The online racing simulator
Test Patch A5 - Mods columns / favourites / ratings
TEST PATCH A6 IS NOW AVAILABLE: https://www.lfs.net/forum/thread/97038


Hello Racers,

Here is a new test patch: 0.7A5

The changes are listed below.

0.7A5 is COMPATIBLE with 0.7A

- You CAN connect online with 0.7A
- You CAN play replays from 0.7A

Please back up or rename your LFS.exe from 0.7A so you can revert to it if necessary.


Changes from 0.7A3 to 0.7A5:

Mods screen:

Mods screen can be set 2 or 4 columns wide
Favourites filter is now available on mods screen
Click the star on a mod's image to mark it as a favourite
Rate mods in game either in garage or mods screen dialog
Note: CTRL+click or click on left to remove a rating
Translation updates - thank you translators!

EV support:

Now displays RECHARGING instead of REFUELLING in pit stop
F12 menu now says "Charge to add" instead of "Fuel to add"

AI path generation:

Engine Brake Reduction is considered in the braking calculation
FIX: Rear wing could exceed maximum setting while calculating


Changes from 0.7A2 to 0.7A3:

Mods page:

Added 'class' filter (e.g. saloon, buggy, kart, bike)
Click author name to see mods made by that author
Mod images are cached in a new LFS\cache folder

Misc:

More updated translations - thank you translators!
FIX: Commands like /mustpit could disable mods in single player

Multiplayer:

FIX: Loss of sound due to excessive engine revs on remote mods
FIX: Warping (jittering) of mods downloaded after joining host


Changes from 0.7A to 0.7A2:

AI for Mods:

AI paths can be generated for mods with a drive system, excluding bikes
- Paths can only be generated in single player
- Simply add your AI and click GO
- You have to wait a while the first time the path is generated
- NOTE: If the vehicle can roll, the AI does not avoid rolling it

Regenerative braking for Electric Vehicles:

- Only for FWD and RWD vehicles
- Charging efficiency 90%
- Uses reverse motor torque as much as possible on drive axle
- Reduces brakes in accordance with the reverse motor torque
- NOTE: motor braking is affected by limited slip differential

Electric Vehicles:

Recharge rate is now 600kW * 0.9 charging efficiency
FIX: Karts and EVs could drive during pitstop (throttle now held at zero)

Misc:

FIX: /car command required capital letters for SkinID
FIX: Crash when saving setup of a mod that was not yet loaded
FIX: Crash with live settings for a mod that was not yet loaded


INSTALLATION:

A FULL version of LFS 0.7A 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: 0.7A5


DOWNLOAD:

PATCH 0.7A TO 0.7A5 (SELF EXTRACTING ARCHIVE) (If you already have 0.7A)
https://www.lfs.net/file_lfs.p ... e=LFS_PATCH_7A_TO_7A5.exe (1 MB)
Updated Russian translation after seeing patch


chanched "Включая тюнинг моды" to "Показать тюнинг моды"


"Show" filter:
- все
- одобренное (was одобренные)
- выбор редакции
- избранное (was избранные)


I have a question about something I don't understand on the mods page in the game.
after the username, we see a button with strange characters that are incomprehensible to me.
o--
-o-
--o
o-o
Quote from denis-takumi :I have a question about something I don't understand on the mods page in the game.
after the username, we see a button with strange characters that are incomprehensible to me.
o--
-o-
--o
o-o

That's position of the driver's seat - fixed (left, middle, right), or select-able left/right.

I think it's not supposed to be translated.
Quote from Cutie pie :That's position of the driver's seat - fixed (left, middle, right), or select-able left/right.

I think it's not supposed to be translated.

Thanks for the explanation
Mod columns are great.
For some reason I had no thumbnail on Toyate Supraze.
What about a 3wheelers filter?
Still have a lot of difficulty showing virtual keyboard in VR in mod menu ...
It is going the good way thanks for the good work.
The "installed mods" was removed? I can't seem to find it now.
Quote from Kid222 :The "installed mods" was removed? I can't seem to find it now.

Aye, I was finding it useful as a chronological list of downloaded mods. Handy for reference while testing out a bunch if nothing else. Favourites list can sort of fulfill similar roles but I'm not going to fav everything I download as a reminder that I have, in fact, downloaded it.

I do understand that it was a bit odd as removing a mod from the "Installed list" wouldn't actually mean it isn't installed -- the files stay in the mods directory (which is a way I could keep track of things, although it's more troublesome in VR).

Not sure how difficult a Filter/Sort option would be for "Date Downloaded/Installed", but something like that may work well with the improved Mods list layout.

Quote from loopingz :
Still have a lot of difficulty showing virtual keyboard in VR in mod menu ...

