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Scawen
Developer
Online in LFS
Test Patch U3 with some more VR updates.

Resolution adjustment range now 0.25 to 2.25 (0.5 squared to 1.5 squared)

FIX: Free view FOV was wrong after entering VR in free view
FIX: Names above cars looked wrong in Pimax headsets

https://www.lfs.net/forum/thread/93185
Scawen
Developer
Online in LFS
Thanks for the feedback on the tree fix. Even though they aren't included in the new LFS, it was worth a quick fix.

As you say, the overhead names have not changed. Please could you test with PP and see if there is any problem with the names in that case. So I'll know if I need to have a look into the names drawn in rotated eye views.

EDIT: Had a quick look in the code and I'm pretty sure they are suffering from a similar thing to the tree issue you noticed. I can reproduce it in a special view mode here. For example they might look a bit odd if you tilt your head left and right. It's something to do with them turning to face the user and it's only getting that value as if the eyes were not rotated. It assumes both eye views have the same direction. So I don't really need another test result at this point. Thanks for the report.
Last edited by Scawen, .
Scawen
Developer
Online in LFS
OK, it should be fixed in this test patch.
You can also select the "Resolution adjustment" aka PPD / Supersampling.
https://www.lfs.net/forum/thread/93185
Test Patch U16: Updates and fixes
Scawen
Developer
Online in LFS
WARNING: THIS IS A TEST

THIS DOES NOT CONTAIN NEW TYRE PHYSICS OR THE NEW GRAPHICS SYSTEM

PLEASE TEST BEFORE YOU POST


Hello Racers,

Here is a new test patch: 0.6U16

The changes are listed below.

0.6U16 is compatible with 0.6U

- You CAN connect online with 0.6U
- You CAN play replays from 0.6U

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


Changes from 0.6U15 to 0.6U16:

Interface:

Key control (4/5/6/7) of free view FOV improved and reaches 2 deg
Prevented auto-repeat on block message and light switching keys

InSim:

IS_CPP FOV can now be used in-car but not smoothed (0 = no change)
IS_CPP Pos is now relative to "Centre view" not the user setting
FIX: It was possible to miss IS_PSF packet after taking over car
FIX: STime in IS_PSF packet was wrong after car was taken over
NOTE: for these fixes the new driver taking over must have U16

Misc:

Added a little more logging about D3D initialisation to deb.log


Changes from 0.6U14 to 0.6U15:

F12 pit instructions:

Pressure change with new tyre no longer counts as SETUP CHANGES
A new 'cancel' option beside the 'setup changes requested' line
Settings that will be adjusted are now shown in light red colour
FIX: rear tyre pressure was limited by front tyre pressure limits
FIX: symmetric pressure/camber request remained after pit stop

Multiplayer:

More accurate transmission of fuel load from local to remote car
Remote car fuel load is now shown in F12 if /showfuel is enabled
Rolling resistance included in catch-up phase of prediction
FIX: Remote cars with worn tread could wrongly get a puncture

Misc:

Auto-repeat key function reinstated (disabled in previous test)
MPR / SPR are now prevented from being named temp_mpr / temp_spr
Free view mode minimum field of view reduced from 10 to 2 degrees
InSim NLP / MCI minimum time interval reduced to 10 ms (was 40 ms)
Mouse X and Y sensitivity (in Axes tab) lower limit reduced to 0.5
FIX: Message MPR_BLANK sometimes displayed when watching live MPR


Changes from 0.6U13 to 0.6U14:

Multiplayer:

Command /showfuel (no/yes) allows remote car fuel load to be seen
Most admin commands with parameter omitted report current value
FIX: Car on pit speed limiter sent maximum packets per second
FIX: Remote car's tyre temperature over 200 appeared black (cold)
FIX: Remote tyre temperatures increased too slowly in skid or spin

MPR debug commands:

/mprlag X simulates online packet delay of X ms (+ no smoothing)
/mprsmooth X (0 or 1) to disable or enable input smoothing

CPU usage display:

In Graphics or Misc options (in-game) click the car icon then 'P'
You can now see CPU usage for Physics, Draw, Prediction, etc.
The "Pred" line shows CPU usage for prediction of remote cars
Prediction time also shows up in an MPR if /mprlag is set

