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TEST PATCH 0.6E5 (3D TEST 2 - no change to physics)
Scawen
Developer
WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS / VW SCIROCCO / ROCKINGHAM

PLEASE TEST BEFORE YOU POST

NO OFF-TOPIC FEATURE REQUESTS

NO UNRELATED COMMENTS


Hello Racers, here is a new TEST PATCH : 0.6E5

You can read about LFS development in the main forum :
https://www.lfsforum.net/showt ... php?p=1823294#post1823294

This test patch is fully compatible with version 0.6E

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

Please keep a backup of your LFS.exe from 0.6E so you can easily go back if there are any problems.


Changes from 0.6E4 to 0.6E5 :

Improved stereoscopic 3D support, including experimental Oculus Rift support.

Three 3D modes are available :

- TV / monitor / projector
- Conventional 3D headset
- Oculus Rift

Each mode has different characteristics.

- TV / monitor / projector mode - it is important to set your horizontal screen width, measured in mm. Not the diagonal, just the horizontal measurement from one side to the other. This, in conjunction with the interpupillary distance, should set the image up properly if you set the FOV to match the true horizontal view angle between your eyes and the TV edges. The virtual eye positions are affected and the centres of the two images displayed on the screen are offset by the same distance so the horizon appears to be in the distance.

- Conventional 3D headset - also has an interpupillary distance slider but in this case it only affects the virtual eye positions. I still have not coded compensation for the use of wider FOV angles than actually available. So if you use wider FOV than the true horizontal FOV of the device, you will still see exaggerated depth.

- Oculus Rift - this will try to load a DLL and connect to your Oculus Rift and from there it will get the interpupillary distance and other values, and head tracking should work. It's not supposed to be finished but should basically work. I'd be interested in your comments about the experience and how it compares with other games.


Changes from 0.6E to 0.6E4 :

Stereoscopic 3D support :

In the View Options screen you can select 3D mode on the second line.

Various options will then be available to you :

SBS / TAB - left and right eye images are displayed side by side or top and bottom

half / full - the image is compressed to half width or not compressed

HUD adjustment : Brings the 2D elements closer - this is good for a headset because you can bring the interface as near to you as the steering wheel.

3D adjustment : Makes 3D elements further away - this is good for a TV because the sky and distant objects will appear to be behind your screen.

Notes :

TEST PATCH : THERE ARE NO EXTERNAL VIEWS OR 3D OBJECTS IN THE MENUS WHEN IN 3D MODE

SBS half is a commonly used format and should be available on many 3D TV sets. Horizontal resolution is reduced. Most active shutter displays need to use this option or TAB half. I am interested to know which looks better.

TAB half should be the best option for passive displays which use alternate lines for left and right eye. Vertical resolution is reduced compared with 2D mode but there is no additional loss of resolution on a passive display (which must reduce vertical resolution of a full height image in 3D mode).

SBS full is the closest thing to what is required for an Oculus Rift, but the necessary distortion has not been applied. There is no Oculus Rift tracking support either. You may be able to use intermediate software to use this mode on an Oculus Rift, in which case you should probably use interface scaling to reduce the height of the HUD (Options... Display... Interface).

Other changes :

Lateral and longitudinal accelerometer values now work realistically
FIX : High frequency changes in acceleration were filtered in OutSim
FIX : Helmet stayed the same after changing driver in MP replays


INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6E must already be installed


Open the zip file and drag the specially named LFS exe file into your LFS folder.

NOTE : You can see if the patch is correctly installed when you run
the program. At the bottom of the entry screen : 0.6E5


DOWNLOAD :

TEST PATCH 0.6E5 (ZIP FILE) (if you already have 0.6E) :
www.lfs.net/file_lfs.php?name=LFS_6E5.zip (1.0 MB)

OCULUS RIFT DLL (in zip file) (save LFSOVRDLL.dll in your LFS folder) :
www.lfs.net/file_lfs.php?name=LFSORDLL_ORIGINAL.zip
Last edited by Scawen, . Reason : Removed the "alternative" Oculus Rift DLL as the "original" is correct.
Scawen
Developer
The answer to that is here :
https://developer.oculusvr.com ... p;t=95&p=65636#p65636

I'm not ready to produce an incompatible version yet. And for all I know, later compilers may cause other unforeseen problems. It's not a good thought also while I'm maintaining two branches of LFS and have to merge all changes into both versions. Much better to get the new tyre physics out and *then* look at modernising.
Scawen
Developer
You could turn down the User LOD or other options in Graphics Options such as low res shadows and low res textures.

In Misc Options, make sure Multiplayer speedup option is enabled, reduce Multiplayer car draw and increase the Dynamic LOD reduction.

Is it the physics or the graphics that is causing the slowdown? Test with a multiplayer replay - is the frame rate a lot higher when you press pause? In that case maybe the physics is the problem and you don't need to reduce the Graphics Options.
TEST PATCH 0.6E4 (3D support - no change to physics)
Scawen
Developer
WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS / VW SCIROCCO / ROCKINGHAM

PLEASE TEST BEFORE YOU POST

NO OFF-TOPIC FEATURE REQUESTS

NO UNRELATED COMMENTS


Hello Racers, here is a new TEST PATCH : 0.6E4

You can read about LFS development in the main forum :
https://www.lfsforum.net/showt ... php?p=1823294#post1823294

This test patch is fully compatible with version 0.6E

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

Please keep a backup of your LFS.exe from 0.6E so you can easily go back if there are any problems.


Changes from 0.6E to 0.6E4 :

Stereoscopic 3D support :

In the View Options screen you can select 3D mode on the second line.

Various options will then be available to you :

SBS / TAB - left and right eye images are displayed side by side or top and bottom

half / full - the image is compressed to half width or not compressed

HUD adjustment : Brings the 2D elements closer - this is good for a headset because you can bring the interface as near to you as the steering wheel.

3D adjustment : Makes 3D elements further away - this is good for a TV because the sky and distant objects will appear to be behind your screen.

Notes :

TEST PATCH : THERE ARE NO EXTERNAL VIEWS OR 3D OBJECTS IN THE MENUS WHEN IN 3D MODE

SBS half is a commonly used format and should be available on many 3D TV sets. Horizontal resolution is reduced. Most active shutter displays need to use this option or TAB half. I am interested to know which looks better.

