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Scawen
Developer
All right everyone.

Here is a new test patch that can help with the unlock code.

- Correctly named field (Unlock code)
- EYE button beside the unlock code (see what you have entered)
- Informative message if your unlock code is not 20 characters
- Automatic exit from unlock screen after successful unlock message

Download: https://www.lfs.net/forum/thread/110607
Scawen
Developer
Hi, I hope someone might have a suggestion if they see it here.

From my reply in your original report on the test patch thread:
Quote from Scawen :Thanks for the info. It seems your LFS can connect to our servers using the usual connections to the master server and game servers (as you can see a list of hosts and join them successfully) but has an issue when it tries to use HTTP to our web server, to obtain an event list or a mod list.

I can't think of a reason for that. Joining a host or getting a list from our web server both use TCP connections, to servers located in the same data centre. The event and mod lists use HTTP over that TCP connection. Could a firewall somehow be blocking these but allowing the non-HTTP connections to pass through?

Apparently something is blocking your LFS from making certain connections to our web server. These are the ones that use the HTTP protocol, unlike the game packets that use a custom protocol that seems to work fine, as you can get a list of hosts and join hosts. It's only event list, skins and mods that seem to cause the problem. These are different from the game packets as they connect directly to our web server and make HTTP requests.

Can you test with a different internet connection, in case your ISP is blocking HTTP?

Which version of Windows are you using, and any additional antivirus or firewall software?
Scawen
Developer
There was a 20 minute break when I zeroed the old passwords on the master server. Testing in a test environment only resulted in a few seconds pause, but the main master server took a lot longer than expected. Maybe that's what you are talking about?

If anything isn't working now, do let me know!
Scawen
Developer
I think it may be a good idea to release a compatible patch for this and the other updates in the current Test Patch with the new translation texts that you mention.
Scawen
Developer
Another update.

This morning I've been detecting which of the listed user names have a password that matches an LFS WEB or GAME password.

Many of the users on the hacked database aren't really LFS users. We know this as around 40% don't have a user name that matches an LFS user name. Around 60% do match an LFS user name, but even then, it's not necessarily an LFS user.

The only way to be fairly certain it really is an LFS user, is if the hacker list username+password matches an LFS username+password (WEB or GAME password). Password matches are a significant minority that we have to deal with because of the security implications. In those cases (password match) we intend to change the password and notify the user (via email) using an automated process.

But I've done a quick test to find out which countries the matching user names come from. This is from the full list of hacker list usernames that match an LFS username, including DEMO accounts.

To be clear, these numbers are too high, because they include some user names that are not really an LFS user (e.g. someone just happened to choose the same username as an LFS user). Also to be clear these are mainly DEMO accounts. I've only shown countries that have more than 100 users listed.

Looking at the numbers below, it seems most likely to me that the source is "LFS Pro" which was a pirate community and master server system based in Brazil.

I'm thinking this because Brazil itself is 2nd on the list and Portugal is 4th, which is higher than expected given the size of Portugal. In my opinion it's because of the language connection to Brazil. Also 3rd on the list is Argentina, probably due to the South American connection.

I'm not really sure why Turkey is on top. Maybe it's because LFS has always been popular in Turkey and LFS seemed expensive there, so a lot of Turks went for LFS Pro. Or possibly the list has come from two separate sources?

TR 7523
BR 3745
AR 1250
PT 1167
BG 737
LT 727
ES 693
US 677
RO 488
PL 438
IN 428
ZA 399
GB 371
HU 337
FR 323
IT 309
DE 275
SA 264
GE 262
PK 245
CZ 236
RS 224
LV 221
CL 213
CO 187
FI 181
UY 167
SE 162
NL 162
GR 150
AE 148
DZ 144
PH 142
EG 141
AU 137
CA 130
ID 125
MX 124
EE 113
DO 110
BA 108
SK 107
MA 106
Last edited by Scawen, . Reason : 4rd -> 4th
Scawen
Developer
I don't think the cleanup function could have this effect. It simply deletes mods from your folder. It can't prevent LFS connecting to our website.

To me this issue doesn't seem related to mods specifically, if you can't see an event list either. It looks like some coincidental issue, or possibly antivirus or firewall blocking the connection.

