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Scawen
Developer
There you go...

0.6Q6: https://www.lfs.net/forum/thread/90208

I still need to improve the Westhill map but it should work ok now.
Scawen
Developer
Yeah, I don't want to spoil the fun. I'll remove the code that switches off the physics in those areas, the map squares system will be the same size as before.

I'll need to figure out a different solution for the Westhill map, but it shouldn't be too complicated.
Scawen
Developer
I wonder how many people drive outside the outer boundary fences at Westhill. I spent quite a while on this taking care not remove physics on any areas that you could drive to. I wasn't expecting to find out that people like to drive beyond the outer boundary fences!

Quote :Also it seems that concrete slabs become nonsolid once they are out of map bounds although that was in previous patches aswell.

There is no physics on objects beyond the map squares system because there is no map square to register them on.

Map squares are a typical optimisation used in games, so you only need to check objects that are registered on nearby map squares, instead of running through huge lists of objects.
Scawen
Developer
Yes, I did switch off the physics on some "out of bounds" surfaces at Westhill as they were increasing the size of the map squares system. It was related to the map because my task at the time was to restrict the physical area to the actual area we want to have mapped. That is important because the map only has a limited area available on the screen, and we don't want the map to appear too small.

It also has the side effect of making the map squares smaller which can have a performance benefit (though I have not tested this specifically).

I know what you mean but that area is really meant to be "scenery".
Scawen
Developer
Quote from mbutcher :Does rubber persist between a qualifying and race session too as well as between races? Unable to check at the moment.

The rubber resets now take place on these events:

- Exit from in-game
- Start or restart replay
Scawen
Developer
Quote from k_badam :Shame about no tyre physics or anything. Frown

Tyre physics just isn't ready. But I'm working on it.
The carcass works quite nicely and I'll be on the tread simulation soon.
Scawen
Developer
Test Patch 0.6Q5 is now available with fixes and improvements!

Changes from 0.6Q3 to 0.6Q5 :

New map view for open configurations and track selection screen
Skid marks now remain when race restarts (excluding replays)
Skid marks are now visible on unmovable layout objects

FIX : Missing part of shadows at rear of LX4 and LX6
FIX : Shadows seen from a distance were not affected by haze effect

https://www.lfs.net/forum/thread/90208

Some other requests I still considering. Some requests, including the drift maximum lock increase, would cause an incompatibility issue. I do expect to release an incompatible version in the near future, so it looks like that should be possible, up to 45 degrees (no new tracks, cars or tyre physics in the incompatible version).
Scawen
Developer
Don't think we need to resurrect 4 year old threads with depressing titles.

In fact there is a gradual increase in online activity going on at the moment, with the closure of pereulok and the new pricing system.
http://www.lfsworld.net/?win=hosts&whichTab=licensed_history&t=30

The developers' job is to work on new content and features. We are doing that.

The customers' job is to get online and have fun racing. Please join in! Smile
Scawen
Developer
Thank you for your support.
There seems to be a gradual increase in online activity... Thumbs up
http://www.lfsworld.net/?win=hosts&whichTab=licensed_history&t=5
Scawen
Developer
Quote from nacim :If you have any experience with it, how would you recommend me to handle low speed physics ? Smile

I haven't used a Pacejka Magic formula model but any model based on slip as inputs will have that problem that it doesn't work near zero speed. In LFS at very low speed it changes to a separate static model that is sufficient for low speed movement. The static model tracks a ground point representing the centre of the contact patch, that tries to move along the ground in the direction the wheel is pointing. A spring force is applied between that point and where it would be without any friction. Something like that.

Quote from vikingnor :We basicly have no car or stuff in the game made for drifting. While you can use all the cars you want for racing and cruising. I think we deserve some attention. Specially as you say yourself the game is mostly drifters.

I can't get heavily into that at this time, though I am following the drifting discussion.