TAB half should be the best option for passive displays which use alternate lines for left and right eye. Vertical resolution is reduced compared with 2D mode but there is no additional loss of resolution on a passive display (which must reduce vertical resolution of a full height image in 3D mode).

SBS full is the closest thing to what is required for an Oculus Rift, but the necessary distortion has not been applied. There is no Oculus Rift tracking support either. You may be able to use intermediate software to use this mode on an Oculus Rift, in which case you should probably use interface scaling to reduce the height of the HUD (Options... Display... Interface).

Other changes :

Lateral and longitudinal accelerometer values now work realistically
FIX : High frequency changes in acceleration were filtered in OutSim
FIX : Helmet stayed the same after changing driver in MP replays


INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6E must already be installed


Open the zip file and drag the specially named LFS exe file into your LFS folder.

NOTE : You can see if the patch is correctly installed when you run
the program. At the bottom of the entry screen : 0.6E4


DOWNLOAD :

TEST PATCH 0.6E4 (ZIP FILE) (if you already have 0.6E) :
www.lfs.net/file_lfs.php?name=LFS_6E4.zip (1.0 MB)
Scawen
Developer
Hello everyone!

The developers are all alive and working on LFS.

Eric has been working on new tracks. He slowed up a bit during some of the great English summer which we don't get very often. I have enjoyed test driving on two of his new tracks which look great and I look forward to the time when they can be released.

I am still working on the tyre physics, though I haven't really made serious progress this year. I also enjoyed the summer, did a lot of cycling and running too. It's a better hobby than smoking like I used to, and I really enjoy it. But the good news is it won't pay the bills!

LFS income has gradually gone down as it always does between updates. That that has increased the urgency of finishing the tyre physics. So I plan to get down to it, make the appropriate approximations and sort out a good physically based system, with enough assumptions to make it workable, accepting that total realism is an unachievable goal.

I just got a bit excited about stereoscopic 3d support, which some people will like because they'll be able to see LFS in 3d on a 3d TV, if their TV supports "side-by-side" or "top and bottom" mode. Also headsets should be supported if they accept one of those output modes. The old headsets that require specific support and sequential output will not be supported. For example a Sony HMZ works but a Vuzix VR920 does not. A more recent Vuzix should work but the field of view is not really good enough to give you peripheral vision. I'm not sure how much it will benefit the Oculus Rift at the moment. I think that depends on a pixel shader to provide the proper distortion, which I think is not available in D3D8. Anyway, one of the output options will be non-squashed (full) side-by-side 3D, which may possibly make it easier to use the Oculus Rift. Anyway it is a step in that direction. It does appear that the current Oculus Rift's resolution is too low for a racing simulator at the moment. Anyway I should be able to post a 3d test patch in a few days, I'm guessing early next week. Some people will enjoy that, though I realise most people, like me, don't have 3d equipment.

Victor is still with us, although he has indeed got another job, which looks like a really good one, putting his excellent skills to more use. I'm pleased for him about that, as his job here wasn't often really full time, although he is an absolutely vital member of our team. He needed a job as well because our profit share isn't one third each and depends on our actual contributions to the project. Victor started later and never has so much work, so for that reason only, his profit share was a bit of a tight squeeze to live on, specially with the gradual reduction in profits while we are waiting for a serious update.

People ask why I don't come here more often with progress reports. But there hasn't been enough progress to give a report. And it's not appealing to come here and say that. Every month I've thought I would be making more progress, and would have some good progress to report the following month. Hope you see what I mean...

Anyway, we do have to pay the bills and I'm very interested to get the better feeling tyre model out there for everyone to enjoy. You've heard it all before so I don't expect great enthusiasm. It will take a while yet, but hopefully not too long.
Scawen
Developer
Quote from Matrixi :What about implementing an ingame skin uploader feature?

Well that sounds quite difficult and I think it's really ok to use the existing web system.

Besides, this is just a quick update I can do for hosts to install if they wish. There is no new patch coming out with new in-game features. I have editor functions and tyre physics to work on.

Quote from The Very End :Thanks for that answer, just two more fast before I'll crawl back under the rock

1: Se above, about the skin(s) - possible (the one question about using LFSs skins intead of white)?
2: If I struggle with DCs, then TCP would be best choise? My problem is that every 10 minutes or so I get a 10-15 second net "lock". This is due to some router problem I have not yet discovered why, but never more than 15 seconds it seems. 50% of the times it goes ok, but other times I get back after the 15 seconds - see all the cars and everything is fine, but I still lose connection to server some seconds later. It seems as it has problems connecting to the server again.
Again, I should try TCP here?

1) I really can't see a problem with the system I'm coding. A player who joins by mistake with a skin that he forgot to upload is immediately spectated with a simple message. It's not rude, harsh or extreme. So he can choose an appropriate skin to join with, and will appear the same on his computer and everyone else's.

2) No, if you use TCP for position packets, you are more likely to be disconnected from the host. The "game packets" that keep you in sync always use TCP. If you flood that system with position packets, and you have a bad connection, you may end up failing to maintain the game connection. The normal UDP packets can be lost without affecting your connection to the host.
Scawen
Developer
Quote from vourliotis :dont blame others for your delays. You (and Eric) didnt work for lfs the most part of 2012. You said that.

Sure, you can do whatever you want with your product and its not my business but blaming others after 4 years of delays sounds like you are hiding behind your finger.

I am sorry for what i say, i really appreciate your work and i like lfs as it is.

I said there had been some time out. So what after a decade of hard work?

And I am not blaming this Skywalker person for the length of time it takes to develop and the difficulty of a tyre model, or my need for a few months out after so many heavy years. But I can tell you that I want to get back to the tyre physics and this guy is stopping me right now. It's the truth, even if you don't believe me. This destructive child could take five minutes, to email us and reveal his clever method. But he is twisted and his joy comes from watching us wasting our time.

