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Scawen
Developer
I understand that it is not obvious, but it is in the "Test Patch Forum" that is visible from the main page of the forum.

https://www.lfs.net/forum/66-Patch-TEST-Forum

Sometimes when we get near to an official release, hosts move onto an incompatible version for various reasons and people must use the test patch in order to visit those hosts.

E12 is quite a bit better than E and I would like to release an official version soon, there are just a few more things on the list to sort out.
Version E12 is now available
Scawen
Developer
Hello hosters.

Host version E12 is now available. You can stop your host and select E12.

NOTE: Guests will need Test Patch E12 or later to join an E12 host!

Changes in E12:

FIX: The 49.7 day bug is fixed (previously, the host got stuck after 49.7 days)
FIX: JOOS on connect when a car, now disallowed, is on track
FIX: Old version could sometimes fail to spectate a blocking car

New command /specdnf specifies number of stopped seconds before DNF
- this is activated when a stopped car blocks a result confirmation
- default value is 12 (was 8 in the past) and range is 0 to 240

New command /setstops USERNAME Y :set user's number of stops to Y
Scawen
Developer
Thanks, I don't think we need another test at this point. I guess it's just about the size and how the connection happens to be at the time.
Scawen
Developer
Please can you describe exactly at which point in the process that goes wrong for you? And what you did before that, on the submission page.

I see various mods have been updated before and after your post. I've just tested a submission on a private test mod and it worked. So I'll need a very specific and exact description from you, to present to Victor.

I notice I introduced a small bug in the submission page - the old 'private' and 'team' access were available to select. I've fixed that now but mentioning in case you tries to select an invalid access mode. Only "custom" and "public" should be available.

EDIT: Also, if it's easy to do, please try submitting the update again. As I know Victor has been adjusting some settings, it's possible that you encountered a problem that has already been fixed.
Last edited by Scawen, .
Scawen
Developer
These are available in test patch E11:

/vlock=car/filter/horizon
/lookf=joystick/axis/steer/mouse_x/mouse_xy
/control=mouse_kb/wheel_js

https://www.lfs.net/forum/thread/106967
Scawen
Developer
Test Patch E11:

Cameras:

Layout Square cameras now have 40m height instead of 4m
Reduced jiggling of names above cars at extreme zoom
Improved accuracy of camera rotation at extreme zoom

Commands:

/vlock=car/filter/horizon
/lookf=joystick/axis/steer/mouse_x/mouse_xy
/control=mouse_kb/wheel_js

Download: https://www.lfs.net/forum/thread/106967
Scawen
Developer
Yes, I still have the M3 which is now 21 years old! Thumbs up

We got an Aygo for Leo's lessons. I don't think the insurers would be very happy if we asked them to insure a learner on the M3. And I don't think I'd be happy with all that maneuvering practice. Schwitz

Honestly it was terrifying in the earliest days, we have narrow country roads around here and apparently it's not quite as simple as it seems, to time that slowing down and tucking in to allow the oncoming cars to get past, and to steer good lines for visibility and avoid the pot holes, adjust speeds frequently for all the different situations. It's amazing how much there is to learn, to really become competent and safe.

It seemed expensive to buy the car (we were surprised by the price of used cars) but we found a good Aygo and it was nice to combine the purposes of driver training and visiting places for family walks and other activities. The price is comparable to hiring an instructor, but this way he could get more experience before taking the test, and also we still have the car when I'll start to do the same for Nicole in another year from now! We also visited Salisbury and Yeovil several times for specific training in larger towns. As he is now 18 and could leave home any time, this was one thing I wanted to do for him, as it is likely to be useful at times in his life. After 120 hours of driving, including 3 hours with professional instructors, he passed the test first time.

To answer your question, I am very happy with people having a car as an enthusiast. I'm not sure about investment as a rusting investment is a troublesome investment but if people want to do that then that is fine. I am always impressed to see old cars driving around.

