I think this has been asked a few times on Discord and here on LFS Forum. About the dynamic lightning: what are your current plans in regards of implementing this into demo content?
Is the same dynamic lightning system still planned, if not already being currently developed, in there as well or will that demo content still have those usual 2-4 static daytime settings? Or does that version have that dynamic lightning as well, but with more limited options (for example, there are less time multipliers available)?
After all, demo is meant to be demonstration of LFS
I assume those UK tracks are all tracks except Fern Bay (which is in Jamaica) and Kyoto Ring (which is in Japan) and therefore use UTC time (or UTC+1 on daylight saving time)?
We know that:
- Blackwood, South City, Aston and Rockingham (I'd be worried if it wasn't ) are confirmed to be located on the UK
- Westhill technically isn't explicitly mentioned as UK track on the website/manual, but it has left-hand traffic, so... well, Australia, New Zealand and some other countries also have that
- Autocross and Layout Square can technically be anywhere, but I can't really figure out any other country where they would be located other than UK
Thanks for the explanation! Haven't seen that issue happening on any track configuration (that has pits) ever before. Strange that it has happened on that particular track configuration
And I just realized, of course I can still force those AI drivers to make a pit stop, I just have to react faster as I have less time to clear that stop-go penalty from them
Upon seeing that South City video, I'm curious that will there be any new track configurations/closed circuits on that track environment
Also Scawen, I would like to ask this question:
Is the pit lane transition point where? Is it that point where that pit entry lane (that solid or dashes lane) starts?
I'm trying to figure out when exactly should I force my AI to make a pit stop. In case you don't know: at the moment, you can force AI drivers to make a pit stop by giving them a stop-go penalty before they start their last sector and then when they are driving that last sector, clear that penalty before they enter pitlane area
Will there be another way to force them to make a pit stop? I just have that concern that making strategic pit stops for AI may become unnecessarily harder. Is there a reason for this change?
Also, I don't even know if this would work, but what you could try is that on Blackwood RallyCross (BL3), at the end of the first sand/mud section, you could try adding ramps and other Autocross objects to make a U-turn that would end up at the beginning of that aforementioned section. It would be kinda a dirt oval, though that track would probably only be about 50% of sand/mud
However, like I said, I can't guarantee this would work or if LFS would even allow it.
Unfortunately there's not a dirt oval available as a track configuration. Few years ago, Scawen did state he is interested of updating Layout Square so that either:
1) There would be a selectable track configuration which would have a dirt area and probably a 1km walled square area as well. Or:
2) One of the track configurations would be a dirt area instead of tarmac in one of those squares between the 4 roundabouts. In this case, you could drive to there from area that is still tarmac. Scawen even made a very early prototype of it.
If that does indeed happen in the future, you could add a dirt oval there. I too would be excited, if Scawen indeed does continue doing that prototype and therefore adds a dirt and maybe that 1km walled square area into Layout Square.
However, Rony (Eclipsed) has done an AWS 2025 race on Westhill "Dirt" oval. It doesn't have any actual mud/sand, but it's driven 100% on grass. That is probably the closest you can get of having a dirt oval. You can download it from here: https://www.lfs.net/forum/post/2114363#post2114363 - just download the .mpr replay, open it and save the layout in Shift+U mode.
Just noticed that the information about this new patch, which can be found from this link, isn't listed as part of official LFS news and therefore isn't mentioned at the front page: https://www.lfs.net/patchInfo/patch_7g.php
Also, I assume the LFS hosts can still continue to use the version 0.7F with this version?
So, I noticed that this Shopping page (https://www.lfs.net/shop) has wrong, but also different information depending are you logged in or not.
So, when you're not logged in, it does indicate that buying S3 will only give you one new track. But when you are logged in, it does correctly tell you, that it gives you two new tracks and ability to use vehicle mods.
I've attached two photos about this, one displaying the page when I'm not logged in and another showing how the page looks when I'm logged in. And I've also tested this with different devices and also in private mode just to make sure the reason wasn't just in browser's cache. But the results were same!
Additionally, not really a bug but I'm just curious of that page indicating you can rent an LFS host starting from £0.42/month. That is £5.04 in one year. Is that just showcasing very cheap host prices or is there other reason why it has that £0.42 per month instead of £5 per year? It just got into my mind as you can't pay for 15 slot hosts other than yearly.