Even better for him that you want to take this opportunity to throw a little attack at me and I want to defend myself.
Last edited by Scawen, . Reason : fixed typo
Scawen
Developer
Right, that is the same Anakin who did this in 0.6B. He claims to be helping LFS development, and said he achieved his aim by getting me back to work (actually taking me off the tyre physics and onto hacker protection - though I agree there was useful development of the multiplayer code). But he doesn't want to help by letting us know how he did this. If he would send us an email of explanation, that would help LFS development, because I would be able to get back to the tyre physics and some editor tools Eric has asked me for. But his current approach is not helping to advance the speed of LFS development.

Anyway, I would like to see a log produced from the host at the time he joined it, hopefully with the replay also recorded on the host.
New Version : 0.6E
Scawen
Developer
[NOTE 1 : There was a mistake (OOS) in 0.6C which is fixed in 0.6D]
[NOTE 2 : There was a mistake (crash) in 0.6D which is fixed in 0.6E]

Dear LFS Racers,

We have released a new version of LFS with a much improved multiplayer system.
While using the same physics as 0.6B, it provides a much smoother, more reliable and interactive online experience.
In previous versions there were often delays and lags on busy servers, but the new one works in a completely different way.
We are still working on the new tyre physics and additional content, but had to take some time out from that because some hackers found a way to go online with no user name.

Some new things in 0.6E :

- New "instant" join system for fast and reliable connection
- No delays to others caused by players with slow connections
- New packet buffering and storage system reduces server load
- New hacking protection and cheat detection systems
- Two new translations : Indonesian and Romanian
- Various other fixes and improvements


Four ways to get Version 0.6E :

1) AUTO UPDATER - If you already have version version 0.5V or later :
- Click on "Multiplayer" then "List of Games" in LFS and choose a download mirror.

2) MANUAL PATCH (3.9 MB) - If you already have version 0.5Z25 or later :
- Click HERE and save the patch (installer).
- You can run the patch installer from its download location or from your LFS folder.

3) MANUAL PATCH (2.1 MB) - If you already have version 0.6B or later :
Self-extracting archive - not an installer - only use if you know what this means!
- Click HERE and save the self-extracting archive into your LFS folder.
- It is advisable to run the self-extracting archive from within your LFS folder.

4) FULL VERSION (135 MB) - If you are new to LFS or making a fresh installation.
- Click HERE to visit the download page and get the full version installer.


DEDICATED HOST 0.6E (non-graphical version for hosting only) : DOWNLOAD


List of changes from 0.6B to 0.6E :

Improved multiplayer system :

Guest only needs host packets to continue processing
No waiting for packets from players with slow connections
Leaving a host is instantaneous even if a guest is connecting
Longer timeouts avoid disconnection due to short interruptions

New TCP packet buffering and storage system :

Reduces the number of physical packets sent
Major improvement when many InSim buttons are sent
Fixes some ways to lose connection on a busy server

New "instant" join system using cached packets :

Much faster connection to multiplayer hosts
Connection appears instant to the other guests
You can pit / spectate / etc. while a player is connecting
No OOS caused by joining while objects are added or removed

Other multiplayer updates :

New hacking protection and cheat detection systems
Improved user name checks during and after connection
Lag bars at bottom left show ping or delay of all guests
Ping time (or delay) shown as number in list of connections
OOS / CPW messages now show user name instead of player name
Instead of "LAG (seconds)" now "name (seconds)" is displayed
No buffer overflows from hangs or operating system time changes
Auto rename when you join a host with someone else's player name
User name in brackets now shown at end of disconnection messages
Left / right click on player name in replay now works as online
Race setup screen /clear command can now only be used by admins
Use of UDP or TCP is shown beside host name in connections list
Removed notification sound when a car is spectated by an admin
Added /player command to dedicated host setup.cfg file

LFS World statistics fixes :

Wrong PB recorded if custom checkpoints added without restart
Live host progress did not show changes to laps or qualifying
After forced to spectate by admin - status remained "in race"
Adding an AI driver changed real player's status to "in race"
Spectating from garage screen left player's status "in pits"

Other changes :

Latvian training lessons now included
Two new translations : Indonesian and Romanian
Maximum marshall circles increased from 96 to 120
Maximum autocross objects increased from 800 to 900
Pit exit direction arrow now works in open configurations
SHIFT + N : sound on / off now works in multiplayer screens

InSim :

Added new leave reasons (CPW / OOS / JOOS / HACK) for IS_CNL
Change to in-game usage of IS_REO - only valid after SMALL_VTA

Fixes :

Custom view was not set to new car type on replay restart
Duplicate lines in scripts could cause unexpected results
Virtual speedo sometimes overlapped numbers (e.g. XRG km/h)
Leaving garage screen could cause problems with a car script
User's controller type was not shown after taking over a car
SHIFT+R near end of SPR could make cars swap between players
Circuit length is no longer displayed for open configurations
Remote car with brakes on started to roll if reset on a slope
LFS could crash when displaying laps for fuel after short laps
Ready status in lobby is now checked when a player disconnects
Load WE1R on dedicated host - Checkpoint 1 path node not found
Short MP Replays were sometimes extended to a time of 10:55.36
It was possible to make an AI driver join with a disallowed car
Message typed while watching replay appeared as written by host
Message "Max guest cars : X" now shown in the selected language
Cars intersected if players joined autocross at the same time
An unusual state in which LFS displayed only a blank screen
Two instances of LFS no longer write to the same MPR / SPR

- LFS Developers
Last edited by Scawen, .
Scawen
Developer
I'm reproducing it in a debug version now.

Has anyone got that with the engine switched on?

I'm looking at that fault with the "out of physics" system. But would like to know if anyone got it with the engine on as that would be different.
Test Patch 0.6B13 (now B16 - Final Test)
Scawen
Developer
Dear LFS Racers,

We are very near the end of the testing for version 0.6C.

It's a significant multiplayer improvement with :

- hacker protection (security fixes)
- improved cheat detection and prevention
- much faster connection and instant disconnection
- no loss of responsiveness due to someone else lagging
- cached connection system avoids join out of sync (JOOS)

NOTE : No changes to physics

0.6C should be released this week. If you would like to give the test patch a go, please follow this link :
http://www.lfsforum.net/showthread.php?t=81399

Thanks
Last edited by Scawen, .
Scawen
Developer
Quote from Bose321 :Sorry if it's a dumb question, but wouldn't that just cause for more packets being sent across the server and thus possibly creating lag/load on the server?