The thing I have a problem with, and I've said this so many years ago, when traffic was a bit less than it is now, is the excessive use of cars. If an alien came to earth and saw a traffic jam, it would have to conclude we were not an intelligent species.

If you look objectively, a huge traffic jam in London or the M25 (circular motorway around London) that recurs every day is proof that humans aren't able to cooperate in a sensible way. The way we coordinate, almost entirely through market forces and transactions between individuals, leads to such absurd inefficiency and pollution, we really have lost our way. So many people having to live so far from where they work, in often 'pointless' jobs that don't really make anything (big subject, won't go there) and having to sit in congested traffic to get there and home again, every day. Less congested, cleaner, quieter and safer cities could only be a good thing, I believe.
Scawen
Developer
OK, in Test Patch E9 the in-game axes display now matches the the one in the controller screen.

The dead zones I described are included by default but are now user controllable.

https://www.lfs.net/forum/thread/106967
Scawen
Developer
Test Patch E9 includes input range improvements:

The full resolution reported by the controller is now supported
- previously drivers were instructed to report -1000 to 1000
- controllers we tested report values 0 to 65535
- so steering wheel moves in smaller steps

The range adjusters in controller options now use percentage values
- the range defaults replicate previously default in-game behaviour
- previously brake/throttle/handbrake/clutch axes had a dead zone
- the dead zones were not adjustable by the user but now are
- the axes visible in game now match the options screen

Download: https://www.lfs.net/forum/thread/106967
Scawen
Developer
Test Patch E9 includes updated controller support.

Changes in E9:

Input range improvements:

The full resolution reported by the controller is now supported
- previously drivers were instructed to report -1000 to 1000
- controllers we tested report values 0 to 65535
- so steering wheel moves in smaller steps
The range adjusters in controller options now use percentage values
- the range defaults replicate previously default in-game behaviour
- previously brake/throttle/handbrake/clutch axes had a dead zone
- the dead zones were not adjustable by the user but now are
- the axes visible in game now match the options screen

Support for mod approval:

WIP filter is available on the mod selection screen

Translations:

More translations updated! Thanks to the translators Thumbs up

Download: https://www.lfs.net/forum/thread/106967
Scawen
Developer
Quote from johneysvk :is there any fix on the way for that?

One of the other problems with LFS forum is that people always ask me the same question. They seem to want their own personalised essay. It seems to me I spend so much time repeating myself that it impacts development.

For a test, I searched 49.7 to see what comes up. It's there in the search.

Quote from Pukyy :I've contacted the server owner, no response yet, but other more regular players...

I can shut it down but I'm just trying to see if I can first get any more information about it from server side.
Scawen
Developer
No, I'm not a perfectionist.

I just want to release something that will be fun and not containing extreme flaws that would destroy racing altogether. No, I will not expand on this comment. I need to spend some peaceful time focused on the tyre physics, to understand exactly what is good and bad about it.

I'd like to get back to the tyre physics so we can get something released, although LFS will never be finished or perfect.

Unfortunately I have not yet worked even one hour this year on the tyre physics as I've been dealing with mod stuff most of the time. There were too many holes in the system and people were exploiting every crack. I hope that is coming to an end now with various improvements.

The mods system is simultaneously the best and worst thing ever to have happened to LFS.

The idea is to release a new version hopefully in a week or two (just like the current test patch with a couple more updates) then I can get back to work on the new version. So basically at start of April I'll be in the position I wanted to be at start of January.
Scawen
Developer
No, it's not possible.

This is not related to the test patch so that's as far as my answer will go.

Please do not use the test patch thread to talk about things unrelated to the test patch.
Scawen
Developer
OK, I've done a fix for the replay slider + MCI disconnect issue in Test Patch E8.

Now, when clicking on replay slider or using IS_RIP to do the same thing, NLP/MCI packets will not be sent. I hope this works because I haven't actually tested it, but it was just a line of code.

