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Progress Report December 2011
Scawen
Developer
A short progress report posted on www.lfs.net :

Dear LFS Racers,

We hope you had a good year in 2011. In June we released 0.6B, the best version of LFS so far. Since then we have been continuing to work towards the new tyre model and the S3 upgrade which we plan to release after the physics update.

Scawen has been further developing the virtual tyre test rig, a detailed model of a tyre's structure, to work out various values for the in-game tyre model. For example, what is the contact patch length, width and pressure for a given vertical deflection and how does the tyre's shape change with forces, torques and camber. These depend on the dimensions and structure of a tyre. By making the in-game tyres behave in a similar way, the driving experience will be as realistic as possible.

In the left part of the image, the yellow lines show the radial cords of the carcass. The orange and green lines show the steel belts and the cap ply. The right side of the image illustrates the carcass thickness which gives some rigidity even without air pressure.

Eric has been working on the S3 content. After the physics update and the VW Scirocco are released as a free update for all S1 and S2 license holders, we will work towards the S3 update which will provide more tracks and cars to S3 license holders. As usual for an upgrade, the cost of your existing license will be deducted from the full price.

We wish you a happy 2012, and we'll release the updates as soon as we can!

- LFS Developers
New Version : 0.6B
Scawen
Developer
Dear LFS Racers,

We are pleased to announce a new version of Live for Speed with many updates and improvements. The new tyre physics model is still in development, so this version uses the old tyres but with an improved collision system, open track configurations, free view mode, and much more. It provides some interesting new features for LFS racers, while we continue our development. Thanks to our forum members for testing over the last eight weeks!

Some new things in 0.6B :

- New free view mode and layout editor - not bounded by the path
- Improved collisions with objects, barriers, cars, pit garage exit
- Open track configurations allowing you to drive anywhere
- You can now place up to 800 objects to create circuits
- Blue flags, qualifying, race positions list are supported
- New objects added - all objects available at all tracks
- Collision detection and reporting system (via InSim)
- Graphical optimisations improving frame rates
- Adjustable tyre warmers for hot lapping
- Many other fixes and improvements


Three ways to get Version 0.6B :

1) AUTO UPDATER - If you already have version V, W, X, Y or Z :

- Click on "Multiplayer" then "List of Games" in LFS and choose a download mirror.

2) MANUAL PATCH (3.2 MB) - If you already have version Z25 :

- Click HERE and save the patch installer.
- You can run the patch installer from its download location or from your LFS folder.

3) FULL VERSION (134 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.


List of changes from 0.5Z28 to 0.6B :

Contact detection and collisions :

Improved contact detection with road / walls / pit garage exit
Improved collisions with unmovable objects (e.g. red barriers)
Unmovable objects (e.g. ramps) now have concrete friction level
Improved wheel contact detection to reduce bad car collisions

SHIFT+U mode :

New free view mode replaces the old "low" and "high" path modes
Object or ground targeted by the mouse pointer is now detected
Left mouse button moves view point by "dragging" target point
Double click to move view point directly towards target point
Mouse wheel moves view point towards or away from target point
Left + Right mouse buttons rotate view point around the target
Arrow key movement follows ground below view point when possible
Store up to 10 views per track configuration with SHIFT+NUMBER
Recall a stored view with CTRL+NUMBER (or click the button)
Click on a car to follow it / look away to stop following
List of connections is now displayed in SHIFT+U mode
FIX : N key with options on caused overlapping text

Autocross editor :

New objects added and all objects are available at all tracks
Maximum number of autocross objects increased to 800 (was 512)
Multiple object selection - press CTRL and click object button
Selection can be deleted, copied (O), moved (M), rotated (,/.)
Object positioning is now accurate (uses mouse target detection)
Less CPU / better checks when adding / moving / deleting objects
Adding / removing autocross objects no longer resets all objects
Prevented mouse camera movement between button click and release
Reduced Z-buffer flickering of chalk objects and pit stop markers
Speed limit no longer enforced if autocross start position exists
Save layout button is now displayed in an SPR (same as in an MPR)
W/E/,/. keys now move values in minimum steps and use auto repeat
FIX : Name of loaded layout now remains or is cleared as expected
FIX : Could click on invisible replay slider when buttons visible
FIX : Could add marshall circles out of bounds (then undeletable)
FIX : High altitude layout objects appeared under ground on load
FIX : Start position sometimes remained active after deleting it

Open configurations :

New "drive anywhere" open configs (CTRL in track select screen)
Add checkpoints / barriers to use open configs as race circuits
Checkpoints can now be up to 62 metres wide to include pit lane
Open configs can be selected with text command like /track=SO1X
Custom layouts race progress / history now stored at LFS World
Qualifying / race positions list / blue flags are supported

Optimisations :

Frame rate increased - drawing most world objects is much faster
Optimised transparent objects (e.g. fences) to help open configs
Much better frame rate with many autocross objects (faster draw)
Removed continual small memory leaks (materials list corruption)
Number plate generation is much faster, reducing pit-out glitch

Hotlapping support :

Tyres section in garage - settings for tyre warmer temperatures
You can load a layout in hotlap mode (may include start position)
NOTE : LFS World hotlaps may include start position - not objects
Hotlapping is possible on open configurations (not for LFS World)
Exit from pits now results in a clean restart to hotlap position
Reliable detection of wall side impacts (e.g. at South City)
Pit stops are no longer available in Hotlapping mode

Interface :

Unlock screen now renames unnamed player to user name on exit
Clicking selected track loads that track (like pressing ENTER)
Windows messages processed in a cleaner way (affects key presses)
Mouse movements are processed more efficiently (drag / slide)
FIX : Mouse look info could go off screen in some languages
FIX : An invalid view could be selected when no cars in race
FIX : Meeting room scroll bar was invisible in recent versions
FIX : Occasionally refuelling did not match set amount

Graphics / Audio :

Improved display of help text / lesson text / welcome messages
F9 tyre diagram and SHIFT+L suspension diagrams now antialiased
Improved tyre optimisation - no missing parts of deflected tyres
Entry screen logo and frame are now drawn if a dialog box is open
FIX : In Driver Options the driver intersected with world objects
FIX : Reset from behind a barrier at South City could stop sound
FIX : Missing shadow on ground near fences at Autocross track

Multiplayer :

