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Scawen
Developer
OK, thank you very much for the testing!

Here is another update, Q12.

If you already have Q10, you just install the Q10 to Q12 update.

https://www.lfs.net/forum/thread/90424
Scawen
Developer
OK, here is a test for this specific issue.

IS_OBH will be reported less frequently now.

TYRE contacts - IS_OBH is only reported when a movable object is hit
BODY contacts - IS_OBH is reported for all movable objects and unmovable layout objects

Previously, TYRE and BODY reported all object contacts regardless of movable or in a layout.

This is only the EXE - 0.6Q10 must already be installed!
Scawen
Developer
Further testing shows there is a definite problem with body touching kerbs, e.g. using a FO8 with default setup.

I don't really want to just allow you to filter the packets, I really don't want to send so many packets at all because these are sent from guests to host, not only through InSim.

I wonder if another exclusion can be added - how about excluding bodywork that touches a non-movable object that was not placed in a layout? It would still report body contact with all movable objects and all unmovable layout objects.
Scawen
Developer
Quote from UnknownMaster21 :just same thing as on westhill, some tree hitboxes are infinitely tall... hehe

Can you point out some examples of this, maybe just two or three? They shouldn't be infinitely tall. I know that was a problem in the past but for Westhill I wrote some code to limit these "trunk" physics objects to be about the same height as the object. Though it does use the radius of the object's bounding sphere so for trees it is a bit higher than it should be, but should not be infinitely high.
Scawen
Developer
Thanks for the comments. I may have a solution here. In fact I have found the tyres on concrete "roads" gave unreliable results anyway, because they depend on a "closing speed" and that is near to zero because your car is traveling parallel to the surface. So that's why it didn't in fact report IS_OBJ on every concrete object, but often did on hitting a new concrete objects with a steeper gradient.

The possible solution I've tested is to carry on reporting body contacts as before, but avoid reporting when a tyre contact point touches an unmovable object. This way the excessive kerb reporting issue is avoided, and the unreliable concrete reporting is turned to zero.

So far this seems to be working but I'll test some more now. I'm concerned about the situation of someone with low suspension scraping a little, reporting too many of these "collisions".

EDIT:
Quote from vitaly_m :But contact report should really happen only when you hit something movable, or when you hit it with any car part but rubber.

Interesting that while I was posting, you came up with this that matches my proposed solution.
Scawen
Developer
Quote from K0Z3L_43V3R :Tested, yes I'm getting same false IS_OBH packets when driving over kerbs. They all have 0 index.

Quote from vitaly_m :Ye, Here is what I get, for example:
...
To reproduce, I just need to drive over BL1 curbs (preferable ones with sausages or turf maybe)

Please could you two and any other programmers discuss this on a new thread I have started:
https://www.lfs.net/forum/thread/90432

This actually happens with ALL objects, including concrete bridges etc. So there is too much OBH reporting going on and we need a solution. Thanks.
Spinoff : InSim IS_OBH / Object Hit packets
Scawen
Developer
[ for programmers ]

The new Blackwood uses unmovable objects on many of the kerbs, and this has resulted in many IS_OBH packets being sent, with index 0 (unknown object). Clearly external programs don't want to know about this. It's just part of the ground and they don't want a flood of packets, one for each individual kerb object.

But looking into this, there are more issues and considerations.

It turns out that the same info is sent constantly, every time a car drives on any object, including the concrete objects. Sometimes these are used extensively for large areas of track and a new packet is sent every time a car touches a new piece of concrete.

One simple solution would be to avoid reporting contacts with any unmovable objects at all. I haven't thought of any other solutions yet! But would this be too drastic? What reasons might there be to report any kind of contact with unmovable objects?

Do we need to avoid this reporting on a subset of unmovable objects, or all of them?
Last edited by Scawen, .
Scawen
Developer
Quote from cargame.nl :demo has no open layout and texture resolution has no impact on fps (only on memory).

Quote from k_badam :Textures only change time of loading, as they are all loaded when you select the track/join a server.

I just want to correct you guys on this. On older graphics cards, higher resolution textures do affect frame rate significantly. This is mainly because of the memory access. Using half texture resolution can of course help with this.

About open configs, these days they use the full optimiser system (invisible object removal) by use of path switching so the frame rate shouldn't be any lower than closed configs.
Scawen
Developer
Quote from Popughini :When trying to open the server it tells me TCP Socket: bind failed

Normally that is because another server is already using the port (default 63392). Sometimes it hangs on to that port after a server closes, you can't start again for a minute or so with the same port number.

Anyway, make sure no other servers are using the port and you can try another port number.
Scawen
Developer
Thanks for the reports. Eric's following the thread and fixing the reported issues.

On the coding side...

