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TEST PATCH 0.6G18 - New Westhill Circuit
(90 posts, closed, started )
TEST PATCH 0.6G18 - New Westhill Circuit
WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS

PLEASE TEST BEFORE YOU POST

NO OFF-TOPIC FEATURE REQUESTS

NO UNRELATED COMMENTS


Hello Racers, here is a new TEST PATCH : 0.6G18

It includes the new Westhill Circuit with additional configurations.

This test patch IS NOT compatible with version 0.6G
This test patch CAN play hotlap replays from version 0.6G

You cannot upload hotlaps made with this test patch because it is only a test patch, not an official patch.

Please keep a backup of your LFS.exe from 0.6G so you can easily go back if there are any problems.


Changes from 0.6G17 to 0.6G18 :

FIX : Bug in 90 degree versions of the concrete wedge objects


Changes from 0.6G14 to 0.6G17 :

Misc :

New Westhill track update with various fixes
Maximum multiplayer car draw distance up from 300 to 500
Off path side messages only shown with Network Debug enabled
More translations updated. Thank you translators!

Layouts :

Maximum autocross objects increased to 1800
New concrete objects Wedge and Short Slab Wall
Car shadows now appear on the concrete objects
Raised start positions now work with concrete objects
Up/down buttons beside checkpoint width / circle diameter
Custom pit stop box can now be used to repair car and refuel
Custom pit stop box disables pit lane and default pit stops
Interface buttons now drawn in front of the object buttons

InSim :

ISP_NCI packet added to give host more info about new guest

Fixes :

Coloured concrete often did not go back to grey in editor
InSim IS_REO packet was ignored if more than 32 players


Changes from 0.6G to 0.6G14 :

Westhill :

New version of Westhill with additional configurations
Full support for open configurations including access roads

Autocross Editor :

New adjustable concrete objects
Custom start positions and pit start points
Maximum autocross objects increased to 1500
Movable start lights included as an autocross object
Pressing S/F/1/2/3 when object is selected now moves it
Pressing S/F/1/2/3 when object exists is now more helpful
Clicking colour instantly changes selected tyres or chalk
Clicking marshall position instantly changes selected marshall
Improved the appearance of marshall circles in the editor
Route checker index numbers now start at 1 instead of 0
The W/E keys instantly adjust width, no need to press M
Floating object buttons shown with different colour
X/Y/Z positions are now shown and can be typed in
Right click on X/Y/Z to move in steps of 1 metre
SHIFT+click to snap to 1 metre grid

Tracks :

Increased max cars in race from 32 to 40
Increased AU Autocross grid from 16 to 20
Increased BL Rallycross grids from 24 to 30
Regenerated lightmaps and visible object lists on most tracks
Added paths at Fern Bay to cover road near Club and mini oval
AI drivers hit wall entering pit lane at SO Classic / Town
Removed a corner marker from some configurations at Aston
Some tyres at Kyoto National disabled in other configs

New commands :

/zero_all
- Reset all lap counters and checkpoints passed as if the race had
just been started. This removes checkpoints passed.
So using this command on the first lap, before the first
checkpoint is passed, has no effect. After the first
checkpoint there is an effect. The first lap will not be
counted. This is intended to help with a rolling start after
a parade lap.

/setlap username X
- X is positive : Set the lap that the user is currently on (as
seen at the top right, not the number of laps completed). This
does not affect checkpoints passed. This may help with a driver
who reconnects after an unintended disconnection.
- X is zero : Same as the /zero_all command but for one driver.
- X is negative : subtract from the number of laps, without
affecting checkpoints passed. This may be useful as a penalty.


INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6G (or later) must already be installed


To install the PATCH using the SELF EXTRACTING ARCHIVE :

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
4) Now you can start LFS in the normal way

NOTE : You can see if the patch is correctly installed when you run
the program (LFS.exe). At the bottom of the entry screen : 0.6G18


DOWNLOADS :

NOTE : If you already have the new Westhill (G14 or later) you can use the auto updater. Simply start
LFS and click for a List of Hosts and you will have the option to update to version 0.6G18.

