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Scawen
Developer
Well, since you ask about the physics, I might as well say, although I am very well aware and should point out that plans may change.

I'm really working as hard as I can on the graphics but taking care not to go into mental fatigue. The reason is that Eric should have the best version to work with, so his work looks the same as it will end up.

To explain what I mean... for example, right now he doesn't have the new shadow code because really it needs to look right in the track editor, and the old shadows have disappeared at this point. But currently the shadows only work in game because it uses a special draw mode. So I need to make that draw mode work in the track editor. So there's the work for the week, as each time he moves an object it needs to update the object on the GPU so the shadows can appear.

What point am I making... well every graphical change has lead to repercussions, other things that should be updated to make the most of the new stuff. It's quite exciting and that's why I've been very motivated to do a lot of work recently.

Anyway, as some of you know, due to a separation in the code when the new tyre physics was to be released may years ago, there are two separate versions of LFS, the development version with the new tyre physics and the public version with the old tyre physics. The trouble is that updates (to graphics, interface, etc.) in each version need to be merged into the other version. It has been like a chain around my neck attached to an iron ball and one that I want to get rid of. At the moment there are just so many changes for the new graphics, it would be a bit of a nightmare to try and merge that into the public version. The only way to avoid that tedious merge now is to get the physics complete to a point where it is good enough to release. So the development version can be finally released to you and LFS will be back to a single version again.

So my intention is to keep on this graphics stuff as much as Eric needs right now, then get that physics suitable for release while he is finishing the remaining tracks.

That's how I see it right now, it's an exciting thought that LFS development could be kind of back on track again and that's why I am hoping to be able to do. But in reality as we have seen, there are sometimes unforeseen things that come up and change the plans. I hope it will all go as planned! Smile
Scawen
Developer
Well, I don't really need advice on prioritisation.

I'd like very much to work on the tyre physics, because of all the possibilities it will open up, but currently I am working on the graphical updates, more shaders for Eric to use.

In fact, LFS does need graphical updates as it gets the most criticism in that area, unfairly at times. Comments along the lines of "LFS is from 2002 and hasn't had a single update since then, therefore it has shit graphics". Typical comment from someone who doesn't even have a look to see how far it has come. But in truth there is quite a lot of modernisation that needs to be done, and I'm doing the things that allow Eric to make some significant improvements.

As I've pointed out before, most people have one thing they think is most important. That may be graphics, physics, autocross objects, changing weather, network security, etc. And it seems many of these people find it totally incredible that I am not devoting all my time to their own favourite issue. In fact, all these things need to be worked on and they are all challenging. Luckily I enjoy working on them so we'll get there eventually.

It's not really good advice to ask me not to prevent a crash issue that is badly affecting someone, when it might only take a day or two to fix. So as I said, I'll have a look into it.
Scawen
Developer
I'm not sure how many times I will need to repeat that I do intend to encrypt the master server protocol to improve security. Maybe if I say it 100 times, you will believe me? I expect not - you'll only believe it when you see it. Well, that is fine, but you don't need to keep making negative comments about how the devs don't seem to care about piracy and so on.

In that case, the devs don't care about physics. The devs don't care about graphics. The devs don't care about tracks. The devs don't care about cars. Yes, we do, and we are working on them, but it takes time. I'd be grateful if you could learn a little patience, and understand that YOUR priority does not rank about everyone else's priorities.

Each time one person goes on about their own personal priority, we can't just stop everything else we are working on, just to try and shut you up. Please, be a bit more mature and have some PATIENCE!
Scawen
Developer
Well... it does need graphical updates to stay vaguely up to date. If you take a look at the really old versions of LFS, you'll see it has come along a great deal over the years and there wouldn't be anyone at all online any more if it looked now how it did back then.

That is important, and it's important for me to try and make sure the 3D system can allow Eric to create the effects he wants to. Or at least some of the effects. I'm always behind what he would really like it to be.

I had a relaxed month in August due to the school holidays and had a nice time here with the family. I'm back on getting some updated shaders finished so that Eric will be able to use them. We'll be able to release a patch with some fixes and graphical updates on Blackwood, Rockingham and Westhill.

Then what I really want to do is get the tyre physics finished so we can release the needed updates and then hopefully get onto supporting some elements of user created content. I can't be any more specific on that as there are no fixed plans.
Scawen
Developer
Quote from Bmxtwins :Needs a squishy tail so you can ride it in the woods. Roads are for sissies haha

My preferred hobby is shown in the attached pictures. Smile

I would like to add bikes to LFS. More likely motorbikes.

