The online racing simulator
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Pasci
S3 licensed
Quote :I don't know why that would be. In a quick test here it did work. I only tested on my local computer, joining a local server on the same computer. I was able to enter "localhost" or my network computer name and it did join.

EDIT: Was there any kind of message, in the chat or a dialog, when you click GO?

Sorry - Of course the issue was on my side. :-) Everything works as expected.

The test device (notebook) was in the wrong DNS domain and get a wrong (public) IP for the hostname. Perhaps a message can help that the entered hostname resolves to a public instead to an allowed private IP, if "LAN" is selected? Smile
Pasci
S3 licensed
Quote from Scawen :
LAN:

Easier to set up LAN race: local IP address is shown on host screen
You can enter the local network computer name instead of IP address


Hm... I tried yesterday evening the U18 version. I noticed that the hostname input for the target host no longer works. I needed to enter an ip address again. Is the new code accidentally not in this version? That worked great before (incl. U15; i didn't have time to test u16).
Pasci
S3 licensed
How is the AI currently performing during the pit stop? Does the AI choose the last free slot for the pit stop and should a real driver make that too? Do we need take the last one too in order not to get conflicts with the AI? If the number of AIs per host is increased, it could lead to (more) accidents in the pit lane if someone does not know the behavior of the AI.

By the way: Why is there (still) no fixed assignment of a pit stop slot where you should / must make the pit stop? Is that planned (on one of your todo lists)? Perhaps with instruction by staff, too? Smile
Pasci
S3 licensed
Quote from Scawen :AI on server would be good but our current DCon can't possibly do that, as it only has a very cut-down version of the tracks, not including the physical surfaces. It doesn't need them because it doesn't run physics. It is already possible with a full version of LFS running as the server but that requires a user name. A full version can run in 'dedicated' mode but currently runs in the same way as DCon. I think that option could be made to run physics but it's really beyond the scope of this minor update.

I only started this process to allow a wider range of settings. It's turned into a multiplayer prediction + various other things but I still want to get this done ASAP because there is a lot still to do in the development version.

Oh! Of course - Thanks for your feedback/answer
Pasci
S3 licensed
Quote from Sobis :Hmm, windows defender removed LFSLazy and marked it as "Trojan:Win32/Wacatac.DB!ml" This never happened with previous versions but yesterday I downloaded U13 version. Any thoughts?

You can confirm that this version is OK. Windows Defender only remove the file, if you confirm that. Looks like parts of content of lfslazy.exe match to this virus signature.

BTW: Most of virus scanner don't found a match in this binary! Perhaps next time you can verify the binary itself over a such service? :-)

Result by VirusTotal
https://www.virustotal.com/gui/file/b12608a7de293f5a32f53c4a4f5a9a47d1cf6c7db1e19bc1c46f16705835975c/detection
Pasci
S3 licensed
Under certain circumstances, the outsourcing of AI drivers to the dedicated host would be a better solution than increasing the permitted number on the client side? It would be good if you could determine the "field size" and as soon as a real driver connects, the number of AIs is "dynamically" reduced (or increased if someone disconnects from the host).

Perhaps this variant would even be compatible with the U version, because the dedicated host has to manage all connections anyway? But I guess that's a too simplistic view on this subject? Shrug
Pasci
S3 licensed
Quote from Scawen :
This is not possible on a live connection, because the remote computer does not know where the driver's controls will be in a future position packet. During a multiplayer replay, LFS looks ahead to the next position packet and if there are changes in controls that can be interpolated, it does so (e.g. steering, throttle, brake). But that is because the next position packet is there in the file.

I was afraid of that. - Thanks for answering - If you can improve something, that would be great. But it's not worth too much time.
Pasci
S3 licensed
Quote from Scawen :
I've been asked a few times about increasing the number of AI per player in multiplayer mode. This is easily done but I'm not that confident to allow the full number of 32 drivers per connection. I feel it's better to test in smaller steps but in this case maybe we could go up a lot from the current maximum of 3. How about to 24?

Any increase is welcome! :-) Do you mean 24 for each host / real driver? For me at least 9 AI drivers instead of 3 are enough. But bigger values are also welcome.

In the current Test patch thread I ask you following question:
***
In multiplayer replays you have smoothed the steering wheel movements some time ago. Would that be possible or feasible during a multiplayer (live) race?