Wear limit for changing tyres can be set to 100% (never)
List of hosts can now show hosts you are not licensed to join
Host name is displayed in task bar and window title (if Latin)
Dedicated host window now adds new messages without flickering
Implemented VOB mod protection (physical changes will cause OOS)
Maximum qualifying time increased from 60 minutes to 240 minutes
Host options are now readable when opened from game setup screen
Default host IP address is now 127.0.0.1 (address of local host)
CTRL+SHIFT now displays time and date in all multiplayer replays
Driver sent his / her setup - message is now displayed only once
Removed TCP filter that allowed old versions in the list of hosts
FIX : On joining host, cars not past finish line showed wrong lap
FIX : Some problems resulting from multiple requests to join race
FIX : Pit stop did not end if car was knocked out of the pit lane
FIX : Some crashes that could result from an invalid unlock state
FIX : Some missing images (e.g. track select) caused LFS to crash
FIX : Suspension could incorrectly stay broken on remote computer
FIX : It was possible to get stuck on the track selection screen
FIX : Host restart exploit caused by multiple join packets
FIX : Avoided some possible unauthorised connections

Text commands :

New command /ck cancels any kick or ban votes in progress
New command /cv cancels game votes (restart / end / qualify)
Command /modified=yes allows a private host to avoid CP checks

InSim :

NLP / MCI minimum time interval reduced to 40 ms (was 50 ms)
New IS_RIP option FULL_PHYS to use full physics when searching
Longer IS_MST now up to 128 chars / specify sound / send to all
Lap timing info added to IS_RST (standard / custom / checkpoints)
New packet IS_CON reports details of contact between two cars
New packet IS_OBH reports information about any object hit
New packet IS_HLV reports incidents that would violate HLVC
New packet IS_PLC sets allowed cars for individual players
New packet IS_AXM to add / remove / clear autocross objects
New packet IS_ACR reports successful or attempted admin commands
OutGauge : OG_SHIFT and OG_CTRL (keys) bits added to OutGaugePack
Security : InSim can no longer be initialised from a URL command
FIX : TTime in IS_RIP was wrong in mid-join Multiplayer Replays
FIX : Clutch axis / button was not reported from Controls screen
FIX : IS_BTN did not allow the documented limit of 240 characters
FIX : InSim camera with vertical pitch would cause LFS to crash
FIX : OutGaugePack ID was always zero regardless of ID in cfg.txt

Track fixes :

BL : Repaired floating laptop on tool box in first pit garage
SO : Removed a ghostly collision object in South City pit lane
SO : Removed two barriers embedded in tyre wall (Sprint Tracks)
SO : Repaired a sunken barrier closing pit lane (Sprint Track 1)
WE : Fixed the position of the reversed configuration finish line
KY : Removed some barrier end segment errors from Oval / National

Misc :

New Ukrainian translation included
Hungarian translations of training lessons updated
CTRL+C now clips the mouse so window size cannot be adjusted
Admin commands from all connections are now logged (if enabled)
If logging is enabled a message is logged when an admin connects
TC Allowed Slip slider now goes up to 20% (previous maximum 10%)
The digit "1" now occupies the same screen space as other digits
On changing allowed cars, disallowed cars now join the spectators
Improved detection of invalid window positions when starting LFS
URL command is now case insensitive - LFS:// or lfs:// both work
Misc options : F9 / F10 accelerometer can be shown as one value
Cruise : current lap is not displayed if lap timing is disabled
Cruise : no need to drive a lap before serving DT / SG penalty
FIX : Racing line did not work again after viewing invalid car
FIX : It was possible to set qualifying on an autocross layout

- LFS Devs
Test Patch 0.6A4 (old content / old physics / many updates)
Scawen
Developer
WARNING : THIS IS A TEST (hopefully the final test in this series)

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

PLEASE TEST BEFORE YOU POST

RULE : NO OFF-TOPIC FEATURE REQUESTS

RULE : NO UNRELATED COMMENTS

Hello Racers, here is a new Test Patch : 0.6A4

You can read the story behind this thread in the main forum thread :
http://www.lfsforum.net/showthread.php?t=73874

0.6A4 is NOT compatible with version 0.5Z28.
0.6A4 CAN play most version 0.5Z28 replays.
0.6 and 0.5 versions cannot connect to each other.

You cannot upload hotlaps made with 0.5Z30 to 0.6A4 because they are test patches.

Please keep a backup of your LFS.exe from version Z28 so you can go back to Z28 if there are any problems.


Changes from 0.6A3 TO 0.6A4 :

Updated Commands.txt and Autocross.txt
FIX : Small documentation error in InSim.txt (ISP_X / ISF_X)
FIX : Racing line did not work again after viewing invalid car
FIX : MAX ALPHA (unsorted) after adding a lot of chalk objects

InSim :

New IS_RIP option FULL_PHYS to use full physics when searching
FIX : TTime in IS_RIP was wrong in mid-join Multiplayer Replays


Changes from 0.5Z28 to 0.6A3 :

Contact detection and collisions :

Improved contact detection with road / walls / pit garage exit
Improved collisions with unmovable objects (e.g. red barriers)
Unmovable objects (e.g. ramps) now have concrete friction level
Improved wheel contact detection to reduce bad car collisions

SHIFT+U mode :

New free view mode replaces the old "low" and "high" path modes
Object or ground targeted by the mouse pointer is now detected
Left mouse button moves view point by "dragging" target point
Double click to move view point directly towards target point
Mouse wheel moves view point towards or away from target point
Left + Right mouse buttons rotate view point around the target
Arrow key movement follows ground below view point when possible
Store up to 10 views per track configuration with SHIFT+NUMBER
Recall a stored view with CTRL+NUMBER (or click the button)
Click on a car to follow it / look away to stop following
List of connections is now displayed in SHIFT+U mode
FIX : N key with options on caused overlapping text

Autocross editor :

New objects added and all objects are available at all tracks
Maximum number of autocross objects increased to 800 (was 512)
Multiple object selection - press CTRL and click object button
Selection can be deleted, copied (O), moved (M), rotated (,/.)
Object positioning is now accurate (uses mouse target detection)
Less CPU / better checks when adding / moving / deleting objects
Adding / removing autocross objects no longer resets all objects
Prevented mouse camera movement between button click and release
Reduced Z-buffer flickering of chalk objects and pit stop markers
Speed limit no longer enforced if autocross start position exists
Save layout button is now displayed in an SPR (same as in an MPR)
W/E/,/. keys now move values in minimum steps and use auto repeat
FIX : Name of loaded layout now remains or is cleared as expected
FIX : Could click on invisible replay slider when buttons visible
FIX : Could add marshall circles out of bounds (then undeletable)
FIX : High altitude layout objects appeared under ground on load
FIX : Start position sometimes remained active after deleting it

