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Scawen
Developer
Quote from tankslacno :By the way, I think you forgot to mention one thing about the changes from 0.6Q to 0.6R. That is:
- (Various/Some/Many) Translations updated - thank you translators!

Without that, I actually couldn't tell for sure that if translations were updated or not until I made a fresh installation of LFS. At least some of them are updated though.

Ah yeah because for once I didn't add any translation lines. I always do check for any updated translations and put them in test patches and the final update. Thank you for yours! Smile

Quote from BeNoM :Scawen how come after updating there's file in my main LFS folder called "lfs_restart.bin" ?

Normally that should be deleted by the LFS restarter program. It is a data file that LFS saves to tell the restarter program the sequence of patches to install.

Don't know why it's still there, but you can safely delete it if your update has been successful.
Scawen
Developer
Thank you all for the testing!

0.6R has now been released!
https://www.lfs.net/forum/thread/90458

Test patch users, if you use the auto-updater you will get a smaller download (it doesn't get all the textures because you already have them).

To use the auto-updater, start LFS, multiplayer, List of Hosts.
New Version 0.6R - Blackwood Update
Scawen
Developer
Hello LFS Racers,

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.

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

- LFS Developers
Scawen
Developer
Quote from TurkemirtrZ :I can't contact to ZORER. Can i translate missing words to Turkish for 0.6R??

Quote from 5thprofiledontbanme :Scawen, I don't know if this is the proper place, but I can help you with the galician translation

Quote from neonmateo :Hi Scawen,I can translate Croatian and Serbian,just tell me what do you need.

Thank you guys, I hope to sort this out in the near future and will remember your offers to keep the translations updated.

Quote from Mr8u1137 :I really liked this test "update". But how to revert back to 0.6q? Reinstall?

Very few people will use 0.6Q after today. The full version 0.6R is coming soon.
Scawen
Developer
Sorry but it's too late for version 0.6R.

I must have a look and think about asking some more people for a few of the translations. Not just Turkish, also Serbian, Norsk, Galego, Slovenski.

Understandably, sometimes the translators lose interest in LFS when they have other hobbies, family, work, etc.
Scawen
Developer
Quote from Flotch :small issue aswell (collision)

Sorry but these small faults won't be fixed now as we are already preparing and testing our full versions.

The only thing we could fix now would be if a show-stopper bug is discovered that means we can't possibly do the release today. But that would put us hours later at this point.
Dedicated Host 0.6R (FOR HOSTING ONLY)
Scawen
Developer
If all goes well there should be a new release today, version 0.6R.

If any hosters would like to start a server in advance, here is the link for the 0.6R dedicated host.
It is not compatible so you will not see it in your List of Hosts in any Q version.
http://www.lfs.net/file_lfs.php?name=LFS_S3_DCON_6R.zip

Please note the release should be at some point this afternoon if all goes well, but there are still some hours to go.
Scawen
Developer
Dedicated Host 0.6R (FOR HOSTING ONLY)

If any hosters would like to start a server in advance of today's release, here is the link for the 0.6R dedicated host.
It is not compatible so you will not see it in your Q14 list of hosts.
http://www.lfs.net/file_lfs.php?name=LFS_S3_DCON_6R.zip

Please note the release should be at some point this afternoon if all goes well, but there are still some hours to go.
Scawen
Developer
Quote from Ibtasim6781 :Found 2 more misplacements behind the tire stacks before Turn 1, after entering the gate with the little ¿gravel? road, to the left. Now you can't jump there boosting with the tire stacks anymore :c xP
Screenshots says all

Thanks.

Quote from Ibtasim6781 :EDIT2: Pit Speed Limit bug Tilt

I don't understand... what is the bug?

[ 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. ]

Quote from Ibtasim6781 :Off-Topic Note: 3rd person view lags depending on where the car is pointing at: When I face towards the industrial area, or if I face straight on the straight end.

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.
Last edited by Scawen, .
Scawen
Developer
Quote from AndreiCL :por favor alguem mande link do unlocker de vcs o meu deu problema e tive que excluir/ pls send me link of the unlocker

www.lfs.net/shop

It's a good price now in Brazil, only £12 for S2. Have a look.
Scawen
Developer
Quote from MandulAA :At first, those panels caught my attention and I immediately wanted to see them change. It would be SO GREAT if those panels would work by default during race sessions, for yellow (and blue) flags. It would mean "more life" to BL!

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.