If I do a change during this update it can only be the steering angle limit increase. Because I have too much work to finish that must not be delayed. A couple of questions:

- I notice people do not mention the GTR cars. Are they not used much for drifting?
- Does anyone have any facts about the limits in real cars when front wheel drive is involved?
Scawen
Developer
Quote from k_badam :To not make this post totally pointless, i have found a wee issue in the barriers at Fern Bay, I am getting one shadow on the barrier and one shadow on the ground behind the barrier:

That is just because the barrier isn't casting a good shadow onto the ground behind it. So it's not really a new bug, it's just a failing in the world shadow detection system.
Scawen
Developer
Quote from w126 :Car shadows are not affected by atmospheric fog. They look a bit strange from a large distance, but I don't know if it's a bug or is as intended for this patch. The quote below might suggest the latter.

Thanks, I have found out the reason and fixed this. The shadows are now affected by fog in the same way as they were in version Q. Even that is not quite correct, as you can see if you put a car in a building's shadow then move far away. But it is much less noticeable than in Q3.

About your quote:
Quote from Scawen :Ambient (non-direct) shadow darkness now depends on distance

This is something different. For example see the attached image and compare the UF's shadow on the ramp, with how it appears on the ground.
Scawen
Developer
Quote from SergoMorello :Sorry, for off topic, Scawen. Is it possible to make a little more adjustment for steering angle for rear wheel drive cars? As you already know how big drifting community is in LFS. Maybe just a few more degrees. It will not affect grip racing and mess with hotlaps. But it will help LFS drifters a lot, and will bring new emotions.

thank you

I don't know if this can be done without messing up all the hotlaps for those cars. But as it seems so popular, I can look into it. If it would mess up the hotlaps then I won't do it, an increase in steering range would have to wait for the new tyre physics, which I have been working on.

But, to help me, can you tell me exactly which cars need more steering angle to help with drift and how much that extra angle should be? It really must remain within the realms of "realistic" and I guess that means it should not include any cars with front drive.

Quote from mbutcher :Is this going to be released as a stable build soon or is there more to come?

There is more to come. Explanation below.

Quote from pasibrzuch :So shadows dissapeared from places they shouldn't be.

Will they come up to where they should be? e.g. yellow lines in pit entry/exit areas, layout surfaces or some 3d objects?

ps. btw of lyt surface, any texture for it + visible skid marks? :]

At the moment the shadows do not affect transparency, and I didn't do anything to change that. It's a good point and I haven't even thought about that! I think with all the other things I am working on, the shadows on alpha surfaces will not be changed in this update.

The problem with skid marks on concrete is if the concrete object disappears, we could have floating skid marks. I haven't yet worked out a system to solve this. Though I haven't put much time into it. I suppose it's possible by registering every bit of skid on an object, so they can vanish if the object is deleted... again, probably not in this update.

Quote from k_badam :Can we see more of what is to be expected from this patch? It has been almost a month with no changes...

I've been diverted onto some updates on the tyre physics, because I needed to send Eric an update with new editor functions, but the new tyre physics were in an "intermediate" state. Now I've brought them to a driveable state, I can update Eric's dev version and I can get back to some patch things.

But I don't want to try and say what else will be in the patch.

Quote from Jacobys :Dear Scawen, since everyone is waiting and expecting "wow" content I cannot do something else but stop and ask myself , what can we do to help other than suggesting and demanding improvements? What is our part other than contributing with the licence upgrade?

Yeah, normally the test patch threads are more lively and I keep adding more updates. This time, the shadows were tested, no serious bugs exist and then I've been diverted onto other things and there was also two weeks with the kids at home.

I'm back to work now so hopefully there should be more to test soon!
Scawen
Developer
From these stats, it seems that in Singapore, while living costs are higher, average earnings are around 48% higher (converted to USD) than in the UK. So that's why Singapore still has the original prices.
https://www.numbeo.com/cost-of-living/compare_countries_result.jsp?country1=United+Kingdom&country2=Singapore&displayCurrency=USD
Scawen
Developer
It's worth upgrading to S3 if you think that amount of money is worth it to drive on an accurate laser scanned version of the real Rockingham race track. If not, then it's not worth it, and you should stick with S2 until we release more S3 content.