In the case when using IS_RIP with option RIPOPT_FULL_PHYS the NLP/MCI packets are still sent. My hope is that because it is taking the time to do the physics, the rate of MCI output may be manageable. But I haven't tested this at all so I can't really confirm.


About the similar issue when joining a server, I couldn't think of a quick way to safely avoid sending the packets until LFS catches up with the server. I want to consider this a bit longer.
Scawen
Developer
Updates to support approved mods in Test Patch E8. Please give thoughtful ratings to unapproved mods, or make comments on their threads to help them reach approved status.

Support for approved mods:

Tick (aka check mark) is shown in mods screen for approved mods
- also TW is shown for tweak mods and padlock for private mods
An 'external link icon' is visible when two columns are displayed
Rating stars pulsate in garage if you have not yet rated the mod

InSim:

NLP/MCI packets are no longer sent after clicking replay slider
- also not sent after IS_RIP unless RIPOPT_FULL_PHYS is set

https://www.lfs.net/forum/thread/106967
Scawen
Developer
Test Patch E7:

Tightened main model and wheel limits for mod reports
Unlock screen requires "unlock" to keep any changes
(if already unlocked the unlock count is unaffected)
More translation updates. Thank you translators!

https://www.lfs.net/forum/thread/106967
Scawen
Developer
No, I can't join either, your host needs restarting. The symptom I see (Queue Position : 1 endlessly) does happen after 49.7 days (aka 32 bits worth of milliseconds) and I believe I have fixed it in my own version, recently. But the fix isn't yet available. I'm wondering about moving soon to a minor update full version with various fixes and improvements seen in the test patch.
Scawen
Developer
Test Patch E6 has more optimisations and a fix for the icon (I copied the old one by mistake when testing for E5).

As a rough guide, on my computer, the paused frame rate in a heavy external view (zoomed in on a full start grid) is up by around 10%.

EDIT: (I mean compared with version E). Considered another way, if you set an achievable limit to the frame rate, then the CPU usage for the Draw is around 10% less. Why I say "heavy external view" and e.g. start grid: Most of the optimisations are related to vehicles within LOD1/LOD2 distance. They will also help in driving views with a lot of cars around.

Some of the updates are applicable to the new graphical version in development too. So with these updates and the improved checks on mod limits, we should hopefully be running smoothly now and in future.

Optimisations:

Combine rim and spoke object into a single subobject
- saves 4 extra subobject switches for most cars
- update also applies to development version
An optimisation specially for external views
- avoid begin/end scene when drawing env maps/shadows
Tiny opt when drawing driver (avoid some integer maths)
Tiny opt (set projection matrix only once per frame)

Icon:

Fixed icon (old one was copied by mistake in E5 patch)

Translations:

More translation updates, thanks to translators!

Download:

https://www.lfs.net/forum/thread/106967
Last edited by Scawen, .
Scawen
Developer
OK but how does it affect LFS?

If you could test and see if the memory usage issue and crash comes up with Adrenaline drivers, that would be useful information.
Scawen
Developer
It's going well and I think there should be some improvements online

- reduced stutter when people leave pits (wheel and model limits)
- better frame rate (no wheels with enough triangles for a whole vehicle)
- shadows under all cars (invisible LOD2 is now detected)

Test Patch E3 includes improved detections for LOD2
Test Patch E4 avoids frequent reports about the same mod
LFS Test Patch 0.7E15
Scawen
Developer
WARNING: THIS IS A TEST

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

PLEASE TEST BEFORE YOU POST

PLEASE... NO OFF TOPIC FEATURE REQUESTS!


Hello Racers,

Here is a new test patch: 0.7E15

Please read the list of changes below.

0.7E15 is COMPATIBLE with 0.7E

- You CAN connect online with 0.7E
- You CAN play single player replays from 0.7E

You should back up or rename your LFS.exe from version E so you can revert to it if necessary.


