The online racing simulator
Searching in All forums
(698 results)
Scawen
Developer
I'm a bit tired and need a break, but I think that time that is reported is the time since the restart or race entry. I guess the same time you would see on the replay slider bar.

It is equivalent to the times reported by a SMALL_RTP packet. Also the same times are reported in ISP_CSC packets.

It's not relative to the time the lights went green. I think the idea is that the external program can take control of the lights.
Scawen
Developer
I think that gear shift bug is fixed now.

It was described by racerss recently here
And by imthebestracerthereis in 2012
And mentioned by Wizard DK here

I think the bug has been around for a very long time. If the situation is caught and avoided, a red message appears on your screen "Avoided GEAR_REVERSE" or "Avoided GEAR_FIRST".

It's hard to make it happen because you need to do a gear shift at the exact moment the auto-shift will do a shift.
Scawen
Developer
Thanks, this should now be fixed in Test Patch U6:
https://www.lfs.net/forum/thread/93185

EDIT: Daniel's replay now shows the message "Avoided GEAR_REVERSE" and then goes OOS - which is what should happen.
Scawen
Developer
Quote from racerss :hile LFS auto gear shifter is shifting up/down and the user hits the shift up / shift down keys, the car goes to first gear or reverse.

That should now be fixed in U5. https://www.lfs.net/forum/thread/93185
Scawen
Developer
Test Patch U5:

VR:

FIX: Head tracking / mirrors wrong if car leaned with horizon lock

LAN:

Easier to set up LAN race: local IP address is shown on host screen
You can enter the local network computer name instead of IP address

Misc:

FIX: Rare manual shift at high speed to 1st/rev during auto shift
Most translations updated - thank you translators!

Download:

https://www.lfs.net/forum/thread/93185
Scawen
Developer
About the local hostname, I looked into it anyway because I like the idea.

I've implemented it now, as a sort of "undocumented feature".

It only allows up to 15 characters for the hostname. Is that enough? Otherwise I'll need to start checking all the places that field is used.

How it works is this:

For the text entered in "Host IP address" on "Join Specific Host" screen, it checks to see if it contains a character other than 0-9 or '.' and in that case it guesses it is a hostname rather than an IP address. So it calls the "gethostbyname" sockets function to get the IP address from the name. If it finds the name then it checks if it's a local IP address as usual.


EDIT: By the way, I am talking about the "host name" of the local computer, not the host name (server name) specified in LFS. Without any use of master server, the only available name to connect locally is the local name of your computer as seen on your local network.
Last edited by Scawen, .
Scawen
Developer
If any translators are here, I've added a couple of lines to the translation:

Local IP address
Local IP addresses

Thanks! Smile
Scawen
Developer
Quote from Pasci :I noticed a translation error for the Deutsch/German translation file. The string "3a_smallall" should be "Alle" (all) and not "Beide" (both).

I've updated that, but probably won't list it in the U5 patch notes. Please can you check it looks correct in context when the patch is released?

Quote from nacim :Actually for my use it would be a nice quality of life improvement Smile

I've done the IP display.

About alowing to connect locally using hostname (Pasci's request) I could do without any extra complication right now as I'm still working on things in the development version. Even though it's probably easy.

Quote from Pasci :@Scawen: I'm sorry for the off-topic question: You mentioned somewhere what your next tasks will be: finishing lighting/shadow system, updating physics, improve network code

I'm assuming that a sound engine update (car engine sound) is planned sometime, too? What are your plans? Technical stereo sound is enough for me (I use a headset anyway). Compared to other sims the car sounds terrible. But that is probably not new. :-)

Well this is something I just don't want in my head at the moment at all. Any sound improvements would be a several weeks/months project and the current sound quality doesn't prevent us releasing the new graphical improvements. Smile
Scawen
Developer
Quote from MagicFr :testing this weekend Smile

Thanks. I've noticed a bug - when your car is sideways or upside-down, you will find in VR that moving left/right/up/down has the wrong effect. Also the mirror views are messed up in that case. The more sideways, the worse the effect.

I've fixed it in my version and hope to release another minor test patch tomorrow.

Quote from Pasci :I noticed a translation error for the Deutsch/German translation file. The string "3a_smallall" should be "Alle" (all) and not "Beide" (both).

Thanks, maybe I'll change this myself if a translator doesn't notice it.

Quote from Pasci :@Scawen: Perhaps you can add a "simple" extension for LAN multiplayer by supporting hostnames for connection instead only IP addresses?