No, that would be a bit like saying Lewis Hamilton should have a good shave so the centre of gravity would be lower in his car.

Just a message of a few bytes, every now and then, sent to one extra player. Compare that with the car position packets, sent around 4 times per second from every car on the track, to all other players.

Quote from Hector_UA :after remove message about new guest connecting its very hard to noticed that some one is join, so maybe it be better if "X join the server" message mark with light blue color like it was before? it be very useful, i think

That is easy to do. It depends if people like it. I was also thinking the "disconnected" should be in light grey instead of dark grey. See attached image - any opinions?

Quote from Frunze118 :Is it possible to make unlimited number of autocross objects and areas ?

No, I don't know what might happen. There is join time, regeneration time, physics time...

Quote from adamshl :If we talking about message system, maybe this is good moment to implement some improvement. Scawen, please read this.

Good thoughts but I'm not adding any more features now.

Quote from adamshl :When LFS works in window mode and you are connected to host, if you hold [X] button longer than ~1s host logs lost connection to player instead player was disconnected.
Not very important bug, but this may make confusion.
This works better on 0.5Z28.

Interesting, I couldn't reproduce that before, but that seems quite reliable. Strange that it makes a difference but I can reproduce it locally so I'll see if that can be improved...
Scawen
Developer
B12 is now available.

http://www.lfsforum.net/showthread.php?t=81399

It has the things that I mentioned were done yesterday. Things came up today, so I wasn't able to do any new things.

I think I might have got a bit too excited about more things to add yesterday. I'm not sure if I'll be doing any of those before 0.6C. Maybe those improvements will just stay on my notes waiting for some time when there is more time. I do have to call a stop at some point so I can get back to some other things for the new physics and S3.

Anyway, try out the new instant join system and let me know how it goes!
TEST PATCH 0.6B12 (now B16 - multiplayer improvements - no change to physics)
Scawen
Developer
WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS / VW SCIROCCO / ROCKINGHAM

PLEASE TEST BEFORE YOU POST

NO OFF-TOPIC FEATURE REQUESTS

NO UNRELATED COMMENTS


Hello Racers, here is a new TEST PATCH : 0.6B16

You can read about why this update was needed in the main forum :
http://www.lfsforum.net/showthread.php?t=80675

This test patch is NOT compatible with version 0.6B
This test patch CAN play replays from version 0.6B

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

Please keep a backup of your LFS.exe from 0.6B so you can easily go back if there are any problems.


Changes from 0.6B15 to 0.6B16 :

FIX : OOS Error after engine was switched off


Changes from 0.6B14 to 0.6B15 :

Connecting and disconnecting guests could clash and break server
A minor improvement in connection code avoids a possible failure
Added some more protection against one more known way to cheat


Changes from 0.6B13 to 0.6B14 :

Orange warning message if you are auto renamed on joining a host
Message : X disconnected - dark grey (same as it was before B13)
Requested UDP message not shown on joining a host (only if TCP)

LFS World statistics fixes :

Wrong PB recorded if custom checkpoints added without restart
Live host progress did not show changes to laps or qualifying

Fixes :

Valid car position packets in TCP mode were sometimes discarded
Join host with remote car in neutral - handbrake on for 1 second
Remote car with brakes on started to roll if reset on a slope


Changes from 0.6B12 to 0.6B13 :

Left / right click on player name in replay now works as on line
Message : X connected - light blue / X disconnected - light grey
Use of UDP or TCP is shown beside host name in connections list
Sending position packets is avoided until guest fully connected
UDP / TCP position packets may be selected by clicking button

Fixes :

Pre-B12 MP replays in B12 showed all messages as written by host
Message typed while watching replay appeared as written by host
Pressing X button for a second showed "lost connection" on host


Changes from 0.6B11 to 0.6B12 :

New "instant" join system using cached packets :

- Much faster connection to host
- Connection appears instant to other guests
- Safe to join while objects are added or removed
- You can pit, spectate, etc. while a player is joining

Player name conflict resolution :

Auto rename when you join a host with someone else's player name
You can always exit from player screen even if your name is used
Selected name not used in game if already used by another player
No two players (real or AI) can enter a race using the same name

LFS World statistics fixes :

After being forced to spectate by admin - status still "in race"
Adding an AI driver changed real player's status to "in race"
Spectating from garage screen left player's status "in pits"

Multiplayer :

Added /player command to dedicated host setup.cfg file
Removed /carshost command from dedicated host setup.cfg
Improved cheat protection stops some more ways to cheat

Misc :

Maximum autocross objects increased from 800 to 900
Maximum marshall circles increased from 96 to 120
Removed notification sound when a car is spectated by an admin

Fixes :

Message "Max guest cars : X" now shown in the selected language
Wrong message "Did not receive track info" on joining full host
Cars intersected if players joined autocross at the same time
An unusual state in which LFS displayed only a blank screen


Changes from 0.6B to 0.6B11 :

Improved multiplayer system :

Game only needs host packets to continue processing
Quicker joining to host - no waiting for other players
No waiting for packets from players with slow connections
Leaving a host is instantaneous even if a guest is connecting
Longer timeouts avoid disconnection due to short interruptions

New TCP packet buffering and storage system :

Reduces the number of physical packets sent
Major improvement when many InSim buttons are sent
Fixes some ways to lose connection on a busy server

Multiplayer :

New hacker protection applied to multiplayer packets
Improved checks on validity of user names while connecting
User names now confirmed with master server after connection
Bars at bottom left to show packet delay for all connections
Ping time (or lag when lagging) shown in list of connections
OOS / CPW messages now show user name instead of player name
Removed message "Got master packet" from network debug output
No buffer overflows from hangs or operating system time changes
User name in brackets now shown at end of disconnection messages
New "Authorised" message on host links user name with ip address
Instead of "LAG (seconds)" now "username (seconds)" is displayed
Race setup screen /clear command can now only be used by admins
Ability of guests to vote or select tracks now enforced by host

Other changes :

Latvian training lessons now included
Two new translations : Indonesian and Romanian
Pit exit direction arrow now works in open configurations
SHIFT + N : sound on / off now works in multiplayer screens

InSim :

