Nice work there. Would it be hard to add tyres filtering?
I am asking because I have implemented a tracker myself, and I went by the hard way of using binary serialization and also I do manage data by hand (in a very well optimized way, almost).
But if I get it right, you just fill the database with data and then query by those filters. That makes it easier to implement new filters. Am I right?
Grouping and non-overlapping is not that big of a deal, I mean we don't necessery need them. Snapping to each other borders would be enough. What bothers me in that regard is that current design limits us with 256 points precision, and overcoming that would bring a lot of trouble with all the insim apps around here.
Currently we have 256 points per screen. In VR mode afaik we have that virtual screen on top of the steering wheel. So we want to extend that range. If you just stretch it, you can let users narrow it back by hand moving those insim elements by hand. But there are other options...
There was no clear answer from Scawen himself though.
But from what I know, they had quite some troubles with setting up their taxes accounting system with the government around 2015/2016 New Year time, so then getting into steam, I presume, might not be so easy in that regard.
Also, a lot of times games on Steam have different prices in different countries. Should they conform to that? If they should, how would that cope with the fact that current license owners purchased the game with (rediculous for some countries like Russia these days) 12 Pounds per license (36 in total)? One of the reasons why Steam is so popular, is that games have acceptable prices most of the time.
Moreover, they would have to split the product into free Demo, then S1, S2 and S3. I doubt that it will be so easy. Tbh I never saw a game on steam that had Demo with purchasable content.
Now that we can partially acknowledge the difficulties, I am not surprised that Devs never posted any answer to the question.
But if they will do try to enter Steam, the best is to wait until more content and new tyre physics get released.
There is a gaming caffe in Russia which does provide LFS among other games (list is like ~100 items, Oculus and HTC Vive games). I wonder if they ever contacted LFS devs or fitted LFS logo anywhere...
I decided to move from static to dynamic linking of the Qt framework. Dynamic linking is usually considered as the better choice in general. UPD: good example is that if you have 20 programs that use the same version of framework, when you dynamically link to the same shared library file (DLL/SO), you can save a lot of memory. For LFSTop it is not that much of a use, but still it is better to follow common sence.
When I used static linking my toolchain could remove all the parts of framework that I didn't use. When linking dynamically, you can't easily do that. Therefore resulting archive size increased a lot. It also has a lot to do with debugging symbols, because they get compiled in differently. If you run `strip lfstop` on linux, you will see that executable size gets down to around 2 megabytes because it contains a lot of the debugging symbols needed to debug the Qt framework application.
In next version I will consider to distribute debugging symbols in separate download. Hope that I cleared the matter here. Thanks for enlightening question
When I get into this game, I found some good friends here, so I wouldn't agree.
People are different, and if you judge the community by what people post on forums... You could find opposites and there are always discussions (not so productive sometimes though) revealing diversity of views here.
And tbh, a lot of people (including myself at times) just mess around being bored
"Limit demo use" shows how desperate are people for new content coming up with such a controversial proposal.
What should you think about is your expectations of racing activity, because these days S2 (and S3) servers are even emptier than Demo at times.
That should be done via insim really, because there are tons of statistics you can come up with, so asking Scawen for this when we already have insim (which was made exactly for such needs) is not good.
If you want to have some racing, head to https://www.lfs.net/leagues leagues section and find something approporiate.
These days I dropped LFS for some time, but I never had any regrets for buying it, because there are great events occasionally. And sometimes me and some friends just roll around some combo and it is alright.
But if you expected online activity to be at the level of other simracing titles, then you came at a wrong time.
So if those 24 pounds really strike your budget, think twice next time before buying anything and I hope you can resolve this matter.
That might bring even further input lag, but if it gets configurable, it is allright. I beleive that LFS old-school approach is really the best from input lag prevention perspective (with the sacrifice of being dependent on single threaded CPU performance). Both interpolation and threading should be switchable in order to be able to get maximum performance on each gaming rig.
And indeed it is really difficult. Once threads kick in, you might need to redesign the whole resource management system and also you get some thread switching overhead and who knows what else. There are a lot of challenges and the resulting gain might not look as valuable when you're there. Having said that I hope people would keep themselves patient looking into the future
Is it possible to do some interpolation when rendering LFS graphics?
It will eventually break everything though, because the whole game loop would be different, and also input lag can become more of an issue. But if that 100Hz/XHz beat really hurts someone's eyes, it might become a better experience.
But it is the approach that Bullet physics engine (and I am sure, others aswell) applies for example. Basically it looks like this:
Get user input
calculate atleast 100/minimal_fps physical frames (the idea is to render enough frames to get to the point of rendering the next graphical frame, but usually they use something like 5..10 fixed)
Find 2 closest_to_current_time physical frames and interpolate relatively between them
Render graphics and sound
Go to 1
Obviously it is not the perfect approach. Ideally we would want our hardware to support setting velocities for each body rendered (idk if there is such technology already, I never digged into modern graphics).
Well, it was integrated graphics card (and my memory stick is from slower ones). So I got 30 fps and input lag with no surprise I am having decent GPU this time. Will test it later again.
Waiting desperately for next version to try, and also to be able to change setups (Y)