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.
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.
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.
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.
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.
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.
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.
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.
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.