I know it's a bit laborious but I just want to make sure you know, you can use a CAR.lfs script to implement a /ff command for that vehicle. E.g. XRT.lfs in the script folder. You can write such scripts for mods too, with names like SKINID.lfs
I can't remember, but think I asked Victor for that some time ago. I don't know if it applies to these test patches or not. Maybe you can try, and if you can't, then let me know and I'll ask Victor?
A solution is now available. Sorry you had to wait so long.
I was working on something else related to gear shifts so I decided to focus on this specific issue today. I have now made it so that a "fake key press" initiated by a mouse wheel move now lasts for 100ms.
Previously it was as if the key was only pressed for one physics frame, which was not long enough to do the gearshift. Although the ignition cut happened (as you said) the drive train did not become unloaded during that single physics frame, to allow the shift to take place.
The solution seems very reliable to me. I hope you can test it when convenient.
As many of you know, I am trying to get to a full version release so that all racers get the benefit of the recent updates, which I won't list here (you can read the first post of the editor test patch thread).
I noticed that some people, who want better looking wheels, have been using workarounds for deficiencies in the wheel rim system. So I really had to sort that out, even if it delays this full version release and my subsequent work on tyre physics. Sorry to the physics purists but I can't really leave the editor with such glaring issues. Wheel designs are very important and some people are putting a lot of effort into their mods. It's not good to have more and more mods with workarounds for a system that needs changing. So I have worked for a few weeks on this system for rim and wheel graphics.
Here I will list the updates and then post a few pictures:
Wheel rims:
Rim can now be fully edited, there are no fixed surfaces Rim no longer blends seamlessly into the wheels without an edge Allows more design flexibility for alloy wheels and steel wheels Removed: edge extra width / lip depth / inner depth / black inner A simple alloy style edge is automatically added to existing rims Option to allow separate wheel style (rim/spokes) for front & rear Tyre vs rim guide in the vehicle editor helps set correct rim size Rim has 60 segments around instead of 30 (tyres still 30 around) Rim guide in rim editor shows regions that should be covered The colour at the bottom of the list can now be deleted 3D view visible in rim editor can now be rotated
Wheel lighting:
New ambient lighting system for wheels and spokes Separate options for front and rear "concealed wheels" lighting The new lighting system replaces the old 'rim shade' option Auto repair removes the Dx/Ex darker colours from rim
The new lighting system affects both the rim and spoke objects. The lighting at each vertex depends on its depth in the wheel and the direction it faces, by an approximation system that is also affected by the "concealed wheels" setting (that makes it darker on the inside).
I think this ambient lighting should also be applied to any 'brake' or 'hub' objects that are found, because they are also within the wheel cylinder. But let me know if there are other uses for such objects, that mean the new lighting shouldn't be applied to them.
More notes:
I would advise mod makers not to use rim workarounds for now, as the auto repair is likely to affect the look of your work in the rim flange area. It's probably best to go along with the default LFS rims at the moment. If you do use workarounds, please be ready to fix your mods as soon as the update is released.
The update will be incompatible. Not for physical reasons, but simply because the file format is updated. That means, old LFS will no longer be able to load mods saved with the new version. There will be a test patch that can load the newly saved mods, of course. I will start a few test servers for people to test their mods, during the short period of time when the incompatible test patch is out and we are in final testing before the official update. I hope that period will be only around two weeks, to allow enough time for testing.
You will need to say which wheel you are using and which version of the drivers you are using, which version of Windows, etc. Maybe someone has come across the same problem and can help you.
LFS force feedback works properly with most wheels, so this is most likely a problem on your computer, not an LFS bug.
Or maybe I misunderstood you... you say something about changing wheels? Maybe there is a specific sequence of events that causes the problem. Then maybe you need to report in the bugs section. Either way, please be very detailed in your explanation, so we have some idea how to help you.
But as Flame says, this is not related to the test patch, so we do not discuss it here.
