The online racing simulator
Test Patch A13 - Various updates
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Test Patch A13 - Various updates
OFFICIAL VERSION 0.7B IS NOW AVAILABLE: https://www.lfs.net/forum/thread/97376


WARNING: THIS IS A TEST

PLEASE TEST BEFORE YOU POST


Hello Racers,

Here is a new test patch: 0.7A13

The changes are listed below.

0.7A13 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 0.7A12 to 0.7A13:

EV battery light now comes on when charge is less than 5%
EV dashboard is now blank when the car is switched off (I key)
FIX: Clutch temperature no longer displayed for electric vehicles
FIX: Power-weight ratio display wrong for EV with power restriction


Changes from 0.7A11 to 0.7A12:

Improved checks when clicking a link to install a mod
Car name is now shown below driver name in F11 and F12
Key to toggle Viewer mode in Garage changed to V (was S)
Added some translation lines for the Viewer mode in Garage
FIX: Obscure message "Not found" on entering garage with test mod


Changes from 0.7A10 to 0.7A11:

New LFS://getmod link to install a mod from a link on the website
- works if LFS is not running or is running but not in multiplayer
- can install mod from entry / game setup / garage / mod screens

LFS join links no longer start new instance if LFS already running
- makes existing LFS join host (from entry or multiplayer screens)

FIX: OOS if AI on grid with non-rally car when changing to rx track
FIX: Remote EV would jump / glitch during pit stop if throttle held


Changes from 0.7A9 to 0.7A10:

Skin Viewer in Garage - Click "Viewer" or Press S key
- Rotate vehicle with left mouse button
- Rotate view direction with right button
- Use mouse wheel to zoom in and out
- Select lighting mode, background colour or LOD
- Reload button or auto reload while editing a skin

More translations have been updated - thank you translators


Changes from 0.7A7 to 0.7A9:

You can now export a skin template from the garage screen
- In the "Colours" tab select 1024 or 2048 size
- Click "Generate Skin Template"
- Select a skin template or wireframe guide
- The resulting image is copied to the clipboard


Changes from 0.7A5 to 0.7A7:

Interface:

Ratings are now translated - thanks to the translators
Home / End / Page / Arrow keys now work on the mods screen
Rating button has click sound / acts on release (as other buttons)
Increased size of grey or yellow 'favourite' star on mod image
Demo 'unlock' message "Welcome to Live for Speed Demo" restored
FIX: Virtual KB button now works in mods screen filter text entry

Technical:

Garage warning for mesh error (Cross-texture triangle found in LOD)
Downloaded mod is now unzipped from memory (not intermediate file)
FIX: It was possible to get stuck after a failed mod list download


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: 0.7A13


DOWNLOAD:

PATCH 0.7A TO 0.7A13 (SELF EXTRACTING ARCHIVE) (If you already have 0.7A)
https://www.lfs.net/file_lfs.p ... =LFS_PATCH_7A_TO_7A13.exe (1.4 MB)
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(Flame CZE) DELETED by Scawen : Thanks for the quick report of A6 interface bugs. Now updated to A7.
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(Flame CZE) DELETED by Scawen : Thanks for the quick report of A6 interface bugs. Now updated to A7.
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(Sobis) DELETED by Scawen : code page bug was fixed
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(Scawen) DELETED by Scawen : code page bug was fixed
Seems to work correctly. Mods weight/power units are translated in the garage screen (3a_pwrkwbhr, 3a_ttlmaskl), but not in the listing.
Attached images
lfs_00000007.jpg
Workspace 1_001.png
Quote :Downloaded mod is now unzipped from memory (not intermediate file)

Just wanted to add, there is a significant speed increase due to this compared to the intermediate file method on 0.7A, and it's welcome! Smile My LFS 7A copy is on a fast NVMe M.2 SSD, but still takes like half / a second to get the mod ready - using memory is much faster of course, that's no surprise.
Thanks for the feedback! It's nice to hear you can notice the difference. I like the way it doesn't hammer the SSD more than necessary.