The background of my question is that I stream our training races (more or less) weekly on Youtube. The view changes among other things also in the cockpit view. If the cockpit is shown by a vehicle that is not on the streaming PC, the steering wheel movements are still jerky. Is the information missing for the "gentle" movements or is it possible to improve the behavior? Maybe - depending on the effort - does this improvement still have a place here? :-)
***

I guess this one went down? At least you didn't react to it. Maybe that would be something (small) to implement?
Pasci
S3 licensed
Quote from Scawen :
Pit speed limit is shown when car speed is below 2/3 of limit

Cool solution - Thanks!!!! Thumbs up

But the other stuff/changes are also great. Big grin
Pasci
S3 licensed
A small wish or suggestion for improvment:
The information for the allowed pit lane speed and the drive direction is only displayed in a short time window. Please display this information for a few seconds longer. The luxury variant would be if that you could determine this value yourself in the settings. :-)
Pasci
S3 licensed
Quote from TROLDMANDEN :
will all sounds have to be remade ?
im thinking about engine sounds mainly from current version to new.
but also other sounds (sound folder)?

Already answered in this post from Scawen:
https://www.lfs.net/forum/post/1947381#post1947381

Short: Nope, not in the this update

Did i misunderstand your question? Do you mean because of the new environments or new materials?
Pasci
S3 licensed
Maybe a stupid question, but:
When I drive with a Pimax 8K and 20 AIs with this current test version, the frame rate drops from 80 to 40 fps at most times. But it depends on how many cars are around me. Is the GPU or the CPU limited here? I guess it's the GPU (RTX2070) because the 20 AIs have to be calculated at all times, even if I can't see them, right?

By the way: I could fix the problems described above by starting LFS via a user-defined entry under "My Games" in the PiTool control panel.
Pasci
S3 licensed
Interesting project - thanks for sharing
Pasci
S3 licensed
Quote :small question. will sound be updated? (thinking specially about ambient sounds)

Already answered in thread https://www.lfs.net/forum/thread/93185-Test-Patch-U11%3A-Fixes---VR-updates

Quote from Scawen :Well this is something I just don't want in my head at the moment at all. Any sound improvements would be a several weeks/months project and the current sound quality doesn't prevent us releasing the new graphical improvements. Smile

Pasci
S3 licensed
Quote from Bose321 :Are we getting lightning? Big grin

I know, my english isn't perfect but if I write in swiss german no one understand me, too. :-)
Typo is fixed.
Perhaps we get at the end of june a new progress report?
Pasci
S3 licensed
Hello Devs

Do we get a little update about the current state/progress of LFS development?
- Tracks
- Lighting and/or DirectX 11
- Tire physics

The last (progress) video was from dec 2019. Hopefully you can publish some newer videos, too.

Many thanks
Last edited by Pasci, .
Pasci
S3 licensed
I'm sorry for the late feedback. In the meantime LFS works again with my Pimax headset. But I'm not sure, which step resolve the issue. Perhaps reseting Nvidia settings? Normaly I do not change GPU/driver settings in the control panel.
Pasci
S3 licensed
Quote from Vilix :As you said I'm not a complete expert on LFS, but from a casual players perspective this is my opinion.

What do you mean with that? That hundreds of route variants and vehicles are required for a simulation to be good?

I like LFS as it is and how it "feels". Of course, I would also prefer some variety in terms of new routes and vehicles ... but the older you get, the more patient you will be, or you just get different priorities. :-)

I also have other racing sims like AC, PC and AM. But I hardly played them in comparison because they hadn't convinced me; because they have too high hardware requirements (which I could not always understand), they were too unstable or they had complicated / cumbersome menu navigation.

I can't judge whether mods make a sim better. I never used mods for any racing simulation. However, it can certainly keep (old) racing sims alive longer.
Pasci
S3 licensed
Quote from Scawen :Thanks for the information. That crash (0xc0000005) is a memory access violation.

Unfortunately the offset of the instruction that caused the crash is not within the LFS exe. It might be in D3D or the Pimax drivers (or the graphics card drivers). That doesn't prove that LFS is not at fault but it doesn't prove it is at fault and certainly does mean I can't locate the problem.

I have the same issue again. Also after PItool update (to version 1.0.1.259). :-( But other VR-games (like Fruit Ninja or Vanishing Realsm) work fine. BTW: Reinstallation of the current NVIDIA drivers does not solve the issue this time.

If I'm not mistaken other drivers also have pimax headsets. Nobody else has problems?