As you can see, particularly on the Editor Test Patch thread, I have made a huge number of improvements for the mod support. I find it a great thing that LFS is a way for people to be creative, and the mods system is a massive new part of that. It was very "new" indeed when released (basically a bunch of dev editors brushed up a bit) which is why there have been so many issues to sort out.
In the past months, while I have been doing these, Eric was at first finishing South City, which took a lot longer than he anticipated. Filling those holes is not easy, and he likes to fill them just as people would actually "fill the holes" when building a real city. I received an update recently and tested it, reported a bunch of issues and he fixed those. We find the completion level very good now, basically good enough for public testing when we can get the full version together. He is now working on the Kyoto improvements. As you may know from the official progress reports, that was never finished before Eric moved onto the South City, that turned into an epic development and massive expansion.
On my side, I'm trying to finish test patch things so that I can finally complete the tyre physics. In fact my current focus is on wheels, both in the development and public version. In the public version there should be a graphical update for wheels in the next few days, to go along with the many updates there have been for mods. Again, please read the test patch threads to know what I'm talking about.
There is also other work I do, that you never see, such as updates for the track editor. Suppose Eric is doing a task and finds he has to do something in a laborious or repetitive way and one of us thinks of a new editor function that could help him achieve certain tasks more quickly, then I always want to stop whatever else I was doing and work on the track editor for a few days.
I'm trying to get to an official release so my focus can then be entirely on the tyre physics in the development version. It has taken me much longer than expected to complete this round of test patches as there were so many unfinished things in the mods system. When I see creators, working hard and having to use workarounds for issues, I feel a great responsibility to get that issue sorted out.
Of course, the priorities I attach to various tasks, will not be the same as someone else's priority. We all have different priorities, so there's not a person in the world who could agree with all my choice of tasks to work on. But I must work on what I feel is important. Actually I find it a huge mental effort to complete these tasks, and that's why I need to follow the inspiration. Sometimes I'm awake at night working out how to do something, then experimenting and testing, it's a lot of work.
It takes a long time, but there is always progress.
Test patch D32 now has support for the new hub objects that can be added in Editor D39.
Also:
Regional downloads (for mods) can be disabled by a new Misc Option
A yellow redirect message is shown the 1st time you are redirected
Hold CTRL in Garage: Mods button becomes Test (direct to Test mode)
Opening mods screen is prevented if a rating request is in progress
FIX: Crash enabling filter in List of Hosts after all were disabled
FIX: Small camera movement on releasing LMB after 2-button rotation
The mappings *should* be retained when merging a subobject (since at least D23) but I see that there are cases when it goes wrong. For instance I made this LX4 test with a dash mapping in a rotated subobject. When I merge the subobject, the rotated dash mapping is preserved correctly. But I do notice a problem with mapping "C1_hdLB" which you can see as a wrong mapping on part of the painted outer of the subobject after the merge.
I don't yet know why it went wrong but I've made a note to look.
Nice dashboard, thanks for the result image and testing!
Please can you remove your suggestions and instead put them on the appropriate thread in the suggestions forum?
It's really impossible for me to follow things and retain my sanity if random suggestions are all over the place and the test patch thread is spammed up with off topic.
This thread is for discussions about the current editor test patch. Off topic suggestions here will be ignored.
By the way, did you get any better results with the bus mirrored texture?
Ability to set colours instead of using the system colours
Set background colour without supplying a backing texture
Some new options for road and formula clocks
The colour selections and some updates for formula clocks are nearly ready but I want to test thoroughly and finish a couple of options. So I should release an updated test patch and editor tomorrow instead of this evening.
To protect your mod from future physics changes, in the Speedo settings you should set "Max" to manual. Even if the auto value is OK right now, it's possible that future physics changes will result in a different estimated maximum speed, which could mess up your speedo accuracy.
I think it's less of an issue with the tacho as in that case auto is based on engine setting "Redline" so should not change unexpectedly. Using the manual setting could still help by allowing to you adjust the redline without changing the tacho range.
I realised that people would use (some are already using) the new dashboard updates to help with a hack or trick that is not really ideal. They create a transparent overlay with the dash designed as they want it to look, then map that over the dashboard.