Open configurations :

New "drive anywhere" open configs (CTRL in track select screen)
Add checkpoints / barriers to use open configs as race circuits
Checkpoints can now be up to 62 metres wide to include pit lane
Open configs can be selected with text command like /track=SO1X
Custom layouts race progress / history now stored at LFS World
Qualifying / race positions list / blue flags are supported

Optimisations :

Frame rate increased - drawing most world objects is much faster
Optimised transparent objects (e.g. fences) to help open configs
Much better frame rate with many autocross objects (faster draw)
Removed continual small memory leaks (materials list corruption)
Number plate generation is much faster, reducing pit-out glitch

Hotlapping support :

Tyres section in garage - settings for tyre warmer temperatures
You can load a layout in hotlap mode (may include start position)
NOTE : LFS World hotlaps may include start position - not objects
Hotlapping is possible on open configurations (not for LFS World)
Exit from pits now results in a clean restart to hotlap position
Reliable detection of wall side impacts (e.g. at South City)
Pit stops are no longer available in Hotlapping mode

Interface :

Unlock screen now renames unnamed player to user name on exit
Clicking selected track loads that track (like pressing ENTER)
Windows messages processed in a cleaner way (affects key presses)
Mouse movements are processed more efficiently (drag / slide)
FIX : Mouse look info could go off screen in some languages
FIX : An invalid view could be selected when no cars in race
FIX : Meeting room scroll bar was invisible in recent versions
FIX : Occasionally refuelling did not match set amount

Graphics / Audio :

Improved display of help text / lesson text / welcome messages
F9 tyre diagram and SHIFT+L suspension diagrams now antialiased
Improved tyre optimisation - no missing parts of deflected tyres
Entry screen logo and frame are now drawn if a dialog box is open
FIX : In Driver Options the driver intersected with world objects
FIX : Reset from behind a barrier at South City could stop sound
FIX : Missing shadow on ground near fences at Autocross track

Multiplayer :

Wear limit for changing tyres can be set to 100% (never)
List of hosts can now show hosts you are not licensed to join
Host name is displayed in task bar and window title (if Latin)
Dedicated host window now adds new messages without flickering
Implemented VOB mod protection (physical changes will cause OOS)
Maximum qualifying time increased from 60 minutes to 240 minutes
Host options are now readable when opened from game setup screen
Default host IP address is now 127.0.0.1 (address of local host)
CTRL+SHIFT now displays time and date in all multiplayer replays
Driver sent his / her setup - message is now displayed only once
Removed TCP filter that allowed old versions in the list of hosts
FIX : On joining host, cars not past finish line showed wrong lap
FIX : Some problems resulting from multiple requests to join race
FIX : Pit stop did not end if car was knocked out of the pit lane
FIX : Some crashes that could result from an invalid unlock state
FIX : Some missing images (e.g. track select) caused LFS to crash
FIX : Suspension could incorrectly stay broken on remote computer
FIX : It was possible to get stuck on the track selection screen
FIX : Host restart exploit caused by multiple join packets
FIX : Avoided some possible unauthorised connections

Text commands :

New command /ck cancels any kick or ban votes in progress
New command /cv cancels game votes (restart / end / qualify)
Command /modified=yes allows a private host to avoid CP checks

InSim :

NLP / MCI minimum time interval reduced to 40 ms (was 50 ms)
Longer IS_MST now up to 128 chars / specify sound / send to all
Lap timing info added to IS_RST (standard / custom / checkpoints)
New packet IS_CON reports details of contact between two cars
New packet IS_OBH reports information about any object hit
New packet IS_HLV reports incidents that would violate HLVC
New packet IS_PLC sets allowed cars for individual players
New packet IS_AXM to add / remove / clear autocross objects
New packet IS_ACR reports successful or attempted admin commands
OutGauge : OG_SHIFT and OG_CTRL (keys) bits added to OutGaugePack
Security : InSim can no longer be initialised from a URL command
FIX : Clutch axis / button was not reported from Controls screen
FIX : IS_BTN did not allow the documented limit of 240 characters
FIX : InSim camera with vertical pitch would cause LFS to crash
FIX : OutGaugePack ID was always zero regardless of ID in cfg.txt

Track fixes :

BL : Repaired floating laptop on tool box in first pit garage
SO : Removed a ghostly collision object in South City pit lane
SO : Removed two barriers embedded in tyre wall (Sprint Tracks)
SO : Repaired a sunken barrier closing pit lane (Sprint Track 1)
WE : Fixed the position of the reversed configuration finish line
KY : Removed some barrier end segment errors from Oval / National

Misc :

New Ukrainian translation included
Hungarian translations of training lessons updated
CTRL+C now clips the mouse so window size cannot be adjusted
Admin commands from all connections are now logged (if enabled)
If logging is enabled a message is logged when an admin connects
TC Allowed Slip slider now goes up to 20% (previous maximum 10%)
The digit "1" now occupies the same screen space as other digits
On changing allowed cars, disallowed cars now join the spectators
Improved detection of invalid window positions when starting LFS
URL command is now case insensitive - LFS:// or lfs:// both work
Misc options : F9 / F10 accelerometer can be shown as one value
Cruise : current lap is not displayed if lap timing is disabled
Cruise : no need to drive a lap before serving DT / SG penalty
FIX : It was possible to set qualifying on an autocross layout


DOWNLOADS :

PATCH Z25 to 0.6A4 (PATCH INSTALLER) (if you already have Z25) :
http://www.liveforspeed.net/fi ... ATCH_Z25_TO_6A4_setup.exe (3.2 MB)

PATCH Z25 to 0.6A4 (ALTERNATIVE ZIP) (if you already have Z25) :
www.liveforspeed.net/file_lfs. ... =LFS_PATCH_Z25_TO_6A4.zip (3.5 MB)

FULL VERSION 0.6A4 (INSTALLER) (full version) :
http://www.liveforspeed.net/fi ... name=LFS_S2_6A4_setup.exe (134 MB)

DEDICATED HOST 0.6A4 (non-graphical version for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_6A4.zip (1.6 MB)
Last edited by Scawen, .
New version coming soon. Test Patch available.
Scawen
Developer
Hello Racers,

We expect to release a new official version this week. It does not contain the new tyre physics / VW Scirocco / Rockingham. But it's a good LFS update for you to use while the new tyre physics system is finished.

