The online racing simulator
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Scawen
Developer
He has had at least 4 bans, increasing in length, starting with a two week ban for "foul language and offensive, threatening behaviour" in 2007. This one is for a year. I suppose he'll be back after a year, do the same again and receive a longer ban. We are very tolerant with offenders and we give them many chances to get their act together. I was trying not to overreact. It's easy to give bans that are too long when you are annoyed so these days I try to go on the lenient side. I always think people can learn, though obviously this doesn't seem to be true in some cases.
Scawen
Developer
Banned petercollins for attacking us with false claims and swearing at us like an idiot. Absolutely no point having an unpleasant character like that around here. That was not constructive and reasoned criticism.
Scawen
Developer
Yeah, we all know I need to get back on the tyre physics. I've started looking into that today, reading a few things, thinking how to start tackling the problems, seeing where I'm at, coming up with a plan of attack.

I think it's a case of coming in from two directions. One, looking in the code, making some notes, removing any code which is based on false assumptions, then coming up with good models to replace it. Two, at the same time, reading up on the elements that need to be modelled better. Plenty of testing all the way and extracting data to compare with real world data, and making sure everything scales nicely...

I will not try to aim for perfection. Far from it, the aim is to produce something that feels better to drive than the old tyre model for the sake of online racing. It will be a closer match with the behaviour of real world tyres, and will be based on reasonable assumptions and approximations, that can be improved upon in the future.


About the 0.6Q update. 3D mirrors were on my list for a long time. 2D mirrors really look quite bad in VR, as if there were LCD screens where your mirrors should be. Totally wrong. One day it just came to me how to do them. A half day experiment proved to me that the concept would work. As usual I thought it would all be done in a few days, but in fact was more like six weeks, with all the complications that came up and trying not to lose too much frame rate. I'm really happy with the result and LFS graphics came on a small step for everyone.

GamerMuscle has made a video featuring the new mirrors in LFS:
https://www.youtube.com/watch?v=wKBNfJFNkUY
Last edited by Scawen, .
Scawen
Developer
Thanks for the feedback!

Quote from Rocket-Racer :Maybe I found a Bug:

As a NVIDIA 3D Vision User, the Mirror is displayed with a graphic bug at the right eye but only if I had enabled Mirror Antialiasing 4x.

I don't know what the Nvidia 3D Vision does, or the different ways it can work, but are you using it to "force" LFS into a 3D mode? If so, I would not expect it to work properly. Or do you enter a 3D mode using the 3D menu in game? I mean Options... View... 3D? In this case I would expect it to work, because LFS knows it is in 3D mode.
Update to 0.6Q recommended
Scawen
Developer
Dear Hosters,

I recommend you update to the new DCon 0.6Q when convenient. It's a fully compatible version.

The UDP send buffer size has been increased. It was too small at busy times on busy servers so some position packets could get lost. The fix seemed to be successful in testing.

https://www.lfs.net/downloads
Scawen
Developer
Thank you all for the testing, bug reports, suggestions and translations.

Version 0.6Q is now available! https://www.lfs.net/forum/thread/89918
Scawen
Developer
Thanks for the support!

Version 0.6Q is now available!

https://www.lfs.net/forum/thread/89918
New version 0.6Q - Realistic mirrors, better controller support and more
Scawen
Developer
Hello Racers!

Today we are pleased to announce a new update with graphical improvements, better controller support and more.

The main graphical update is a new system to simulate the mirrors realistically. Each mirror's image is drawn from a separate reflected location, so the interior mirror looks out through the rear window and you can see the sides of your car in the side mirrors. In VR and other 3D modes, a full stereoscopic image is generated for each mirror.

The lighting system for cars has been improved and your own car's shadow is now visible from internal views.

Multiple controller support is simpler to use and you can now easily select a single controller from a list of connected devices. Steering wheel rotation is automatically limited to the correct angle for your selected car.

In "Free view" mode there is a new "walk" option that allows you to wander around in the environment with the view point maintained at eye level. This was designed to help with our development because of the unique view it gives, specially when used in VR mode.

Read all about the update and how to install it on the 0.6Q information page.

- LFS Developers
Scawen
Developer
Quote from chucknorris :I've just discovered a mirror bug when it comes to damages:

Thanks, that was a showstopper! I've fixed it now.
Scawen
Developer
No, that's it. And French is updated. I couldn't increase the number of autocross objects because it's a compatible patch.
Scawen
Developer
Quote from nacim :Thanks for the update Scawen, but I can't see any changes about that, could you explain me in which case I can actually see the changes ? Smile

This is easy to see on Autocross Drag Strip, Sunset lighting. Drive to the cylindrical barriers below the traffic lights. If in P8 or older, the shadow is intermittent, depending on your distance and position. In P9, the shadow should always be as expected.
Scawen
Developer
About mirror mode 'all' I've given some sort of answer to that here:
https://www.lfs.net/forum/post/1911705#post1911705

Trouble is, it's not easy now to draw the central mirror and a virtual mirror, as they are rendered in very different ways now. I have been thinking we could have an 'all' mode that draws a virtual mirror and side mirrors but hides the central mirror object.