I was pleased that I could figure out Igor Pavlov's 7zip code enough to make a modification that allowed his code to read from a 'memory file' instead of an actual file. Big grin
Test Patch A9:

You can now export a skin template from the garage screen
- In the "Colours" tab select 1024 or 2048 size
- Click "Generate Skin Template"
- Select a skin template or wireframe guide
- The resulting image is copied to the clipboard

More translations have been updated - thank you translators

https://www.lfs.net/forum/thread/97038
Skin template generation works fine for all types here, a handy tool for skinning! Thumbs up

I know the thread isn't for suggestions, but since the optimization was a topic, I'd like to propose a one-click on-demand solution for deleting obsolete mod folders inside /mods. It could be a simple maintenance-like button for cleanup in a place like Options/Misc or whereever it fits. For obsolete mod folders I mean those, which have multiple versions downloaded (like ~004, ~005, ~006, ~008 with 008 being the newest and current, others obsolete). To be honest, I'm not someone who regularly visits servers like Just a Ride with lots of mods, but even I had 1,5 GB of accumulated cached mods in the folder, and I recently found myself selecting the older versions and deleting them manually to make up for some space (roughly half of them were obsolete versions). Tilt
Regarding skin templates, would it be possible/feasible to have an option to export in 4096?.
I tried AI with various mods on Southcity and Westhill and they drove okay. I added 5 or 6 mod cars with 2 AI drivers each, using lower class race cars.
AI racing was more interesting to watch now because of the speed differences. Of course they did their known derpy moves and sometimes are too robotic in always driving the same line. But overall it is less noticeable with many different cars and there was more passing and action (good and bad) on track.

skin template generator:
Would it be possible to export wireframes with random background colors for the parts?
With some cars it is hard tell which part you are looking at. (road cars are easy but aero elements are often hard to identify. Now we have even more unusual shapres like go-karts)
Attached images
Zwischenablage01.jpg
#9 - FIZ
Quote from MandulAA :Skin template generation works fine for all types here, a handy tool for skinning! Thumbs up

I know the thread isn't for suggestions, but since the optimization was a topic, I'd like to propose a one-click on-demand solution for deleting obsolete mod folders inside /mods. It could be a simple maintenance-like button for cleanup in a place like Options/Misc or whereever it fits. For obsolete mod folders I mean those, which have multiple versions downloaded (like ~004, ~005, ~006, ~008 with 008 being the newest and current, others obsolete). To be honest, I'm not someone who regularly visits servers like Just a Ride with lots of mods, but even I had 1,5 GB of accumulated cached mods in the folder, and I recently found myself selecting the older versions and deleting them manually to make up for some space (roughly half of them were obsolete versions). Tilt

This is absolutely something to be addressed, I had 2,5GB in my mods folder and surely now It would be even greater.
I don't really understand why keep the old versions of a mod, just overwrite it at any update.

It could be a user setting:
- keep all version of a mod;
- keep only the latest version;
- never keep anything (it always requires internet to use the mods).
Quote from FIZ :I don't really understand why keep the old versions of a mod, just overwrite it at any update.

That's because:

Scenario 1: Person A is driving the old version. Mod gets updated. Person B joins with new version. You still need the old version as Person A may pit and rejoin.

Scenario 2: You may wish to watch a replay that contains an old mod. So... the old mod will appear in that replay.

So that's just to explain the apparent insanity of retaining old versions. In fact there's a very good reason for it. But that's not to say there shouldn't be a cleanup function.
Here is a combo that the AI does not handle so well:
Buggy 1600 https://www.lfs.net/files/vehmods/277019 at Blackwood Rallyecross, both directions. Also Fernbay Rallye Green.
On the asphalt parts they brake in a way that just makes them skid for dozen of meters right past the turn, every time.

AI skins are randomly reseting between races. (Might be an old known bug, I never played much with AI) Once I had several mod cars and XRT, all with unique skins. After some restarts and track changes, half the cars were set to solid color paintshops. With the buggys, I had 6 cars in different colors. After changing track, all cars were black/white.