Added new leave reasons (CPW / OOS / JOOS / HACK) for IS_CNL
Change to in-game usage of IS_REO - only valid after SMALL_VTA

Fixes :

Custom view was not set to new car type on replay restart
Duplicate lines in scripts could cause unexpected results
Virtual speedo sometimes overlapped numbers (e.g. XRG km/h)
Circuit length is no longer displayed for open configurations
LFS could crash when displaying laps for fuel after short laps
Ready status in lobby is now checked when a player disconnects
Load WE1R on dedicated host - Checkpoint 1 path node not found
User's controller type was not shown after taking over a car
SHIFT+R near end of SPR could make cars swap between players
Two instances of LFS no longer write to the same MPR / SPR
Short MP Replays were sometimes extended to a time of 10:55.36
It was possible to make an AI driver join with a disallowed car
Leaving garage screen could cause problems with a car script


INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6B (or later) 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 : 0.6B16


DOWNLOADS :

PATCH 0.6B TO 0.6B16 (SELF EXTRACTING ARCHIVE) (if you already have 0.6B) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6B_TO_6B16.exe (2.1 MB)

PATCH 0.6B TO 0.6B16 (ALTERNATIVE ZIP) (if you already have 0.6B) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6B_TO_6B16.zip (2.6 MB)

DEDICATED HOST 0.6B16 (non-graphical version for hosting only) :
www.lfs.net/file_lfs.php?name=LFS_S2_DEDI_6B16.zip (1.6 MB)
Last edited by Scawen, .
Scawen
Developer
Quote from DANIEL-CRO :edit: Noticed one more thing, when host or insim spectates you, on LFSW you will still stay in race.

Thanks, I have fixed that now.

But I have a question. On testing that, I found something a bit strange. When an admin (or host) uses the /spec command to spectate another driver there is a sound effect but no message. I've checked and this is the same in 0.6B but I don't remember any complaints about that. It seems a bit spooky but I wondered if this is intentional, to allow for a customised message to appear. The sound effect is an "error sound" if a local car is force to spectate and a "notification sound" if a remote car is forced to spectate.

So I'm considering and asking if a message should be added when the /spec username command is used.

Quote from Hector_UA :One question, is cars still intersected when one car leave PITS while other staying in his garage spawn place?

Yes, they are still intersected in this case. I've made a note about this. For this to be done I need to write an accurate intersection test. The autocross one is so crude (radius test) if I used that it would not allow people to leave the pits if someone was in the next pit garage beside theirs.

Quote from sicotange :I can't help myself to ask the following (since you seem to have been working on Autocross Objects recently): are there any plans to add pitch (& roll) to the IS_AXM packet? Changing the angle of the slope of the "Ramp2" object for example would be awesome but I guess this would mean you would have to reduce the minimum step of objects (25cm) too.

As there is no space for pitch and roll in the existing 8 bytes per object, that would be too much of a change at this time. I thought I might investigate one thing though - maybe I could add a single bit to the Flags that would avoid the ground level check, so an object would stay exactly where you put it (and with zero pitch and roll). I realise that the granularity of ZChar is a limitation but at lest this would allow objects to be placed in the air over physical surfaces. One more thing I was thinking might help is a simple new object, a plain rectangular flat slab of concrete. It would look like the ramp but be level. Maybe it should have the same height as the ramp and legs. Or maybe two different objects, a plain flat slab and a separate slab with legs.

Quote from sicotange :When starting a custom race (on an open config) using autocross checkpoints (without using /restart, drivers have to park on the custom made grid before the race starts) it seems not possible to clear the laps. As a result I put the finish line before the race grid and the split1 checkpoint after the race grid to be sure all racers cross split1 before the finish line to ensure that everyone is on the same lap. This is obviously not ideal, is there a way to clear the laps (without having to use /restart) ?

I don't understand why you have to put the finish line before the race grid. The most common configuration is that you cross the finish line immediately after the start of the race, but no lap is recorded because you have not crossed a split before you get there.

I don't think there is a way to clear the laps without a /restart. It seems like a good idea though, something like a restart but without moving anyone. So you can start a race after a parade lap.

Quote from sicotange :I noticed that when you type /restart as an admin you get the "Autocross : x checkpoints" message which confirms that the laps have been cleared for everyone. There doesn't seem to be an IS_TINY who clears the laps, is there something I overlooked?

I'm not sure what you mean about the IS_TINY. Is that just a suggestion for how to implement the laps clearing / race restart suggestion?

Quote from joordy599 :Okay well, its looks nice Scawen. Comes there a new setup? Cuz I'm currently busy with Real Racing 3. Its not out yet but I release it end of Dec. But did you release a setup or is it a simple way to copy some files?

I'm not really sure what you mean by "a new setup" but I think the answer is no. There are no changes to physics in this version, so old car setups are valid. Or do you mean some other kind of setup, like setup.cfg?
Where is the Test Patch Forum?
Scawen
Developer
Here : http://www.lfsforum.net/forumdisplay.php?f=66

I've made it invisible while I finish the work on a final incompatible version to be released next week. That will be tested over next weekend - the plan is to release the official version the following week (last few days of November).

The new test patch B12 will be incompatible with B11 because of some more cheat protection and a new joining system which makes the guest appear to join instantly, so avoiding the messages "Can't X - a player is connecting" and "Please wait - a guest is connecting" and making Join Out Of Sync (JOOS) a rare event.

Along with the other changes, it's a much better multiplayer experience and 0.6C will be a good release, while we continue with the physics updates and S3 content.

EDIT (22 November) :

Getting close to the B12 testing stage - hopefully on Friday so it gets a good test this weekend.
Here is the list of changes for anyone who is interested in that kind of thing.