I think what I can do is show on the host screen, the local IP address(es) so it's easier to know what to type in on the guests. Would that help, so you don't need to run cmd and type ipconfig? I've done that in the development version already so can probably copy it over.
Scawen
Developer
Quote from MadCatX :Just FYI: Neither of the videos play for me on an iPhone with iOS 12.1.4, regardless of the browser. I guess it is a codec issue.

I've uploaded the video to YouTube now: https://youtu.be/VHKQrISFTpI

Quote from Ped7g :@Scawen: as Valve is preparing to launch their own VR headset, maybe you can check with them, how badly they would want to go out of their common legal work to meet your needs for some kind of inclusion...

I think I see like more issues with this (IMO it's very unlikely this will work for both sides), but who knows...
From the "leaked" info it doesn't seem Valve has any strong SW lineup for it, which I'm a bit puzzled with, how they want to push that HW, and maybe they can at least somehow add demo version as some kind of "check if it works with this", etc... even if you don't enter steam directly.

Also it means you will have to check VR version against new HW soon, maybe they can send you some unit at least. Smile

I'm sure their headset will work with all the software currently designed to run on OpenVR / SteamVR so I suppose they don't really need to do anything?

I suppose we are now at the point where it's just a new headset with some new specifications. A bit like a company that produces a new car. They don't need to build any new roads to promote the car. Big grin
Scawen
Developer
I do hope the new tyre physics can be released with the new graphics, otherwise I'll have to move a copy of the old physics into the new version. We are long past the point where the new graphical changes could be merged into the old version. Too much has changed.

Copying old physics into the new version is possible but it's not what I want to do.

At the moment I am trying to get the lighting to a reasonable state where it can be left for a while so i can sort out the tyre physics.
Scawen
Developer
Quote from F.C.Barcelona :you're saying that with the new physics we get giant lorries?

No, but what I am saying is that a good tyre physics model should produce a tyre that reacts in a reasonable way, similar to a real world tyre. So it should be able to reasonably simulate a lorry.

Quote from KeiichiRX7 :I did, I'm saying that content that doesn't work right yet is better than none at all. Toss a disclaimer on it. Under construction. Lock it behind a license level that requires that the user sign a disclaimer and own all current licences

This feels like a communication breakdown. You are imagining that the karts would work OK in the current tyre physics, but I'm saying I've tried it and they don't. There are strange effects that produce the wrong outcomes.

Karts are very sensitive to tyre physics, particularly so because of the lack of suspension and lack of differential. The tyres are sometimes just touching / not touching the ground and there's a lot of skidding of lightly loaded tyres, particularly on the unloaded inner rear tyre. It just doesn't work properly with the current public tyre physics.

There is a solution, which would allow us to release karts. It's the new tyre physics model, which I'm working on. Smile
Scawen
Developer
Please read reason 2.
Scawen
Developer
Thanks for the offer. I really want to have karts in LFS when possible, and Eric does too as you can see with the kart tracks at Westhill. He likes to work from reference material when possible so your offer is interesting.

It's absolutely impossible to do it before the new tyre physics is working, for two reasons.

1) We can't add another delay to finishing the new tyre physics and graphics, for obvious reasons.

2) Karts don't work properly with the old tyre physics. I have some test karts in LFS and I use them as a test case for tyre physics. In reality, tyre physics works on a range from karts (or smaller) up to giant lorries, but the old LFS tyre model breaks down a bit when you go to those extremes.

So maybe we can talk again when the time comes. I can't give any estimates about when that might be.

The only sort of deal we can do is to put a car (or kart) in LFS without payments either way. We receive the reference materials / photos / drawings / 3D files / a lot of information about the setup and permission to use a real vehicle (without time limit). The vehicle provider gets some exposure in return, and that's about it.

We can't commit to anything at the moment, but it's an interesting thought.
Scawen
Developer
I think what is nice is the lighting changing while you drive, so every time you come round the track it's a little different, with the shine on the road and the changing shadows.

It could lead to changes in track temperature which might change the way you drive, in a long race.

But the logical conclusion of that is that it can end up in the night, so that's really the only reason I've got into this lengthy experiment.

