We are pleased to announce a much improved version of the Blackwood racing environment. Textures and detail have been updated all around and a new Historic course is included in addition to the original GP and Rallycross tracks. For licensed racers, a new industrial estate area is accessible through the open configuration.
Various other improvements have been made, including an update to the car shadows. Skid marks are now left on the concrete layout objects used for bridges and other construction projects. The open configuration maps are now much more informative and the same textures have been used to improve the track selection screen.
[ EDIT : OK, I see for some reason because of rolling downhill above speed limiter speed, the engine dies (as expected, in a way, but maybe this is the problem) then the clutch is stuck on (unexpected) and then you are stuck. Not a new bug, but yeah, looks like a bug. ]
I think you probably have the follower view set too high. When it is too high, it can't use the pro-computer invisivle object removal.
To test this, try SHIFT+F8 (Network Debug) and you will see a message when the view info changes, between low / high / none.
I agree with this. it would be great to give InSim programs control of that light, to set it any colour they want and I was thinking it (or similar) could also be a layout object, along with the kerb objects.
But those things are fiddly and complicated, and they can come in a later update and we think it's a good idea to make this Blackwood the official version without delay.
It only affects those kerbs at Blackwood. The new type of kerb that uses a 3D object for each kerb lump. They do not exist at any other tracks.
As Flame said, the Scirocco will not be released in 0.6R. It will come with the new tyre physics which I am still working on but cannot give a release date estimate.
By the way, the Scirocco will be released as S1 content.
There is already a Turkish translation in LFS!
Sorry, this fix only affects the new kerbs at Blackwood. I understand the KY kerbs give a similar problem but I can't fix that in a similar way. Because the KY ones use track spline segments, not 3D modeller objects.
Good idea but we are trying to release this update tomorrow if at all possible. We don't want to divide the community online in two for any longer than necessary, at a time like this when there already aren't enough people racing online. And we want to get back to some other work.
Not now as for the same reasons, this update is all about releasing the new Blackwood and my head is really scrambled from several weeks of hard work.
It was done for the rear wheel drive cars with macpherson strut suspension on the front, actually using a few lines of code from the new tyre physics version.
It is impossible to have such large steering angles for cars with front wheel drive and double wishbones can also get in the way of steering. So this was the simple and reasonably realistic thing I was able to do quickly.
This is already done for most cars in the new tyre physics system and I think it would be a bad idea to try to implement it in the public version now.
Really there is nothing more I want to do than get this update out there and get back to the tyre physics. Then we'll finally be able to release the Scirocco, the holy grail of sim racing!
Hi, I have attached an LFS.exe (Q13) which has a slightly differebt reaction on the kerb objects. The idea is to provide all the same bumps but avoid the large sideways forces that can unsettle the car more badly than in reality.
Please can you try it and see if it's safer on the kerbs?
NOTE : This is not intended to make kerb driving a lovely experience! It is an attempt to avoid some unrealistic actions, possibly leading to unexpected spins, particularly when your wheel goes over the top of the kerb and hits the steep edge of it.
I can reproduce the Z fighting, though it's quite hard to see, trying to do it in SHIFT+U mode.
About pop-in, is that the same as what I usually call pop-up? I have done a few laps and couldn't see anything popping up. Are you talking about invisible objects suddenly appearing, or LOD switching being too close? If you could point out some specific objects that do this, maybe Eric can make that adjustment.
This sounds like something that was introduced in version Q, so that is a bit mysterious.
When doing the controller updates, I learned that everyone else in the world called the first button "1" and I decided to do this in LFS, so that for example Gamepad's button 3 was also called button 3 in LFS.
So all the numbers were increased by 1. This should not affect anything, except for the commands /button and /axis which some people use in scripts, in the data\script folder.
I don't know of any such changes since version Q, but there was definitely this thing in the Q updates: https://www.lfs.net/patch-6q (Controllers)
Eric is interested in doing those areas in a future update but he doesn't want to just enable physics, because it is not a proper job and has not been built as driveable areas. So it would be quite a lot of work and it is more important to continue with S3 tracks at this time.
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.
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.