Some times Windows (primarily found on windows 10; I use Windows 11 since some months) installs an other driver for G27. You can check that when you start the "USB-Gamecontroller einrichten"" (I know only the german item; perhaps its named like "Configure USB game controller"?) and when you only see parts of the device (e.g. fewer buttons); then the wrong driver was installed (from Windows itself).
Now you need to uninstall the wrong software first and install the "old" Logitech Windows 10 driver (as mentioned above). It works for me on different systems (before on Windows 10 and now also with Windows 11).
I tested my InSim program while 32 AIs drove around. The AI has to pit once in 10 laps. I've tried this several times today. Later I almost realized that some vehicles were a few laps behind, which I then took a closer look at. Then I noticed the AI with the stalled engine.
Perhaps it's something to fix/should not happen I think? And yes, LFS is an online simulator I know.
The SPR is - compressed - around 8.4 MB (and 28 MB uncompressed). You need to fast forward to the 10th minute. This is just before the AI drives into the pit lane. Switch before to car "AI 9".
Other question: Why the heck is the AI jerking left/right all the time?! (not only the one that stall the engine)
Yesterday I was on the track with a friend with a total of 18 (!) AIs (9 each on my PC and 9 on the streaming PC). I also have the utilization display tool integrated in LFS active on the streaming PC. The fact is: The system is "bored to death" with an active refresh rate of 60 Hz (because more makes no sense for YT)! But there are always ugly stutters (but that in turn has to do with the current physics calculation of 100 Hz; if I understood Scawen correctly). So it's not because of the system performance. The streaming PC "only" has a 6 core AMD processor (5600 series); so not a high-end system. The used GPU is an RTX 2060. That's the cool thing about the LFS graphics engine!
The AI is sometimes simply "blind" or does not know your own vehicle size. At least that is the impression of their behavior. But that's another topic.
Edit:
Oh, I completely forgot. I even have a stream with version 0.7D10 and 8 AI vehicles. I had the server created directly from LFS. I use a second PC (for streaming) which also houses the AI. At least it doesn't look that bad to me.
I don't agree - We drive since years against AI drivers... but yes, it can be quite frustrating at times.
As Scawen already mentioned "somewhere", the behavior of the AI should have improved with the "big" update. We will see...
Ah! OK, I understand you too - But there are really enough CPU resources available to use much more AIs. At least 10 cars per guest would be a "beginning".
Nop, I have selected "S3". I doesn't matter, if I select S2 or S3. The maximum is 15 cars per guest (in the Web UI; NOT in LFS itself). In LFS itself I can set the value up to 32; but it will be reset back to 3 cars per host after starting the server. It doesn't make sense to set such values, if the server sets the value back to the (old) max value. Perhaps simply a bug?
Of course - But we want more AI on the track and not only 2 per host. One likes to race against AI, the other wants to drift... it's a matter of interest/preference. Technically it is possible. I don't know what do you mean with "safety reasons". The current AI is sometimes "special" but real drivers are sometimes "special" too.
I don't know what you mean. If we are only 2-3 drivers, we want to improve the race with AI drivers. Merely 4 - 6 AI-controlled cars are not enough for me. As already written, this is technically possible since version 0.6V. I don't want to debate whether it makes sense for anyone else. When I was able to run the server myself, I had a direct control on it. I just want to use the features/options that already exists.
And no, going online on other servers is not an option. We drive too seldom for that and wouldn't have a chance. That's no fun either.
I noticed that in the Web UI under "Extended settings" only 1-3 cars per guest can be set (values in brackets), but you can set values up to 15 with the arrows. After the server start, however, only 3 vehicles are allowed. And yes, as soon as the server is online you can increase the value again via LFS. However, it would be great if you could define that right away in the web UI and it would also be adopted.
I also find it strange that there are "only" 15 cars. According to the specification in version 0.6V (https://www.lfs.net/patch-6v) it should actually be up to 32 cars.
Is this adjustment still to come? It would also be great if you could use more than just 3 vehicles right at the start of the server without having to make manual adjustments. Is this still related to the old version 0.6U, which is also available in the Web UI as a server version?
I did not find the following string (see attachments) in translations online; also not in the english.txt. Possibly still hardcoded? The message is issued when changing between UDP and TCP packets in Multiplayer (Connection to host).
Its not directly related to the test patch... but could be fixed too?
The LFSW messages are also in English. I don't know if these are sent directly from LFSW and are therefore not "translatable" at all?
The LFS website/forum is very sluggish today. Other sites load quickly as usual. Can anyone else confirm this or is it just me? Technical issues or some "script kiddies" attacks the servers?
But that has nothing to do with the adjustments in the current test patch, right?
Stupid question (because I have no idea about the technical implementation): Why is it not possible to create/generate such an AI path in multiplayer as well instead only for single player?
Is that planned (on todo list) but too time-consuming/complex at the moment?
I am currently updating my team website. I also show the driver statistics of our drivers.
I noticed that only fuel, but no power consumption (KW) - has been present since the introduction of electric vehicles. Would be cool if this would also be "recorded".
Maybe someday you'll find time to improve the display of car damage as well? Currently, it's difficult to "read" which part is damaged and how bad (without consulting the documentation). Perhaps there will later be a similar representation as for engine damage. That would be cool too!
This point is probably already on your list. In any case, I'm also looking forward to further improvements to the details.
The last few months LFS has changed a lot with mod support. That's of course great.
I just noticed that the last graphics/physics progress update with the video https://www.youtube.com/watch?v=DuwHBVvp-wg is almost 1 year old. Can we expect a current status of the graphics update soon? With the mod support, among other things, you Scawen were probably heavily absorbed, which is why the progress in physics is probably limited. It's also understandable. Ideally, we all only have two hands.
It would be great to read and see something about the graphics/physics update again (screenshots and/or videos are of course also very welcome).
Just found out that a new test patch (A3) is already available. But I'm not sure if this fix means the problem I described? But I'll take a look at the next opportunity.
A few days ago I tried out the available vehicle mods with a friend. 3 PCs were involved. The friend's, the streaming PC and of course mine. The temporary server was created in the Netherlands (Switzerland or Germany would also be desirable). The ping was between 30 and 50 ms - see connection info at the bottom right of the video. Depending on the vehicle, however, significant jumps in position were noticeable.
Watching makes you almost nauseous. And that's not only because of bad driving. :-)
Any idea whats going wrong? Perhaps it depends on modded car?! My internet connection really has enough bandwidth.
BTW: Yes, I know, I forgot to select the right sound source for streaming. Video doesn't have any sound.
By the way: When creating the server, I chose 12 packets per second.