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.
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.
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.
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
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
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
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.
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.
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.
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.
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!
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.
What is the problem you are having, can you describe what you are seeing, compared with what you should be seeing?
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.
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.
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!
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.
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.
Thanks, maybe I'll change this myself if a translator doesn't notice it.
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.
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.
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