The main things in the new patch :

- New free view in SHIFT+U mode - not bounded by the path
- Improved collision system (with objects / cars / pit garage exit)
- Maximum placed autocross objects increased to 800 (was 512)
- New autocross objects and all objects available at all tracks
- Open track configurations allowing you to drive anywhere
- Collision detection and reporting system (via InSim)
- Graphical optimisations improving frame rates
- Adjustable tyre warmers for hot lapping
- Many other fixes and improvements


It has been tested by the community for some time now. If you haven't tried it yet, you can follow the link below to try out the latest 0.6A version. But please note : if you install the test patch in your existing folder, you can no longer join the Z28 hosts. There are plenty of 0.6A hosts to join if you'd like to do some racing in the new version.

Test Patch 0.6A (and full list of changes) :

http://www.lfsforum.net/showthread.php?t=74811

How this patch came to be :

http://www.lfsforum.net/showthread.php?t=73874

I hope you like the new updates. Thanks to all those who have tested it!
Scawen
Developer
In the tyre physics update which is in development, tyre warmers are banned in most classes. They will only be allowed in F1 and GTR classes if I remember correctly. Making that change in the current tyre physics would probably be unsuitable - grip levels in the other classes might be unrealistically low at the start of races. So, making that full change now wouldn't be a good idea.

However, tyre warmers will still be allowed in Hot Lapping mode even with the new physics, so it was a good idea to do that now, so eliminating some of the tyre warming procedure that people went through before a hot lap, which was kind of a problem.

But that problem didn't really exist in races - no-one is going to start doing donuts for half a hour as soon as the red light go out. So there wasn't any real problem to be solved in the case of racing, and we decided to just leave that as it is.
Test Patch 0.6A3 (old content / old physics / many updates)
Scawen
Developer
WARNING : THIS IS A TEST

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

PLEASE TEST BEFORE YOU POST

RULE : NO OFF-TOPIC FEATURE REQUESTS

RULE : NO UNRELATED COMMENTS

Hello Racers, here is a new Test Patch : 0.6A3

You can read the story behind this thread in the main forum thread :
http://www.lfsforum.net/showthread.php?t=73874

0.6A3 is NOT compatible with version 0.5Z28.
0.6A3 CAN play most version 0.5Z28 replays.
0.6 and 0.5 versions cannot connect to each other.

You cannot upload hotlaps made with 0.5Z30 to 0.6A3 because they are test patches.

Please keep a backup of your LFS.exe from version Z28 so you can go back to Z28 if there are any problems.


Changes from 0.6A2 TO 0.6A3 :

Save layout button is now displayed in an SPR (same as in an MPR)
W/E/,/. keys now move values in minimum steps and use auto repeat
FIX : Name of loaded layout now remains or is cleared as expected
FIX : Select tyre while in objects menu - got wrong tyre colour
FIX : Multiple object rotation system did not work in 0.6A2


Changes from 0.6A1 TO 0.6A2 :

More updated translations included
Driver sent his / her setup - message is now displayed only once
FIX : Replay OOS error after saving an SPR with autocross objecs
FIX : Crash when "agree" was pressed on the Agreement screen
FIX : Avoided some possible unauthorised connections


Changes from 0.5Z34 TO 0.6A1 :

Autocross editor :

All autocross objects are now available at all tracks
Multiple object selection - press CTRL and click object button
Selection can be deleted, copied (O), moved (M), rotated (, / .)
Prevented mouse camera movement between button click and release
FIX : Start position sometimes remained active after deleting it

Open configuration support :

Random time from red to green lights now works with open configs
It is now possible to start a qualifying session on open configs

Various :

All translations have now been updated
CTRL+C now clips the mouse so window size cannot be adjusted
Admin commands from all connections are now logged (if enabled)
If logging is enabled a message is logged when an admin connects
The digit "1" now occupies the same screen space as other digits
Maximum qualifying time increased from 60 minutes to 240 minutes
TC Allowed Slip slider now goes up to 20% (previous maximum 10%)
On changing allowed cars disallowed cars will join the spectators
Improved multiple line text formatting - Japanese training now ok
FIX : It was possible to set qualifying on an autocross layout

Hotlapping support :

Tyres section in garage - settings for tyre warmer temperatures
You can load a layout in hotlap mode (may include start position)
NOTE : LFS World hotlaps may include start position - not objects
Hotlapping is possible on open configurations (not for LFS World)
Exit from pits now results in a clean restart to hotlap position
Reliable detection of wall side impacts (e.g. at South City)
Pit stops are no longer available in Hotlapping mode

Tracks :

SO : Removed a ghostly collision object in South City pit lane
SO : Removed two barriers embedded in tyre wall (Sprint Tracks)
WE : Fixed the position of the reversed configuration finish line
KY : Removed some barrier end segment errors from Oval / National

InSim :

New packet IS_OBH reports information about any object hit
New packet IS_HLV reports incidents that would violate HLVC
New packet IS_PLC sets allowed cars for individual players
New packet IS_AXM to add / remove / clear autocross objects
New packet IS_ACR to report (attempted) admin commands


Changes from 0.5Z28 to 0.5Z34 :

Contact detection and collisions :

Improved contact detection with road / walls / pit garage exit
Improved collisions with unmovable objects (e.g. red barriers)
Unmovable objects (e.g. ramps) now have concrete friction level
Improved wheel contact detection to reduce bad car collisions

SHIFT+U mode :

New free view mode replaces the old "low" and "high" path modes
Object or ground targeted by the mouse pointer is now detected
Left mouse button moves view point by "dragging" target point
Double click to move view point directly towards target point
Mouse wheel moves view point towards or away from target point
Left + Right mouse buttons rotate view point around the target
Arrow key movement follows ground below view point when possible
Store up to 10 views per track configuration with SHIFT+NUMBER
Recall a stored view with CTRL+NUMBER (or click the button)
Click on a car to follow it / look away to stop following
List of connections is now displayed in SHIFT+U mode
FIX : N key with options on caused overlapping text

Autocross editor :

Maximum number of autocross objects is now 800 on all tracks
Object positioning is much better - using mouse target detection
Less CPU / better checks when adding / moving / deleting objects
Adding / removing autocross objects no longer resets all objects
Added a new Ramp2 like Ramp1 but 2.8 metres wide (at all tracks)
Reduced Z-buffer flickering of chalk objects and pit stop markers
Speed limit no longer enforced if autocross start position exists
FIX : Could click on invisible replay slider when buttons visible
FIX : High altitude layout objects appeared under ground on load
FIX : Could add marshall circles out of bounds then undeletable

