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Scawen
Developer
Test Patch F15

My family members insisted that what looked like a link, in the unlock error dialogs from the master server, should actually be clickable. So now they are, and they take you to details page (or login page if you are not logged in) and when taking you to your details page they may highlight the unlock code with red, if the original message was about the unlock code.

Also more translations have been updated! Thumbs up

It's on the auto update system.

https://www.lfs.net/forum/thread/110607
Scawen
Developer
F14 is on the auto updater now.

So with all the updates there is quite a process now, that takes you right through what is necessary.

For example, if you have not yet set an unlock code, and you start up LFS in version F (or earlier)...

-----
1) Message on entry screen "A new update is available". This flashes for a few seconds. There is a button to visit the forum and another to directly download in game.

2a) Visit forum, you will see the test patch thread.
OR
2b) Click direct download, you go straight to the download screen.
OR
2c) Ignore that and click "List of Hosts", you see the download screen.

3) Install patch manually or using the auto updater.

4) Start LFS. The "Unlock LFS" or "S3 licensed" button is flashing.

5) Click the button. There is a message that you need to update your unlock code and an "external link" icon button.

6) Click the external link, you go to your details page and the option "Set a new unlock code" is in RED text so you can't miss it.
-----

The worst issue remaining is for totally new players, they will install LFS and it already says "A new update is available" on the entry screen, but they cannot use the auto updater.

So that means it is a high priority to release the full version.
Scawen
Developer
I've now changed the info sent to LFS entry screen so that if you have at a version from F to F13 there is a message in game "A new update is available" and it links to the Test Patch thread (no automatic download).

So any users who come along and don't already know about this, will at least be helped by the new patch more easily without searching around for information.

EDIT:

Request to translators of the languages that haven't yet been updated:

I hope to release the official patch and full version this week so if you have some time it would be great if you could update the translation. If you were up-to-date before it is only 9 new lines. Thanks!
Last edited by Scawen, .
Scawen
Developer
Test Patch F14

More informative if unlock code needs to be set or is wrong
Also more helpful if license has been upgraded since the last unlock
- Info about license level and unlock code detected on entry screen
- Flashes the "Unlock" or "Licensed" button if attention is required
- An appropriate message and link is displayed on the unlock screen
- For license upgrade (when code is correct) the unlock button flashes

17 translations are now updated - thanks to all the translators

https://www.lfs.net/forum/thread/110607
Scawen
Developer
Well, it should have appeared as in my screenshot after we zeroed your code. But not now, if you have got a new code?

EDIT: If anyone wants, I can zero their code again as a test, but it's probably not that interesting. Big grin
Last edited by Scawen, .
Scawen
Developer
Unfortunately with this change you won't get a list of hosts.

When we go official there will be a message at the top saying a "A new update is available" with a link to a test patch thread. Hopefully that will help a bit.

I'll have a go with the flashing button too, it could be useful.
Scawen
Developer
It's no problem if you select the space. Spaces before and after are removed. If interested, you can safely test that, you don't lose any unlocks for failed or successful confirmations.
Scawen
Developer
Improved support for the new system in Test Patch F13:

F13:

Improved support for the new "unlock code" (replacement for old GAME password)
- removed the EYE button - the unlock code is visible when you enter a new code
- error messages if there is any problem getting text from the clipboard
- 11 translations updated - thank you translators!

F12:

- 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
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?
Your unlock code does not match? You need to set an unlock code?
Scawen
Developer
In case you get one of these messages and you don't know what it is:

A change has been made to improve security.
You now have only one password, that you use for the website.
In game, you use an "unlock code" instead of the old "GAME password".


How to use your unlock code:

Please install the test patch with better support for the new unlock code.
Test patch: [EDIT: official version is now available]

Then...
1) Visit details page
2) Click: send email with a new unlock code
3) Get email
4) Paste code from email into LFS "GAME password" (or "Unlock code" in the new test patch)
5) Click unlock

The "GAME password" or "Unlock code" field is in the LFS unlock screen, accessible by a button at the bottom right of the entry screen.


If you do not have access to your registered email account:

You will need to register a current email address to receive your unlock code. But with our improved security, to change email instantly you need to confirm the change by receiving an email on your old address. Alternatively you can wait 7 days to proceed without confirming the email on your old address.

To do this, visit your details page and click the link "send email to set new address" even though you know you won't receive the email. Now you can see the time, 7 days ahead, when you will be able to set a new email address without the instant confirmation. This time remains visible on your details page.


Why do we need confirmation on the old email address or force you to wait 7 days?

This is to prevent license theft by anyone who manages to log into your account by somehow obtaining your password. Some people may have had passwords that were easy to guess. Others entered their LFS user name and password into at least one site run by hackers. This really happened and we had to rescue hundreds of accounts and return them to their original owners.

Before recent changes it was possible to change password and emails instantly, enabling theft of licenses. Now we send an email to the old email address and we give the recipient seven days to respond.


For information about this change, please read this thread: Removal of WEB password and GAME password
Last edited by Scawen, .
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.
Removal of WEB password and GAME password
Scawen
Developer
Hello LFS Racers,

As part of the ongoing security updates, We have made a change which is significant in a way while not technically a big change.

The WEB password is now called simply "password" and you can no longer manually set a GAME password.

The GAME password is now called "unlock code" and is set automatically and sent to you in an email when you click a link on your details page.

In the next few days we will start passing through and zeroing any old GAME passwords that have not been updated for the new system.


EDIT: Now that we have already zeroed the old GAME passwords...


How to use your unlock code:

Please install the test patch with better support for the new unlock code.
Test patch: [EDIT: official version is now available]

Then...
1) Visit details page
2) Click: send email with a new unlock code
3) Get email
4) Paste code from email into LFS "GAME password" (or "Unlock code" in the new test patch)
5) Click unlock

The "GAME password" or "Unlock code" field is in the LFS unlock screen, accessible by a button at the bottom right of the entry screen.


If you do not have access to your registered email account:

You will need to register a current email address to receive your unlock code. But with our improved security, to change email instantly you need to confirm the change by receiving an email on your old address. Alternatively you can wait 7 days to proceed without confirming the email on your old address.

To do this, visit your details page and click the link "send email to set new address" even though you know you won't receive the email. Now you can see the time, 7 days ahead, when you will be able to set a new email address without the instant confirmation. This time remains visible on your details page.


Why do we need confirmation on the old email address or force you to wait 7 days?

This is to prevent license theft by anyone who manages to log into your account by somehow obtaining your password. Some people may have had passwords that were easy to guess. Others entered their LFS user name and password into at least one site run by hackers. This really happened and we had to rescue hundreds of accounts and return them to their original owners.

Before recent changes it was possible to change password and emails instantly, enabling theft of licenses. Now we send an email to the old email address and we give the recipient seven days to respond.
Last edited by Scawen, .
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
FGED GREDG RDFGDR GSFDG