Quote from MandulAA :Also, smaller typo in the changelog (from Q10 to Q12): "IS_OBH is always reported, as before, for movaoble objects."

Thanks, fixed in my version.
Scawen
Developer
Test Patch Q14 :

https://www.lfs.net/forum/thread/90424

This is intended as the final test patch!

Changes from 0.6Q12 to 0.6Q14 :

New Blackwood :
More fixes including some Z buffer issues and lod distances

Physics :
improved collision and tyre rolling on the 3D kerb objects

Fixes :
FIX : Removed message "Side mirror - point too central"
Last edited by Scawen, . Reason : removed download link now that Q14 is available in the first post
Scawen
Developer
Quote from Nilex :Q13 gives me Unknown track error and I can't load any Blackwood track. Game goes to main menu screen but there is no background. Other tracks are loading fine. I did install over Q12 (BL worked there).

Really wanted to test new kerb behavior because I know where are the nasty parts.

That can only mean you don't have the correct track files from Q12 (in data\wld - check the file dates). Maybe you only installed Q10 before, or incorrectly installed Q12.
Scawen
Developer
Quote from TurkemirtrZ :Oh, so good.

You some new words added with 6K,6Q. Need translate it to Turkish. How I translate these?

Please can you try to contact the official translator ZORER who you can see in this post:

https://www.lfs.net/forum/post/289843#post289843

Though he hasn't posted for a while, so I don't know if he is still active in LFS.
Scawen
Developer
Quote from Flame CZE :Just tested it with FOX and it feels much better now! Does this only affect the new Blackwood kerbs or those kerbs on all tracks?

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.

Quote from TurkemirtrZ :So, new version (06R) has scirocco ? If has, i will in the shortest time buy a S3 licence, i used 2 years my friend S1 account Big grin. By the way you have any plans for Turkish translations?

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! Smile

Quote from Ziomek21 :Not really, tried FO8 at the KY2R buggy kerb, which had killed my car in the past, and it still shows no mercy.
Spr attached, the kerb action in question appears towards the end of the replay.

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.
Scawen
Developer
Quote from Xenix74 :Btw: i would love to have these kerbs as layout objects Nod

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.

Quote from Eri9k1 :Will you open more input data for PostEffect shader?

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.

Quote from BADLVBOY :And ... why not increase the steering angle also to RAC, LX6, LX4 (also used for drifitng) and even RB4, FXO, basiclly for all road cars, people can choose whether they want/need more stering angle or not.

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.

Quote from Flame CZE :Then I think the steering lock of the road cars should be increased from 720° to 900° or even 1080°, which should be closer to real life road cars. But that would require new driver hands animations, although I think the VWS has 900°, so pehaps the animation from there could be used? 45° at 720° sounds a bit too sensitive already.

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! Big grin
Scawen
Developer
Kerb Physics Test

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.

0.6Q12 MUST ALREADY BE INSTALLED!
Scawen
Developer
Quote from nacim :Ads on the bridge here have a lot of Z-fighting (don't hesitate to zoom in to see it properly, it's a 4K image):
...
I also noticed a lot of pop-in in this track (South City too btw).
Maybe allowing draw distance to go higher for higher end computers, because pop-in is one of the things where LFS really shines, and I really don't want to loose that, it's too distracting and immersion-breaker.

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.
Scawen
Developer
Quote from McGherkin :Currently getting Unknown Version www.lfs.net when trying to unlock LFS. Shows 0.6Q12 in the usual place on the home screen.

Thanks, that is fixed now (on the master server) so you should find it works now.
Scawen
Developer
Quote from troy :Quoting myself, sorry. Is there an easy or obvious answer to this I've missed?

Sorry didn't answer before, been a bit busy!

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. Smile

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)
Scawen
Developer
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.
Scawen
Developer
OK, thank you very much for the testing!

Here is another update, Q12.

If you already have Q10, you just install the Q10 to Q12 update.

https://www.lfs.net/forum/thread/90424
Scawen
Developer
OK, here is a test for this specific issue.

IS_OBH will be reported less frequently now.

TYRE contacts - IS_OBH is only reported when a movable object is hit
BODY contacts - IS_OBH is reported for all movable objects and unmovable layout objects

Previously, TYRE and BODY reported all object contacts regardless of movable or in a layout.

This is only the EXE - 0.6Q10 must already be installed!
Scawen
Developer
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.
Scawen
Developer
Quote from UnknownMaster21 :just same thing as on westhill, some tree hitboxes are infinitely tall... hehe

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.
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