But then there are two problems:
1) dashboard overlay is not self-lit
2) the needle goes *under* the numbers, etc.
Today's update should eliminate the need for such a trick. You can create a dashboard texture that goes *behind* the needles and numbers. The idea is that instead of clearing the dashboard texture to black or white, it copies your supplied texture onto the dashboard texture.
Once again, it is semi-compatible. You will need test patch D28 to see it in game.
How to use:
- only for s_clock (black) and s_clock_white dashboards
- backing texture appears *behind* needle, numbers, markings
- appears illuminated (self lit) like the default dashboards
- recommended texture size is 512 (or 1024 for future-proofing)
- load the texture in page mode in the modeller
- click the "fixed" button to mark it as "dash"
- there is a reload button in the dashboard editor
- alpha channel has no effect
ESC key cancels the process of joining a multiplayer server
- the currently downloading skin or mod is allowed to finish
Downforce tab is now shown for all vehicles
- previously was only for those with adjustable wings
- shows an estimated maximum speed based on wind resistance
- note: the estimate does not consider rolling resistance
Speedo and tacho cannot go further than 360 degrees
A new test patch, D26, supports new dashboard options available in editor D34.
Engine damage light on dashboard is now available if set in editor
Support for new speedo and tacho style options (see editor notes)
FIX: Text size on dashboard more closely matches text in editor
FIX: Mod with 27 character name appeared in mods screen Test mode
As you may know, I'm trying to finish this round of test patches and release an official version so I can focus fully on tyre physics.
Unfortunately, finishing always takes longer than expected but I'm getting there. One thing to add was the dashboard version of the engine damage light. I did that on Monday, but noticed certain issues with dashboards while I was in the dashboard editor. Remembering various issues and requests for improvement, on Tuesday I started to add options for the tacho (allowing x100, steps of 5, set maximum value) and on Wednesday for the speedo (set maximum value, make mph and km/h have the same needle position). On Thursday I added several options that can be applied to all the dials. Finally today I've added the option to show and position the unit (km/h or mph on speedo, x100 or x1000 on the tacho).
I'm sure many of you will find these options useful and they will add some variety and realism to the traditional style dashboards you set up. I don't suggest that this is complete or allows all the possibilities you would like, but these are the things I could do quickly, in a semi-compatible version.
To see the effect of these options in game, you will need Test Patch D26.
By "semi-compatible" I mean that versions before D26 can still load vehicles you save with this new version, but they won't see the effect of the new options.
Vehicle editor:
Engine damage light can be enabled (in Transmission tab)
Maximum value for main body drag increased from 1.0 to 6.0
Some tooltips added and descriptions adjusted in Aerodynamics tab
Estimated max speed (in Aerodynamics) shows speed in mph or km/h
FIX: Dashboard for electric vehicles was switched off in editor
Dashboard editor:
Speedo:
- set maximum value in km/h (steps of 5)
- option to show units (km/h or mph)
Tacho:
- set maximum value
- x100 or x1000
- gap 1/2 (x1000) or 5/10 (x100)
- options to show units (x100 or x1000)
Options on all gauges:
- needle colour = text colour
- needle is long
- needle above pivot
- hide pivot
- hide numbers
- hide symbol (if applicable)
- hide marks
- smaller text
I do look there and in time I act on things I see. But random suggestions placed in this thread that is about a test patch, are kind of annoying. This thread is to discuss issues about the test patch or extremely on-topic suggestions related to something in the test patch.
I can't reproduce this error. I've tried with test patch D25 and with official version D. Full grid of that car on that track (as in your screenshot).
If I had your computer I would be deleting any relevant files like the mod files in the mods folder and the generated path files in data\knw and any saved start grids in data\misc, to try to find out what causes the problem.
I have not heard of a similar report from anyone else, so we don't have any clues at this time, why this happens.
Would it be OK for you to install a fresh copy of LFS and see if that fixes the problem?
Thanks, I've fixed that now in my version. The mod name was restricted to 27 characters before the check for ~ in the name. So that would happen for any mod with a 27 character name (maximum length).