I still post the deb.log.
May 24 18:06:15 LFS : 0.6U11
May 24 18:06:15 timer resolution 1 ms
May 24 18:06:15 read config
May 24 18:06:15 get command line
May 24 18:06:15 preinit d3d
May 24 18:06:15 started Direct3D 9Ex
May 24 18:06:15 number of adapters : 1
May 24 18:06:15 adapter 0 - valid modes : 57
May 24 18:06:15 load font
May 24 18:06:15 -----
May 24 18:06:16 max texture size 16384
May 24 18:06:16 can do shadows
May 24 18:06:16 can do multi tex
May 24 18:06:16 load language
May 24 18:06:16 initialisations
May 24 18:06:16 human system
May 24 18:06:16 tables
May 24 18:06:16 helmet
May 24 18:06:16 controllers
May 24 18:06:16 load objects
May 24 18:06:16 start intro
May 24 18:06:16 end of initialisation
May 24 18:06:17 Controller 1 (Logitech G27 Racing Wheel USB) :
May 24 18:06:17 Added 5 axes
May 24 18:06:17 Blackwood
May 24 18:06:23 Next LOD
May 24 18:06:23 Next LOD
May 24 18:06:24 Next LOD
May 24 18:06:24 Meshes : 40
May 24 18:06:24 init sound
May 24 18:07:11 open VR

And the application error event:

Name der fehlerhaften Anwendung: LFS.exe, Version: 0.0.0.0, Zeitstempel: 0x5e90a6d7
Name des fehlerhaften Moduls: unknown, Version: 0.0.0.0, Zeitstempel: 0x00000000
Ausnahmecode: 0xc0000005
Fehleroffset: 0x38ea0613
ID des fehlerhaften Prozesses: 0x1668
Startzeit der fehlerhaften Anwendung: 0x01d631e540bfb21a
Pfad der fehlerhaften Anwendung: D:\LFS\LFS.exe
Pfad des fehlerhaften Moduls: unknown
Berichtskennung: 7c7ef346-1c23-472c-9b0d-1ffacedcf6b2
Vollständiger Name des fehlerhaften Pakets:
Anwendungs-ID, die relativ zum fehlerhaften Paket ist:

I will report to the pimax forum as soon as possible.
Pasci
S3 licensed
Such a feature was available as mod from Kegetys
http://www.kegetys.fi/lfs/ (under Ghostcar)

It's based on a proxy solution for d3d8.dll (Direct3D 8; currently LFS uses Direct3D 9). I don't think that this solution works with the current LFS version.

Correct me if I'm wrong. :-)
Pasci
S3 licensed
Quote from Scawen :But I have worked on them in the new tyre physics system and I think they are more challenging now.

That would be really great!

Quote from Scawen :I hope to release the new tyre physics with the graphical update.

Really?!!! Omg omg omg I hope that too! Thumbs up
Pasci
S3 licensed
You (the whole team) develop very cool things. I can hardly wait for the update. It is always impressive how LFS continues to develop.

Suggestion
Perhaps could you integrate a simple benchmark in the current test patch (0.6Ux)? With the benchmark you could play a given SPR file and log the smallest and largest FPS values and calculate an average. This would give you an indication of how well / badly the current LFS version is running on your own system and whether switching to D3D10 / 11 would ideally allow better FPS rates despite the more detailed tracks in the new version. In any case, I would be very interested. But there are certainly other ways to benchmark the smoothness of LFS; but not so convenient. ;-)
Pasci
S3 licensed
Thanks you for verifying the data. In the meantime I have installed the latest NVIDIA drivers. Looks like something was wrong before. The installer was not aible to detect the driver version installed before. Very strange

But now everything works again. Thank you for the fast support.
Pasci
S3 licensed
I have found following entry:

Name der fehlerhaften Anwendung: LFS.exe, Version: 0.0.0.0, Zeitstempel: 0x5dbda5bf
Name des fehlerhaften Moduls: unknown, Version: 0.0.0.0, Zeitstempel: 0x00000000
Ausnahmecode: 0xc0000005
Fehleroffset: 0x24cbb2a2
ID des fehlerhaften Prozesses: 0x274c
Startzeit der fehlerhaften Anwendung: 0x01d5fb812d89a4b4
Pfad der fehlerhaften Anwendung: D:\LFS\LFS.exe
Pfad des fehlerhaften Moduls: unknown
Berichtskennung: 858b8aad-d6cf-45a4-a560-251929a6543d
Vollständiger Name des fehlerhaften Pakets:
Anwendungs-ID, die relativ zum fehlerhaften Paket ist:

FGED GREDG RDFGDR GSFDG