The online racing simulator
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Scawen
Developer
Thanks for the report. Fixed in 0.6U
Scawen
Developer
This is fixed in 0.6U
Scawen
Developer
No changes in the graphics or the multiplayer system (other than those listed).

The false start spectate is for internet races, not LAN and happens when you move more than 6 metres before the light goes green. It's to stop idiots driving through ramming everyone on the grid.
Scawen
Developer
In Options - Controllers screen:

Open Axes/FF Tab.
Click "Handbrake" then select the axis over on the right.
Nearer the top of the screen "Handbrake" select "axis"
Scawen
Developer
Quote from jfeelders (GoT) :Why do I need to unlock my LFS achter updating? I used the auto-updater from within 0.6T.

We always do that with a new patch.

But your user name and password should still be there so it should be just a click to unlock.

I forgot to restore everyone's 3 unlocks when the patch was released and have done that now.

Quote from THE WIZARD DK :EDIT: just checked in translation. that didnt get me less puzzled ?
Denne Wizard vil hjælpe dig med at opgradere %s til version %s.

because in there its correct?
EDIT2: pressed save on it.(finished for now).not sure if it works in next then? i dont get this at all.

Not too hard to figure this one out. Looks like Victor forgot to get the updated translations into the installers.
Scawen
Developer
With a two monitor setup, if you have a left hand drive car then the better arrangement would be to put the side monitor on the right and you offset the main view to the right. Then you will have both mirrors there.

For a quick test, you could try your setup with a right hand drive car and it would probably look quite good.
Scawen
Developer
Quote from racerss :Also since you're updating the gearbox's code, there's this little issue (it's really minor but something that can be looked at), while LFS auto gear shifter is shifting up/down and the user hits the shift up / shift down keys, the car goes to first gear or reverse.

Ah, this is what Wizard was describing in the main forum. Thanks for your explanation.

I understand this is an older issue, not made worse by the test patch, and I think it will have physics compatibility implications and should be looked at when I am working on the physics.
Scawen
Developer
Well I didn't work on the AI driving skills in this version. But some people do like to race them, it is quite skillful to get round, working up through the field without them knocking you off the track. A bit like online racing. Big grin
Scawen
Developer
Thanks again for all your help.

The new version U is now available: https://www.lfs.net/forum/thread/93160
Scawen
Developer
Thank you all for the feedback and testing!

The new version is now released: https://www.lfs.net/forum/thread/93160
New LFS version 0.6U
Scawen
Developer
Hello Racers,

Today we have an update for you with some important fixes and some new features. This is not the graphics update we have been talking about in recent progress reports. This one is fully compatible with the existing public version.

We decided to work on version U after learning about some issues with two new VR headsets that could actually cause eye strain, which made an update really important. We also fixed some other known bugs and took the opportunity to add some new features.

You can try a new setting for the cockpit views. Previously they were always aligned to the car but now you can lock the view to the horizon. Some people can experience motion sickness when driving a car in VR and this option can be a great help for them. With the view locked to the horizon you get a strong feeling of how the car is moving but it can be too much so there is an alternative setting to 'filter' the view. In this case the view still goes with the car's pitch and roll but there is a short time delay while the view catches up to the car. This is quite effective in showing how the car reacts to bumps.

For those of you who like to race offline, we have increased the number of AI drivers you can add and you can now set their skill levels individually in the race setup screen. The F11 and F12 in-game screens can now be used to adjust their live settings and pit strategy.

Read all about this update and how to install it on the Live for Speed version 0.6U page.

- LFS Developers

Scawen
Developer
Great, thanks!

Thanks to you all for the testing, it seems a pretty good little update.
Scawen
Developer
OK, I'm going to assume this isn't a new bug and isn't related to the slight change to debounce code.

If it's an old 'feature' that is unchanged then that is not really for me to look at today.
Scawen
Developer
Thanks for the report.

About the screenshot save, the currency symbols appearing in place of backslash is because that message is displayed in the selected language's codepage, and those characters occupy the backslash slot. It's fairly simple to fix but actually because it can be displayed in the "temporary message" slot in game, which doesn't yet have a codepage specifier, it's just a bit too complicated for today.

On the extra wide characters being truncated, that is expected and there is an explanation here on the November progress report thread:
https://www.lfs.net/forum/post/1942922#post1942922

The thing that was fixed is that characters which were not too wide were also messed up in some cases, and it looked wrong in a different way:
https://www.lfs.net/forum/post/1942787#post1942787
Scawen
Developer
I don't really know what you mean. Are you saying there is a bug?