Changes in E15:

Improved auto updater and available hosting locations
- New update available is shown on entry screen
- Auto updater page is clearer and simpler to use
- Hosting locations are downloaded instead of hard coded


Changes in E14:

Mark host as favourite and sort by favourites in list of hosts
Sort by server location (two-letter country code) column


Changes in E13:

Improved handling of UDP packets not reaching the host
- List of Hosts comes direct from master server (no pinging)
- You can connect even if host does not receive your UDP packets


Changes in E12:

Cameras:

Small change in calculation of free view camera smoothing
- only intended as preparation for a future change
- slightly more efficient calculation
- should provide identical motion

Multiplayer:

Support for new command to set number of stops completed

Commands:

FIX: Multiple commands now allow more than 1 space between commands

Translations:

More updated translations - Thank you translators!


Changes in E11:

Cameras:

Layout Square cameras now have 40m height instead of 4m
Reduced jiggling of names above cars at extreme zoom
Improved accuracy of camera rotation at extreme zoom

Commands:

/vlock=car/filter/horizon
/lookf=joystick/axis/steer/mouse_x/mouse_xy
/control=mouse_kb/wheel_js


Changes in E10:

FIX: Invert mouse axis did not work in E9


Changes in E9:

Input range improvements:

The full resolution reported by the controller is now supported
- previously drivers were instructed to report -1000 to 1000
- controllers we tested report values 0 to 65535
- so steering wheel moves in smaller steps
The range adjusters in controller options now use percentage values
- the range defaults replicate previously default in-game behaviour
- previously brake/throttle/handbrake/clutch axes had a dead zone
- the dead zones were not adjustable by the user but now are
- the axes visible in game now match the options screen

Support for mod approval:

WIP filter is available on the mod selection screen

Translations:

More translations updated! Thanks to the translators Thumbs up


Changes in E8:

Support for approved mods:

Tick (aka check mark) is shown in mods screen for approved mods
- also TW is shown for tweak mods and padlock for private mods
An 'external link icon' is visible when two columns are displayed
Rating stars pulsate in garage if you have not yet rated the mod

InSim:

NLP/MCI packets are no longer sent after clicking replay slider
- also not sent after IS_RIP unless RIPOPT_FULL_PHYS is set


Changes in E7:

Tightened main model and wheel limits for mod reports
Unlock screen requires "unlock" to keep any changes
(if already unlocked the unlock count is unaffected)
More translation updates. Thank you translators!


Changes in E6:

Optimisations:

Combine rim and spoke object into a single subobject
- saves 4 extra subobject switches for most cars
- update also applies to development version
An optimisation specially for external views
- avoid begin/end scene when drawing env maps/shadows
Tiny opt when drawing driver (avoid some integer maths)
Tiny opt (set projection matrix only once per frame)

Icon:

Fixed icon (old one was copied by mistake in E5 patch)

Translations:

More translation updates, thanks to translators!


Changes in E5:

Mods screen:

New button to show your own mods
Ability to switch on multiple vehicle type filters
New filters for drive type (none/RWD/FWD/AWD)
New sort options power/mass/power-weight ratio
X button beside text filters stops text entry
Updated translations - thanks to translators

Optimisations:

Decreased CPU used when drawing tyres
- reduces CPU used by official GTR cars by around 7%
- smaller optimisation for suspension parts


Changes in E4:

Prevents frequent excess reports for the same mod


Changes in E3:

LOD2 limit detections:

Use true limit of 8192 (which is excessive even if legal)
- LOD2 should really be nearer 1000 triangles (see official cars)
- The check in E2 was extra lenient (as it still is for wheels)
Added check for invisible LOD2 (there is no need for bad LOD2)
- Thread about LOD2: https://www.lfs.net/forum/thread/106736


Changes in E2:

Automatic reporting system for mods with excessive triangles
New command /rtex does a full texture reload from any screen
Some updated translations - thank you translators!

FIX: New steer animation for BF1 stops driver toes protruding
FIX: Minor documentation errors in InSim.txt


INSTALLATION:

Live for Speed LFS 0.7E must already be installed!


