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Scawen
Developer
Quote from sicotange :Thanks for adding this new packet Scawen. It works like a charm (I haven't tested all features sufficiently though).

Thanks for the test. Please let me know if it seems there is enough to do your ideas like multiple races in one environment, or if something else would help. Also the behaviour when a player gets /ujoin on his username while he is in the garage. How would this affect things in your case?

Quote from sicotange :One thing I noticed. The ground level check is on by default. If it is an easy addition, would it make sense to add the no ground level check option to StartPos? Or would this go too much in the direction of "surrealism"?

To help me understand, what would this be used for? I think LFS always does some kind of ground check to avoid dropping the car too far. But as far as I know, the current system should work on things like concrete objects and doesn't have to be the actual ground.
Scawen
Developer
Programmers and other people with a related interest, please head over to the programmer forum where there is a special test available.

NOT COMPATIBLE! Only for specific testing! https://www.lfs.net/forum/thread/88999

New join request system if ISF_REQ_JOIN is set - see InSim.txt
New system to reset a car at a location with or without repair
New admin commands /ujoin username and /uai username

It needs some good testing before we go public. More features should be added but let's discuss it on the other thread.
Incompatible test with many InSim updates
Scawen
Developer
This is an incompatible version intended for programmers.

It needs testing and I am not advertising this for normal users.
I expect to add more incompatible features as discussed.
The download contains LFS.exe / a DCon.exe / InSim.txt


Changes from 0.6K21 to 0.6K22 :

Layout editor :

Temporary start lights (in layout editor) middle light is now amber

Interface :

Message "Connection has no car selected" info adding remote driver

InSim :

New packet IS_SLC reports a connection's currently selected car
Packet TINY_SLC to request an IS_SLC for all connections

Fixes :

Racing car spawned outside pit lane had speed limiter enabled


Changes from 0.6K20 to 0.6K21 :

InSim :

Changed TINY_SEL to more useful TTC_SEL to get a connection's selection
Similarly IS_AXM with PMO_SELECTION can set a connection's selection
Overridden start lights states are now sent to joining players


Changes from 0.6K19 to 0.6K20 :

Layout editor :

You can now set an identifier for a start lights object

InSim :

IS_SSH documentation updated as it is no longer only for bmp files
New packet IS_OCO can be used to override some or all start lights


Changes from 0.6K17 to 0.6K19 :

Layout editor :

New button "place on ground" to restore ground check to objects
You can now adjust width / diameter of multiple marshall objects

InSim :

A car moved by an IS_JRR packet now has the handbrake applied
Added TINY_SEL to request an IS_AXM with layout editor selection
New value PMO_REQUESTED renamed to PMO_TINY_AXM for consistency
New IS_AXM option PMO_SELECTION to set the current editor selection


Changes from 0.6K12 to 0.6K17 :

Layout editor :

Multiple object selection is now available in marshall mode

InSim :

Added TINY_AXM to request IS_AXM packets for the entire layout
InSim checkpoints and circles can be placed in the autocross editor
New packet IS_UCO sends info about InSim checkpoints and circles
Zbyte added to IS_OBH so the layout object can be identified

Misc :

Maximum number of autocross circles increased from 150 to 180


Changes from 0.6K11 to 0.6K12 :

InSim :

INSIM_VERSION increased to 7 to support new incompatible packets
Backward compatibility system - send INSIM_VERSION in the IS_ISI
Added TINY_ALC and SMALL_ALC to get and set allowed cars

Misc :

No longer stored in message history : /press /ctrl /shift /alt

Fixes :

FF was not initialised when "Input when window is inactive" was set


Changes from 0.6K10 to 0.6K11 :

InSim :

IS_MSO / IS_III / IS_ACR message out packets now have variable size
IS_BFN can now be used to delete a range of buttons with one packet
In game spectate then SHIFT+P and type /join - message is now shown

Start grid controls :