I sometimes wonder if people think they need S3 in order to be up to date and find anyone online... but that is not the case at all. You only need S3 to go to Rockingham. S2 is fine for all other purposes and is the best value for money at the moment.
Scawen
Developer
Thanks. I've now made a note to take a look at that.
Scawen
Developer
Quote from vitaly_m :Can I play lfs in higher band country if I move there after the purchase?

If not, can I simply upgrade my license to higher band by paying the difference if I would need that?

Is it true that those who got 1st band license can access the game from worldwide?

I think these questions should be somewhere in the FAQ and sorry if they are answered already...

FAQ = Frequently Asked Questions, but you are the first to ask them! Big grin

There are no such restrictions in place. A license bought in any band country can be used in any country.
Scawen
Developer
Quote from UnknownMaster21 :( People are waiting more for fixes and addons for insim )

What are the things they are waiting for?

I don't follow all the discussions here, specially while I'm trying to focus on tyre physics, so I have probably missed things. But it would be good to know if InSim needs fixes or important updates.
Scawen
Developer
In order to get more licensed people online, we have now reduced the LFS prices for lower earning countries. There are quite a few licenses being bought now, so I hope that that will work. The best thing to do is get online. There are too many people around saying they want to go online but there aren't enough people online. I think you can see the solution here! Big grin
Scawen
Developer
Quote from JBiturbo :If S3 was worth the money, i would gladly pay the full retail price, but as predicted, still nothing more has been released to fill up S3.

But we've never 'recommended' the S3 license upgrade. I think for most people it's a better decision to wait for more S3 content.

It just seemed like a bad idea to keep Rockingham on our HDD and not release it until some unknown future date.

From our original announcement: https://www.lfs.net/news/978
Quote :Further S3 content is in development but currently Rockingham is the only S3 content available. We made the decision to release it now rather than waiting for the other content to be completed. Although S3 content is already being developed, we cannot provide a guarantee that it will be released. Please only buy an S3 license upgrade if you feel it's worth it to use Rockingham right now.

Last edited by Scawen, . Reason : removed some irrelevant text
Scawen
Developer
Quote from Racer X NZ :Tokelau is a free and democratic nation with elections every three years.
...
Tokelau has the smallest economy of any country in the world. Tokelau has an annual purchasing power of about US$1,000 (€674) per capita.

Thanks for the info. We'll sort that out.

More info about Tokelau for anyone interested: https://en.wikipedia.org/wiki/Tokelau
Scawen
Developer
Quote from Racer X NZ :I do question some of the Pacific prices, ie Tokelau is full price but Samoa is discounted ???
And Pitcain is full price ????

Maybe a bit of fine tuning may still be needed, let me know if you need help with regional geography. Smile

Well... this how we got our information:

From Numbeo we read that Samoa is a much lower earning country compared with UK:
https://www.numbeo.com/cost-of-living/compare_countries_result.jsp?country1=United+Kingdom&country2=Samoa&displayCurrency=USD

[Different from American Samoa which we simply put as part of the US]

Pitcairn Islands we have as a British Overseas Territory so without any other knowledge, we set it as the same as Britain.

Tokelau we have as a New Zealand territory, so inherited its value from NZ.
Scawen
Developer
Quote from Whiskey :I'd like to know what band correspond to each country, but this is great news.

You can have a look to see the prices in each country, on the voucher page.
Scawen
Developer
Dear Racers, we have now introduced prices that depend on your country.

Please read about it on the new thread.
https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands

Thank you.
Scawen
Developer
Dear Racers, we have now introduced prices that depend on your country.

Please read about it on the new thread.
https://www.lfs.net/forum/thread/90295-New-Live-for-Speed-License-Price-Bands

Thank you!
FGED GREDG RDFGDR GSFDG