I'm interested in opinions on that but it will not be done for this full version, which we are releasing today. I've just run out of time. At this point I can only fix bugs that are so bad the version cannot be released.
Scawen
Developer
Last chance to try the test patch before the new full version.
Please give it a go to make sure it works on your setup!
https://www.lfs.net/forum/thread/89703
Scawen
Developer
OK, thanks for the feedback.
Another test patch was needed : 0.6P9
https://www.lfs.net/forum/thread/89703

Changes from 0.6P8 to 0.6P9 :

Mirrors :

Mirror offset sliders only shown if a car has an interior mirror

Graphics :

Improved detection of nearby objects that should be shadowed

Fixes :

Unassigned controls regained default key or button on restart
Scawen
Developer
Test Patch P8, hopefully the final test patch before the full version...
https://www.lfs.net/forum/thread/89703

Changes from 0.6P7 to 0.6P8 :

Mirrors :

Increased resolution of mirror texture
Accurate view frustum for object culling in mirrors
Increased virtual mirror width from 0.3 to 0.333

Graphics :

Improved lighting on tyres and drivers - noticeable in dark places
Smoothed downward ambient lighting colour to avoid flickering

Misc :

New text command /horn X to set horn type (X = 1 to 5)

Fixes :

Your own car's shadow was not visible in the mirrors
Scawen
Developer
Quote from Bigbob1993 :Well, about translations... Slovak translation manager didnt answer my text messages.

I found the translation was updated, hopefully it looks good in P7.
Scawen
Developer
Quote from MandulAA :I also tried to find my car's shadow in my mirrors, too, but I couldn't.

Thanks, fixed this now.
Scawen
Developer
Test Patch 0.6P7 is now available: https://www.lfs.net/forum/thread/89703

Changes from 0.6P6 to 0.6P7 :

Mirrors :

Mirror adjustment and other view settings change with driver side
Reduced mirror up/down adjustment range to 20 degrees each way

Graphics :

Car shadow is now drawn when you are in an internal view

Fixes :

Mirror views could become corrupted when the car was damaged
Extreme adjustment of one mirror could corrupt other mirror views
Added checks to avoid a crash in LFS after a graphics driver error

Misc :

More translation updates - thank you translators
Scawen
Developer
Quote from borja_s13 :Notice that there is also little bug with translation. Im Spanish user , and mirrors text need to be update

I see the Spanish translation has now been updated.
It will be in the next test patch but you can get it here already:
https://www.lfs.net/lfs_translate/public_translation_viewer.php
Scawen
Developer
Thanks everyone for the reports and suggestions.

Quote from constant-drift-Xx :Hello, I'm facing a bug with these test patches. It seems that the steering wheel for the RAC moves, but the drivers hands are frozen in place.

I think your patch is not correctly installed. Somehow you are missing the new RAC steering animations which should be in your move folder.

Quote from constant-drift-Xx :Also, the new '3D mirrors' on the RAC seem to be quite buggy for me as well. Just seem to adjust themselves in random positions each and every time I leave the pits/join the track.

This may also be related to the missing steering animations, because LFS doesn't know where your drivers eyes are.
Scawen
Developer
Quote from felplacerad :A crash report on this otherwise nice patch! (0.6P6)
...
Edit: I am not able to reproduce it by toggling the drop shadows. :\

Thanks for the report. I think your use of the drop shadows option at the time is just a coincidence. It draws some black text slightly offset from the plain text on screen (like race position and lap times) for a shadow effect that makes it more readable against the sky.

I think when I've seen LFS go to a black screen but still running invisibly, it has been when the video driver has crashed. But then Windows did tell me that the driver had stopped responding and had been restarted. The crash address is in a place where LFS was trying to add vertices to a buffer. It's possible that the buffer had been closed after a driver crash and then LFS was trying to add vertices to a buffer that no longer existed.

So it's possible that may be the cause, rather than the test patch. It would be nice if LFS could deal with that and reinitialise D3D.
Last edited by Scawen, .
Scawen
Developer
Thanks for the bug reports and suggestions which I will look into. I also found a bug. If your car is damaged in a way that moves the central mirror (e.g. damage to roof) then the mirror image can become corrupted.

I was hoping to release this weekend but decided to let the test patch settle a bit, have a more relaxed week doing a few fixes then release next weekend.
Scawen
Developer
0.6P6 is now available. https://www.lfs.net/forum/thread/89703

Changes from 0.6P5 to 0.6P6 :

Mirrors :

Increased vertical adjustment range for central mirror position
Added a "Default position" button to restore moved mirrors
Improved shape of interior mirror for XR road cars

Fixes :

Audio devices were sometimes displayed using the wrong code page

Misc :

Various translations updated - thank you translators
Scawen
Developer
There are some complications with allowing virtual mirror at the same time as real mirrors in the new system. Mainly because it is no longer possible for them to use the same rendered image. The central mirror is narrower than a virtual mirror and its direction depends on the head position, so it is not compatible with the virtual mirror. A virtual mirror would have to be drawn as a separate image.

It's possible but not easy and I'm not really keen on doing it. I can't do it for this coming official version because I hope to release it very soon and get back to the tyre physics.
Scawen
Developer
Quote from denis-takumi :And i wanna translate phys graph section

I have added these lines to the online translation system.

Quote from Bigbob1993 :Slovak translations for mirrors settings dissapeared(they are in english), czech ones are ok.

translation lines for slovak language:

Mirror adjustments - Nastavenie zrkadiel
left - ľavé
centre - stredné
right - pravé

Thank you but I don't have the time to update translations myself, there are just too many of them. Maybe you can ask one of the translators to update the lines?
FGED GREDG RDFGDR GSFDG