The online racing simulator
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Scawen
Developer
Hi Gavin,

We hope to release the full version tomorrow so if you have any time to check T6 this evening, to confirm if the TV cameras view works correctly now, that would be quite reassuring.

Thanks to you and emiljensen2 for the bug reports and testing.

I like the way OpenVR allows us to support more headsets as time goes on.
Scawen
Developer
If possible, please could you test this has been fixed?

I do believe it works but it would be good to hear from someone else!

Thanks for the report and testing.
New full version tomorrow (minor update)
Scawen
Developer
Test Patch T6 is ready for testing.

We are hoping to release the official version of this minor but important update tomorrow. If you have a little time, please try the test patch and let us know if you find any issues.

Info and download

Thanks! Smile
Scawen
Developer
Quote from racerss :...is it possible to investigate the reason as to why clicking the 'Game' tab option in the settings causes LFS to hang for the first time?

That's because of the Unicode characters. Do you get a long hang? On my computer it's just a split second.

Quote from racerss :Players above have also asked about the possibility of increasing the player limit, I think having 48 players on the track (as in 48 connections) would be awesome.

I've tested the patch and everything is working as expected (non VR features).

Thanks for the testing. We can't increase the number of players at the moment as it's a fully compatible version, just a minor update.
Scawen
Developer
0.6T6 is now available. I'm hoping it's the last test patch before the full version of this minor but important update. I want to get back onto the lighting in the development version.

If you have a little time this evening it would be great if you could test it, maybe go online for a race or two.

Thanks!


Views:

FIX: Offset mirror was not drawn offset in forces draw (F)

VR:

Minimum value for manual FOV setting reduced frmo 80 to 75 degrees
FIX: There was a loss of accuracy in the automatic FOV calculation

Misc:

More translations updated - Thank you translators!

Download:

https://www.lfs.net/forum/thread/93144
Scawen
Developer
Quote from Pasci :Technical? That should be 110°. But the driver/controller software is very bad. Can I read that value somewhere? Through SteamVR?

What I mean is the vertical FOV displayed in LFS.

If you select "Automatic" then the text to the left of "Automatic" will state the default vertical FOV (rounded to 1 degree).
Scawen
Developer
No, we are several months away from the graphics update.

The full version we will release is just like T5 with a couple more fixes.

It was extremely important to do this update because of the VR problems that made LFS not work, or in the case of the Odyssey+ could cause eye strain. We don't want that, so that's the reason for this small interruption in my Graphics development.

And the good news is we have this quick little update with quite a few fixes and a couple of new features.
Scawen
Developer
Quote from Pasci :It's because this headset doesn't have a positional tracking like Vive or other headsets have. This system use a special "carpet" to track such movements. But if I drive a car, that system is completely useless. There is no real room scaling as for example at Vive instead.

Even without positional tracking, there should be a 'correct' FOV (hopefully the one supplied by the drivers). You can see what I mean if you increase the FOV a lot, e.g. maximum, then just turn your head left and right. Your should perceive that the world seems to move left or right as well (and/or seems to warp a bit).

With FOV too low there is the opposite effect. But what is the default FOV from the AntVR? I ask because you are talking about numbers near 80 degrees, but 80 is currently the minimum user setting. Maybe I need to allow a bit less, for headsets with less vertical FOV.

I can reproduce the object culling issue at the edges when FOV is increased. It takes the culling from the default input values, and for some reasons it might be a bit tricky to change, or a bit too risky at this point. We hope to release a new full version tomorrow so I want to keep any more changes very small.

Quote from Racon :Not true! There were multiple viruses/malwares running on the last avast-protected computer I came across...

Some discussion about antivirus from Justin Schuh, Google Chrome security engineer.
https://twitter.com/justinschuh/status/802491391121260544
Scawen
Developer
I'll try that tomorrow in the Vive. But I'm interested to know, why do you want to increase the field of view? I would think that would just make it wrong, in the sense of being different from reality, so the world would seem to rotate around a bit as you move your head around.

In fact some people might say we shouldn't even have that setting in there, it's more left over from the early days of VR when I was writing it for the DK1 and had to give the users some control over it so I could understand how to set it correctly.
Scawen
Developer
Thanks, I've told Victor about the items that seem to be missing after the troublemaker's account was deleted. I guess the database needs to be refreshed in some way.