Open configurations :

New "drive anywhere" open configs (CTRL in track select screen)
Open configs can be selected with text command like /track=SO1X
Open configs can be used as racing circuits by adding checkpoints
Checkpoints can now be up to 62 metres wide to include pit lane
Custom layouts race progress / history now stored at LFS World
Positions list and blue flags are supported on open configs

Optimisations :

Frame rate increased - drawing most world objects is much faster
Optimised transparent objects (e.g. fences) to help open configs
Much better frame rate with many autocross objects (faster draw)
Removed continual small memory leaks (materials list corruption)
Number plate generation is much faster - reducing pit-out glitch

Interface :

Unlock screen now renames unnamed player to user name on exit
Clicking selected track loads that track (like pressing ENTER)
Windows messages processed in a cleaner way (affects key presses)
Mouse movements are processed more efficiently (drag / slide)
FIX : Mouse look info could go off screen in some languages
FIX : An invalid view could be selected when no cars in race
FIX : Meeting room scroll bar was invisible in recent versions
FIX : Occasionally refuelling did not match set amount

Graphics / Audio :

Improved display of help text / lesson text / welcome messages
F9 tyre diagram and SHIFT+L suspension diagrams now antialiased
Improved tyre optimisation - no missing parts of deflected tyres
Entry screen logo and frame are now drawn if a dialog box is open
FIX : In Driver Options the driver intersected with world objects
FIX : Reset from behind a barrier at South City could stop sound
FIX : Missing shadow on ground near fences at Autocross track

Multiplayer :

Wear limit for changing tyres can be set to 100% (never)
List of hosts can now show hosts you are not licensed to join
Host name is displayed in task bar and window title (if Latin)
Dedicated host window now adds new messages without flickering
Implemented VOB mod protection (physical changes will cause OOS)
Host options are now readable when opened from game setup screen
Default host IP address is now 127.0.0.1 (address of local host)
CTRL+SHIFT now displays time and date in all multiplayer replays
Removed TCP filter that allowed old versions in the list of hosts
FIX : On joining host, cars not past finish line showed wrong lap
FIX : Some problems resulting from multiple requests to join race
FIX : Pit stop did not end if car was knocked out of the pit lane
FIX : Some crashes that could result from an invalid unlock state
FIX : Some missing images (e.g. track select) caused LFS to crash
FIX : Suspension could incorrectly stay broken on remote computer
FIX : It was possible to get stuck on the track selection screen
FIX : Host restart exploit caused by multiple join packets

Text commands :

New command /ck cancels any kick or ban votes in progress
New command /cv cancels game votes (restart / end / qualify)
Command /modified=yes allows a private host to avoid CP checks

InSim :

NLP / MCI minimum time interval reduced to 40 ms (was 50 ms)
New packet IS_CON reports details of contact between two cars
Longer IS_MST now up to 128 chars / specify sound / send to all
Lap timing info added to IS_RST (standard / custom / checkpoints)
OutGauge : OG_SHIFT and OG_CTRL (keys) bits added to OutGaugePack
Security : InSim can no longer be initialised from a URL command
FIX : Clutch axis / button was not reported from Controls screen
FIX : IS_BTN did not allow documented limit of 240 characters

Misc :

New Ukrainian translation included
Hungarian translations of training lessons updated
Misc options : F9 / F10 accelerometer can be shown as one value
Improved detection of invalid window positions when starting LFS
URL command is now case insensitive - LFS:// or lfs:// both work
Cruise : no need to drive a lap before serving DT / SG penalty
Cruise : current lap is not displayed if lap timing is disabled
FIX : InSim camera with vertical pitch would cause LFS to crash
FIX : OutGaugePack ID was always zero regardless of ID in cfg.txt


DOWNLOADS :

NOTE : Z28 (or later) must already be installed! If it is not, please install Z28 before installing this test patch.

PATCH Z28 to 0.6A3 (SELF EXTRACTING) (If you already have Z28) :
www.liveforspeed.net/file_lfs. ... =LFS_PATCH_Z28_TO_6A3.exe (2.2 MB)

PATCH Z28 to 0.6A3 (ALTERNATIVE ZIP) (If you already have Z28) :
www.liveforspeed.net/file_lfs. ... =LFS_PATCH_Z28_TO_6A3.zip (2.7 MB)

DEDICATED HOST 0.6A3 (non-graphical version for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_6A3.zip (1.6 MB)
Scawen
Developer
Quote from Luke.S :The speed bumps together like that seem to give the cars a huge speed boost. Got a UF1 well above 100mph by driving over them back towards the starting area.

That is a known problem, and it is due to a sampling error (your tyres do not test all positions between one physics update and the next). I've tested it a lot today, you can even get the acceleration if you go into neutral before hitting the bumps. I don't know if this anomaly can be fixed (or improved) or not, but it doesn't really come up in normal situations so it's not *that* important. It's not actually a new problem, it's just that the new speed humps can show up this flaw.
Test Patch 0.6A2 (old content / old physics / many updates)
Scawen
Developer
WARNING : THIS IS A TEST

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

PLEASE TEST BEFORE YOU POST

RULE : NO OFF-TOPIC FEATURE REQUESTS

RULE : NO UNRELATED COMMENTS

Hello Racers, here is a new Test Patch : 0.6A2

You can read the story behind this thread in the main forum thread :
http://www.lfsforum.net/showthread.php?t=73874

0.6A2 is NOT compatible with version 0.5Z28.
0.6A2 CAN play most version 0.5Z28 replays.
0.6 and 0.5 versions cannot connect to each other.

You cannot upload hotlaps made with 0.5Z30 to 0.6A2 because they are test patches.

Please keep a backup of your LFS.exe from version Z28 so you can go back to Z28 if there are any problems.