Thinking forward in the short-medium range I would like to:

1) Release an update with the current physics, with Eric's Blackwood fixes and minor updates on Westhill and Rockingham including 3D kerbs.
2) Finish some graphical updates that will help with new tracks.
3) Get back to tyre physics and release it with the Scirocco.

Note, that is not a list of promises. It is simply a short list of things as I personally see it.

In the future I am still interested in various things that the LFS team and I cannot make any promises about, but I can state an interest in. Such as bikes, karts, trucks, user created content.
Scawen
Developer
Hi there, we have been working hard, but the tyre physics have not progressed since the January update.

It's not because I took around a week off rebuilding my road bike. Although I am lucky enough to have been able to deliberately take a career that focusses on allowing me time, rather that maximising my income. So it was really nice that I was able build my own bike up from the component parts.

In fact apart from one month where I did less work than the others, since January I have been working on shader updates and editor functions that help Eric create some of the effects he wants to. In fact there is a lot more to be done, but the current version allows a few more possibilities, and also does existing things in more efficient ways.

So, as usual, good updates but slower than you or I would like!

Eric has been working on one of his new tracks in particular and also done fixes and updates on Blackwood, Westhill and Rockingham which we hope to release in an update in the not too distant future.
Scawen
Developer
Well, we are happy working this way. I really like doing the different sides of the code - physics, multiplayer, interface, graphics. Eric enjoys being a texture artist, a track designer, 3D modeller and so on. We like working from home and being able to have a day off in the middle of the week and work a Saturday instead, or in my case, go on a bike ride during working hours and work later in the evening. It's a life we have chosen to lead and it works. It is very different from the capitalist ideal of spending your life trying to make as much money as you possibly can, for no apparent reason. It is possible that Live for Speed doesn't reach the potential it could, but it sure does keep going on and on.

Let's say we decided to give up this way of life, restructure as a company and hire an office. At least one of us would need to sell our house and move nearer to the office, then start working 10am to 6pm, 5 days a week, hire people and spend our working days managing a team. We've been in that situation before, in more than one game company, and decided to do things differently. We have no desire to go back to that. But anyway, if we did (which we won't) then sure we could progress faster and then there would be these major setbacks, like the guy who did the physics leaves the company and no-one knows how the hell his code works, and then you need to find a replacement. The same reason why big commercial games are usually done quickly then they make another one.

Also let's say we somehow created a company for the sake of selling it to a corporation. They would require that we worked on for some years under their control. Again, not what we want at all. We don't want to sell it anyway, we just want to keep working on this thing we enjoy doing and which makes us a living. So that's what we are doing!
Scawen
Developer
There were no changes in the physics of the cars. If any part of the car physics had changed then the old replays would not work. If you download some hotlaps, you will see they all still work as before.
Scawen
Developer
If they are off then you are seeing the real vibrations of the car. Maybe it's worth softening the suspension or tyre pressure to reduce the harshness of vibrations.

I'm not sure I should say this but that's another thing that can work better in the new tyre physics (maybe depending on which car is selected, not sure about that). One thing we didn't like when we were trying to get the Scirocco ready for release, all those years ago, was that we had to use unrealistically hard suspension to make the car drive well. So maybe that's a characteristic of the current LFS tyre physics.
Scawen
Developer
The current AI aren't deliberately slow, and if they are simply "turned up" they just crash. I did spend quite a while improving the AI in the new tyre physics system, years ago. So there is already some better AI waiting, with better racing lines and speed prediction code. I haven't yet done any work on the overtaking methods, but that can come later.
Scawen
Developer
Quote from simon1234 :I deleted all my blackwood pb's soon after the update is there any news if the online details will be reset. As at the minute im obviously getting false % off wr on lfs world.

I asked Victor recently and he said there is no such a thing as a WR based on online laps. If you type "/w wr" in game you get the hotlap WR. Online PB times are only for personal use and you can delete them yourself if you like.

I think the message you are seeing comes from Airio, as mentioned by cargame.nl, so I don't know about that.

Quote from sinbad :I've never questioned it, but LFS records inputs as well as position, and there are some physics calculations at play. (I have questioned, though never asked, why distant cars might appear to lag in a MPR, yet when watching from that car or another close to it, the replay is solidly smooth. Even the MPR recorder's car might appear to lag when being watched from a distant car).

