon lock

LAN:

Easier to set up LAN race: local IP address is shown on host screen
You can enter the local network computer name instead of IP address

Misc:

FIX: Rare manual shift at high speed to 1st/rev during auto shift
Most translations updated - thank you translators!

Download:

https://www.lfs.net/forum/thread/93185
Scawen
Developer
Quote from MagicFr :testing this weekend Smile

Thanks. I've noticed a bug - when your car is sideways or upside-down, you will find in VR that moving left/right/up/down has the wrong effect. Also the mirror views are messed up in that case. The more sideways, the worse the effect.

I've fixed it in my version and hope to release another minor test patch tomorrow.

Quote from Pasci :I noticed a translation error for the Deutsch/German translation file. The string "3a_smallall" should be "Alle" (all) and not "Beide" (both).

Thanks, maybe I'll change this myself if a translator doesn't notice it.

Quote from Pasci :@Scawen: Perhaps you can add a "simple" extension for LAN multiplayer by supporting hostnames for connection instead only IP addresses?

I think what I can do is show on the host screen, the local IP address(es) so it's easier to know what to type in on the guests. Would that help, so you don't need to run cmd and type ipconfig? I've done that in the development version already so can probably copy it over.
Scawen
Developer
Thanks for the offer. I really want to have karts in LFS when possible, and Eric does too as you can see with the kart tracks at Westhill. He likes to work from reference material when possible so your offer is interesting.

It's absolutely impossible to do it before the new tyre physics is working, for two reasons.

1) We can't add another delay to finishing the new tyre physics and graphics, for obvious reasons.

2) Karts don't work properly with the old tyre physics. I have some test karts in LFS and I use them as a test case for tyre physics. In reality, tyre physics works on a range from karts (or smaller) up to giant lorries, but the old LFS tyre model breaks down a bit when you go to those extremes.

So maybe we can talk again when the time comes. I can't give any estimates about when that might be.

The only sort of deal we can do is to put a car (or kart) in LFS without payments either way. We receive the reference materials / photos / drawings / 3D files / a lot of information about the setup and permission to use a real vehicle (without time limit). The vehicle provider gets some exposure in return, and that's about it.

We can't commit to anything at the moment, but it's an interesting thought.
Scawen
Developer
A few fixes and updates in Test Patch U4:

Graphics:

Car shadows now use anisotropic filtering to reduce shimmering

Views:

FIX: Filtered view went wrong with low filter time + replay speedup

Misc:

FIX: Issues with driver names ending with caret character
FIX: Driver names ending with a lead byte could corrupt text
FIX: Replays from old Westhill before 2015 now marked as obsolete


Download:

https://www.lfs.net/forum/thread/93185
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