The online racing simulator
Searching in All forums
(718 results)
Scawen
Developer
Denis, I have sent you an email about translation.
Scawen
Developer
Interesting.

Do you get the same issue with the graphics adapter name, displayed near the bottom of the Graphics Options screen?
New realistic mirrors
Scawen
Developer
Many of you already know but some probably haven't seen it yet...

There is a new, realistic, mirror system available for testing.

The interior mirror and the side mirrors are rendered from separate viewpoints and you can see your own car in the mirrors. In 3D modes, the mirrors are fully stereoscopic, which is a really nice effect with a VR headset.

We are quite close to release so if you would like to give it a go, follow the link. https://www.lfs.net/forum/thread/89703

There are also improvements in controller support and a new "walk" option in free view mode.
Scawen
Developer
Thanks for the testing. 0.6P5 is now available.

https://www.lfs.net/forum/thread/89703

Changes from 0.6P4 to 0.6P5 :

Mirrors :

Adjustment values are now displayed and can be typed in
Additional translation strings for left and right mirrors

Fixes :

Objects could disappear with extreme up or down mirror adjustment
Scawen
Developer
Quote from aanrus :Scawen, I dont know. The front wheels are set to 0, when the handbrake.

What are your controller and view settings? I was able to get a similar effect with :

Steering : Mouse
Look function : Mouse X (now view and steer is centred when I press Right Mouse Button)
Handbrake : Right Mouse Button

I wouldn't recommend that setup but it reproduces "centre steering when handbrake is applied".

It doesn't reproduce clutch activation with handbrake...
Scawen
Developer
Quote from aanrus :The crazy handbrake, the crazy front wheels.
Look replay.

I don't get this. What is it? It seems your clutch is activated when your handbrake is activated. Are your clutch and handbrake assigned to the same key? How is that possible?

Quote from aanrus :One bug, when reposition left or right mirror to up or to down, that vanish a texture.

Good find, I can see this too.
Scawen
Developer
Quote from Rascar13 :Although i've got an issue that started in P3. With my G27, the shifter mapping keeps resetting every time i join the track, and it's in some weird config where 1st shifter position is 2nd gear and two of the shifter positions are 4th gear and so on. I try to change this but it keeps going back every time, which gets annoying.

I've tried the G27 now and it seems to be working as normal.

Ah... I've just thought of one thing that might be causing your problem. The button numbers have been changed (in P2). They did start at zero before but now they start at 1. So that means if you have any scripts (data\scripts) that use the /axis or /button commands, you need to increase the axis or button numbers.

e.g. /button 8 gear_1 should now be /button 9 gear_1
Scawen
Developer
Quote from Degats :IRL all car mirrors are convex; the wing mirrors moreso than the centre.

From my research, the interior mirror fitted to road cars by default is always flat, so that the distance perception is unchanged and you can see a long way behind. In the USA, the driver side exterior mirror must also be flat, though this is not the case in Europe. In the USA, the passenger side mirror (which must be convex because otherwise it is useless) has text on it saying "objects in mirror are closer than they appear". My understanding is this is the only mirror allowed to be convex on a car for the US market.

I agree the shape of the interior mirror is often tailored to suit the shape and size of the rear window.

I have seen the wide angle curved ones that are often fitted in racing cars, but up to now I have avoided the additional work of coding for a convex mirror option for interior mirrors. Instead, we just put some wider flat mirrors in the GTR cars.

Quote from Rascar13 :Although i've got an issue that started in P3. With my G27, the shifter mapping keeps resetting every time i join the track, and it's in some weird config where 1st shifter position is 2nd gear and two of the shifter positions are 4th gear and so on. I try to change this but it keeps going back every time, which gets annoying.

That is strange. I'll plug in the G27 tomorrow and see if it happens to me. Does anyone else have any controller problems?
Scawen
Developer
Quote from sinbad :Click-and-hold to adjust would be good. It took me over a hundred clicks to get the mirror in the XFG with my 76 degrees fov to not be full of the driver's helmet.

The right click moves the mirrors in 1 degree steps (10 times the left click). So that should save some clicking!

Quote from sinbad :Quick question, is mirror FOV independent of overall FOV?