The issue I am talking about, that debounce code should prevent, is for when you press a controller button once and you get multiple gearshifts (due to switch bouncing, not an LFS bug).
Scawen
Developer
Thanks for the testing.

I do think the new system needs shorter debounce time.

I think I'll reduce the minimum to 10ms and default to 20ms.
Scawen
Developer
No, the sort of thing this change can fix is when people get a double shift from a single press of a button or lever. It happens because the switch on some controllers reports off->on->off->on instead of just off->on, so LFS has to deal with that.

Actually that case was already dealt with. The new code also should deal with the opposite case when the button or lever is released. Instead of going on->off the switch goes on->off->on->off and LFS should now deal with that correctly.

The issue you linked to, it's the first time I've ever heard of it. It would be good if someone could remind me of it when we are doing physics updates.
Scawen
Developer
I'll close this thread as it's not tomorrow any more, it's today.

If you use any kind of game controller, please can you check out this thread about the gearshift debounce:
https://www.lfs.net/forum/thread/93158
New full version today - please test the updated gearshift code
Scawen
Developer
Hi, I've made a "last day change" that makes me quite nervous.

It's supposed to improve (and simplify) the way the "gearshift debounce" works. Some people still got an extra shift when releasing the shift button, and this change should solve that.

So, anyone who uses a wheel or controller, please can you try Test Patch T7 and let us know if it works fine?

Gearshift debounce setting has been reset to 40 ms so you may need to adjust that if you have problematic gearshift buttons.

https://www.lfs.net/forum/thread/93144
Scawen
Developer
Quote from Racon :Is it possible to increase the gearshift debounce upper limit?

Instead of that, please could you try the change in T7:
https://www.lfs.net/forum/thread/93144

I found out the old code didn't look very good. I'm really nervous to change it this late but I can't really see the sense in the way it was coded before.

I think the problem with it was that if you held the button down longer than the debounce time, then there wasn't proper debounce when switching from on to off.

Now, the "debounce timer" is held to maximum constantly while the button is held, so it doesn't matter how long you hold down the button.

The code now has this effect:
When you release the button, you must wait "debounce time" before pressing it again.
Scawen
Developer
Quote from nacim :Since you're developing / fixing small things for this small update...

I'm pretty much finished now, need to get back to the graphics work. At this point I'll only fix serious issues, although your suggestion is probably good. The only thing I have on my list is to allow down to 0.05 on the view lock filter time.

I think you can achieve a reasonable result using the /settings command. Have two differently named copies of cfg.txt and set up two shortcuts something like LFS.exe /settings=cfg_1.txt

Then one can have the setup for the wheel and the other has the setup for the gamepad.
Scawen
Developer
No, sorry. But it is OK to have an old version on your hard drive and you can use that any time for old time's sake.

It's not really possible for Eric to update old tracks with new textures, while also updating the track to how he actually wants it to be now.

And we can't have the old tracks just there with old textures either, as some kind of historical museum piece. Big grin Actually the old tracks don't even work properly in the new graphics system, which is why Eric has to go through all the tracks doing a big overhaul.

But the "museum pieces" are still there, you just have to run the old version. https://www.lfs.net/archive
Scawen
Developer
Victor is fixing the translation system and has replaced the Dutch file.

If anyone wants to use Dutch in T6 you can get it here.

Quote from nikopdr :The filtered mode works great, I like it since i couldn't use rotareneg's insim version at the same time with lfslazy Big grin Also AI seems to take up less CPU after driving around with full grid. Thanks for the test patch Smile

A small question though, would it be possible to adjust the minimum filtering time to 0.05 seconds and have this option separate for cockpit and free view?

I think it should be OK to reduce the minimum filtering time but I don't think I can do the separate saving for the custom views at this point. No real reason except that requires too many changes and I want to release tomorrow. Good suggestion though! Smile
Scawen
Developer
Hi, that's just the amount that can fit in a single packet. It could be possible to increase that number by using multiple packets but that would really be a big change.

Sorry but it's not just a number I can increase, because of the way it's coded as an editor that can be used online, with more than one person editing at a time and so on.
Scawen
Developer
Thank you, I've notified Victor about that. Seems there is still a bug in the online translation page.
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