I've noticed that when you register onto the site, you get an email where LFS tells you to activate your account by clicking a link. And when you click that link, your account has been created. (If you don't do that in 3 days, your registration attempt will expire)
However, I noticed that email has one, maybe 1,5 mistakes on the right side of it. It has this part:
The Merchandise shop no longer exists. It was shut down a long time ago.
And the second, kind of, mistake is that email tells that only LFS.net and LFSWorld.net sites are safe to use your LFS username and password. Shouldn't there be a mention that LFSManual.net is also a safe website? Since using all the functionalities there requires you entering your LFS username and password to log in.
Now I'm aware of that when you try to log into LFSManual.net, it redirects you to the LFS.net-site where it is asking you to allow LFSManual access. But the LFSManual.net still does have that clickable "login with your lfs account" link.
Scawen, one question about unlock codes: I know they're not one-time type codes, meaning you can use that same code as many times as you want.
However, if I (or in worse case, someone else) request to send an email containing that new unlock code, will the old code that I've already used in-game instantly become obsolete? Or is it that unlock code becomes obsolete only after the new unlock code has been used in-game at least once?
If it's the former, better not to accidentally click that link In any case, the latter option is definitely safer, because there's always a possibility someone has found out user's LFS password for the site, but doesn't know how to access their email. In case the current unlock code becomes obsolete instantly when someone requests a new one, one can simply annoy other users by requesting new unlock codes and preventing them accessing LFS with their older unlock code.
Okay thanks! I've updated all four translation pages found from the online translation site (that includes the LFS.net-text). Only change was that I removed the space before the colon from all translation lines that still had it.
And for anyone wondering, is this hard to do on that online translation page? Not really, you can easily just search for " :" which displays all the translation lines, that have that space before colon and then remove that space from them one by one. I assume it is even easier to do with text editors, since you can just use the find and replace function to replace all lines that have " :" with ":".
Victor developed that and the main purpose for it is to retrieve LFSW stats that you can display on your website. You can find more information about it here: https://www.lfs.net/forum/thread/14480
A lot of InSims (LFSStat, LFS Lapper, Airio etc.) also have ability to use it as well. Also, LFS Companion had an update this year related to that, so we can assume it is still in commom use. I don't see any reason why it should be deleted, especially as the system itself shouldn't be able to cause any issues for the game or InSims/websites that use it
Just a small question, when I did just a couple minor corrections for the game on translation web page of LFS today, I noticed this line:
According to the abbreviation, it means "A format string that specifies how the colon should be used"
I noticed that on Finnish translation, on most lines it is %s: %s - there is no space between the first %s and the colon. However, on some lines it still has that space. That part is very inconsistent when that language is selected in-game.
Question: is that 3h_s_coln_s just a reference for assigned translators? Or can it potentially cause some issues in the future? Is there any reason why there should be a space for both sides of the colon or does it really matter at all? As far as I'm aware of, most, if not all languages (aside from French), don't have a space before colon, though they do have one after it.
If for some reason it's essential to have (or not have) that space before colon, I can do it before you release a new official patch.
I did test that: when I was already logged in this site, it works fine; it seems that whenever the issue is about unlock code, the URL does have that "?uc=x" (x being number) part at the end of it.
But, when I tried to do click that link in-game when not already logged in to the site, that page URL did have that "?uc=x" at the end of it as intended. But when I then logged in from that page, both that red text as well as that "?uc=x" from the URL disappeared. Instead, it just displays the normal "Personal details" page.
So, it works as intended if you are already logged in, but it doesn't seem to work correctly when you're not already logged in.
There is that option "Preferred site language". Even though my choice there is Suomi (Finnish), the site language is displayed as English by default. Only after I choose another language, save changes and then choose that my preferred language again and save changes again, it displays my preferred language in the site.
So the bug is that even if my preferred site language is set to something else than English, it still displays English translation when I'm logged in, and only changing and saving the preferred language twice allows me to see the preferred language of this site.
You can also change language here: https://www.lfs.net/account/details - by choosing the country at the right side of the page. However, when I log out, it resets the language back to English regardless of my preferred site language.