Quote from mbutcher :Is this a bug, Scawen?: When you go into Free View via the escape menu, the chat goes slightly transparent. When you go into Free View via shift+u directly, the chat stays opaque.

Good find, I'll have a look at that.

Quote from K0Z3L_43V3R :Tested, yes I'm getting same false IS_OBH packets when driving over kerbs. They all have 0 index.

Thanks, I'll see what's causing this. I guess it's because the kerbs are 3D objects but I suppose they should count as ground rather than objects.

Quote from BeNoM :I still can't figure out why the LX VOB file was changed Uhmm

I fixed the LX vob which had some holes in the lower LOD mesh that caused holes in the shadows. Also there was a stray polygon visible, a lower front part of the roof canvas that was still visible from the inside when the roof was down. It was noticeable in VR.
Scawen
Developer
Quote from tdilevi :When leaving pits something strange happens in the front left corner, it does its thing till you switch the view of a car

Strange to see the car's shadow map appearing there.

1) Is your car's shadow visible on the ground, when viewed from inside your car? Easy to see in Sunset lighting, when you drive near high objects.

2) What system or Windows version are you using?

Quote from vitaly_m :Is it only me constantly getting Object Hit insim packet every lap on GP config every time I enter the lap?

I've only heard this from you but maybe no-one else has been checking their InSim output!

Can you describe in more detail what is happening, and I'll have a look?
Test Patch 0.6Q14 - New Blackwood
Scawen
Developer
WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS


THIS PATCH CONTAINS A BLACKWOOD UPDATE AND IS INCOMPATIBLE WITH 0.6Q

YOU CANNOT REVERT THIS UPDATE!

IF YOU WANT TO STILL USE THE 0.6Q VERSION, MAKE A FRESH LFS INSTALLATION FOR THIS TEST



PLEASE TEST BEFORE YOU POST


Hello Racers,

Here is a new TEST PATCH : 0.6Q14

It contains a new version of Blackwood :

- New textures, geometry and detail improvements all around
- New Historic configuration (similar to GP but without chicane)
- New industrial estate area available when open config selected

Other incompatible changes :

XRG / XRT / FZ5 maximum steering angle increased to 45 degrees
Spawn position now disables "Could not join : Start is blocked"
Maximum number of layout objects increased to 2100 (was 1800)

Other changes :

There is an improvement in the car shadow system, which until now could cast shadows in the wrong direction.
Skid marks now remain remain when the race restarts and are visible on layout objects.
There is a new map view for open configurations and the track selection screen.
Please read the full list of changes below for more information.


0.6Q14 is NOT compatible with 0.6Q

- You CAN NOT connect online with 0.6Q
- You CAN play replays from 0.6Q excluding replays at Blackwood

You cannot upload hotlaps made with this test patch because it is only a test patch, not an official patch.


Changes from 0.6Q12 to 0.6Q14 :

New Blackwood :

More fixes including some Z buffer issues and lod distances

Physics :

improved collision and tyre rolling on the 3D kerb objects

Fixes :

FIX : Removed message "Side mirror - point too central"


Changes from 0.6Q10 to 0.6Q12 :

New Blackwood :

Various fixes for error spotted during testing e.g cracks and holes
Estate now uses two paths for echo maps and hidden object removal

InSim :

Reduced the frequency of IS_OBH packets due to blackwood kerbs
IS_OBH is always reported, as before, for movable objects
TYRE contacts no longer report IS_OBH for unmovable objects
BODY contacts also report unmovable objects played in a layout

Fixes :

FIX : Message text was faded on entering free view from escape menu


Changes from 0.6Q9 to 0.6Q10 :

New Blackwood environment :

- New textures, geometry and detail improvements all around
- New Historic configuration (similar to GP but without chicane)
- New industrial estate area available when open config selected

Other incompatible changes :

XRG / XRT / FZ5 maximum steering angle increased to 45 degrees
Spawn position now disables "Could not join : Start is blocked"
Maximum number of layout objects increased to 2100 (was 1800)


Changes from 0.6Q to 0.6Q9 :

Interface :

New small map view for open configs / car parks / autocross areas
Small map opacity can now be set for light and dark map colours
Improvements on track selection screen using the area maps

Graphics :

Shadows are no longer cast updwards or towards the light
Ambient (non-direct) shadow darkness now depends on distance
Skid marks now remain when race restarts (excluding replays)
Increased LOD distances of humans / drivers / marshalls
Skid marks are now visible on unmovable layout objects

Misc :

Westhill paths adjusted and regenerated to avoid graphical holes
Autocross paths regenerated and physical hole fixed at skid pad
New text command /lang X to load language (data\language\X.txt)

Fixes :

FIX : LFS could crash using /axload with a long layout name
FIX : Traffic lights did not work after texture resolution change


INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6Q must already be installed


To install the PATCH using the SELF EXTRACTING ARCHIVE :