I think it could be good to test a fresh install of LFS if possible, to see if you can do all the expected things with a clean installation.
Scawen
Developer
Related test patch, F9:

Warning if you are joining a host that will log your IP address
- Your decision to trust that host is remembered, to avoid asking you again
- You can remove the "trusted" status by clicking the "trusted" button
- List of Hosts has a new IP column to indicate hosts that log your IP address

Stops on "Join Specific Host" after you click a join link on calendar or website
- You will need to click the "GO" button as if you had clicked in List of Hosts

Download: https://www.lfs.net/forum/thread/110607
Scawen
Developer
Quote from Egor K :In my case the stanchions and the lowers coincided only at one and only one ‘lowest wheel height’ : -115mm, which makes the front too high and to get stance right must set front too soft. By the way, this height is exactly at the intersection of the head angle line and the vertical axle projection.

In my test that seems to be working as intended. Adjusting the "Lowest wheel height" misaligns the fork, but the misalignment is corrected with "Forward" in Suspension settings (at top left of screen).

Quote from Egor K :Oddly enough, that ‘lowest wheel height’ (-115mm) must be only in the first set. Proper value can be set in the second set without misalignment.

Although it seems odd, this is also intended.
It's something like: the first setup defines the geometry but the second setup works like an adjustment.

Quote from Egor K :But! If you delete the first set, the second set (which allowed ‘lowest wheel height’ to be freely adjusted) will turn on and fork will immediately fall apart even if no settings are touched Looking

When you delete the base setup, the new base setup defines the geometry, so if its lowest wheel height was different from the deleted base setup, you will then need to adjust the lowest wheel height or the "Forward" value.
Scawen
Developer
Thanks for the report and test data.

The problem was related to a movable subobject that was made invisible by configuration layers. Any subobjects later in the list would go wrong.

The problem was only in the recent editor and not in the public LFS.

The bug is now fixed in Editor F9. https://www.lfs.net/forum/thread/111321
Scawen
Developer
OK, let's figure this out. For some reason the subobject you are trying to move has type "SLIDER" but the internal 'mover' that moves it has type "SPINNER".

But of course the mover should have acquired its type from the subobject it represents. So the question is why is that happening. Could it be you have reached a limit? How many moving subobjects do you have?

EDIT: Incidentally, object type 'spinner' was not working in the latest version of the editor (Test inputs) but I've fixed it now. But that is not related to Tuttu's bug.
Last edited by Scawen, .
Scawen
Developer
OK, that's fixed in Test Patch F8: https://www.lfs.net/forum/thread/110607

Forces view mode is no longer applied to object mods (e.g. track mods)
FIX: Fuel and damage settings were always default on non-route configs
Scawen
Developer
Thanks, I see the bug, even starting a race in single player in an XFG. Will check that out this morning.

EDIT: I see the fuel load is always 100% in game (bug) but don't see a problem with the setup, that seems to be the one I selected.

EDIT2: I've found the fuel bug. It only comes up when you are on an open config or in a place like a car park or layout square, where there is no path for a route. That explains why the bug wasn't found in previous test patch. It's start fuel, pit fuel, tyre change wear, pit repair option.
Last edited by Scawen, .
Improved support for Track Mods
Scawen
Developer
Hello LFS mods users.

We have allowed through review a few "track mods" which use an "object" mod to represent the scenery of a track.

A small central physics object (LOD2 or LOD3) is created and sits on the ground, while LOD1 represents the scenery. There was a problem with the scenery disappearing if the viewpoint was too far from the origin.

Mod creators were able to get around this by using a hacked LOD distance, but we don't want to allow such hacks. It's better to release a fix for the issue.

At the same time, I had a note on my list for the development version about a bad calculation for the view radius of some mod vehicles with subobjects (that has become a problem since the addition of moving subobjects).

Two of these track mods have been waiting to be published and it seemed a good idea to help them and solve the view radius problem at the same time.

Now, the distance from an object is calculated as the distance from the object's bounding sphere instead of the distance from the object centre, which solves the problem. It is impossible for a lower LOD to be selected if you are within the bounding sphere of LOD1.

If you would like to join a server that has a track mod, you should use the new test patch 0.7F7 (or later) available in the test patch forum:
https://www.lfs.net/forum/thread/110607

If you are developing a track mod you should use the new editor test patch 0.7F7 available in the mods forum:
https://www.lfs.net/forum/thread/111321

Future development possibilities:

The track mod support is not very good at this time. It is a bit obscure as a player needs to "drive" the track mod and it has to enter as a physics object and settle on the ground. Our mods system was obviously designed for vehicles only. It would be nice to properly support such objects in the future, for example:

1) A new object type "solid" or "track" which does not enter physics at all and cannot move
2) Increased number of collision triangles for unmovable objects
3) Place a track mod as a layout object instead of using a player slot and start position

Examples (1) and (2) look quite easy to add (in an incompatible version) while (3) is a lot more complicated.
There is no time to develop such features at the moment. I am just pointing out that there is a possible future for track mods that goes beyond this current minor improvement. Track mods might not have to be a whole track but could be a bridge, a podium, or some other type of stationary object.
Last edited by Scawen, .
LFS Editor Patch 0.7F11
Scawen
Developer
Hello Mod Creators,

Here is a PATCH for the LFS Editor. Editor 0.7F or later must already be installed!