Start grid clear button is now available in multiplayer for admins
Add to grid buttons for admins beside names in list of connections
New arrows to move grid positions - removed "swap position" button

Fixes :

Player with car in game leaving pits no longer sends a join request
In 0.6K10 the IS_MTC Msg To Connection with UCID 255 did not work


Changes from 0.6K9 to 0.6K10 :

InSim :

New join request system if ISF_REQ_JOIN is set - see InSim.txt
New system to reset a car at a location with or without repair
New admin commands /ujoin username and /uai username


Download : Test Patch 0.6K9 must already be installed!

http://www.lfs.net/file_lfs.php?name=LFS_INSIM_TEST_6K22.zip
Last edited by Scawen, . Reason : K22
Scawen
Developer
It's possible this may have been fixed in the latest test patch: https://www.lfs.net/forum/thread/88821

The startup is a bit cleaner. I can't say for sure if the bug is fixed as this one bug I have never managed to reproduce or test.
Scawen
Developer
Test Patch K9 - Another Rockingham update with fixes for the reported bugs.
https://www.lfs.net/forum/thread/88821
Scawen
Developer
Test Patch K9 - Another Rockingham update with fixes for the reported bugs.
https://www.lfs.net/forum/thread/88821

I left it compatible for now. That means the new sunset lighting is still excluded.
Scawen
Developer
Quote from MandulAA :Again, I just test it, I don't have any real goals with these two monitors together for LFS.

Thanks for the test. That seems to work correctly.

It is on my list to look at the UI pixels going onto the wrong screen.
Scawen
Developer
Quote from yaper :As you can see on first screen-shot, LFS is incorrectly (or maybe it is the Windows itself) calculating screen object positions. Interesting thing is that when I press Win button and start menu appears, calculation of screent object positions is becaming correct. >:|

Thanks for the test.

I think that, as it appears in the first image, is a Windows bug. LFS doesn't do any calculations for which part of the image should appear on which monitor. LFS only asks Windows for the position and size of a rectangle for the virtual desktop, then draws a single rectangular image. Windows takes care of positioning.

After you open the start menu, that seems to be as I would expect it. It is possible to use interface scaling options to make sure all buttons are visible.

Quote from MandulAA :So, I have a secondary screen on the left (1440x900, connected on VGA to the notebook) and the built-in, primary screen on the right (1920x1080). When I choose the borderless window (multiple monitors) option, it looks like this:

I think this is OK. It looks as if your setup is very wide so LFS defaulted to the "Wide" settings and by default that assumes 3 monitors. I expect you can change it in view options to have 1 monitor on one side and 0 monitors on the other side. Then by setting the correct number of pixels for each screen, the interface should be correctly aligned.

But still there would be a scaling issue as Whiskey suggests if the pixels on one monitor are a different size from the pixels on the other monitor.
Scawen
Developer
I've done something about this now.

From the next test patch, if you select TCP for position packets, then your LFS will also send position packets to the host using TCP. So it will be TCP in both directions.

NOTE: if you want to test this in the next test patch (K8) this new feature will only work if you join a K8 server. If you join a K7 or older server, your LFS will still send UDP position packets.
Scawen
Developer
Quote from blackbird04217 :This probably isn't high priority but it seems to me the KY2 PTH file is outdated.

I see in the track editor, that is how it is. It's just a bug that has always been there. Not usually noticed as our AI drivers can test the physical surface when creating their line. I've made a note to see if I can do some kind of repair job on it.
Scawen
Developer
Test Patch 0.6K7 is now available with an updated Rockingham track!
https://www.lfs.net/forum/thread/88821
Scawen
Developer
Test Patch 0.6K6 is now available! https://www.lfs.net/forum/thread/88821

It includes a new borderless window full screen mode system.
Scawen
Developer
Test Patch 0.6K6 is now available! https://www.lfs.net/forum/thread/88821

Borderless Window full screen mode system :