Changes from 0.6B11 to 0.6B12 :

New "instant" join system using cached packets :

- Much faster connection to host
- Connection appears instant to other guests
- Safe to join while objects are added or removed
- You can pit, spectate, etc. while a player is joining

Player name conflict resolution :

Auto rename when you join a host with someone else's player name
You can always exit from player screen even if your name is used
Selected name not used in game if already used by another player
No two players (real or AI) can enter a race using the same name

LFS World statistics fixes :

Adding an AI driver changed real player's status to "in race"
Spectating from garage screen left player's status "in pits"

Multiplayer :

Added /player command to dedicated host setup.cfg file
Removed /carshost command from dedicated host setup.cfg

Misc :

Maximum autocross objects increased from 800 to 900
Maximum marshall circles increased from 96 to 120

Fixes :

Message "Max guest cars : X" now shown in the selected language
Wrong message "Did not receive track info" on joining full host
Cars intersected if players joined autocross at the same time
An unusual state in which LFS displayed only a blank screen

Changes from 0.6B to 0.6B11 :

Improved multiplayer system :

Game only needs host packets to continue processing
Quicker joining to host - no waiting for other players
No waiting for packets from players with slow connections
Leaving a host is instantaneous even if a guest is connecting
Longer timeouts avoid disconnection due to short interruptions

New TCP packet buffering and storage system :

Reduces the number of physical packets sent
Major improvement when many InSim buttons are sent
Fixes some ways to lose connection on a busy server

Multiplayer :

New hacker protection applied to multiplayer packets
Improved checks on validity of user names while connecting
User names now confirmed with master server after connection
Bars at bottom left to show packet delay for all connections
Ping time (or lag when lagging) shown in list of connections
OOS / CPW messages now show user name instead of player name
Removed message "Got master packet" from network debug output
No buffer overflows from hangs or operating system time changes
User name in brackets now shown at end of disconnection messages
New "Authorised" message on host links user name with ip address
Instead of "LAG (seconds)" now "username (seconds)" is displayed
Race setup screen /clear command can now only be used by admins
Ability of guests to vote or select tracks now enforced by host

Other changes :

Latvian training lessons now included
Two new translations : Indonesian and Romanian
Pit exit direction arrow now works in open configurations
SHIFT + N : sound on / off now works in multiplayer screens

InSim :

Added new leave reasons (CPW / OOS / JOOS / HACK) for IS_CNL
Change to in-game usage of IS_REO - only valid after SMALL_VTA

Fixes :

Custom view was not set to new car type on replay restart
Duplicate lines in scripts could cause unexpected results
Virtual speedo sometimes overlapped numbers (e.g. XRG km/h)
Circuit length is no longer displayed for open configurations
LFS could crash when displaying laps for fuel after short laps
Ready status in lobby is now checked when a player disconnects
Load WE1R on dedicated host - Checkpoint 1 path node not found
User's controller type was not shown after taking over a car
SHIFT+R near end of SPR could make cars swap between players
Two instances of LFS no longer write to the same MPR / SPR
Short MP Replays were sometimes extended to a time of 10:55.36
It was possible to make an AI driver join with a disallowed car
Leaving garage screen could cause problems with a car script
Last edited by Scawen, . Reason : added change log
Scawen
Developer
Quote from Frunze118 :First - I think 2 ping bars not needed. 1 will be enough ( I mean 'n' menu )

I'm not sure what you mean about that. Are you saying that only the numbers are ok and you don't need the bars? I think the bars are quite good for a quick check that all's well, while the numbers in the N menu are useful for a more detailed look.

Quote from Frunze118 :Second - when I download and start some replays - track start loading same track again. After closing I should load it again ( 0.6B bug, that left in test pathes ).

In fact that is not a bug. Some replays are from before the 0.6B physics / collision updates. Some of the updates resulted in small changes to some parts of tracks and specially the shared autocross objects are now loaded in a completely different way. So the track must be loaded in the old way when you load an old replay, to avoid the replay going OOS.

Quote from sicotange :On the other hand I still struggle to prevent new guests connecting from getting "OOS-OBJS" (due to objects being added/removed while someone is connecting). I assume this is not easy to fix but is there a rule of thumb/undocumented information to help preventing this from happening?

I hope this problem will be fixed completely or at least minimised greatly by the change I am working on right now (see my previous post).
B11 (compatible) this evening
Scawen
Developer
I've made a small change which could possibly improve the apparent car lagging.

Although we don't have scientific results for it, and without thinking too hard about it, I just thought I'd try this small change, which is to send the cached multiplayer packets after the packet receive but before the physics loop and graphics draw. The idea is to send most packets, including the timing packets, more promptly.

It seems to result in lower apparent ping times, so it may keep the guests more accurately in time with the host. Though I have no real reason to think that car lagging will be improved by this, it is possible.

To implement some better cheat protection, we'll need to test an incompatible patch, but this version is still compatible so I think it would be a good idea to release a compatible B11 this evening.

EDIT :

Other changes :

Ping / lag time now shown in ms when less than 1 second
Ping / lag time is now also shown in game setup screen

Fixes :

In B10 hotlapping did not restart after leaving the pits
Last edited by Scawen, .
Scawen
Developer
Do you have any figures for the numbers over the cars, as seen on a computer where you are seeing a lot of left to right glitching? That is the number that should describe how much glitching you see on your computer.

Obviously I am completely wrong sometimes, but I'll need some scientific convincing on this one, as I can't see any reason why glitching would be worse if the overhead car numbers are the same, unless I changed the physics, but all hotlaps still work so that means I didn't change the physics.

Remember that sometimes you can install a new patch, and the same day there are internet problems. So the person who installed the patch and has internet problems is then convinced that the problem is the patch. We do often get this at patch times.
TEST PATCH 0.6B9 (NOW B11 - multiplayer improvements - no change to physics)
Scawen
Developer
WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS / VW SCIROCCO / ROCKINGHAM

PLEASE TEST BEFORE YOU POST

NO OFF-TOPIC FEATURE REQUESTS

NO UNRELATED COMMENTS


Hello Racers, here is a new TEST PATCH : 0.6B11

You can read about why this update was needed in the main forum thread :
http://www.lfsforum.net/showthread.php?t=80675

This test patch is NOT compatible with version 0.6B
This test patch CAN play replays from version 0.6B

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

Please keep a backup of your LFS.exe from 0.6B so you can easily go back if there are any problems.