Changes from 0.6A1 TO 0.6A2 :

More updated translations included
Driver sent his / her setup - message is now displayed only once
FIX : Replay OOS error after saving an SPR with autocross objecs
FIX : Crash when "agree" was pressed on the Agreement screen
FIX : Avoided some possible unauthorised connections


Changes from 0.5Z34 TO 0.6A1 :

Autocross editor :

All autocross objects are now available at all tracks
Multiple object selection - press CTRL and click object button
Selection can be deleted, copied (O), moved (M), rotated (, / .)
Prevented mouse camera movement between button click and release
FIX : Start position sometimes remained active after deleting it

Open configuration support :

Random time from red to green lights now works with open configs
It is now possible to start a qualifying session on open configs

Various :

All translations have now been updated
CTRL+C now clips the mouse so window size cannot be adjusted
Admin commands from all connections are now logged (if enabled)
If logging is enabled a message is logged when an admin connects
The digit "1" now occupies the same screen space as other digits
Maximum qualifying time increased from 60 minutes to 240 minutes
TC Allowed Slip slider now goes up to 20% (previous maximum 10%)
On changing allowed cars disallowed cars will join the spectators
Improved multiple line text formatting - Japanese training now ok
FIX : It was possible to set qualifying on an autocross layout

Hotlapping support :

Tyres section in garage - settings for tyre warmer temperatures
You can load a layout in hotlap mode (may include start position)
NOTE : LFS World hotlaps may include start position - not objects
Hotlapping is possible on open configurations (not for LFS World)
Exit from pits now results in a clean restart to hotlap position
Reliable detection of wall side impacts (e.g. at South City)
Pit stops are no longer available in Hotlapping mode

Tracks :

SO : Removed a ghostly collision object in South City pit lane
SO : Removed two barriers embedded in tyre wall (Sprint Tracks)
WE : Fixed the position of the reversed configuration finish line
KY : Removed some barrier end segment errors from Oval / National

InSim :

New packet IS_OBH reports information about any object hit
New packet IS_HLV reports incidents that would violate HLVC
New packet IS_PLC sets allowed cars for individual players
New packet IS_AXM to add / remove / clear autocross objects
New packet IS_ACR to report (attempted) admin commands


Changes from 0.5Z28 to 0.5Z34 :

Contact detection and collisions :

Improved contact detection with road / walls / pit garage exit
Improved collisions with unmovable objects (e.g. red barriers)
Unmovable objects (e.g. ramps) now have concrete friction level
Improved wheel contact detection to reduce bad car collisions

SHIFT+U mode :

New free view mode replaces the old "low" and "high" path modes
Object or ground targeted by the mouse pointer is now detected
Left mouse button moves view point by "dragging" target point
Double click to move view point directly towards target point
Mouse wheel moves view point towards or away from target point
Left + Right mouse buttons rotate view point around the target
Arrow key movement follows ground below view point when possible
Store up to 10 views per track configuration with SHIFT+NUMBER
Recall a stored view with CTRL+NUMBER (or click the button)
Click on a car to follow it / look away to stop following
List of connections is now displayed in SHIFT+U mode
FIX : N key with options on caused overlapping text

Autocross editor :

Maximum number of autocross objects is now 800 on all tracks
Object positioning is much better - using mouse target detection
Less CPU / better checks when adding / moving / deleting objects
Adding / removing autocross objects no longer resets all objects
Added a new Ramp2 like Ramp1 but 2.8 metres wide (at all tracks)
Reduced Z-buffer flickering of chalk objects and pit stop markers
Speed limit no longer enforced if autocross start position exists
FIX : Could click on invisible replay slider when buttons visible
FIX : High altitude layout objects appeared under ground on load
FIX : Could add marshall circles out of bounds then undeletable

Open configurations :

New "drive anywhere" open configs (CTRL in track select screen)
Open configs can be selected with text command like /track=SO1X
Open configs can be used as racing circuits by adding checkpoints
Checkpoints can now be up to 62 metres wide to include pit lane
Custom layouts race progress / history now stored at LFS World
Positions list and blue flags are supported on open configs

Optimisations :

Frame rate increased - drawing most world objects is much faster
Optimised transparent objects (e.g. fences) to help open configs
Much better frame rate with many autocross objects (faster draw)
Removed continual small memory leaks (materials list corruption)
Number plate generation is much faster - reducing pit-out glitch

Interface :

Unlock screen now renames unnamed player to user name on exit
Clicking selected track loads that track (like pressing ENTER)
Windows messages processed in a cleaner way (affects key presses)
Mouse movements are processed more efficiently (drag / slide)
FIX : Mouse look info could go off screen in some languages
FIX : An invalid view could be selected when no cars in race
FIX : Meeting room scroll bar was invisible in recent versions
FIX : Occasionally refuelling did not match set amount

Graphics / Audio :

Improved display of help text / lesson text / welcome messages
F9 tyre diagram and SHIFT+L suspension diagrams now antialiased
Improved tyre optimisation - no missing parts of deflected tyres
Entry screen logo and frame are now drawn if a dialog box is open
FIX : In Driver Options the driver intersected with world objects
FIX : Reset from behind a barrier at South City could stop sound
FIX : Missing shadow on ground near fences at Autocross track

Multiplayer :

Wear limit for changing tyres can be set to 100% (never)
List of hosts can now show hosts you are not licensed to join
Host name is displayed in task bar and window title (if Latin)
Dedicated host window now adds new messages without flickering
Implemented VOB mod protection (physical changes will cause OOS)
Host options are now readable when opened from game setup screen
Default host IP address is now 127.0.0.1 (address of local host)
CTRL+SHIFT now displays time and date in all multiplayer replays
Removed TCP filter that allowed old versions in the list of hosts
FIX : On joining host, cars not past finish line showed wrong lap
FIX : Some problems resulting from multiple requests to join race
FIX : Pit stop did not end if car was knocked out of the pit lane
FIX : Some crashes that could result from an invalid unlock state
FIX : Some missing images (e.g. track select) caused LFS to crash
FIX : Suspension could incorrectly stay broken on remote computer
FIX : It was possible to get stuck on the track selection screen
FIX : Host restart exploit caused by multiple join packets

Text commands :

New command /ck cancels any kick or ban votes in progress
New command /cv cancels game votes (restart / end / qualify)
Command /modified=yes allows a private host to avoid CP checks

InSim :

NLP / MCI minimum time interval reduced to 40 ms (was 50 ms)
New packet IS_CON reports details of contact between two cars
Longer IS_MST now up to 128 chars / specify sound / send to all
Lap timing info added to IS_RST (standard / custom / checkpoints)
OutGauge : OG_SHIFT and OG_CTRL (keys) bits added to OutGaugePack
Security : InSim can no longer be initialised from a URL command
FIX : Clutch axis / button was not reported from Controls screen
FIX : IS_BTN did not allow documented limit of 240 characters

Misc :

New Ukrainian translation included
Hungarian translations of training lessons updated
Misc options : F9 / F10 accelerometer can be shown as one value
Improved detection of invalid window positions when starting LFS
URL command is now case insensitive - LFS:// or lfs:// both work
Cruise : no need to drive a lap before serving DT / SG penalty
Cruise : current lap is not displayed if lap timing is disabled
FIX : InSim camera with vertical pitch would cause LFS to crash
FIX : OutGaugePack ID was always zero regardless of ID in cfg.txt


DOWNLOADS :

NOTE : Z28 (or later) must already be installed! If it is not, please install Z28 before installing this test patch.