There are 3 levels of movement for remote cars.

1) The nearest 4 cars within 120m - full physics
2) More distant cars - low resolution physics (to save CPU)
3) Very distant cars - straight line movement since last update

I don't think number 3 is visible except when you switch to a distant car's view and you can see it moving in straight line for a second, with no car visible. I think that is disabled if you switch off the multiplayer speedup option. Sometimes you can see the inaccuracy in number 2 which is not optional.

Quote from Pasci :Scawen: Is it possible that AI driver are less aggressive or reckless in the new version? Last race evening with AI drivers was really relaxed? :-D

I can not find any clues in the change list.

I haven't changed anything, just regenerated their KNW files for the new BL. Are you sure your AI were set to PRO?
Scawen
Developer
The current tyre physics uses a slip-v-force curve that is made up to resemble the real thing, but not really based on physical principles. The lateral and longitudinal forces are combined in a made up way to produce reasonable results but again this is not based on physicsl principles.

So the result is that in various ways, the current LFS tyres don't react just like the real thing. We did make a lot of comparisons with real test data to try and get good results all those years ago and that's why it is not bad to drive.

I don't want to start discussing the new tyre model at this point but it is based on physical models of real tyres (with some assumptions and approximations) and compared with experimental data in better ways. The model is separated into the tread (contact patch) and the carcass (the belted, inflated, deformable structure).

My plan at the moment is to get the new tyre physics to a good condition where we are happy that it works better than the old one in all situations and then release it. There will always be more to be done, as it's not possible to make a perfect tyre model, so I expect there will be more improvements to come later, but without needing a complete rewrite.
Scawen
Developer
That's something I'm interested in working on but it's a really big project to sort out. We need graphical frames in between physical frames, or alternatively 1000 Hz physics update rate. The solution will probably be connected with having physics and graphics on separate threads.

I'm interested in looking into this after the new tyre physics system is finished, which will allow many things to start happening.
Scawen
Developer
Yeah, it should be nice to drive. Only with the current tyre physics, we had to use unrealistic setups to make the car handle well. That's the good thing, it showed up flaws in the tyre physics. The bad thing is it ended up taking years to develop the new tyre physics, and I took some wrong turns during that development. Also changed lifestyle in various ways during that time, LFS went through a quiet period.

Anyway it seems to me we are back on track, working hard on new things and LFS is having a gradual resurgence which will be helped by further developments we are working on and ones we aren't even working on yet.
Scawen
Developer
Test Patch Q14 :

https://www.lfs.net/forum/thread/90424

This is intended as the final test patch!

Changes from 0.6Q12 to 0.6Q14 :

New Blackwood :
More fixes including some Z buffer issues and lod distances

Physics :
improved collision and tyre rolling on the 3D kerb objects

Fixes :
FIX : Removed message "Side mirror - point too central"
Last edited by Scawen, . Reason : removed download link now that Q14 is available in the first post
Scawen
Developer
Quote from Flame CZE :Just tested it with FOX and it feels much better now! Does this only affect the new Blackwood kerbs or those kerbs on all tracks?

It only affects those kerbs at Blackwood. The new type of kerb that uses a 3D object for each kerb lump. They do not exist at any other tracks.

Quote from TurkemirtrZ :So, new version (06R) has scirocco ? If has, i will in the shortest time buy a S3 licence, i used 2 years my friend S1 account Big grin. By the way you have any plans for Turkish translations?

As Flame said, the Scirocco will not be released in 0.6R. It will come with the new tyre physics which I am still working on but cannot give a release date estimate.

By the way, the Scirocco will be released as S1 content.

There is already a Turkish translation in LFS! Smile

Quote from Ziomek21 :Not really, tried FO8 at the KY2R buggy kerb, which had killed my car in the past, and it still shows no mercy.
Spr attached, the kerb action in question appears towards the end of the replay.

Sorry, this fix only affects the new kerbs at Blackwood. I understand the KY kerbs give a similar problem but I can't fix that in a similar way. Because the KY ones use track spline segments, not 3D modeller objects.
Scawen
Developer
Quote from Xenix74 :Btw: i would love to have these kerbs as layout objects Nod

Good idea but we are trying to release this update tomorrow if at all possible. We don't want to divide the community online in two for any longer than necessary, at a time like this when there already aren't enough people racing online. And we want to get back to some other work.