Support for live multiplayer replays:

Replay identified as live when starting to watch an unfinished MPR
Does not exit replay after fast forwarding to current time
Catch up to live position by clicking >| button
Skins can be downloaded while watching a live replay
Save replay while temp_mpr is being viewed - copy instead of rename
Start new mpr while temp_mpr is in use - tries temp_mpr_1 (up to 9)
/mprflush X to flush mpr to file every X seconds (0 = disable)

VR:

Virtual keyboard is shown at dialog height if no dialog is visible
Space bar VR click auto disabled when you type with real keyboard

Misc:

Increased distance for car subobjects to become invisible
FIX: Free view roll is now reported in InSim IS_CPP packet


Changes from 0.6U12 to 0.6U13:

Multiplayer:

Reduced steering glitch each time a position packet is received
- this requires the sender and receiver to have the new version

Position packets are sent more frequently in response to steering
- packet frequency is further increased at higher speeds
- this requires only the sender to have the new version

Maximum packets per second (/pps) has been increased to 12
- this doesn't change much except in specific circumstances
- FIX: /pps command while in multiplayer was not sent to guests
- this requires only the server to have the new version


Changes from 0.6U11 to 0.6U12:

Skin downloads:

Faster skin downloads when joining server (and auto updater)
Slightly faster skin downloads when driver joins race in-game
FIX: Skin downloading could get stuck after a large header

Interface:

Pit speed limit is shown when car speed is below 2/3 of limit
Command /spectv no - prevent selecting TV camera on spectate
Momentary flick to rear view after SHIFT+R is now avoided
Avoided downshift after pressing SHIFT+X to exit free view
In fact any 'key held' function after SHIFT+key is prevented
Some updated translations - thank you translators!


Changes from 0.6U to 0.6U11:

Graphics:

Car shadows now use anisotropic filtering to reduce shimmering

Views:

Horizon lock now has a strength slider option
View filter time maximum value increased to 1 second
FIX: Filtered view went wrong with low filter time + replay speedup

VR:

Updated OpenVR to version 1.10.30
Improved timing of obtaining view each frame
New "Antialiasing" option to select 4x or 8x multisampling
New "Resolution adjustment" slider (also known as supersampling)
Names over cars could fade differently in each eye in Pimax headset
FIX: Head tracking / mirrors wrong if car leaned with horizon lock
FIX: Free view FOV was wrong after entering VR in free view
FIX: Names above cars looked wrong in Pimax headsets
FIX: Some trees looked wrong in Pimax headsets

Controls:

Gearshift debounce setting now applies to all controller buttons
FIX: Rare manual shift at high speed to 1st/rev during auto shift

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)

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

Interface:

LFS now assumes 3 screens when aspect ratio is 4:1 (was 3:1)
Yellow and blue flags now alternate with RCM or penalty message

More telemetry data for OutSim:

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

Misc:

When LFS is set to close the reason is logged to deb.log file
CAR.lfs scripts are reliably run when user car is spawned or reset
FIX: Memory leak related to threads (most often for skin download)
FIX: Replays from old Westhill before 2015 now marked as obsolete
FIX: Stop-go penalty caused car to get stuck in custom pit stop
FIX: Driver names ending with a lead byte could corrupt text
FIX: Issues with driver names ending with caret character


INSTALLATION:

A FULL version of LFS 0.6U 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: 0.6U16


DOWNLOADS:

IF YOU ALREADY HAVE 0.6U:
PATCH 0.6U TO 0.6U16 (SELF EXTRACTING ARCHIVE)
www.lfs.net/file_lfs.php?name=LFS_PATCH_6U_TO_6U16.exe (1.6 MB)

FOR HOSTING ONLY:
DEDICATED HOST 0.6U14 (non-graphical version for hosting only):
www.lfs.net/file_lfs.php?name=LFS_S3_DCON_6U14.zip (1.8 MB)
Last edited by Scawen, .
Scawen
Developer
Online in LFS
I think I've sorted this now, but I'm not sure if maybe it works too much now.

When the user's car is created (at start or leaving pits) or reset (including race restarts) or if you take over the car, then the script is run just after the multiplayer packets have been processed.

