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Scawen
Developer
It seems to me the spawn points just have too high a Z value. LFS searches for a surface downwards from 2m above the spawn point's z value.

If you put a start position on the ground there and reset, are you spawned on top of the concrete? [edit - sinanju says it's ok in this case].

Also if you car is below there and you press SPACE, does your car jump above the concrete?

If you are using car positions to get the original value for spawn points, you could try lowering the Z value by 0.5m so it's near ground level instead of near the centre of gravity.
Scawen
Developer
Quote from vitaly_m :Thanks for sharing the plans.

If Eric finishes a track sooner than tyre physics are ready, will the track be released sooner than tyres?

Yes, now that we made the decision to sell S3 licenses, there is no reason to hold back tracks because of tyre physics. The quicker we can get a track out there, the better, as the S3 license upgrade will look like twice as good value. But it will take a while as Eric is working to a high detail level as you can see in Westhill and Rockingham.

Originally the tyre physics delays held up some things, and still holds up the Scirocco. As most people know - and this has never changed - tyre physics was and still is the reason for the delay in the Scirocco.

The tyre physics update is the best thing that can happen to LFS on the code side. On the content side, new tracks are the best thing.
Scawen
Developer
It will also allow us to simulate more different types of vehicles because the tyre model should scale correctly from small tyres to large tyres. There are so many possibilities from having a better tyre model, not only that it feels better and more fun to drive as you put the power on coming out of a bend and so on. A physics model based on real physical principles that produce the mathematical functions that produce the slip curves and the way of combining lateral and longitudinal forces (they aren't 'combined' as such, they just come out of the model naturally).

And no, I'm not going into details now. Right now I'm trying to get this quick update out of the way. And as I said then I'm working on functions for Eric and at last I'll be back on the tyre physics. If there's something interesting to say about it in a few months, then perhaps I will.
Scawen
Developer
Obviously it hasn't been proceeding a lot as I've been working full time on other things. There is only one of me.

What benefits they will bring? They will behave more realistically and feel better to drive. Nothing do do with changing a few numbers. It's an entirely rewritten tyre model.

For more info, drive a bit in LFS then go and drive a real car. What differences do you feel? Those differences should be reduced. That's the plan.
Scawen
Developer
I noticed that my previous post could be misread, so I just want to make it clear there will be no tyre physics updates in the coming patch.

1) Test patch in a few days with crash fix, a few small lesson editor fixes, possibly an MPR smoothing.
2) Not going to get into a massive patching session. I've just come off one. Just release the full version with a few minor updates.
3) Do some editor functions that Eric has asked for.
4) Work on tyre physics.

Disclaimer: That's the plan, but plans change...
Scawen
Developer
The only way to provide a truly customised version of LFS is through InSim.

However, if you want to try to allow the user to do a few things through text commands assigned to wheel buttons, you will need commands like:

/spec
/car XFG
/join
/track BL1R
/ready
/end

The text commands are documented in the commands.txt file in your docs folder.

You can assign text commands to wheel buttons in Options - Controls screen in the CTRL+ and ALT+ sections.

Also you can assign multiple text commands to a single button press by using a script. The script is simply a list of LFS commands, saved in the data\script folder. You can run a script with the command /run filename and that is the text you would assign to the wheel button.
Scawen
Developer
I didn't want to get into a new full version at this point, but a crash bug is enough to change my plans. We can't leave a crash bug out there in the official version. So I'd like to do a few small fixes and improvements to make it more worthwhile. I won't be getting into any monster graphical updates now, as that has far lower priority than the tyre physics which I must get back onto without delay, after doing some editor functions to help Eric with the track he is working on.
Scawen
Developer
One way is to have an external program connected to Live for Speed through InSim. Wheel buttons can be assigned to /i messages that will be sent out through InSim, so now the external program knows when you press any wheel button.

The InSim program can then display options on the screen, that might be tracks or cars to select, and the user can select the appropriate option by pressing wheel buttons.
Scawen
Developer
T3charmy, I moved your posts to a new thread in the programmer section:
https://www.lfs.net/forum/thread/89117
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