+1 for this as well. I generally click on a field to type, then press the button to pull up the Virtual Keyboard, then remember it doesn't work so I have to hit Back and then VK and then select the field again... and then start typing. Probably wouldn't be such an issue if my rig's wireless keyboard didn't die recently.
Installed, worked without issues so far. No waiting for pictures in rush hour.
Functionally working fine for me.
Only feedback is on UX, to make the favourites star slightly larger.
Would make it stand out more, and easier to click on.
Quote from Scawen :WARNING: THIS IS A TEST

...
AI for Mods:

AI paths can be generated for mods with a drive system, excluding bikes
- Paths can only be generated in single player
- Simply add your AI and click GO
- You have to wait a while the first time the path is generated
- NOTE: If the vehicle can roll, the AI does not avoid rolling it
...

Hey Scawen. While the generated paths seem to be working really well, there still is no way that they are created, when you use a mod on a server, where AI Players drive, as you said...
We used the work around that all players on the server go to singleplayer and create an AI Path for the mods there and then come back on the server.
Maybe AI Path creation would also be nice to be added in multiplayer mode.

Btw, we are all waiting to hear how it's going with the graphics update. If that's here, LFS will be literally the best sim out there. Which it basically already is haha Wink
Best wishes
Really not sure if it's a bug of the mod or LFS itself, therefore I post it on the mod page and here as well:

There is a weird skin mirroring/wrapping anomaly when I select the blue/white pre-made skin for the DORITO-GTO (second colour preset):

Right when I join the server and choose the car in Garage/Mods, I start turning the car on the Garage screen, the left side of the car has the Dorito logo mirrored. However, once I join the track and check it out on-track, it's correct. If I check it in garage again after that, it's correct there as well. It remains good, until I rejoin server and check it in Garage again.
Demo video: https://streamable.com/6srm1r
Mod page: https://www.lfs.net/files/vehmods/80D0BD

I'm on 7A5, happens with 7A as well.
Some cells in the form also need translation
Attached images
lfs_00000007.jpg
This isn't high priority stuff as it's not noticeable easily and is only small inconvenience but still it's not completely right I guess.

So it happens when trying to select a mod in single player while not connected to the internet. After going to garage and clicking on Mods an error message appears [1]. Clicking OK takes to mods browser without mods list [2]. Everything as it should be up to this point.

But now if you click on Test and back on Browse again (or Refresh to save a click) you're left with blank screen [3] which can be exited by Esc or Enter back to garage screen. It happens only first time from LFS launch. All further tries results in different error [4] and it stays in browser [3] even if internet connection is back on again (until you relaunch LFS).

There's some interesting stuff when going to multiplayer without restarting. At first I went to server with only 1 mod allowed and it downloaded the mod and showed in list normally. But coming back to SP it still couldn't 'request list of mods'. Then I tried another server with all mods allowed, again no problem with showing/downloading mods on track and the list. But when selecting it started downloading others and not selected one. I pressed Esc (does that cancel the download?) and checked again, still wasn't downloading correct mod. Only with third click everything seemed normal again. AND it was also ok in SP if I remember correctly.

By the way, is class 'F1' needed? As it's empty and there is 'formula' class.
Attached images
Ekrano nuotrauka 2022-01-22 1.jpg
Ekrano nuotrauka 2022-01-22 2.jpg
Ekrano nuotrauka 2022-01-22 3.jpg
Ekrano nuotrauka 2022-01-22 4.jpg
Thanks for the feedback and reports! Smile
Quote from PitlaneRacer :
By the way, is class 'F1' needed? As it's empty and there is 'formula' class.

The only reason everyone don't use F1 class is it have groove tyre...
sometimes i seen bug with textures of modes

i tried to reload textures in game (switch compressed or not) wont fix it. only restart game fix ti
Attached images
2022-01-23_21-40-33.png
2022-01-23_21-42-35.png
2022-01-23_21-40-16.png
2022-01-23_21-42-22.png
2022-01-23_21-40-52.png
2022-01-23_21-42-42.png
Happened with my mod too when I uploaded a new version, but reloading the textures fixed the problem for the person who experienced it.
Thumbnails generation of mods seems to be slow. Would it be possible to cache it?
Quote from loopingz :Thumbnails generation of mods seems to be slow. Would it be possible to cache it?

Great idea!
The thumbnails are already being cached since 0.7A3:

Quote : Mod images are cached in a new LFS\cache folder

Hi Scawen, i know bikes are experimental but would it be possible to add new subobject type that spins with wheels? Or maybe split wheel models to front and rear? Ive modeled 3D brake discs for my motorbike model since editor brakes are only one sided and lack a bit more detail, but realised that they wont spin together with wheels so thats kinda sad.
Quote from Flame CZE :The thumbnails are already being cached since 0.7A3:

Ok my bad I guess I have messed up switching back to 0.7A to use lazy...
Quote from denis-takumi :sometimes i seen bug with textures of modes

i tried to reload textures in game (switch compressed or not) wont fix it. only restart game fix it

Did you have a car in the game at the time? Normally cars that loaded with no textures are prevented from reloading until it is safe (if the glitch will not cause a problem).

If there is a local car, including an AI car, which is either moving or in a pit stop, then regeneration of other cars will not take place.

That's what should happen. So far I haven't been able to see anything obvious in the code that could make that system go wrong for mods.
This thread is closed

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