PATCH 0.6G TO 0.6G18 (INSTALLER) (if you already have 0.6G) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6G_TO_6G18_setup.exe (140 MB)
This new westhill is the best track imo, I love the different roads/paths you can take around it.
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(Flame CZE) DELETED by Scawen : bug fixed
-
(Scawen) DELETED by Scawen : bug fixed
Bug: Online, If you try to place "Start positition" or "Pit start point" fast, quite fast, system create duplicates entries, like 1 1 1 1 4 , instead of 1 2 3 4 ...

Question: This new westhill wont have yellow join/exit chalk lines on pit?

Question: Old westhill had 3 lightings, this new one just will have 2? Or one is missing?

Regards
Is this what you are looking for?
Attached files
LYT.TXT - 8.6 KB - 347 views
Quote from sicotange :Is this what you are looking for?

Yes it is, where did you get that? I checked the docs folder wasn't there.
-
(dawesdust_12) DELETED by Scawen : only the old version is on the site
The backside texture of these restrooms is flipped (thx Deko) - in fact there should be no signs at all Big grin
Attached images
restrooms.jpg
Quote from T3charmy :
Quote from sicotange :Is this what you are looking for?

Yes it is, where did you get that? I checked the docs folder wasn't there.

I sent it to sicotange recently.

It needs a couple of updates for the two new objects.
Any chance of getting curbs in layout editor?

Currently there are tons of layouts where we have speed humps in the apexes, but it doesn't work for formula or GTR cars.
Quote from vitaly_m :Any chance of getting curbs in layout editor?

Currently there are tons of layouts where we have speed humps in the apexes, but it doesn't work for formula or GTR cars.

+1
Quote from vitaly_m :Any chance of getting curbs in layout editor?

Currently there are tons of layouts where we have speed humps in the apexes, but it doesn't work for formula or GTR cars.

I believe the idea of curbs is to prevent cutting,speed bumps are doing that job very good,I'd say. Cool
I assume you must mean rounded / curved curbs, as you can now make your own straight kerbs.

Choose concrete / wall in SHIFT U mode
place wall
set height to 0.25 (default is 1.0)
set length and colour to suit

If you make kerbs at minimum length (2.0) and place one, then place others at angle, you can get them to radius quite well - helps now that concrete can overlap onto another piece of concrete without throwing up 'intersection object' errors.
Attached images
LFS concrete kerbs.jpg
This is for?!

And this is tree textures, i know that from 0.6g.
Haven't tried it online yet (my servers haven't been updated to latest patch) but in single player mode in 0.6G18, if you place restricted area or a marshall of any type above your head (e.g bridge), then when you drive underneath, you get 'restricted area' message, along with 45 second penalty - in multiplayer mode, that may result in spec penalty rather than time.
Attached images
LFS Marshall Penalty.jpg
LIGHT
Scawen,
good night, congratulations on the new path.
Please getting is new light that you put in Westhill track to the other tracks, it was very good, excellent ........!

Continue with your good work ...............
Quote from Scawen :
Quote from T3charmy :
Quote from sicotange :Is this what you are looking for?

Yes it is, where did you get that? I checked the docs folder wasn't there.

I sent it to sicotange recently.

It needs a couple of updates for the two new objects.

Ah alright, well, if possible, could I get the updated one when you get around to it, as well as if you add any new objects beyond that? still trying to cipher through attempting to convert this to PHP for PRISM:


if (Index >= AXO_CONCRETE_SLAB && Index <= AXO_CONCRETE_RAMP_WALL)
{
// Concrete objects - always floating regardless of 0x80 bit
// Flags byte contains various attributes depending on the object
// Each concrete object has three attributes