Yes, it is independent. It depends on the mirror's width and your position relative to it. The central mirror is flat and the side ones are convex.
Scawen
Developer
Mirrors are now adjustable in Test Patch P4! https://www.lfs.net/forum/thread/89703

Changes from 0.6P3 to 0.6P4 :

Mirrors :

Mirror adjustment is now possible (in View Options)

Fixes :

Raceabout passenger seated positions were missing
Various steering animations included some unwanted leg movement
Internal mirror setting was overwritten by external setting on load
Helmet in mirror no longer moves with view when using a custom view
Scawen
Developer
Here are the fixes for the driver steering animation leg movements and the missing raceabout passenger frames.

[ EDIT : Attachment removed as Test Patch P4 is now available with fixes ]
Last edited by Scawen, .
Scawen
Developer
The real problem with that idea is it would usually reflect the sky, but in reality you would not often see the sky if you look at a mirror from outside the car. For example if you looked into the mirror from behind a saloon car, you should really see the driver's eyes as seen from the mirror's location, through the car's side window. From a wider angle you would just see another part of the car's window. So it seems to me the car's environment map would not really give reasonable results.
Scawen
Developer
Thanks for the feedback. The most important thing so far is that we need adjustable mirrors to allow for adjusted seating or mirror positions. Also the bug with the RAC animation and some leg movement in some other steering animations.

asyed : If you revert to P2 and want to go online you will need the old versions of MR / FZ / FX vob files in your veh folder. Attached to this post.
Scawen
Developer
Quote from MousemanLV :hmm anything else to expect this weekend?

No, the mirrors are what I was working on.

It may seem like a simple thing but it was not at all easy to do properly!
Scawen
Developer
Test Patch 0.6P3 with realistic mirrors. Smile

Changes from 0.6P2 to 0.6P3 :

Mirrors :

Mirrors are now realistic and include your own car in the image
A separate viewpoint is used to draw each mirror's view
Minor updates to some car models to improve visibility
Mirrors now use the same LOD setting as the main view
Virtual mirror is now available in follow view

VR :

Mirrors now use a full 3D view

Minor graphical updates :

Corrected downward ambient lighting colour (was too bright)
Slight reduction in near clipping plane distance

Multiplayer :

Increased UDP send buffer size from 12KB to 32KB

https://www.lfs.net/forum/thread/89703
WOULDBLOCK error - possible fix
Scawen
Developer
I have updated the first post on the test patch thread with an update for the dedicated server.

The send buffer for UDP car position packets has been increased in size.
This may prevent errors such as "UDP ERROR (27) : WOULDBLOCK" on busy servers.

https://www.lfs.net/forum/thread/89703-Test-Patch-0-6P2
Scawen
Developer
I'm still working on the graphical update and hope to release a compatible test this weekend.

FOR HOSTING ONLY

For hosts, if you have experienced the WOULDBLOCK error, I have updated the first post with an update for the dedicated server.

The send buffer for UDP car position packets has been increased in size.
This may prevent errors such as "UDP ERROR (27) : WOULDBLOCK" on busy servers.

https://www.lfs.net/forum/thread/89703-Test-Patch-0-6P2
Scawen
Developer
Hi Tim,

Thanks for the reasonable requests. I'm a bit busy with some graphical improvements, so don't want to think too hard about this yet, but you are welcome to remind me of them after the next test patch.

About the controllers, please can you try with P2? The controller initialisation is better and the FF device is automatically detected.
Scawen
Developer
I am working on something.
Scawen
Developer
Unfortunately from DirectInput I don't think there is any degrees information. Just a value from a set minimum to maximum (e.g. -1000 to 1000) and that is the same minimum and maximum in all cases, regardless of how many degrees the wheel really turns. So we have to rely on the user setting the correct value.

People who prefer to use a smaller range of motion should set that in the driver settings, and set LFS "Wheel turn" to match, then they can use the "Wheel turn compensation" which is a user preference type of setting.
Scawen
Developer
The "Wheel turn" setting in LFS must exactly match the actual amount your game controller wheel can turn. It's not really a user preference, it's either right or wrong. So for a G27 that should be 900 degrees (if the wheel is set to allow 900 degrees in the driver software). Otherwise there is no hope of LFS matching up your wheel with the in game car wheels.
Scawen
Developer
Quote from Flame CZE :Does this mean the marshalls are about 1.6 meters tall? Tongue

Not really! Just from memory I think their eyes are slightly higher than 1.6 metres and the top of their head is somewhere above that - 15 cm or so. I guess they are around 1.75 metres in height.

