About the screenshot save, the currency symbols appearing in place of backslash is because that message is displayed in the selected language's codepage, and those characters occupy the backslash slot. It's fairly simple to fix but actually because it can be displayed in the "temporary message" slot in game, which doesn't yet have a codepage specifier, it's just a bit too complicated for today.
No, the sort of thing this change can fix is when people get a double shift from a single press of a button or lever. It happens because the switch on some controllers reports off->on->off->on instead of just off->on, so LFS has to deal with that.
Actually that case was already dealt with. The new code also should deal with the opposite case when the button or lever is released. Instead of going on->off the switch goes on->off->on->off and LFS should now deal with that correctly.
The issue you linked to, it's the first time I've ever heard of it. It would be good if someone could remind me of it when we are doing physics updates.
I'm pretty much finished now, need to get back to the graphics work. At this point I'll only fix serious issues, although your suggestion is probably good. The only thing I have on my list is to allow down to 0.05 on the view lock filter time.
I think you can achieve a reasonable result using the /settings command. Have two differently named copies of cfg.txt and set up two shortcuts something like LFS.exe /settings=cfg_1.txt
Then one can have the setup for the wheel and the other has the setup for the gamepad.
No, sorry. But it is OK to have an old version on your hard drive and you can use that any time for old time's sake.
It's not really possible for Eric to update old tracks with new textures, while also updating the track to how he actually wants it to be now.
And we can't have the old tracks just there with old textures either, as some kind of historical museum piece. Actually the old tracks don't even work properly in the new graphics system, which is why Eric has to go through all the tracks doing a big overhaul.
Victor is fixing the translation system and has replaced the Dutch file.
If anyone wants to use Dutch in T6 you can get it here.
I think it should be OK to reduce the minimum filtering time but I don't think I can do the separate saving for the custom views at this point. No real reason except that requires too many changes and I want to release tomorrow. Good suggestion though!
No, we are several months away from the graphics update.
The full version we will release is just like T5 with a couple more fixes.
It was extremely important to do this update because of the VR problems that made LFS not work, or in the case of the Odyssey+ could cause eye strain. We don't want that, so that's the reason for this small interruption in my Graphics development.
And the good news is we have this quick little update with quite a few fixes and a couple of new features.
Even without positional tracking, there should be a 'correct' FOV (hopefully the one supplied by the drivers). You can see what I mean if you increase the FOV a lot, e.g. maximum, then just turn your head left and right. Your should perceive that the world seems to move left or right as well (and/or seems to warp a bit).
With FOV too low there is the opposite effect. But what is the default FOV from the AntVR? I ask because you are talking about numbers near 80 degrees, but 80 is currently the minimum user setting. Maybe I need to allow a bit less, for headsets with less vertical FOV.
I can reproduce the object culling issue at the edges when FOV is increased. It takes the culling from the default input values, and for some reasons it might be a bit tricky to change, or a bit too risky at this point. We hope to release a new full version tomorrow so I want to keep any more changes very small.
I'll try that tomorrow in the Vive. But I'm interested to know, why do you want to increase the field of view? I would think that would just make it wrong, in the sense of being different from reality, so the world would seem to rotate around a bit as you move your head around.
In fact some people might say we shouldn't even have that setting in there, it's more left over from the early days of VR when I was writing it for the DK1 and had to give the users some control over it so I could understand how to set it correctly.