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
4) Now you can start LFS in the normal way

NOTE : You can see if the patch is correctly installed when you run
the program (LFS.exe). At the bottom of the entry screen : 0.6Q14

THE FULL VERSION HAS NOW BEEN RELEASED SO YOU DON'T NEED THESE TEST PATCH DOWNLOADS - INSTEAD PLEASE FOLLOW THIS LINK : https://www.lfs.net/forum/thread/90458


DOWNLOADS :

IF YOU ALREADY HAVE 0.6Q :
PATCH 0.6Q TO 0.6Q14 (SELF EXTRACTING ARCHIVE)
www.lfs.net/file_lfs.php?name=LFS_PATCH_6Q_TO_6Q14.exe (132 MB)

IF YOU ALREADY HAVE 0.6Q10 (or later) :
PATCH 0.6Q10 TO 0.6Q14 (SELF EXTRACTING ARCHIVE)
www.lfs.net/file_lfs.php?name=LFS_PATCH_6Q10_TO_6Q14.exe (34 MB)



FOR HOSTING ONLY

DEDICATED HOST 0.6Q12 (non-graphical version for hosting only) :
www.lfs.net/file_lfs.php?name=LFS_S3_DCON_6Q12.zip (1.8 MB)
Last edited by Scawen, .
Scawen
Developer
Thanks for the testing!

The next test patch is incompatible and contains a new version of Blackwood!

https://www.lfs.net/forum/66
Scawen
Developer
Quote from fiatmimi05pl :I have here my first LFS skin. Hope you like it.Thumbs up
AND CAN SOMEONE UPLOUAD THIS SKIN TO LFS.WORLD, BECAUSE I HAVE ONLYA DEMO LICENSE AND ITS MY TEAM's SKIN< THAT I MUST DO THEM.PLS

1) Better not use capital letters - it looks like you are shouting.

2) You don't need a license to upload skins. You can make a £3 payment for many skin slots, even as a demo racer.
https://www.lfs.net/shop/creditselect
Scawen
Developer
Quote from borja_s13 :No, I can ensure you that this isn't because of a VOB mod

Thanks, sorry about the VOB mod assumption. Last time I heard that bug it was a user with a VOB mod!

I see in your replay that the messages come when driver Lachsfuss damages his MRT.

I'll have a look to see if I can safely avoid this issue or at least the message.
Scawen
Developer
Here's another test patch with some Westhill path fixes, a fix at the Autocross skid pad and opacity sliders for small maps.

Changes from 0.6Q7 to 0.6Q9 :

Small map opacity can now be set for light and dark map colours
Westhill paths adjusted and regenerated to avoid graphical holes
Autocross paths regenerated and physical hole fixed at skid pad

https://www.lfs.net/forum/thread/90208
Last edited by Scawen, . Reason : skid pad, not car park
Scawen
Developer
I think that is because of a VOB mod.
Scawen
Developer
Thanks, we have the direction to create this sim you love.

I asked you "Do you think we should be paid for the work we do?".

You can't answer that.

Are you a child? If you are an adult, maybe you will work and you would understand that it's not possible to work if you don't get paid. You are either a child or a fool.
Scawen
Developer
Thanks! Smile
Scawen
Developer
Thanks, but if you could show me a SPR or MPR that shows this bug, that would be more helpful. Because I think these bugs don't normally show up when you drive the usual way round the track.

MPR is best because I can run it in the debugger. You don't eveb need to join a server, if you start your own local host, and drive round as a single player in multiplayer mode, then save the MPR after you've seen the bug.
Scawen
Developer
Quote from crazyboy232 :I know it is an old bug but Scawen should find a way to fix it... Smile

How do you make that happen? I may have a way to deal with this but to help me spend less time, I'd like to know a quick way to see these bad cases of vanishing ground.
Scawen
Developer
Quote from nacim :What do you mean?

When you select a car park or autocross area, you can see that area highlighted on the map (in the track selection screen).

Also some other minor improvements on that screen. Positioning of maps and and how it works when a demo racer clicks around, so they can see all configs and open configs.
Scawen
Developer
Test Patch 0.6Q7:

Small map rotation enabled on new open configuration maps
Small map is now available on car park and autocross areas
Improvements on track selection screen using the area maps
Improved and cleaned up the Westhill, Rockingham, Kyoto maps

https://www.lfs.net/forum/thread/90208
Scawen
Developer
Thank you, I've got the updates. Thumbs up
Scawen
Developer
Quote from MicroSpecV :and if no, why isn't there..? Is there a lack in the openwheel community? Frown

No, people want to race, but they are afraid to join empty servers!

There might be a big hungry monster there waiting to eat them for dinner!

https://www.lfs.net/forum/thread/90387-Need-more-S1-S2-race-servers
FGED GREDG RDFGDR GSFDG