Attributes:

name bits values

Width : 0x03 >> 0 : 2, 4, 8, 16
Length : 0x0c >> 2 : 2, 4, 8, 16
Size X : 0x03 >> 0 : 0.25, 0.5, 0.75, 1
Size Y : 0x0c >> 2 : 0.25, 0.5, 0.75, 1
Height : 0xf0 >> 4 : 0.25 to 4 in steps of 0.25
Pitch : 0xf0 >> 4 : 0 to 90 in steps of 6 degrees
Colour : 0x03 >> 0 : grey / red / blue / yellow

Attributes used by each object:

AXO_CONCRETE_SLAB : Width / Length / Pitch
AXO_CONCRETE_RAMP : Width / Length / Height
AXO_CONCRETE_WALL : Colour / Length / Height
AXO_CONCRETE_PILLAR : Size X / Size Y / Height
AXO_CONCRETE_SLAB_WALL : Colour / Length / Pitch
AXO_CONCRETE_RAMP_WALL : Colour / Length / Height
}

Hello everyone..

Scawen, i and others talk about fps drop but we dont have nothing for show you. well.. this time i have one video for show you how much fps drop. this guy on video have really good system, so he dont have really problems. watching all video please, but if you start on 10:23 minutes you see incredible 330 fps drop to 225fps, in one computer not so good this is really bad.

note: He driving on outside zone and karting tracks but is good for you see what happen in other systems

link: https://www.youtube.com/watch?v=0wiBpQmwdAs
IS_NCI: unsigned IPAddress;

IPv6 isn't exactly new. Even if the game doesn't support it yet, this packet could at least be forward thinking so this bit of the protocol doesn't need changing in future. A 40 character string is enough for IPv4 and IPv6.
I don't think LFS supports IPv6 at all right now.
Did some racing with the AI. They are really slow. Even without knowing the track and default setup I'm 4s faster than them. The AI never touches the curbs and their racing line through the chicanes is bad. I hope that they will be fixed. Perhaps a good hotlapper can post a nice lap. I'm managing a 1.54 with default setup on WE international and FZR.

Apart from this it's a great update. I really love the flow of the track. Smile
Some houses suffering from subsidence already!

Maybe Bernie's behind it; no free views of any race track that might host an F1 race.
Attached images
LFS Westhill Subsidance.jpg
I paused a replay, moved camera and somehow got invisible cars:

Could not reproduce it though.


Not sure if this a bug or doing something wrong or just not possible atm:
I wanted to make a dual-autocross course, with two cars running side by side:

(like https://www.youtube.com/watch?v=eEznisBtWQs )

But when two of the new start-position objects are placed LFS seems to go from "autocross mode" into "race-mode" and hitting objects does not give a time-penality.
Attached images
invi cars.jpg
dual autocross.jpg
Hello Scawen,

even the current Patch is about the new Westhill I have one little off-topic question regarding the current Oculus integration.

My camera of the DK2 is broken! I am in contact with Oculus to fix this and/or replace it if it´s a hardware issues (what I suspect).

Until that I want to use the DK2 like the DK1 (only rotation, no positional tracking)
Unfortunatly the rift reset in lfs doesn´t work when there is no camera found. Is there a chance to implement this quickly?

I´ve seen you have posted the dll code in the Oculus forum and I can imagine there are only 1-3 lines of code which have to be modified.
So I could try to compile a personal hacked dll myself where x,y,z always is set to 0 and to comment out the capability of the headset being able to do positional tracking.
Am I right or is it necessary to modify code in lfs too?
Quote from sinanju :Some houses suffering from subsidence already!

Maybe Bernie's behind it; no free views of any race track that might host an F1 race.

Big grin

Quote from Gutholz :Not sure if this a bug or doing something wrong or just not possible atm:
I wanted to make a dual-autocross course, with two cars running side by side:
...

But when two of the new start-position objects are placed LFS seems to go from "autocross mode" into "race-mode" and hitting objects does not give a time-penality.

Interesting. Yes only one autocross start position is available, and that is what defines autocross mode.

I think an InSim program could be made to support dual autocross as they can receive info about object hits.
This thread is closed

TEST PATCH 0.6G18 - New Westhill Circuit
(90 posts, closed, started )
FGED GREDG RDFGDR GSFDG