Finnish updated, which includes In-Game Text, In-Game Help and LFS.net-text. One thing that got me wondering about is the "Client ID" and "Client Secret" in the API management.
As I'm not aware of how LFS API Management works, does anyone know, if the "CLIENT ID" and "CLIENT SECRET" need to be labeled literally as that in the code of the external application that uses an API? Or can they be labeled something different in the application's code, if it's even necessary at all?
If LFS API requires external application that uses API to have fields literally labeled "CLIENT ID" and "CLIENT SECRET" in its code, I will keep them as those in the translation and don't start to translate them.
Question: will this change result a premature update for the LFS game as well?
What got into my mind about this is that those in-game help texts of that game will still mention that soon to be redundant GAME password, and do not mention anything about the new unlock code yet. Those in-game help texts (including English ones) will have to be manually updated by translators and those updates only come to effect into the game when you upload a new (test) patch.
Yes, unfortunately it's not possible. You need to buy another account and sufficient licence for that.
Although, if you don't care about mods: before 0.7A version, it was possible to allow two players on a LAN with one licence. That old version is still available so you could try setting up a LAN game and then connect two computers to one local server with one account. Then you could add AIs using that one computer and watch the race with the other.
It's not possible unfortunately as that kind of solution doesn't exist.
If you disconnect LFS client, you lose your AI-drivers from server. And if you want 33+ AI-drivers on server, you need to buy another licence for another user.
Well, technically if you can have access to another computer which can stay on for that whole race, you could do that by simply adding those AIs and then hosting that race on that computer. However you need to make sure you don't need to join to that server with account from another computer (as you can only be online one instance at a time per user).
If you only wish to have up to 32 AI-drivers on a race and have no need to join that server using another LFS instance, you don't need to buy another licence as according to LFS Terms & Conditions rule 3.1, you may install LFS on 2 computers for your own use.
Question: have you considered that Extended Security Updates (ESU) program, that should become available this fall? With that, you would get security updates to your Windows 10 for one more year. Costs 30 dollars for consumers.
I too have Windows 10, and I quite likely will buy those security updates for one more year before even considering buying a new computer or updating to Windows 11 (if I can even update it as there is a chance that my too old computer doesn't even meet the minimum requirements to update it into Windows 11)
1) When you want your AI to make a pit stop, type command /p_sg [AI Name]. If you want that AI to make that pit stop on that current lap, you have to do it before it starts last sector of that lap. Otherwise, it will make that pit stop on the next lap
2) Then, during that final sector, before it enters the pit lane area, clear that Stop-Go penalty by typing command /p_clear [AI Name]
3) That AI will still think it's going to do a stop-go penalty, but since that penalty no longer exists, it will actually do a pit stop.
Just two more things to notify though about this method:
- Because AI will think it's a Stop-Go penalty, that pit stop always lasts at least 10 seconds. Even if pit stop has finished in under 10 seconds, that AI will remain in that pit box until 10 seconds has elapsed
- If pit stop lasts more than 10 seconds, AI will start flooring the accelerator pedal, thinking their penalty is over, but they can't move anywhere since they're still doing that stop. This method contains some risks, as some cars (especially XRR) may shut down their engine due to having too low RPM when they finally leave that pit box after stop has been completed.
According to the ivancsx (mod author), the changes in version 11 were following:
That second part of your message got me wondering: so is it possible for mod authors to do small changes for mods without having to regenerate AI paths? Because I've thought that the simple fact of different versions being used between the mod in multiplayer and the one which generated the AI path alone is enough to cause this issue
Okay, I managed to solve this. The reason why this happened is this:
1) I did previously save a single player grid where AI used Cammera JGT version 10
2) I loaded that grid and managed to generate AI path for that car. No issues at all!
3) I entered multiplayer and tried to add AI with that car. However, what I didn't realize is that the newest version of that mod is version 11. That's why, when I added that AI on multiplayer, it deleted that knw file, because I had generated that AI path for version 10, not 11.
- I solved the issue by just adding a new AI in single player and making sure it used the newest version of that particular mod.
So, this issue happens because LFS Grid files don't take this possibility into consideration: the fact that mod may be updated by author after user has saved grid containing AI using that mod. They are always using that version of the mod which was used when grid was saved.