The car is fully set up by then and assigned to the user, so the script commands work as expected.

I just wondered if it's too much, doing it when the car is reset, or maybe that is what you want.

I'm planning to release another VR test patch today so you could give it a go then.
Scawen
Developer
Online in LFS
Today I did some research and did a test with a live slider to adjust the super sampling.

It creates a newly sized render target as the slider moves, so I can adjust it in real time. I can see a reduction in shimmering and an increase in sharpness. I think it should be in the next public release but I don't know at this point when that will be.
Scawen
Developer
Online in LFS
I did a test with a live slider to adjust this value, creating a render target as the slider moves, so I can adjust it in real time. I see what you mean about the reduction of shimmering and an increase in sharpness.

I think it should be in the next public release (or test patch) but I don't know at this point when that will be.
Last edited by Scawen, .
Scawen
Developer
Online in LFS
With a two monitor setup, if you have a left hand drive car then the better arrangement would be to put the side monitor on the right and you offset the main view to the right. Then you will have both mirrors there.

For a quick test, you could try your setup with a right hand drive car and it would probably look quite good.
Scawen
Developer
Online in LFS
Quote from racerss :Also since you're updating the gearbox's code, there's this little issue (it's really minor but something that can be looked at), while LFS auto gear shifter is shifting up/down and the user hits the shift up / shift down keys, the car goes to first gear or reverse.

Ah, this is what Wizard was describing in the main forum. Thanks for your explanation.

I understand this is an older issue, not made worse by the test patch, and I think it will have physics compatibility implications and should be looked at when I am working on the physics.
New full version today - please test the updated gearshift code
Scawen
Developer
Online in LFS
Hi, I've made a "last day change" that makes me quite nervous.

It's supposed to improve (and simplify) the way the "gearshift debounce" works. Some people still got an extra shift when releasing the shift button, and this change should solve that.

So, anyone who uses a wheel or controller, please can you try Test Patch T7 and let us know if it works fine?

Gearshift debounce setting has been reset to 40 ms so you may need to adjust that if you have problematic gearshift buttons.

https://www.lfs.net/forum/thread/93144
Scawen
Developer
Online in LFS
If possible, please could you test this has been fixed?

I do believe it works but it would be good to hear from someone else!

Thanks for the report and testing.
New full version tomorrow (minor update)
Scawen
Developer
Online in LFS
Test Patch T6 is ready for testing.

We are hoping to release the official version of this minor but important update tomorrow. If you have a little time, please try the test patch and let us know if you find any issues.

Info and download

Thanks! Smile
Scawen
Developer
Online in LFS
0.6T6 is now available. I'm hoping it's the last test patch before the full version of this minor but important update. I want to get back onto the lighting in the development version.

If you have a little time this evening it would be great if you could test it, maybe go online for a race or two.

Thanks!


Views:

FIX: Offset mirror was not drawn offset in forces draw (F)

VR:

Minimum value for manual FOV setting reduced frmo 80 to 75 degrees
FIX: There was a loss of accuracy in the automatic FOV calculation

Misc:

More translations updated - Thank you translators!

Download:

https://www.lfs.net/forum/thread/93144
Scawen
Developer
Online in LFS
Quote from ltras23 :Perhaps it's best to delay new patch to fix HLVC too...

This is just a website glitch, nothing to do with test patches.

EDIT: I think the hotlap upload verifier is working again now.

Quote from ZEUSfdp :my wr BL1 / XFG disappeared from the list, what happened?

What happened? I see your record is still in its table.

Which list has it disappeared from? If you give me more information I can notify Victor about it.
Last edited by Scawen, .
Scawen
Developer
Online in LFS
Yes, as tankslacno says you need AI uses player setup [yes].

Then you need to select a setup in garage, exit garage, add AI. Then enter garage again, select setup, exit garage, add another AI, etc.

It's a bit laborious, I know, but you should end up with AI with different setups. I don't think it's easy to change the way it works at the moment (or display the selected setup name as that is not currently stored) because I really need to get back to the lighting in the development version. I'm at that point now in this short run on test patches where I only want to fix issues, so we can get on and release the full version next week.
Scawen
Developer
Online in LFS
Hey Wizard, please can you post a bit less often?

