if you "set" your own estimated time for blow out. then a warning could be made... that way. moody would know to change them in lap 9
Perfection is hard work start now and we might have it inside LFSLazy in 7 years time
as for insim. i just see lag whenever im on insim using servers. and even more if ppl use side programs. im not saying the program is bad, just what i experience.
so i ask again.. did you check if it actually disturb others?
There is now Position List that we talked here (its shown only in race), moveable in Gadgets - Edit mode, it shows realtime difference between cars. In Options menu there are some new settings regarding Position List. (Relative on-track position isn't done)
If you ever tried to copy non-ascii letters from LFS (japanese, ...) results wouldn't be good, therefore you can now copy such text (correctly) by right clicking on line in LFSLazy window.
In Other menu (LFSLazy window) there is new feature called Remote Chat. After starting Remote Chat you will get list of servers connected to LFS Remote, double click on any and LFSLazy will connect to it and start logging chat. How is that different from web based LFS Remote, well in here you can browse through whole history and not just last couple of lines. ( stalkers will like it )
Other changes:
Chat Input - arrow up/down seek through previous lines
Reverse sorting - click again on already sorted column
F9 (tyres) menu - (back) when no other menu selected automatically select F9 - default off
Support for 0.6F10
this connects to lfsw doesnt it ?
Of course it does, but certainly it does not bomb LFSW with requests.
As most already know LFSLazy download users stats and hosts data (used for buddies online and server list).
Users stats cause so little traffic that is absolutely ridicolous to even speak about it. About 100 bytes for a pretty frequent player. And not to mention that LFSLazy cache all stats in local database, so depending on setting there isn't necessarily need to redownload stats, moreover LFSLazy track actions of other users (driving,...) to determine if updating is needed. For example if user wasn't in race it wont download anything. Also time between updates dinamically changes based on number of connections, and after all user can change stats update settings to reduce or increase time between updates. All that for ~100 bytes per player, not to mention that LFSLazy automatically put stats download to much lower priority when you are in race...
Hosts data is a little larger, at the very moment it's 9 KB (compressed). Yeah I use compressed stats to reduce already low load even more. Users can choose here as well time between updates, as well as it get lower priority while racing. So in the end I'm wondering can 9 KB cause any lag at all.
I've got relatively slow internet connection by today standards, and here actuall download process for host data took less than 20 ms to complete (InternetReadFile calls). Just a reminder LFS's engine runs at 100Hz, which is 10ms cycle. But it doesn't constantly send packets, that varies from server to server...
All good except the green/red splits on position list don't work as they should, the cars in front are always in red and the ones behind are always green, instead of the cars with the faster split being green and the slower red.
Right now it's showing difference of overall time between cars. What you said would be interesting in case you want to know if you are getting closer/further to other car.
Hey Daniel, let me start off by saying I love the Lazy addon! I've recommended it to all my LFS buddies and they are all using it. I noticed on an update - not the latest one, but the one that introduced the 'position list' - that there is a bug of some sorts. Basically it is some kind of bug that kills the frame rate for whatever reason. I will explain:
I have LFS locked to 100 fps because my pc is so powerful that it will normally run LFS at 340 fps which is overkill. So anyways - ever since I got this pc LFS is always at 100 fps locked - never had a dip in frame rate. After the update to Lazy that introduced the position list however, LFS is running at 70 fps. And I swear on my life that I have changed nothing - it's the same hardware, the same driver, the same software on my pc, no viruses, nothing running in the background, or anything like that. However, I have found that by putting LFS in windowed mode (shift+F4) (LFS Lazy makes Alt+Tab freeze everything up usually for some reason - so I can't Alt+Tab), anyways as I was saying, by putting LFS in windowed mode and clicking on the Lazy window once, then clicking on LFS and going back to fullscreen - the issue is fixed and it's back to 100 fps instantly. It's a little work-around that I've been doing ever since. And the issue can be replicated every time by simply starting LFS with Lazy and the issue can be resolved every time by simply going outside of LFS and clicking on Lazy window and then going back into LFS (without closing LFS).
Anyways, not a big deal - but something I wanted to mention. I love the program. [AMG] [SMOKE]
I performed the checks you requested. It turns out it's not Lazy - it's something with my LFS or Nvidia driver. If I run LFS without Lazy - the fps still drop to 70 for some reason and can be fixed by going to windowed mode - then back to full screen with shift+F4. Also, my Alt+Tab is working fine now even with Lazy running. In task manager Lazy was taking 0 CPU and 1,228 k. Sorry for the post - false alarm buddy.
Of course it does, but certainly it does not bomb LFSW with requests.
As most already know LFSLazy download users stats and hosts data (used for buddies online and server list).
Users stats cause so little traffic that is absolutely ridicolous to even speak about it. About 100 bytes for a pretty frequent player. And not to mention that LFSLazy cache all stats in local database, so depending on setting there isn't necessarily need to redownload stats, moreover LFSLazy track actions of other users (driving,...) to determine if updating is needed. For example if user wasn't in race it wont download anything. Also time between updates dinamically changes based on number of connections, and after all user can change stats update settings to reduce or increase time between updates. All that for ~100 bytes per player, not to mention that LFSLazy automatically put stats download to much lower priority when you are in race...
Hosts data is a little larger, at the very moment it's 9 KB (compressed). Yeah I use compressed stats to reduce already low load even more. Users can choose here as well time between updates, as well as it get lower priority while racing. So in the end I'm wondering can 9 KB cause any lag at all.
I've got relatively slow internet connection by today standards, and here actuall download process for host data took less than 20 ms to complete (InternetReadFile calls). Just a reminder LFS's engine runs at 100Hz, which is 10ms cycle. But it doesn't constantly send packets, that varies from server to server...
yer i guess variation is most on CG. coz that just seems to get worse the more people using apps. so when say, 10 people using the LFSLazy. 100byte x 10 .. ? so theres the issue right? or do you mean its only 100bytes combined? im curious about this now !
Lfs strobe caused some disturbances once too.. thats a script..
Dude, buy a computer, not a sewing machine
singers are worth alot. why would i change it as its actually increasing in value by the day ?
yer i guess variation is most on CG. coz that just seems to get worse the more people using apps. so when say, 10 people using the LFSLazy. 100byte x 10 .. ? so theres the issue right? or do you mean its only 100bytes combined? im curious about this now !
Did you even read my post or you are just trolling/expressing your hate for me?
Total size of stats download has nothing to do with number of people using LFSLazy, but the number of people on server. So when you say 10 people, that means like 1 KB every 5 minutes(time increases lineary with number of people on server). Also as most people are using free stats, that means that 1KB isn't downloaded instantly, but 100bytes, wait 5s, 100bytes, ... Just to remind you , server with 10 cars alone will cause atleast 5KB per second!!! (counting just position data, other basic stuff. ofcourse that can increase with the usage of specific server insims).
I'm done talking to you!
The analog gauges was last updated by (riskredruM) about 7 years ago (July 2007).
This guy just vanished some time after ...without available sources to public.
So here are the few options:
a -Author get back to life.
b -Someone else build a whole new one from scratch.
c -It's f***ed and gone forever (all things have an end), let's live with(out) it.