PATCH Z28 to 0.6A2 (SELF EXTRACTING) (If you already have Z28) :
www.liveforspeed.net/file_lfs. ... =LFS_PATCH_Z28_TO_6A2.exe (2.2 MB)

PATCH Z28 to 0.6A2 (ALTERNATIVE ZIP) (If you already have Z28) :
www.liveforspeed.net/file_lfs. ... =LFS_PATCH_Z28_TO_6A2.zip (2.7 MB)

DEDICATED HOST 0.6A2 (non-graphical version for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_6A2.zip (1.6 MB)
Scawen
Developer
Yes, we agree 100%. The hotlap tables will not be reset, because there isn't a significant change in physics. The new exe has the old collision code in it and the ability to avoid converting objects to the new object system so that it can use that when it runs old replays, so they don't go OOS.

However, as the rules have changed a bit, some hotlaps will be deleted (and an email will be sent to their owner).

The hotlaps that will be deleted nearly all fit into these two categories :

1) Hotlaps with a pit stop
2) Hotlaps (mostly at SO) with a wall hit that was undetected by the old HLVC wall hit check

Number (2) will affect quite a lot of hotlaps. For example, about 55 South City world record hotlaps will be deleted because of this.

EDIT : Please hotlappers do try out the 0.6A1 hotlapping system. Victor and I worked for quite a while to try and make sure the wall hit detection was "fair". That means - invalidating hotlaps if the hit was significant, but trying not to invalidate them when there is a small scrape that wouldn't really benefit the lap time. Clearly there's a slight grey area but we had to draw the line somewhere.
Last edited by Scawen, .
Scawen
Developer
When we will release an official patch with changes in physics, there will be a series of test patches before the official release, also with changes in physics.

That's how we've done it for years now, we release test patches before the final release. This way, we know that the final release has a good chance of being stable and bug free.

What we don't do is release dozens of test patches, then release something completely different. Because that wouldn't really make much sense.
Scawen
Developer
Quote from insaneltu :But in next version's it will be changed?

I don't know, I don't have the future planned out in that kind of detail.

There are different ways of detecting collisions, avoiding intersections before the collision is detected. I'd like to look into that some time, but I don't know when, because it is a big project in itself. Not something to do in the last week before an official patch.

I'm quite happy with the recent collision detection improvements for now, so further development of that is way down the list, compared with finishing the new tyre physics.

The plan is to fix the remaining bugs and release the official patch within a week. Whether that will happen or not I obviously can't say 100% but that is definitely the plan.
Scawen
Developer
Quote from avetere :So we finally got a new mpr-version (15).
Was that only to prevent lfs 0.5 to play the new ones or was anything else altered? (Though I'd appreciate details a simple yes/no would be sufficient for the moment )

Edit: As a reminder: How about the width of autocross-objects? Where you able to get them? (No hurrying though )

The replay version is mainly so that LFS knows if autocross objects in the replay refer to old numbers (track is then not converted) or new numbers (track is converted as usual).

No, I haven't yet had anything like enough spare time to generate an object size data file.

Quote from [Audi TT] :Scawen, and when can be downloaded hotlaps? I am one hotlap made ​​with the improvement of the time, but you can not download ((

When the patch is official. It would be a very bad idea to accept replays from test patches for more than one reason.

1) The majority of people are not using test patches, so they could not watch the replay.
2) The physics changed several times during the test patch period. Most are obsolete and will never be viewable again.

A test patch is just for testing, not for entering the hotlap competition.

Quote from kimd41 :Okay, I wanted to install this patch on a fresh install, so I downloaded the full Z28 from LFS.NET and installed. Then I installed this patch.

Now, after the driver creation screen, it shows the Agreement screen and when I click "agree" it crashes. Every time.

Thank you. I can reproduce this by setting "Welcome Z 1" in cfg.txt - so I don't need any more information.

Maybe you can get round it for now by adding a line in your cfg.txt :

Welcome Z 0 so it doesn't run the welcome sequence.
Test Patch 0.6A1 (old content / old physics / many updates)
Scawen
Developer
WARNING : THIS IS A TEST

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

Hello Racers, here is a new Test Patch : 0.6A1.

You can read the story behind this thread in the main forum thread :
http://www.lfsforum.net/showthread.php?t=73874

0.6A1 is NOT compatible with version 0.5Z28.
0.6A1 CAN play most version 0.5Z28 replays.
0.6 and 0.5 versions cannot connect to each other.

You cannot upload hotlaps made with 0.5Z30 to 0.6A1 because they are test patches.

Please keep a backup of your LFS.exe from version Z28 so you can go back to Z28 if there are any problems.


Changes from 0.5Z34 TO 0.6A1 :

Autocross editor :

All autocross objects are now available at all tracks
Multiple object selection - press CTRL and click object button
Selection can be deleted, copied (O), moved (M), rotated (, / .)
Prevented mouse camera movement between button click and release
FIX : Start position sometimes remained active after deleting it

Open configuration support :

Random time from red to green lights now works with open configs
It is now possible to start a qualifying session on open configs

Various :

All translations have now been updated
CTRL+C now clips the mouse so window size cannot be adjusted
Admin commands from all connections are now logged (if enabled)
If logging is enabled a message is logged when an admin connects
The digit "1" now occupies the same screen space as other digits
Maximum qualifying time increased from 60 minutes to 240 minutes
TC Allowed Slip slider now goes up to 20% (previous maximum 10%)
On changing allowed cars disallowed cars will join the spectators
Improved multiple line text formatting - Japanese training now ok
FIX : It was possible to set qualifying on an autocross layout

Hotlapping support :

Tyres section in garage - settings for tyre warmer temperatures
You can load a layout in hotlap mode (may include start position)
NOTE : LFS World hotlaps may include start position - not objects
Hotlapping is possible on open configurations (not for LFS World)
Exit from pits now results in a clean restart to hotlap position
Reliable detection of wall side impacts (e.g. at South City)
Pit stops are no longer available in Hotlapping mode