EDIT: Looks OK now, thanks Victor! Smile
Last edited by Scawen, .
Scawen
Developer
The rotated views on the virtual 3D TV should be fixed in T6:
https://www.lfs.net/forum/thread/93144
0.6T5
Scawen
Developer
0.6T5:

Multiplayer:

FIX: Timing bug that allowed damage repair to be done in zero time

Interface:

CTRL+SHIFT now shows user name instead of player name in F11 / F12

VR:

FIX: In Pimax the virtual 3D TV for replays had a rotated image

Misc:

More translations updated - Thank you translators!

Known Issues:

OLD BUG: Mirror appears wrong in forces mode if offset in driver view
OLD BUG: Load grid AI lose their colours if "AI use player setup" is [no]

Download:

https://www.lfs.net/forum/thread/93144
Scawen
Developer
No, I think it's OK now, I'm just trying to figure out a fix.

I don't think you could do it in single player.

Thanks.
Scawen
Developer
OK, I think I can understand it now.

I couldn't reproduce it in single player mode at all but have done it a few times in multiplayer.

I think the bug only exists with packet delay which isn't there in single player.
Scawen
Developer
Any chance of an SPR?

Maybe at FE Club so it's quick to load and do a lap.
Scawen
Developer
Quote from ltras23 :Perhaps it's best to delay new patch to fix HLVC too...

This is just a website glitch, nothing to do with test patches.

EDIT: I think the hotlap upload verifier is working again now.

Quote from ZEUSfdp :my wr BL1 / XFG disappeared from the list, what happened?

What happened? I see your record is still in its table.

Which list has it disappeared from? If you give me more information I can notify Victor about it.
Last edited by Scawen, .
Scawen
Developer
Thank you tankslacno and vaitelli, your updates will be in T5 which I hope to release later today.
Scawen
Developer
I'm pretty sure you can switch your antivirus off for a while.

There shouldn't normally be any problem if you don't open any attachments in any strange emails you received, or go visiting any disreputable websites while it is switched off.
Scawen
Developer
Good one, I think I know what that is.

In replay mode you are supposed to be looking at a simulation of a 3D TV screen in front of you. The edges of that 3D TV probably look correct but I'm guessing the left and right eye images on the TV pictures have been rotated but they shouldn't be. They should be drawn "old style" because they aren't actually related to the headset. I'm probably not explaining very well but I'll check it out tomorrow along with the few other bugs.
Scawen
Developer
Thanks, deleted.
Scawen
Developer
Thank you! Smile
Scawen
Developer
Thanks. It should be fixed either by putting the mirror in the same (offset) place as in normal view, or by getting that mirror texture in the right place. I don't know which is the easiest solution but I'll have a look.
Scawen
Developer
Good to hear some of you like the filtered view, it is quite interesting seeing a bit more how the car moves before the camera catches up.

Credit to MagicFr for describing a filtered view system: https://www.lfs.net/forum/post/1938814#post1938814

And here is a video I watched of his system in action: https://www.youtube.com/watch?time_continue=2&v=bNP01xoSmH8

Mine's a bit different but I guess similar. His system has more customisation options.

Quote from tankslacno :Okay this is bit weird, but if I put that setting "AI use player setup" to [yes] and setting "AI use player colors" to [no] and then load grid, every AI is having a correct (= different) skin. If I put both settings to [no], AI's are having default skins.

I confirm this is happening here, colours are wrongly affected by the "AI use player setup" option when I load a grid.

If I save a grid of different selected skins, then the grid always loads the wrong colours when "AI use player setup" is set to [no].

In that case, all AI will use either my current selected colour or their own selection, depending on the "AI use player colours" setting.

I believe what we actually want to happen is that the AIs in the saved grid should always use the colours/skins they were saved with, regardless of these settings. I think these settings should only apply at the moment the AI is added to the grid, otherwise it is too confusing. But tell me if I'm wrong about that.

I realise that it would be nice to have an interface to easily select a setup or colour for any AI already in the grid, but I don't feel there is time for that now. I do plan to fix the bug though.
Scawen
Developer
Quote from Degats :[TC] CityDriving One is now running T4, we'll see how it goes tomorrow when the player numbers pick up.

Great, thanks!

Quote from mbutcher :What does this new lag recovery system do and when? Will its effects be noticeable?

I wrote something about that in the Hosts section: https://www.lfs.net/forum/thread/93146

Quote from THE WIZARD DK :i experienced several times but could not reproduce on purpose(therefore no data) i get some sort of roll or pitch to my view in cockpit when usinf V to shift through cameras. all cams works fine but when i go to the cockpit view from outside view i get like a split sekund where the screen dives down and then goes back to normal position.

Sounds like the new View lock "filter" option.
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