Quote from Eri9k1 :Will you open more input data for PostEffect shader?

Not now as for the same reasons, this update is all about releasing the new Blackwood and my head is really scrambled from several weeks of hard work.

Quote from BADLVBOY :And ... why not increase the steering angle also to RAC, LX6, LX4 (also used for drifitng) and even RB4, FXO, basiclly for all road cars, people can choose whether they want/need more stering angle or not.

It was done for the rear wheel drive cars with macpherson strut suspension on the front, actually using a few lines of code from the new tyre physics version.

It is impossible to have such large steering angles for cars with front wheel drive and double wishbones can also get in the way of steering. So this was the simple and reasonably realistic thing I was able to do quickly.

Quote from Flame CZE :Then I think the steering lock of the road cars should be increased from 720° to 900° or even 1080°, which should be closer to real life road cars. But that would require new driver hands animations, although I think the VWS has 900°, so pehaps the animation from there could be used? 45° at 720° sounds a bit too sensitive already.

This is already done for most cars in the new tyre physics system and I think it would be a bad idea to try to implement it in the public version now.

Really there is nothing more I want to do than get this update out there and get back to the tyre physics. Then we'll finally be able to release the Scirocco, the holy grail of sim racing! Big grin
Scawen
Developer
Kerb Physics Test

Hi, I have attached an LFS.exe (Q13) which has a slightly differebt reaction on the kerb objects. The idea is to provide all the same bumps but avoid the large sideways forces that can unsettle the car more badly than in reality.

Please can you try it and see if it's safer on the kerbs?

NOTE : This is not intended to make kerb driving a lovely experience! It is an attempt to avoid some unrealistic actions, possibly leading to unexpected spins, particularly when your wheel goes over the top of the kerb and hits the steep edge of it.

0.6Q12 MUST ALREADY BE INSTALLED!
Scawen
Developer
Eric is interested in doing those areas in a future update but he doesn't want to just enable physics, because it is not a proper job and has not been built as driveable areas. So it would be quite a lot of work and it is more important to continue with S3 tracks at this time.
Scawen
Developer
Quote from UnknownMaster21 :just same thing as on westhill, some tree hitboxes are infinitely tall... hehe

Can you point out some examples of this, maybe just two or three? They shouldn't be infinitely tall. I know that was a problem in the past but for Westhill I wrote some code to limit these "trunk" physics objects to be about the same height as the object. Though it does use the radius of the object's bounding sphere so for trees it is a bit higher than it should be, but should not be infinitely high.
Test Patch 0.6Q14 - New Blackwood
Scawen
Developer
WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS


THIS PATCH CONTAINS A BLACKWOOD UPDATE AND IS INCOMPATIBLE WITH 0.6Q

YOU CANNOT REVERT THIS UPDATE!

IF YOU WANT TO STILL USE THE 0.6Q VERSION, MAKE A FRESH LFS INSTALLATION FOR THIS TEST



PLEASE TEST BEFORE YOU POST


Hello Racers,

Here is a new TEST PATCH : 0.6Q14

It contains a new version of Blackwood :

- New textures, geometry and detail improvements all around
- New Historic configuration (similar to GP but without chicane)
- New industrial estate area available when open config selected

Other incompatible changes :

XRG / XRT / FZ5 maximum steering angle increased to 45 degrees
Spawn position now disables "Could not join : Start is blocked"
Maximum number of layout objects increased to 2100 (was 1800)

Other changes :

There is an improvement in the car shadow system, which until now could cast shadows in the wrong direction.
Skid marks now remain remain when the race restarts and are visible on layout objects.
There is a new map view for open configurations and the track selection screen.
Please read the full list of changes below for more information.


0.6Q14 is NOT compatible with 0.6Q

- You CAN NOT connect online with 0.6Q
- You CAN play replays from 0.6Q excluding replays at Blackwood

You cannot upload hotlaps made with this test patch because it is only a test patch, not an official patch.