It seems like I can't make a post anywhere without you following it up with several more posts.

I really can't think there are so many bugs with the test patch. That's what I want to hear about here. Can we just have a calmer approach please?

LFS doesn't interact with antivirus or strobe in any different way from normal. That is nothing to do with the new patch.

There really shouldn't be any posts here at all since I posted the T4 update. People who would like to participate should be testing and letting me know when they have relevant comments. All the posts since the T4 update are irrelevant to me.
Scawen
Developer
Online in LFS
I don't really need screenshots of the effects of antivirus. I can't fix overzealous antivirus software.

Wizard, I don't think I can spend time thinking about strobe. I think it would be best to talk to its developer.

Let's just test and please report if you find any problems with the new test patch, or if you have some comments about one of the new features.

It would be cool if TC would try out the new DCon, so we'll know if there are any problems with the new lag recovery system.
Last edited by Scawen, .
The change in DCon 0.6T3
Scawen
Developer
Online in LFS
Hello Hosters,

In the short note in the Test Patch thread I mentioned a multiplayer update:
"Server side improvement that should run smoother when there is lag"

Some more information about that. If there is a temporary pause (maybe like 0.5 to 2 seconds) in LFS's ability to process multiplayer packets, such as a minor hang or some kind of internet glitch, a lot of position packets (received from guests) might build up in that short time in a buffer held by the operating system on the host computer.

In previous versions, LFS would work through all those packets, 3 per frame (each frame being 0.01s) sending them off in batches of 3 (to all guests) in the order they arrived.

But that was not much help if more than one packet per driver had arrived. It would be pointlessly sending out the old packets when really it should hurry up and send the latest packet.

The change is that the LFS server now processes all the incoming packets if there are any, but it only keeps the latest packet for each player. Then it proceeds to send 3 packets to all the guests.

So the hope is that after any kind of delay it should get back to normal almost instantly.
Scawen
Developer
Online in LFS
You can now lock the view to the horizon or use a filtered view in Test Patch 0.6T3:
https://www.lfs.net/forum/thread/93144
Scawen
Developer
Online in LFS
You can now lock the view to the horizon or use a filtered view in Test Patch 0.6T3:
https://www.lfs.net/forum/thread/93144
Scawen
Developer
Online in LFS
Some of these requests are done in Test Patch 0.6T3:
https://www.lfs.net/forum/thread/93144
Scawen
Developer
Online in LFS
You can now lock the view to the horizon or use a filtered view in Test Patch 0.6T3:
https://www.lfs.net/forum/thread/93144
Scawen
Developer
Online in LFS
Test Patch 0.6T3:

Views:

You can now set "View lock" to car / filter / horizon

Multiplayer:

Server side improvement that should run smoother when there is lag

AI:

You can now select the skill level of individual AI drivers
Single player race limit increased to 32 drivers (AI + real)
FIX: In overtaking lesson all AI drivers had PRO skill level
FIX: Spam "This car does not have a handbrake" when hit parked AI
Command /aiskill X to set skill level 1 to 5 (for adding new AI)
Command /aiset name X to set AI driver 'name' to skill level X
Command /aiset_all X to set all local AI drivers to skill X

Misc:

SHIFT+F2/F3 can adjust time in single player mode (not hotlapping)

Download:

https://www.lfs.net/forum/thread/93144
Scawen
Developer
Online in LFS
Quote from Degats :Liking the number plates Smile

Did you get a chance to look at the font width/alignment bug (attached) while you were digging around?
I can't find the bug report, but I know it was mentioned before - maybe buried in the hidden test patch section.

You should find this is fixed in Test Patch 0.6T2
Scawen
Developer
Online in LFS
Quote from redbot_ :I have problems in saving the changes made to the setups ever since I updated to 0.6T. The changes made are not shown when leaving the pits or checking the setup again despite showing "Saved setup" message. It is only affecting the setups I downloaded after the update. Old setups work fine, the changes made to them are saved.

I made fresh installs and on different partitions and the problem still persists. Also when I try to delete those setups, it shows "The setup could not be deleted".

You should find this is fixed in Test Patch 0.6T2
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