New SHIFT+key functions are displayed on right of Screen Options
Borderless modes allow ALT+TAB to other programs without minimising
Multiple monitor support is greatly improved by a borderless window
New command /window min/max/monitor/virtual (no parameter=restore)

Misc :

AI drivers can now drive in low wind (but not high)
View shift maximum settings increased to 0.1 m per g

Fixes :

InSim IS_HLV packet no longer reports car contacts as wall hits
Scawen
Developer
Quote from Flotch :Happy 0.6L release today if it is the plan Tongue

No, just another test patch today!
Scawen
Developer
Test Patch 0.6K5 is now available! https://www.lfs.net/forum/thread/88821

- Updated to the Rift SDK 0.8 and and OpenVR SDK 0.9.14
- Better multi monitor support and an option to allow input after clicking on another window

Quote from blackbird04217 :I can't position a window with negative coordinates any more. Which means I can't start up LFS on the monitor I want, it seems to default to a config when ever negative position is used for window position in config.

That should now work properly. Also the option to allow input while window is inactive.
Scawen
Developer
Good suggestion. I think it's still coded for the XP style of desktop. I'd better make it work with Windows 7 style multi-monitor desktops. This has not changed in any recent test patch.
Scawen
Developer
Thank you for the test. Sorry to hear it doesn't help. I am using the 358.91 driver.
Scawen
Developer
Test Patch 0.6K4 is available : https://www.lfs.net/forum/thread/88821

Fixes :

Command line command /adminslots was broken in K2 and K3
Remote cars caused handbrake warning spam when leaving pits
A warning is now shown if a car starts in a point outside the path
One button look amount was doubled in axis, mouse and TrackIR look
Blank number plate on joining race after watching an instant replay
Scawen
Developer
Test Patch 0.6K4 is now available : https://www.lfs.net/forum/thread/88821

Fixes :

Command line command /adminslots was broken in K2 and K3
Remote cars caused handbrake warning spam when leaving pits
A warning is now shown if a car starts in a point outside the path
One button look amount was doubled in axis, mouse and TrackIR look
Blank number plate on joining race after watching an instant replay
Scawen
Developer
Thanks. That led me to the answer. The same bug can be reproduced without NPClient.dll - using Axis Look and assigning an Axis. Then the same "double one button look" bug appears. I've fixed it in both cases and tested it in the Axis case. To save me installing TrackIR, please can you check the fix when Test Patch K4 is released?

EDIT: The same bug also existed in Look functions "ms X" and "ms XY".
Last edited by Scawen, .
Scawen
Developer
Quote from F S :6k-3 online also gives an error not in others skins

I don't know what you mean. Can you give a more detailed explanation?

Quote from just2fast :It seems it had to do with the runtime 0.8. After going back to runtime 0.7 everything is fine and I can get some constant 75 fps.

Hmm... interesting. I wonder if 0.8 will work OK when the LFS DLL is built with the 0.8 SDK. Just possibly it is the way Oculus have programmed the backward compatibility. I'll try to get the new DLL ready in time for the next test patch so we can give it a go.

Quote from RC-Maus :Dcom K2 and K3 in demo mode are limitted to 7 players even as set to 15

EDIT: At first I thought nothing had changed but now I think I see what this could be.
Last edited by Scawen, .
Scawen
Developer
Quote from cargame.nl :But if it is because people don't use K3 then this problem will fix itself with an official patch release hhmm...

I'm planning to disable this message for all remote cars. It's really easy to do but I didn't think of it at all until your report.

Quote from just2fast :Scawen, is it possible to disable vertical synchronisation in Rift direct mode? I bought a new dx11 graphics card, but can´t get a stable 75 fps in 0.6K. Between 50-75 fps only.
With my old GT 9800 and 0.6H (vsync off and extended mode) I got a stable 100 fps...