Also it's always bugged me when people did a 24 hour race and it was daytime the whole time. Big grin
Scawen
Developer
A few fixes and updates in Test Patch U4:

Graphics:

Car shadows now use anisotropic filtering to reduce shimmering

Views:

FIX: Filtered view went wrong with low filter time + replay speedup

Misc:

FIX: Issues with driver names ending with caret character
FIX: Driver names ending with a lead byte could corrupt text
FIX: Replays from old Westhill before 2015 now marked as obsolete


Download:

https://www.lfs.net/forum/thread/93185
Scawen
Developer
Here's a full HD 24 hour lighting cycle.
https://www.lfs.net/file_lfs.php?name=LFS_Aston_24_WIP_1080.avi (8.1 MB)

EDIT: Here's the same video on youtube: https://youtu.be/VHKQrISFTpI
Last edited by Scawen, .
Scawen
Developer
The pit garage lighting is baked in vertex lighting, like the current public version but generated a bit more accurately. One of the tasks on my list is to separate the baked in lights that are always on (pit garages) and the ones that are only on in the night (floodlights / street lights). Also the way the lighting varies at the moment is just made up, but needs to more closely follow physical values.

And there are many other things on my lists too. Smile
Scawen
Developer
Hi, I've done an avi (H.264) of a 24 hour lighting cycle at Aston. I'm a bit new to making videos, but did some code yesterday to output directly from LFS without saving hundreds of screenshots.

It's similar to a GIF I did recently but this avi has much higher quality and smaller file size.

I guess it would be better to upload to youtube, but I'm interested to know if sharing the avi file works at all.

https://www.lfs.net/file_lfs.php?name=LFS_Aston_24_WIP.avi (4.2 MB)

EDIT: Here's a 1080p video on youtube: https://youtu.be/VHKQrISFTpI
Last edited by Scawen, .
No March progress report
Scawen
Developer
Dear Racers,

Sorry but we aren't ready for a progress report this month.

Eric has been working on Kyoto and I have been working on the lighting system.

Progress is good and we are really on the case.

My head is quite scrambled from the work so thanks for your patience!

Scawen


EDIT: See below a video of a lighting experiment at Aston.
https://www.lfs.net/forum/post/1947087#post1947087
Last edited by Scawen, .
Scawen
Developer
Quote from Günni92 :Is it planned to add a supersampling option for normal desktop users as well?

Fair question, and I've already made a note about it after nacim mentioned it on another thread.

I'm interested to try it at some point and see how it looks but not really in a hurry to do it right now because I'm really busy trying to get some things finished in the development version. It's the sort of thing that would take a couple of days to think it through and get it working well and not clashing with other things.
Scawen
Developer
[ off topic and random progress report! Big grin ]

The cool thing is how your comment, although you were talking about the 'old' shadows, got me into this anisotropic filtering experiment (that was on one of my lists) for the new shadows. It has resulted in a real improvement. See the before and after comparison in the attached shots. I implemented Andrew Lauritzen's fix for the glitch at cascade boundaries.
Scawen
Developer
OK, thanks. Those old shadows are done by vertex colours so I can't think of any quick fix to improve them. The new system in development uses shadow maps so it'll all be different.
Scawen
Developer
Thanks for the feedback.

Quote from AndyG :One other thought - are your shadows done in the MSAA pass? They seem to be the main culprits of the remaining distant shimmer issues. I know from experience though that this can be a very difficult problem to solve, depending on how your renderer is structured.

Do you mean the car shadows? I'll have a quick go at switching on anisotropic filtering for them. I've been experimenting with that on the new shadow system where there is a similar problem (but worse). Anisotropic filtering helps though I haven't yet dealt with the well known issue that comes up at the seam between two cascades. I can fix it by a brute force method but I'll be having a look at the other two documented solutions.

EDIT: I've tried that on the public version car shadows and it is helpful, in VR and not. So I'll include that. The car shadows will use the user setting for anisotropic filtering. There are no cascades to mess things up.

Quote from MagicFr :Antialiasing x4 or x8 made now visual change for me.

Yes that is hard to see, I managed to see the difference along the top of a light object against a dark background. It got rid of some faint ripples that were there with 4x. But as you say the supersampling was a lot more useful.

EDIT: Attached a screenshot. The top of that wall across the middle of the picture is a good example of the difference between 4xAA and 8xAA.

Quote from nikopdr :Hey, there's a small glitch with the replays and the filtered view: when you speed up replays over 8x or above, the view glitches out and starts spazzing around depending how low the filter time is.

Good find, thanks.
Last edited by Scawen, .
Scawen
Developer
Quote from lucaf :(still wondering why I can't spectate/freeview on triple screen like in other sims)

Options - View - Full width external views

The option is staring you in the face but you can't see it (same with everyone else by the way).
FGED GREDG RDFGDR GSFDG