EDIT: Gutholz probably got a more accurate measurement.
Test Patch 0.6P2 (now P9)
Scawen
Developer
WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS OR ANY NEW CONTENT

PLEASE TEST BEFORE YOU POST

PLEASE AVOID : OFF-TOPIC FEATURE REQUESTS / UNRELATED COMMENTS


Hello Racers,

Here is a new TEST PATCH : 0.6P9

- Realistic mirrors rendered from separate viewpoints
- Stereoscopic mirrors in VR and other 3D modes
- Controller improvements including a steering wheel turn limiter
- A new "walk" option for free view mode (SHIFT+U)
- Please read the change log below

0.6P9 is fully compatible with 0.6P

- You can connect online with 0.6P
- You can play replays from 0.6P

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

Please keep a backup of your LFS.exe from 0.6P so you can easily go back if there are any problems.


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


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


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


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


Changes from 0.6P4 to 0.6P5 :

Mirrors :

Adjustment values are now displayed and can be typed in
Additional translation strings for left and right mirrors

Fixes :

Objects could disappear with extreme up or down mirror adjustment


Changes from 0.6P3 to 0.6P4 :

Mirrors :

Mirror adjustment is now possible (in View Options)

Fixes :

Raceabout passenger seated positions were missing
Various steering animations included some unwanted leg movement
Internal mirror setting was overwritten by external setting on load
Helmet in mirror no longer moves with view when using a custom view


Changes from 0.6P2 to 0.6P3 :

Mirrors :

Mirrors are now realistic and include your own car in the image
A separate viewpoint is used to draw each mirror's view
Minor updates to some car models to improve visibility
Mirrors now use the same LOD setting as the main view
Virtual mirror is now available in follow view

VR :

Mirrors now use a full 3D view

Minor graphical updates :

Corrected downward ambient lighting colour (was too bright)
Slight reduction in near clipping plane distance

Multiplayer :

Increased UDP send buffer size from 12KB to 32KB


Changes from 0.6P to 0.6P2 :

Free view (SHIFT+U mode) :

Free view is now shown as an option in the Escape Menu
New walk mode which is good for wandering around in VR

Controllers :

Exit controller screen warning is not shown for real ESC key press
FF device is automatically assigned (if two or more are connected)
A single controller can now be selected (if two or more connected)
LFS tries to move force feedback wheel to centre when car is reset
Button and axis numbers now start at 1 (affects /button and /axis)
Assigned arrow keys work better (e.g. movement in free view mode)

Force feedback steering wheel turn limitation :

In your wheel settings use a large turn amount e.g. 900 degrees
In LFS Options - Controls set "Wheel turn" slider to match that
In LFS Options - Controls set "Wheel turn compensation" to 1.00
You should now find your wheel is correctly limited in all cars

VR :

Mouse look in free view mode in VR avoids pitch (stays horizontal)
Rift errors "display lost" and "HMD not present" shown as message

Misc :

You can now select a specific audio device in Audio Options screen
D3DCompiler_43.dll and D3DX9_43.dll are now supplied in dll folder
The card_cfg.txt file is no longer used - options moved to cfg.txt


INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6P 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 : 0.6P9


DOWNLOADS :

PATCH 0.6P TO 0.6P9 (SELF EXTRACTING ARCHIVE) (if you already have 0.6P) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6P_TO_6P9.exe (3.0 MB)

PATCH 0.6P TO 0.6P9 (ALTERNATIVE ZIP) (if you already have 0.6P) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6P_TO_6P9.zip (3.9 MB)


FOR HOSTING ONLY

DEDICATED HOST 0.6P9 (non-graphical version for hosting only) :
www.lfs.net/file_lfs.php?name=LFS_S3_DCON_6P9.zip (1.8 MB)
Last edited by Scawen, . Reason : 0.6P9
Scawen
Developer
Bye, old thread!
FGED GREDG RDFGDR GSFDG