No, it's not possible to disable vertical sync in Direct mode. I find LFS performs better in the Vive than the Rift even with the Vive's higher frame rate. One thing is that LFS can present its render target directly to the Vive software which renders the final image. In the Rift, you are forced to request a render target from the Rift software and that is a DX11 render target which cannot be used by LFS for rendering. So LFS must do an extra, wasted copy from its DX9 target to the DX11 one.

I don't know for sure if that is the real cause. I have a note to implement the 0.8 SDK support which is hopefully mainly renaming a few functions. Then we'll see if the 0.8 SDK works better than the 0.7 one.

Quote from Degats :It's interesting (and a little counter-intuitive) that the AA setting ingame is removed when post-process is on, but it's functionality is still there and adjustable in the config file.

I don't think the functionality is actually there. The render target for post-processing just uses 4x antialiasing, regardless of the setting (as it also does in Rift mode and anaglyph 3D mode). I guess LFS should really show the setting, check for validity and pass it to the function that creates the render target.

Quote from fatalunfair :So I got a couple of e-mails of removed hotlaps because of the use of handbrake. All of these were on FO8. Is only FO8 times removed so far, because I know I have used handbrake on other single-seaters too, but atleast so far it seems only FO8 times have been deleted atleast for me. Or is it just my head and I haven't actually used handbrake on other cars Big grin

We processed the FO8 hotlaps before the other cars, as a test to gain confidence in the checking system. There were only around 2500 FO8 hotlaps, out of a total of around 60000. They just take a while to process, maybe a few days, though I haven't asked Victor how the progress is yet today.

Quote from aanrus :After a hotlap, go key 1(auto_save_replay) -> SHIFT + R! After, go key SHIFT + P and then press a button "spectators". After, join race.

Thanks, now I can reproduce it! Smile
Scawen
Developer
Test Patch 0.6K3 is available for download!
https://www.lfs.net/forum/thread/88821

Changes from 0.6K2 to 0.6K3 :

New button on game setup screen to clear single player start grid
Hold CTRL+SHIFT to show viewed car's player name beside time / fps
Hidden object removal is disabled when car is high above the track
Traction control can no longer be switched on if disabled in setup
Handbrake can no longer be used in single seater cars while moving

Fixes :

Colour adjusters looked wrong in Interface and Display options
Floating text above a lagging car was drawn without transparency
Scawen
Developer
Test Patch 0.6K3 is available for download!
https://www.lfs.net/forum/thread/88821

Changes from 0.6K2 to 0.6K3 :

New button on game setup screen to clear single player start grid
Hold CTRL+SHIFT to show viewed car's player name beside time / fps
Hidden object removal is disabled when car is high above the track
Traction control can no longer be switched on if disabled in setup
Handbrake can no longer be used in single seater cars while moving

Fixes :

Colour adjusters looked wrong in Interface and Display options
Floating text above a lagging car was drawn without transparency
New hotlap checking system - Out Of Bounds
Scawen
Developer
Dear Hotlappers,

As it is possible to cut corners on some of the Rockingham configurations, we recently implemented a corner cutting check system. This is available in Test Patch 0.6K2. It works by triggering an HLVC failure "out of bounds" if your car is a few metres off the intended course on the inside of the bend.

This will promote fairer competition by ensuring that hotlappers remain on the legal area of the track! We have already reprocessed the existing Rockingham hotlaps at LFS World and removed 80 hotlaps that went out of bounds. If one of yours was removed you should have received an email about it. We recommend you use Test Patch 0.6K2 so you know if your hotlap is HLVC legal according to the new rules.

Hotlaps on some of the older tracks will also be affected, but not yet. During this testing stage we are still using the 0.6K version to check hotlaps on the other tracks.

NOTE: We expect to release a minor update of Rockingham in January and it is likely to make all hotlaps go OOS (EDIT: I mean all the Rockingham ones). So please do have some fun hotlapping but don't take it too seriously at this stage! Smile
Last edited by Scawen, .
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