Also how about a button "Add as AI" in the garage next to "Join"?
To more easily add an AI with the current car,setup,skin.
In Ubuntu, LFS can't copy to system clipboard (but text messages do get copied). Maybe save the template to a file?
Test Patch A10

Skin Viewer in Garage - Click "Viewer" or Press S key
- Rotate vehicle with left mouse button
- Rotate view direction with right button
- Use mouse wheel to zoom in and out
- Select lighting mode, background colour or LOD
- Reload button or auto reload while editing a skin

https://www.lfs.net/forum/thread/97038
This is genius! Thank you!!!
Attached images
lfs_00000098.jpg
lfs_00000100.jpg
lfs_00000102.jpg
lfs_00000103.jpg
lfs_00000104.jpg
lfs_00000106.jpg
#15 - CV95
Finally! This is so cool. Thank you.
Did anyone actually try the /car command with mods?

When I do
/car 238F06

It gives 'Unknown car parameter' with any SkinID, lower or upper case, single or multiplayer.. Am I missing something?
See docs\Commands.txt for a description of the /mods command.
Asking about /car command to select car in garage, not /cars command to allow cars on host Smile
Quote :FIX: /car command required capital letters for SkinID

The command doesn't recognize skinIDs at all..
Ah, sorry. You are right, that command doesn't work for mod Skin ID. The fix was that it needed capitals for the official car 3-letter Skin ID.

There is no similar command for mods. I think I could make one that works on the full name. I can't make one that works on mod skin ID.

Then there could be a command like:
/mod formula xr-e

Would that be helpful? I guess it could do the job, although I don't think I have ever used the /car command.

Or, now that I think of it, I think the /car command could be re-used for mods. As mod names must be at least 4 characters, it could accept:

- official car Skin ID (e.g. xrt)
- official car name (e.g. uf 1000)
- mod vehicle name (e.g. formula xr-e)

But not mod Skin ID as that is not known until the vehicle is loaded.
Quote from Scawen :I think the /car command could be re-used for mods. As mod names must be at least 4 characters, it could accept:

- official car Skin ID (e.g. xrt)
- official car name (e.g. uf 1000)
- mod vehicle name (e.g. formula xr-e)

But not mod Skin ID as that is not known until the vehicle is loaded.

Sure, assuming mod vehicle names are unique and cannot be same as an official car name, that sound's good Smile
Quote from Scawen :Test Patch A10

Skin Viewer in Garage - Click "Viewer" or Press S key

When entering Viewer mode, suspension and forces view should cleared because you cannot view skins with these views and cannot be turned off while in skin viewer. Smile
Nice work!
Skin tool works fine with almost all mods but with some of them it only exports a side of the car or part of the mod.

I think the problem is in the mod model but reporting it here just in case Smile

Here an example of the skin generated from HSOD387


And the skin made from it


No problem with other mods like the veikko


-----------------------------------------------

I've also experienced a bug related to the outgage, i've just started to use SimHub and i was making a custom dashboard. Tyres temperature are inverted in SimHub, for example the parameter DataCorePlugin.GameData.TyreTemperatureRearLeft shows the front left tyre temperature instead of the rear left. Not a big problem, i've just inverted the values on the dash Smile
Attached images
HSO.jpg
Veikko.jpg
lfs_00000858.jpg
Hi, yes that skin problem is totally in the model. In fact the user shouldn't be supplying a skin at all, when they have not even started to do a proper job with the skin mappings. Please report it on the model's thread if you find such an issue.

About the tyre temperatures, I'm pretty sure there is nothing wrong with the tyre order in the output telemetry. Please can you make a bug report with the developers of the software that reads the data? I assume it is OutSim rather than OutGauge. The wheel data is output in this order:

Rear left
Rear right
Front left
Front right
Quote from Scawen :Hi, yes that skin problem is totally in the model. In fact the user shouldn't be supplying a skin at all, when they have not even started to do a proper job with the skin mappings. Please report it on the model's thread if you find such an issue.

About the tyre temperatures, I'm pretty sure there is nothing wrong with the tyre order in the output telemetry. Please can you make a bug report with the developers of the software that reads the data? I assume it is OutSim rather than OutGauge. The wheel data is output in this order:

Rear left
Rear right
Front left
Front right

Ty Scawen!
i'll do both
The skin reload function is throwing an error when clicking "reload" when using a mod.
Attached images
lfs_00001292.jpg
This thread is closed

Test Patch A13 - Various updates
(57 posts, closed, started )
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