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Scawen
Developer
Have a short ban to consider your posting style.

Hint:
Post in English on an English forum.
Post politely if you want a positive reaction.
Scawen
Developer
Well, every car does have a rev limiter. I think you are talking about a specific type of rev limiter, for a specific purpose? If so it could be helpful to describe what you are talking about.

Also, please take a few seconds and do a google translate, so not every person who reads your post, has to do it for you. This isn't a Polish forum and what you say is completely illegible to most people.

EDIT: I've decided to close the thread because of the rude tone of the original post.
Last edited by Scawen, .
Update for race organisers
Scawen
Developer
Hello Race Organisers,

After discussions and testing on another thread some new features are now available.

If you restart your 0.7F host you will have access to the new features.

Using the new /grid command you can:
- prevent users from removing other people from the grid or changing anyone's position
- prevent users from changing the grid at all, even adding or removing themselves
- specify a number of grid slots that are fixed and not rearranged on a race restart
- specify whether real or AI drivers are allowed to join

Also there is a new command /h that gives access to 'local' commands, on the host.


How to use the /grid command

/grid open/self/lock (can non-admins join / leave the grid or move others around in game setup screen)

/grid open self lock
JOIN RACE Y Y N
REMOVE SELF Y Y N
REMOVE OTHERS Y N N
MOVE PLAYERS Y N N

/grid static X (affects grid rearrangement on race restart after qualifying or finished race)

The first X grid slots are protected from auto rearranging when the race restarts.
The first X grid slots are unaffected by the result of qualifying or race finish, on restart.

/grid real no/yes (can real players join in game or game setup screen)

/grid ai no/yes (can AI players join in game or game setup screen)

You can also get the current settings:

/grid - show the current grid lock setting
/grid static - show the current static setting
/grid ai - show the current ai setting
/grid real - show the current real setting


How to use the /h command

For ordinary hosts this doesn't allow many new possibilities but does give access to a few commands.

/h player Host Name (change host player name)
/h o Message (send an IS_MSO message on the host InSim)
/h say Hello (write a message as if typed by the host player)
Scawen
Developer
Thank you for the discussions and testing.

I've now updated all locations and I will post a new thread about the completed updates.
Scawen
Developer
Can you remember exactly what it said when you clicked the link in the email? It sounds like the new email address was not registered properly, but in that case I would expect something like an error message.
Scawen
Developer
I forgot to mention the new /h command that runs the following local command on the host. For ordinary dedicated hosts this doesn't allow many new possibilities but does at least give access to /player (change player name) and /o (output message) on the host.

EDIT: Also /say can be used, e.g. /h say hello (write a message from the host)

I also updated /player to work without an existing player file, so now you can change the host player name with:

/h player Host Name
Last edited by Scawen, .
Scawen
Developer
OK, the bug with /start=reversed in conjunction with /grid static X is now fixed.

You can have the fix if you restart your EU / Netherlands host.

If anyone wants the updates on another country host, I can update it. Just didn't want to update all 7 locations until a bit of testing.

EDIT: Also updated in USA and Brazil locations.
Last edited by Scawen, .
Scawen
Developer
Thanks. Fixed the typo.

About affecting in-game or lobby:

/grid open/self/lock <-- affects lobby only
/grid real/ai <-- affects lobby and in game
/grid static X <-- affects race restarts only

Quote from tankslacno :I just tested this with reversed starting order with /grid static 3, and I noticed something interesting. Those 3 drivers were sent back to the grid with reversed starting order. Is this on purpose, or should these 3 drivers start at the front and the drivers behind them in a reversed finish order?

That does look like a bug... will check it out, thanks.
Scawen
Developer
Strange, I don't know what switches that setting off by mistake. It's back on now.
Scawen
Developer
OK, the /grid command is ready for testing, if you have an EU (Netherlands) host and you restart it, or start an in-game host in the Netherlands.

/grid open/self/lock (set if non-admins can join / leave the grid or move others around)

/grid open self lock
JOIN RACE Y Y N
REMOVE SELF Y Y N
REMOVE OTHERS Y N N
MOVE PLAYERS Y N N

/grid static X (X is a number)

The first X grid slots are protected from auto rearranging when the race restarts.
The first X grid slots are unaffected by the result of qualifying or race finish, on restart.