Changes from 0.6B10 to 0.6B11 :

Forwarded packets and timing packets are sent more promptly
Ping / lag time now shown in ms when less than 1 second
Ping / lag time is now also shown in game setup screen

Fixes :

In B10 hotlapping did not restart after leaving the pits


Changes from 0.6B9 to 0.6B10 :

Improved cheat protection stops some more ways to cheat

Fixes :

Sending too many InSim buttons could cause guests to disconnect
It was possible to make an AI driver join with a disallowed car
Leaving garage screen could cause problems with a car script


Changes from 0.6B8 to 0.6B9 :

New TCP packet buffering and storage system :

- Reduces the number of physical packets sent
- Major improvement when many InSim buttons are sent
- Fixes some ways to lose connection on a busy server

New lag bar system - host sends ping and lag info :

- Bars at bottom left to show packet delay for all connections
- Ping time (or lag when lagging) shown in list of connections

Fixes :

Short MP Replays were sometimes extended to a time of 10:55.36


Changes from 0.6B to 0.6B8 :

Improved multiplayer system :

Game only needs host packets to continue processing
Quicker joining to host - no waiting for other players
No waiting for packets from players with slow connections
Leaving a host is instantaneous even if a guest is connecting
Longer timeouts avoid disconnection due to short interruptions

(NOTE : no change to physics - old replays are still valid)

Multiplayer :

New hacker protection applied to multiplayer packets
Improved checks on validity of user names while connecting
User names now confirmed with master server after connection
OOS / CPW messages now show user name instead of player name
Removed message "Got master packet" from network debug output
No buffer overflows from hangs or operating system time changes
User name in brackets now shown at end of disconnection messages
New "Authorised" message on host links user name with ip address
Instead of "LAG (seconds)" now "username (seconds)" is displayed
Race setup screen /clear command can now only be used by admins
Ability of guests to vote or select tracks now enforced by host

Other changes :

Latvian training lessons now included
Two new translations : Indonesian and Romanian
Pit exit direction arrow now works in open configurations
SHIFT + N : sound on / off now works in multiplayer screens

InSim :

Added new leave reasons (CPW / OOS / JOOS / HACK) for IS_CNL
Change to in-game usage of IS_REO - only valid after SMALL_VTA

Fixes :

Custom view was not set to new car type on replay restart
Duplicate lines in scripts could cause unexpected results
Virtual speedo sometimes overlapped numbers (e.g. XRG km/h)
Circuit length is no longer displayed for open configurations
LFS could crash when displaying laps for fuel after short laps
Ready status in lobby is now checked when a player disconnects
Load WE1R on dedicated host - Checkpoint 1 path node not found
User's controller type was not shown after taking over a car
SHIFT+R near end of SPR could make cars swap between players
Two instances of LFS no longer write to the same MPR / SPR


INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6B (or later) 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 : 0.6B11


DOWNLOADS :

PATCH 0.6B TO 0.6B11 (SELF EXTRACTING ARCHIVE) (if you already have 0.6B) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6B_TO_6B11.exe (2.0 MB)

PATCH 0.6B TO 0.6B11 (ALTERNATIVE ZIP) (if you already have 0.6B) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6B_TO_6B11.zip (2.5 MB)

DEDICATED HOST 0.6B11 (non-graphical version for hosting only) :
www.lfs.net/file_lfs.php?name=LFS_S2_DEDI_6B11.zip (1.6 MB)
Last edited by Scawen, .
Scawen
Developer
That's simple, and I think obvious. Finding and fixing some security holes and making a new multiplayer system just takes a few weeks. But a new tyre physics system, physically based and better in all ways that what we have already, cannot be done in a few weeks. More like months, though it has turned out to be years. My small monkey brain has been unable to produce the results in such a short time and it took a lot of research. Don't need to say any more about that though. I can't dish out pieces of tyre model, it's all or nothing. Though I expect a test patch period of refinement as usual.
Scawen
Developer
Quote from Beaver08 :Seem to have had a weird error in the test patch, only happened once so far as i can tell when the server was at 19 connections 9 of the connections where dropped due to OOS

I've looked into this a bit more, trying to make sure it wasn't a bad bug. In our logs I found 9 people getting OOS at the same time from your server yesterday early evening, and they all had a different version from the server. The log doesn't say which version they were, but it this does suggest the B6 -> B7 fixes are to blame as they were not really compatible. This Out Of Sync is most likely to happen when one player takes over another's car. If that happened just before the multiple kick event then that is basically case solved, and not a problem. Test patch users and hosts really must use the latest version!

Quote from cargame.nl :0.6B7 gets reported as having lower FPS though (also in chat online on the servers, not every posts here).

This is quite a common thing when there is a new patch, people reporting lower frame rates, even when absolutely nothing has changed that could affect it.

I normally have to disregard that information, unless comparative tests are done between the old and new versions. Some people just say "I've lost 10 fps" or "I've lost 300 fps" without actually going back to the old version and testing it again, in exactly the same reproducable situation.

Nothing has changed in the graphics or physics code. The packet exchange code is lighter and that saves a little CPU time but I'm sure much too little to measure any frame rate increase.
TEST PATCH 0.6B5 (now B8 - multiplayer improvements - no change to physics)
Scawen
Developer
WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS / VW SCIROCCO / ROCKINGHAM

PLEASE TEST BEFORE YOU POST

NO OFF-TOPIC FEATURE REQUESTS

NO UNRELATED COMMENTS


Hello Racers, here is a new TEST PATCH : 0.6B8

You can read about why this update was needed in the main forum thread :
http://www.lfsforum.net/showthread.php?t=80675

0.6B8 is NOT compatible with version 0.6B
0.6B8 CAN play replays from version 0.6B

You cannot upload hotlaps made with 0.6B8 because it is a test patch.

Please keep a backup of your LFS.exe from 0.6B so you can easily go back if there are any problems.