This is not a thread for random requests regarding the mods system.
For mods suggestions, use the Mods System Suggestions forum section.

This editor patch is a minor update to help support "track mods" and includes a few fixes.


Changes in Editor F11:

FIX: wire overlay was not clearly visible especially in 2D views
32 layers are now available + scroll bar and option to show all


Changes in Editor F10:

FIX: Rear caster angle can now be set in the base default setup
FIX: Avoided the jaggies on generated sky texture near the horizon


Changes in Editor F9:

FIX: Error in moving subobjects after one made invisible by layers
FIX: Object type 'spinner' was not working in Editor F8 (Test inputs)
LX4 - restored public version tyre size / mass / engine power
LX6 - restored public version tyre size


Changes in Editor F8:

FIX: View radius was sometimes reduced unexpectedly in the vehicle editor


Changes in Editor F7:

Improved vehicle view radius calculation (bounding sphere)
- LFS can more accurately detect if a vehicle is currently visible

LOD distance refers to distance from bounding sphere instead of object centre
- previous version did not work well for large objects, e.g. "track mods"

NOTE: This version of the editor actually uses the "RETRO" tyre model
- this is not expected to result in any noticeable changes in the editor


DOWNLOAD:

LFS Editor PATCH 7F to 7F11 [If you already have LFS Editor 0.7F or later]
Editor 0.7F or later must already be installed!
https://www.lfs.net/file_lfs.php?name=LFS_EDITOR_PATCH_7F_TO_7F11.zip (1.6 MB)
Last edited by Scawen, .
Scawen
Developer
Thanks for the test! Smile
Fix for Vive Pro 2
Scawen
Developer
I wonder if anyone uses a Vive Pro 2?

vRenegade reported an issue here that caused the image to be skewed when your head is tilted.

I hope that is now fixed in test patch F6, which you can try here: https://www.lfs.net/forum/thread/110607
Scawen
Developer
Thanks for your patience!

I have finally done something about this, as I have been in the development version dealing with VR and projection matrices recently.

The new option is available for testing in the test patch forum, which I have left hidden for now to try and avoid distraction from people making random off-topic requests.
https://www.lfs.net/forum/thread/110607

I will be happy to know if the VR support is fixed when you are able to test it.
Last edited by Scawen, . Reason : typos
Scawen
Developer
The new option is available for testing in the test patch forum, which I have left hidden for now.
https://www.lfs.net/forum/thread/110607

The trouble with test patch threads is too many people get a strange idea in their head that it is a general off topic request thread. But I'm far too busy on the development version, and cannot be distracted. If I get off topic requests on that thread, I will close it.

I will be happy to hear about any problems with the new option, or the VR update.
LFS Test Patch 0.7F12
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: 0.7F12

Please read the list of changes below.

0.7F12 is COMPATIBLE with 0.7F

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

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


Changes in F12:

Improved support for the new "unlock code" (replacement for old GAME password)
- Correctly named field (for unlock code) in unlock screen
- EYE button beside the unlock code (see what you have entered)
- Informative message if your unlock code is not 20 characters
- Automatic exit from unlock screen after successful unlock message


Changes in F11:

Search button in mods screen now allows searching by Skin ID or the non-unique 4-character name


Changes in F10:

List of Hosts now has 30 lines and does not show the obsolete status text
Hover text with description when the mouse cursor is above a blob in the IP column
FIX: Stopped on "Join Specific Host" page after "Start New Host" (should immediately join)


Changes in F9:

Privacy update: Warning if you are joining a host that will log your IP address
- Your decision to trust that host is remembered, to avoid asking you again
- You can remove the "trusted" status by clicking the "trusted" button
- List of Hosts has a new IP column to indicate hosts that log your IP address

Stops on "Join Specific Host" after you click a join link on calendar or website
- You will need to click the "GO" button as if you had clicked in List of Hosts


Changes in F8:

