I haven't used a Pacejka Magic formula model but any model based on slip as inputs will have that problem that it doesn't work near zero speed. In LFS at very low speed it changes to a separate static model that is sufficient for low speed movement. The static model tracks a ground point representing the centre of the contact patch, that tries to move along the ground in the direction the wheel is pointing. A spring force is applied between that point and where it would be without any friction. Something like that.
I can't get heavily into that at this time, though I am following the drifting discussion.
If I do a change during this update it can only be the steering angle limit increase. Because I have too much work to finish that must not be delayed. A couple of questions:
- I notice people do not mention the GTR cars. Are they not used much for drifting?
- Does anyone have any facts about the limits in real cars when front wheel drive is involved?
Thanks, I have found out the reason and fixed this. The shadows are now affected by fog in the same way as they were in version Q. Even that is not quite correct, as you can see if you put a car in a building's shadow then move far away. But it is much less noticeable than in Q3.
About your quote:
This is something different. For example see the attached image and compare the UF's shadow on the ramp, with how it appears on the ground.
I don't know if this can be done without messing up all the hotlaps for those cars. But as it seems so popular, I can look into it. If it would mess up the hotlaps then I won't do it, an increase in steering range would have to wait for the new tyre physics, which I have been working on.
But, to help me, can you tell me exactly which cars need more steering angle to help with drift and how much that extra angle should be? It really must remain within the realms of "realistic" and I guess that means it should not include any cars with front drive.
There is more to come. Explanation below.
At the moment the shadows do not affect transparency, and I didn't do anything to change that. It's a good point and I haven't even thought about that! I think with all the other things I am working on, the shadows on alpha surfaces will not be changed in this update.
The problem with skid marks on concrete is if the concrete object disappears, we could have floating skid marks. I haven't yet worked out a system to solve this. Though I haven't put much time into it. I suppose it's possible by registering every bit of skid on an object, so they can vanish if the object is deleted... again, probably not in this update.
I've been diverted onto some updates on the tyre physics, because I needed to send Eric an update with new editor functions, but the new tyre physics were in an "intermediate" state. Now I've brought them to a driveable state, I can update Eric's dev version and I can get back to some patch things.
But I don't want to try and say what else will be in the patch.
Yeah, normally the test patch threads are more lively and I keep adding more updates. This time, the shadows were tested, no serious bugs exist and then I've been diverted onto other things and there was also two weeks with the kids at home.
I'm back to work now so hopefully there should be more to test soon!
It's worth upgrading to S3 if you think that amount of money is worth it to drive on an accurate laser scanned version of the real Rockingham race track. If not, then it's not worth it, and you should stick with S2 until we release more S3 content.
I sometimes wonder if people think they need S3 in order to be up to date and find anyone online... but that is not the case at all. You only need S3 to go to Rockingham. S2 is fine for all other purposes and is the best value for money at the moment.
In order to get more licensed people online, we have now reduced the LFS prices for lower earning countries. There are quite a few licenses being bought now, so I hope that that will work. The best thing to do is get online. There are too many people around saying they want to go online but there aren't enough people online. I think you can see the solution here!
Today we have made a change that will be helpful for many LFS racers. Until now, everyone paid the same price for an LFS license. But this sometimes seemed too high in places which are not favoured by the international exchange rates.
We have compared data on average earnings, converted to a common currency, and separated all the countries into three bands. The first band price is the same as before, £12 per license level (e.g. Demo to S1 or S1 to S2). People from countries in the second band now pay £9 per license level and people in countries from the third band pay £6 per license level.
These prices are now visible on our shop pages. The price bands only apply to licences and license upgrades.
LFS gift vouchers can be used to give LFS as a gift or help a friend upgrade. Vouchers can now be bought with any value from £3 to £36, allowing you to buy the exact gift you are looking for, matching the new banded license prices.
We hope this will make our licenses accessible for many more LFS racers!
Yes, I agree this thread is really over. There are no new opinions. All valid points have been made and it is descending into people just saying the same thing again.
It is relatively peaceful, so thanks for that.
I think it's really invalid to say "I've played this game for years and it's not worth the money". That is totally inconsistent. I do think it's reasonable that people should be paid for the work they do, even if they are in the entertainment industry.
I'll now close these #THREADS because there is nothing more to say.
Thanks for the info. As the crash is in that NVIDIA dll I can't look into it further at this point. It would be possible if you could give me a dump file. I don't know hot to get one, but I can look at a call stack if I have a dump file. The call stack shows which LFS functions called the D3D functions which eventually led to the crash. It's possible that LFS could be fixed to deal gracefully with whatever bad event has happened in the driver. It may be the driver has crashed. LFS doesn't deal will all cases of such events. On my computer when the graphics driver crashes, LFS usually displays a black screen but continues to run without crashing.
One thing you could try is an older NVIDIA graphics driver. I reverted to driver 364.72 because the later drivers kept crashing any time, even if I was simply using my browser. I don't know if that is possible for you. It was fine for me using Windows 7.
If you can provide a crash address or event log, I can have a look to see if the problem is in the LFS.exe program. Sometimes these days, there are bugs in the drivers or Windows updates, so it's not necessarily LFS's fault. But it may be and that's when crash address / offset / exception code can help.