/grid real no/yes (set if real players are allowed to join)

/grid ai no/yes (set if AI players are allowed to join)

You can also get the current settings:

/grid - show the current grid lock setting
/grid static - show the current static setting
/grid ai - show the current ai setting
/grid real - show the current real setting
Last edited by Scawen, . Reason : typo
Scawen
Developer
I think both commands can be set at any time but the /grid command only affects the lobby. The /static command really only applies in game because it is when restarting after qualifying or a race that the automatic grid rearrangement takes place.

Yes, the idea is the /grid command does not lock out admins at all, so they can still add / remove / rearrange the grid at will.

Yes, the self option applies to you and your own AI drivers.

I don't want to change any in-game display at this time. Although some in-game indication would be nice, what I am talking about in this thread is purely a quick server-side update to help race organisers and I need to get back to the development version in about one day from now, not start working on the UI and releasing new test patches.
Scawen
Developer
[posted before I saw Racon's post]

OK I see what Tuttu means, if no error then it worked. I think I won't change that for now.

By the way, you can check the current values of the listed commands by typing the command with no parameter.
Scawen
Developer
A separate question:

When testing the new /grid command, I felt a bit uneasy that I didn't get a reply from the host confirming the update. I changed it to report back what I typed as a confirmation.

I'm not sure if this is needed or desirable. If so then I guess the same behaviour should be implemented for:

maxguests / adminslots / carsmax / carshost / carsguest / pps / rstmin / rstend / specdnf / autokick / start / autosave

It's just about 1 minute each to do this, but I don't want to add messages that would annoy more than help.
Scawen
Developer
OK, some slight changes after feedback and testing.

I have been able to do more than expected without an incompatible version.


About a suggested option to allow AI / real / any players:

That is a good suggestion but is actually a different topic that doesn't require shared logic. I have to keep this simple to make it reliable. So let's leave that out for now.


About keeping object mods in the first grid slots and not moving them in an automatic reorder, vs a suggested idea to be able to individually lock any players (e.g. safety cars etc):

As noted, there are no gaps in the grid, so it's not really possible at the moment to lock arbitrary racers in position. I think the easiest option (for a quick and safe implementation) is to allow the admin to specify a number of static grid positions. Those static positions could include object mods and safety cars, if they are all at the start of the grid.

e.g. /static 3 ... keep the first 3 slots in place when auto-arranging grid on race restart.


About preventing people adding / removing / moving players around the grid:

I propose 3 options for a /grid command: open / self / lock

/grid open self lock
JOIN RACE Y Y N
REMOVE SELF Y Y N
REMOVE OTHERS Y N N
MOVE PLAYERS Y N N

Scawen
Developer
Hi, the problem you are experiencing is not related to the LFS update. No changes were made in the code to download mods.

It has happened quite often that someone gets an internet issue around the same time as an update comes out, then they think it's because of the update.

I am sure, if you still have that problem and you revert LFS to the previous version, you will still have the problem, proving that it's not related to the update.

There may be a problem with your ISP or your firewall or something on the internet between your LFS instance and our server, but I'm sorry to say there's nothing we can do about it. If there's any way you can try a different internet connection, that could be a good test.
Scawen
Developer
To Race Organisers:

Related to a couple of issues that came up in this event, I have some simple solutions to ask you about before implementing them.

1) Temporarily lock the grid so people cannot join
2) Make object mods stay in their front of grid positions (avoid auto rearranging due to qualifying or result)

Please discuss on the special thread: https://www.lfs.net/forum/thread/112424
Small updates to help race organisers
Scawen
Developer
Hello Hosters,

Tuttu The Dog reported a few issues related to the race restart and lobby screen when running a popular event. In some cases I think I can make a small change and would like your feedback if you notice any issues.


1) People were able to remove others from the grid or move people around on the grid. Obviously that is the behaviour of a trouble maker, not the normal thing. Unfortunately I can't do much about this right now because of the way it is written, that would require an incompatible version.


2) People can join at inconvenient times after being asked not to join. Not necessarily trouble makers but anyone could miss a message like "DO NOT JOIN GRID" and simply be trying to join the race. Join requests go through the host so I think I can provide a simple option to lock the grid.

How about:
/grid lock - players cannot join in the lobby
/grid open - back to normal


3) Object mods sometimes need to stay in the same grid slot. In this event the track mods needed to occupy the first 3 grid slots. This was a problem on race restarts due to the automatic reordering.