To install the patch, download and run the patch installer.

NOTE: You can see if the patch is correctly installed when you run
LFS. Check the version number at the bottom of the entry screen.


DOWNLOAD:

IF YOU ALREADY HAVE 0.7E:
PATCH 0.7E TO 0.7E15 (INSTALLER)
https://www.lfs.net/file_lfs.p ... ATCH_7E_TO_7E15_setup.exe (1.8 MB)
Last edited by Scawen, .
Scawen
Developer
One suggestion to get some more info.

If you run task manager (CTRL+SHIFT+ESC) then in "Processes" tab and start LFS in a window you can see LFS.exe which should be somewhere on the page if you sort by CPU or Memory.

The thing to do is watch the "Memory" number when you do some things in LFS. As a first test just load a small track (layout square) then a big track (Westhill) then load a small track again. The memory usage should go up when you load the big track then down again when you load the smaller track.

If that seems to work, now go online and see what happens. Does your memory usage go up and up and up, and then you get the memory allocation problem? Or does it all look OK and then you just get the problem anyway?

I hope you see what I mean, maybe you can run LFS in a window so you can see the task manager at the same time and just let us know what the memory usage does. Maybe there will be a clue in the result.
Scawen
Developer
A new update for the Editor, Test Patch E4, is available.

The official vehicles needed an update for the new rims and dashboard options. I've been through them all and added features to help in the rim editor and spoke editor.

Most notably, the rim guide now shows a complete minimal rim profile (not only the flange and seat). The "well" or "drop centre" is included, which can help guide you to make a realistic rim profile for your wheels. A well is required on all car wheels so that the tyre can be fitted. If there was no well, it would be impossible to get the tyre bead over the rim flange to mount on the wheel. The well is normally near the outer face of the wheel (the side that you see) but there is an option in the rim editor to move it inward for the case of "reverse mount" wheels, which are less common and require the tyre to be mounted from the back of the wheel. There is an option to move the well to the maximum extent allowed by the standards.

The LFS guide has been constructed to comply with the "J" rim profile that is most commonly used on road cars. It also adapts for bike rims, which have a smaller flange and a less deep, central well.

I have updated all the vehicles supplied in the editor, so you can see the alloy style rim profiles that I have updated to be more realistic than they were before. Compared with steel rims, alloys allow some flexibility in rim design but they must always include the J profile rim flange and well. So if you see any of the rim guide protruding from your wheel, you should probably adjust something.


Changes in Editor E4:

Rim editor:

A complete rim profile cross section is now shown
Options for rim guide well offset and reverse mount
Points are a different colour in surface mode
Protection against adding duplicate or opposite surfaces
FIX: + and - buttons did not instantly update the 3D model

Spoke editor:

A complete 3D rim profile is now shown
Separate show options for spoke / rim / tyre / guide
It is now possible to rename the first mapping in the list
A "rim" button is shown beside the first mapping (used for rim)

Misc:

A new set of vehicles is included with updated dash and wheels
Engine damage and shift light can be enabled in the dash editor

Download:

https://www.lfs.net/forum/thread/106792


Scawen
Developer
I suggest before settling on a car, you create a full grid of AI, choose a track which shows the whole grid in one view, but doesn't use too much CPU (e.g. South City) and pause the game before anyone moves.

Then you can gauge the relative CPU usage in one of two ways.

1) With unlimited frame rate get a reading of frame rate with the mod and compare that with another mod or official car.

2) Set a fixed frame rate and check CPU usage for the draw. In Options - Misc click the car button then the P button and check CPU use for "Draw". A CPU test of this type must be done with a fixed, achievable frame rate so that the comparison can produce useful results.

If you find that a mod uses a lot of CPU to draw, here are some tips on how to reduce it, successfully applied to the N.400S GT4.
https://www.lfs.net/forum/post/2075561#post2075561
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