Forces view mode is no longer applied to object mods (e.g. track mods)
FIX: Fuel and damage settings were always default on non-route configs


Changes in F7:

Improved vehicle view radius calculation (bounding sphere)
- LFS can more accurately detect if a vehicle is currently visible

LOD distance refers to distance from bounding sphere instead of object centre
- previous version did not work well for large objects, e.g. "track mods"


Changes in F6:

Force feedback:

Some steering wheels have a bug in their drivers, that cause them to seen as "First person controller" devices.
In this case, LFS does not know they are a steering wheel, so it does not enable the steering wheel bump stops.
There is a new option, in "Axes / FF" section to Enable steering wheel bump stops.
Do not use this if your controller is not a steering wheel.

VR:

It is possible for some VR headsets to have a FOV aspect ratio that is different from their pixel aspect ratio.
Until now, LFS did not deal with that case correctly, and this was apparent with the HTC Vive Pro 2.
Now, LFS uses the left, right, up, down FOV values more directly which should solve the problem.


Changes in F5:

InSim:

System to allow AI drivers to be directly controlled by a local InSim program.
Discussed here: https://www.lfs.net/forum/post/2114897#post2114897

AI drivers:

AI can now spawn in a config with an AI path even if knw has not been generated
FIX: AI now spawn in game with full fuel load if there is no path (or no knw)
FIX: Rare crash in AI code after another car spawned outside path


INSTALLATION:

Live for Speed LFS 0.7F must already be installed!


- Run the 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 0.7F:
PATCH 0.7F TO 0.7F12 (installer)
https://www.lfs.net/file_lfs.p ... ATCH_7F_TO_7F12_setup.exe (1.5 MB)
Last edited by Scawen, .
Scawen
Developer
I hope to release a test patch this afternoon. In the development version I've been fixing various issues to get to the release and one thing was about Z buffers, according to a recent recommendation by Bokujishin which took me into the projection matrix. I had been doing other VR fixes recently, including something about lighting exposure, which I have recently updated for the regular monitor version too. I'll probably do a report about some of the updates, but haven't been in a mind to slow down.

Now with VR and projection matrix in my mind, I was reminded of a bug report by vRenegade and I've been looking at that.

So hopefully this afternoon I can release a VR fix and an option for user to override the controller device type.
Scawen
Developer
There is now a manual temporary signup closure.

You can see how it looks on one of my test seasons: https://www.lfs.net/leagues/22/season/1218

(it says "Signup temporarily closed" and you can still click to see the signed up racers)

The option is activated on "Edit season" page as seen in the screenshot.

I've realised duplicate number detection is a bit complicated as it needs to retrieve quite a bit of info and search through it and present error messages to the user, preventing them submitting their updates. It's more complicated than you might expect because of the fully customisable entry fields. I might try something simpler like highlighting duplicate numbers in red, just when the page is displayed. Something to make it easier for admins without doing the full job. It might even be better that way, in case a new user selected a number that is really reserved for someone else like last year's winner, etc.
Scawen
Developer
OK CSV improved as requested.

If you click Get CSV on my test page you will see:

1) First row is column titles (as specified by admin)
2) The column after user name is Country

Admin should not add "Country" when setting up the signup required fields. It automatically appears in the CSV after the user name.
Scawen
Developer
These quick weekend updates are all I can really do at this time. Improvements that are harder to implement will have to wait for the future.

I'll be doing another push on the Retro tyre model at the start of the working week, moving towards the big release.

Of course, this test patch can be easily updated at any time if simple updates / bug fixes / documentation corrections are needed.
Scawen
Developer
Quote from iamproplayer7 :First of all, yes - there is problem in my own script/framework and i'm very sorry that i made you waste so much valuable time...

No problem at all, I only wrote a few sentences and briefly looked at the output in my InSim test program.

Good to hear you identified the issue.

Quote from iamproplayer7 :
- add direction to IS_AII like CompCar struct has.

At least this one should be easy if you have an atan2 function. Smile

Direction = atan2f(-Vel.x, Vel.y); // in radians
Scawen
Developer
Checked again and steering does work in F3.

In my test program I have:

case 'J':
SendCarPack(car_plid, CS_MSX, 32768 - 2000);
break;
case 'K':
SendCarPack(car_plid, CS_MSX, 32768);
break;
case 'L':
SendCarPack(car_plid, CS_MSX, 32768 + 2000);
break;

Full left lock would be the result of sending zero in the Value field.
FGED GREDG RDFGDR GSFDG