That's something I'm interested in working on but it's a really big project to sort out. We need graphical frames in between physical frames, or alternatively 1000 Hz physics update rate. The solution will probably be connected with having physics and graphics on separate threads.
I'm interested in looking into this after the new tyre physics system is finished, which will allow many things to start happening.
Yeah, it should be nice to drive. Only with the current tyre physics, we had to use unrealistic setups to make the car handle well. That's the good thing, it showed up flaws in the tyre physics. The bad thing is it ended up taking years to develop the new tyre physics, and I took some wrong turns during that development. Also changed lifestyle in various ways during that time, LFS went through a quiet period.
Anyway it seems to me we are back on track, working hard on new things and LFS is having a gradual resurgence which will be helped by further developments we are working on and ones we aren't even working on yet.
I was discussing with Geraldine... we reckon when the Scirocco comes out there will be all these posts like "WTF, it's just a medium powered FWD! Why have the devs been hyping this up for all these years?".
As far as I understand, the backspace key was used by older InSim programs because they need or needed to send keypresses to LFS. For example to switch lights on or off. And the problem was that if a chat box was open, the characters would mess up the chat, so they used to send a delete keypress straight after the character.
Obviously that was a bit of a hack and it all went wrong when the virtual keyboard was introduced.
I then coded to avoid that problem altogether. There is a new flag ISS_TEXT_ENTRY which is part of the Flags word in the IS_STA packet.
So now you just shouldn't send keypresses when a text entry is open. And then you don't need to send backspace keys.
Also, to reduce the need to send keypresses at all, I did code a new packet SMALL_LCS which operates car switches, signals, flash, headlights, horn, siren. And that packet works even if a text entry box is open.
So as far as I know, it's all solved and the only problem is that older keypress programs don't work properly any more.
If there is a specific use case that isn't covered please let me know about it.
I saw someone else report something similar, seemingly related to the z buffer of the car's shadow map. It's as if the z buffer of the shadow map is not being used for some reason, and instead the main z buffer is being used.
It looks like (possibly) some kind of DirectX error so I'm wondering if it is fixed by restarting LFS or Windows.
We are pleased to announce a much improved version of the Blackwood racing environment. Textures and detail have been updated all around and a new Historic course is included in addition to the original GP and Rallycross tracks. For licensed racers, a new industrial estate area is accessible through the open configuration.
Various other improvements have been made, including an update to the car shadows. Skid marks are now left on the concrete layout objects used for bridges and other construction projects. The open configuration maps are now much more informative and the same textures have been used to improve the track selection screen.
[ EDIT : OK, I see for some reason because of rolling downhill above speed limiter speed, the engine dies (as expected, in a way, but maybe this is the problem) then the clutch is stuck on (unexpected) and then you are stuck. Not a new bug, but yeah, looks like a bug. ]
I think you probably have the follower view set too high. When it is too high, it can't use the pro-computer invisivle object removal.
To test this, try SHIFT+F8 (Network Debug) and you will see a message when the view info changes, between low / high / none.
I agree with this. it would be great to give InSim programs control of that light, to set it any colour they want and I was thinking it (or similar) could also be a layout object, along with the kerb objects.
But those things are fiddly and complicated, and they can come in a later update and we think it's a good idea to make this Blackwood the official version without delay.