Changes from 0.6Q12 to 0.6Q14 :

New Blackwood :

More fixes including some Z buffer issues and lod distances

Physics :

improved collision and tyre rolling on the 3D kerb objects

Fixes :

FIX : Removed message "Side mirror - point too central"


Changes from 0.6Q10 to 0.6Q12 :

New Blackwood :

Various fixes for error spotted during testing e.g cracks and holes
Estate now uses two paths for echo maps and hidden object removal

InSim :

Reduced the frequency of IS_OBH packets due to blackwood kerbs
IS_OBH is always reported, as before, for movable objects
TYRE contacts no longer report IS_OBH for unmovable objects
BODY contacts also report unmovable objects played in a layout

Fixes :

FIX : Message text was faded on entering free view from escape menu


Changes from 0.6Q9 to 0.6Q10 :

New Blackwood environment :

- New textures, geometry and detail improvements all around
- New Historic configuration (similar to GP but without chicane)
- New industrial estate area available when open config selected

Other incompatible changes :

XRG / XRT / FZ5 maximum steering angle increased to 45 degrees
Spawn position now disables "Could not join : Start is blocked"
Maximum number of layout objects increased to 2100 (was 1800)


Changes from 0.6Q to 0.6Q9 :

Interface :

New small map view for open configs / car parks / autocross areas
Small map opacity can now be set for light and dark map colours
Improvements on track selection screen using the area maps

Graphics :

Shadows are no longer cast updwards or towards the light
Ambient (non-direct) shadow darkness now depends on distance
Skid marks now remain when race restarts (excluding replays)
Increased LOD distances of humans / drivers / marshalls
Skid marks are now visible on unmovable layout objects

Misc :

Westhill paths adjusted and regenerated to avoid graphical holes
Autocross paths regenerated and physical hole fixed at skid pad
New text command /lang X to load language (data\language\X.txt)

Fixes :

FIX : LFS could crash using /axload with a long layout name
FIX : Traffic lights did not work after texture resolution change


INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6Q 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 : 0.6Q14

THE FULL VERSION HAS NOW BEEN RELEASED SO YOU DON'T NEED THESE TEST PATCH DOWNLOADS - INSTEAD PLEASE FOLLOW THIS LINK : https://www.lfs.net/forum/thread/90458


DOWNLOADS :

IF YOU ALREADY HAVE 0.6Q :
PATCH 0.6Q TO 0.6Q14 (SELF EXTRACTING ARCHIVE)
www.lfs.net/file_lfs.php?name=LFS_PATCH_6Q_TO_6Q14.exe (132 MB)

IF YOU ALREADY HAVE 0.6Q10 (or later) :
PATCH 0.6Q10 TO 0.6Q14 (SELF EXTRACTING ARCHIVE)
www.lfs.net/file_lfs.php?name=LFS_PATCH_6Q10_TO_6Q14.exe (34 MB)



FOR HOSTING ONLY

DEDICATED HOST 0.6Q12 (non-graphical version for hosting only) :
www.lfs.net/file_lfs.php?name=LFS_S3_DCON_6Q12.zip (1.8 MB)
Last edited by Scawen, .
Scawen
Developer
Quote from Charlieh18 :This patch stops RevBouncer from working from as far as i know

I don't know what that could be. I don't know of any changes affecting external programs (assuming they don't use some kind of exe hack).

Quote from Popughini :They have to solve it, since it would not have to see the shadow through the concrete

The problem is that the concrete isn't casting a shadow. It's not really a bug that the car casts a shadow there. Really everything should cast a shadow, including the layout objects. That would be great, and I hope to do that one day, but it's a big project, not for this patch, and not until after the new tyre physics.
Scawen
Developer
Yeah, I don't want to spoil the fun. I'll remove the code that switches off the physics in those areas, the map squares system will be the same size as before.

I'll need to figure out a different solution for the Westhill map, but it shouldn't be too complicated.
Scawen
Developer
I wonder how many people drive outside the outer boundary fences at Westhill. I spent quite a while on this taking care not remove physics on any areas that you could drive to. I wasn't expecting to find out that people like to drive beyond the outer boundary fences!

Quote :Also it seems that concrete slabs become nonsolid once they are out of map bounds although that was in previous patches aswell.

There is no physics on objects beyond the map squares system because there is no map square to register them on.

Map squares are a typical optimisation used in games, so you only need to check objects that are registered on nearby map squares, instead of running through huge lists of objects.
Scawen
Developer
Yes, I did switch off the physics on some "out of bounds" surfaces at Westhill as they were increasing the size of the map squares system. It was related to the map because my task at the time was to restrict the physical area to the actual area we want to have mapped. That is important because the map only has a limited area available on the screen, and we don't want the map to appear too small.

It also has the side effect of making the map squares smaller which can have a performance benefit (though I have not tested this specifically).

I know what you mean but that area is really meant to be "scenery".
FGED GREDG RDFGDR GSFDG