Changes from 0.6B7 to 0.6B8 :

FIX : Two instances of LFS no longer write to the same MPR / SPR
Connection now closes if no packets are received for 40 seconds
SHIFT + N : sound on / off now works in multiplayer screens
Pit exit direction arrow now works in open configurations
Updates to Latvian, Serbian, Indonesian, Romanian
Latvian training lessons now included


Changes from 0.6B6 to 0.6B7 :

FIX : Guests were often kicked after another took over their car
Instead of "LAG (seconds)" now "username (seconds)" is displayed
Timer bounding increased to 30 sec for normal LFS (graphic mode)
Timer bounding stays at 6 sec for non-graphical dedicated hosts


Changes from 0.6B5 to 0.6B6 :

Repaired most translations with a small update on one line
FIX : Guest disconnected if host used InSim IS_PLC packet


Changes from 0.6B to 0.6B5 :

Improved multiplayer system :

Game only needs host packets to continue processing
Quicker joining to host - no waiting for other players
No waiting for packets from players with slow connections
Leaving a host is instantaneous even if a guest is connecting
Longer timeouts avoid disconnection due to short interruptions

(NOTE : no change to physics - old replays are still valid)

Other changes :

Two new translations : Indonesian and Romanian
New hacker protection applied to multiplayer packets
Improved checks on validity of user names while connecting
User names now confirmed with master server after connection
OOS / CPW messages now show user name instead of player name
Removed message "Got master packet" from network debug output
No buffer overflows from hangs or operating system time changes
User name in brackets now shown at end of disconnection messages
New "Authorised" message on host links user name with ip address
Race setup screen /clear command can now only be used by admins
Ability of guests to vote or select tracks now enforced by host

InSim :

Added new leave reasons (CPW / OOS / JOOS / HACK) for IS_CNL
Change to in-game usage of IS_REO - only valid after SMALL_VTA

Fixes :

Custom view was not set to new car type on replay restart
Duplicate lines in scripts could cause unexpected results
Virtual speedo sometimes overlapped numbers (e.g. XRG km/h)
Circuit length is no longer displayed for open configurations
LFS could crash when displaying laps for fuel after short laps
Ready status in lobby is now checked when a player disconnects
Load WE1R on dedicated host - Checkpoint 1 path node not found
User's controller type was not shown after taking over a car
SHIFT+R near end of SPR could make cars swap between players


INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6B (or later) 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 : 0.6B8


DOWNLOADS :

PATCH 0.6B TO 0.6B8 (SELF EXTRACTING ARCHIVE) (if you already have 0.6B) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6B_TO_6B8.exe (2.0 MB)

PATCH 0.6B TO 0.6B8 (ALTERNATIVE ZIP) (if you already have 0.6B) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6B_TO_6B8.zip (2.5 MB)

DEDICATED HOST 0.6B8 (non-graphical version for hosting only) :
www.lfs.net/file_lfs.php?name=LFS_S2_DEDI_6B8.zip (1.6 MB)
Last edited by Scawen, . Reason : B8 update
Scawen
Developer
Quote from Mille Sabords :Some time (years...) ago, here on the forum there were ideas, knowledge, and exchange.
Now it feels like it's a cat chasing its tail, going round and round lap after lap.
Knowledgeable sources are gone (or gone silent, because of the ambient noise?).

Did LFS grow too much so that the original userbase (aka fanbois) is extinct / drowned in spam?
Did you, Scawen, or the other devs find out that you do not need ideas or input from outside any more, because you are old enough to know what you are doing, and because the problems you now face are too complex to share?

I don't think all the knowledgable people are gone for ever. Some are definitely still around and some are doing other things. I'm sure others, who haven't been around for a while, will take an interest when the new tyre physics is released.

I definitely do need ideas and input, I like working with the community. But I really couldn't gain anything from the forum for the core part of tyre physics development. When the core is done and it's feeling pretty good, there will be some balancing and heavy testing and comparisons with reality that the community will be able to help with, a lot of testing, discussion and refinement I'm sure.

Quote from deadzone :But Scawen, you must also realize that people will question that this project lives, when we face an almost 4 year delay of the VW.. that´s FOUR years.

I don´t think even Blizzard, and they take their time, would hold an update, a new feature for an ongoing project, back for FOUR years.

And with frontpage news that is updated twice a year (and here I am actually being nice...) then please don´t patronise people who thinks this project is never going to get to third base.

I am not saying I dont believe it will - I don´t care really. I like the S2 as it is now, and enjoy it often. But when you keep saying to people - hey there will be a new car - and they delay it for four years - and counting..., then you will piss a lot of people off - naturally.

Sure, naturally... and we have. That's true.

We've made mistakes, that's true too. It's not how it should be and that's unfortunate. Mostly to do with having plans then later discovering that the plans could not be realised.

The ongoing problem is we've explained quite a few times, but it's hard for some people to understand or believe what we say. But there isn't really any more to be said!

The Scirocco was something we tried to make as real as possible. But in doing so, it demonstrated flaws in the tyre physics. And after some time I embarked on a journey with more obstacles than I could have imagined at the start! The aim of that journey - to produce a tyre physics model based on realistic considerations.

It was promising and had a good feel, but reacted badly is some situations. The fix for that was even more promising! But some aspects of tyre physics were simply not demonstrated by the model, so I worked for a long time trying to figure out why. I took many wrong turns in that process.

It's really not easy, but I know that the end will be better, in physical accuracy and driving feeling, than what we have now and it's worth getting it right. No point releasing the Scirocco with the old physics, when we know it will feel wrong.

So after all that, I can understand why people are angry. But I think there is enough information for them to understand. So if they are still angry, then so be it, there's nothing I can do. That's why all I can do is ignore the ongoing anger. You could say that for the mistake of announcing a VW and Rockingham when we weren't absolutely ready, we've have enough of a "punishment" by now. But I'm hardened to that now so those words can just pass me by, leaving me unaffected. I've got better things to think about than what a bad guy I am for making a couple of wrong announcements four years ago.

But I'll soon be back on that tyre physics with some new ideas and see if it can get to the end without going off track too many more times. That end can't be perfection but just a reasonable approximation for our purposes. So the driving feels great, heat and wear are close enough and setup changes do all the right things. That's what I want to get to, and it will open the door to the future of LFS.
Scawen
Developer
Don't worry, this test patch will come out "soon". It's not like tyre physics!

I'm working quite long hours most days right now, crossing those things off my list. Only trouble is, I keep adding new ones.

Yesterday and today I've been on a packet checking system which is applied in various places round the program. Packet size, construction and other info were checked before, but not systematically enough and that's how hackers got in. Now every packet has to go through the same system and that is guest to host, host to guest, replays, joining guests... whatever!

It looks like a couple more days to get to the end of this. Each time I do another thing, I do detailed testing. Sometimes other obvious relevant improvements come up. I will do them even if the test patch release date will slip because of it.
FGED GREDG RDFGDR GSFDG