Proposed solution:
Grid rearrangement is worked out on the host so does not require an incompatible version. What if the host counts the number of "object" mods in the first few player slots, and then makes sure that those objects do not change in position due to their qualifying result [NONE] or race finish result [DNF]. Instead, any object mods that are in the list before any vehicles, would retain their front grid slots.
The first ever live stream of an event using a track mod!
Scawen
Developer
Hello Racers,

Today we will see the first live stream of an event using a track mod! Smile

Tuttu The Dog has created a track mod called Norisring using object mods for the scenery and a layout for collisions.

A series of short races will be live streamed by Sim Broadcasts from 16:45 UTC. (Or 16:55 - I'm not sure)

Twitch: https://www.twitch.tv/simbroadcasts
YouTube: https://www.youtube.com/live/-pgetMzNeVs

Server is open for practice. Event info: https://www.lfs.net/leagues/870/season/1303/round/5723

Scawen
Developer
One more thing you could try.

Start LFS, and enter this command:
/log msg.txt

Now everything you type will go into a text file msg.txt

So now you can try to enter the text you want (into LFS text dialog) and you can open the text file to see the text encoded into "code page" style.
Scawen
Developer
Player name was never the problem, it was just an example, to hopefully demonstrate the correct encoding.

In my copy of Notepad, there is a menu in "Format" "Font..." and in there is a drop-down "Script" where you can select the code page represented by the characters in the file. I think you may need to select the correct "Script" for the language you are typing in there.
Scawen
Developer
It seems likely you are not using the code page correctly, but it's not for me to describe. It's an old Microsoft system, which you can look up if you want.

LFS can help a bit though. You can try writing a player name using the word you want, then exit from the player options, now have a look in data\misc - I think the new .ply file name will have the correct character encoding.
Scawen
Developer
I think in the external program the code page needs to be selected in the text sent to LFS, using one of these character sequences:

^J: Japanese (code page 932)
^H: Traditional Chinese (code page 950)
^S: Simplified Chinese (code page 936)
^K: Korean (code page 949)

The characters after the code page selector can use the character encoding according to the selected code page.
Scawen
Developer
I think it may be the high rise buildings with hundreds of windows, in those cases Eric doesn't want to model them in an 'expensive' way with light emitting surfaces behind a glass layer, as he has done with various buildings around Kyoto (and also South City) but not the high rise ones. Although it's not something we have discussed recently, I guess the priority isn't that high yet.

EDIT:

How the lights are modelled in LFS, each object with self-lit surfaces has a lighting value that can be set (per object or object type). There are 3 different values (always on, night white and night yellow). These values are inserted in the vertex structure when the editor model is built as a game-ready mesh (on load). When drawing the triangles in game, the special values (3 mentioned above) are multiplied by the current state of that light (always on is... always on [pit garages etc] and night white / night yellow are on between sunrise and sunset). Some lights also use a "night mid" and they get half of night white and half of night yellow, to allow a bit more variation in the light colours.

These resulting light colours are used both to render those lights every frame and also in the lighting baking render which is done over several hours, getting light values from every point.

But I fear I may get more questions now that I started talking about technical things. Please forgive me if I don't answer!
Last edited by Scawen, .
Scawen
Developer
Google translate:
Quote :After clicking download, it prompts that the download failed. Is it because of a problem with the Chinese network?

It's possible that the Chinese firewall can cause problems, and that may vary. There are two ways to download a mod.

1) Click a mod in-game (on the mods screen). From China (and other Asian regions, and of course America) I think you are redirected to the USA downloads. You can disable the USA redirect with:
Options... Misc... Allow regional downloads: [no]

Maybe that can help.

2) If you were clicking a mod like on the website and it failed, we would need to know the exact message, maybe you can set LFS to English and report the message. This depends on LFS being installed with associations enabled, so that web links can be used to start LFS.

I think it would help to know if it worked for you before, and it has recently stopped working?
Scawen
Developer
I've started one of these requests on a test account, to have another look after 7 days. I've tested thoroughly before several times on a short time frame test while developing it and it was working fine, and I'm sure I've seen it on the full week test as well. There isn't a way for it to be affected by failed emails or expired domains, etc. It's not an active process, it just sets a time in the database and that is affected when you visit the page after some time.

After the first 7 days, you should be able to set a new email address without receiving one on the old email address.

After a further 7 days, if you don't set a new address, then it returns back to the original state. That is 14 days after you first clicked.
Last edited by Scawen, . Reason : typo
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