Tracks :

SO : Removed a ghostly collision object in South City pit lane
SO : Removed two barriers embedded in tyre wall (Sprint Tracks)
WE : Fixed the position of the reversed configuration finish line
KY : Removed some barrier end segment errors from Oval / National

InSim :

New packet IS_OBH reports information about any object hit
New packet IS_HLV reports incidents that would violate HLVC
New packet IS_PLC sets allowed cars for individual players
New packet IS_AXM to add / remove / clear autocross objects
New packet IS_ACR to report (attempted) admin commands


Changes from 0.5Z28 to 0.5Z34 :

Contact detection and collisions :

Improved contact detection with road / walls / pit garage exit
Improved collisions with unmovable objects (e.g. red barriers)
Unmovable objects (e.g. ramps) now have concrete friction level
Improved wheel contact detection to reduce bad car collisions

SHIFT+U mode :

New free view mode replaces the old "low" and "high" path modes
Object or ground targeted by the mouse pointer is now detected
Left mouse button moves view point by "dragging" target point
Double click to move view point directly towards target point
Mouse wheel moves view point towards or away from target point
Left + Right mouse buttons rotate view point around the target
Arrow key movement follows ground below view point when possible
Store up to 10 views per track configuration with SHIFT+NUMBER
Recall a stored view with CTRL+NUMBER (or click the button)
Click on a car to follow it / look away to stop following
List of connections is now displayed in SHIFT+U mode
FIX : N key with options on caused overlapping text

Autocross editor :

Maximum number of autocross objects is now 800 on all tracks
Object positioning is much better - using mouse target detection
Less CPU / better checks when adding / moving / deleting objects
Adding / removing autocross objects no longer resets all objects
Added a new Ramp2 like Ramp1 but 2.8 metres wide (at all tracks)
Reduced Z-buffer flickering of chalk objects and pit stop markers
Speed limit no longer enforced if autocross start position exists
FIX : Could click on invisible replay slider when buttons visible
FIX : High altitude layout objects appeared under ground on load
FIX : Could add marshall circles out of bounds then undeletable

Open configurations :

New "drive anywhere" open configs (CTRL in track select screen)
Open configs can be selected with text command like /track=SO1X
Open configs can be used as racing circuits by adding checkpoints
Checkpoints can now be up to 62 metres wide to include pit lane
Custom layouts race progress / history now stored at LFS World
Positions list and blue flags are supported on open configs

Optimisations :

Frame rate increased - drawing most world objects is much faster
Optimised transparent objects (e.g. fences) to help open configs
Much better frame rate with many autocross objects (faster draw)
Removed continual small memory leaks (materials list corruption)
Number plate generation is much faster - reducing pit-out glitch

Interface :

Unlock screen now renames unnamed player to user name on exit
Clicking selected track loads that track (like pressing ENTER)
Windows messages processed in a cleaner way (affects key presses)
Mouse movements are processed more efficiently (drag / slide)
FIX : Mouse look info could go off screen in some languages
FIX : An invalid view could be selected when no cars in race
FIX : Meeting room scroll bar was invisible in recent versions
FIX : Occasionally refuelling did not match set amount

Graphics / Audio :

Improved display of help text / lesson text / welcome messages
F9 tyre diagram and SHIFT+L suspension diagrams now antialiased
Improved tyre optimisation - no missing parts of deflected tyres
Entry screen logo and frame are now drawn if a dialog box is open
FIX : In Driver Options the driver intersected with world objects
FIX : Reset from behind a barrier at South City could stop sound
FIX : Missing shadow on ground near fences at Autocross track

Multiplayer :

Wear limit for changing tyres can be set to 100% (never)
List of hosts can now show hosts you are not licensed to join
Host name is displayed in task bar and window title (if Latin)
Dedicated host window now adds new messages without flickering
Implemented VOB mod protection (physical changes will cause OOS)
Host options are now readable when opened from game setup screen
Default host IP address is now 127.0.0.1 (address of local host)
CTRL+SHIFT now displays time and date in all multiplayer replays
Removed TCP filter that allowed old versions in the list of hosts
FIX : On joining host, cars not past finish line showed wrong lap
FIX : Some problems resulting from multiple requests to join race
FIX : Pit stop did not end if car was knocked out of the pit lane
FIX : Some crashes that could result from an invalid unlock state
FIX : Some missing images (e.g. track select) caused LFS to crash
FIX : Suspension could incorrectly stay broken on remote computer
FIX : It was possible to get stuck on the track selection screen
FIX : Host restart exploit caused by multiple join packets

Text commands :

New command /ck cancels any kick or ban votes in progress
New command /cv cancels game votes (restart / end / qualify)
Command /modified=yes allows a private host to avoid CP checks

InSim :

NLP / MCI minimum time interval reduced to 40 ms (was 50 ms)
New packet IS_CON reports details of contact between two cars
Longer IS_MST now up to 128 chars / specify sound / send to all
Lap timing info added to IS_RST (standard / custom / checkpoints)
OutGauge : OG_SHIFT and OG_CTRL (keys) bits added to OutGaugePack
Security : InSim can no longer be initialised from a URL command
FIX : Clutch axis / button was not reported from Controls screen
FIX : IS_BTN did not allow documented limit of 240 characters

Misc :

New Ukrainian translation included
Hungarian translations of training lessons updated
Misc options : F9 / F10 accelerometer can be shown as one value
Improved detection of invalid window positions when starting LFS
URL command is now case insensitive - LFS:// or lfs:// both work
Cruise : no need to drive a lap before serving DT / SG penalty
Cruise : current lap is not displayed if lap timing is disabled
FIX : InSim camera with vertical pitch would cause LFS to crash
FIX : OutGaugePack ID was always zero regardless of ID in cfg.txt


DOWNLOADS :

NOTE : Z28 (or later) must already be installed! If it is not, please install Z28 before installing this test patch.

PATCH Z28 to 0.6A1 (SELF EXTRACTING) (If you already have Z28) :
www.liveforspeed.net/file_lfs. ... =LFS_PATCH_Z28_TO_6A1.exe (2.2 MB)

PATCH Z28 to 0.6A1 (ALTERNATIVE ZIP) (If you already have Z28) :
www.liveforspeed.net/file_lfs. ... =LFS_PATCH_Z28_TO_6A1.zip (2.7 MB)

DEDICATED HOST 0.6A1 (non-graphical version for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_6A1.zip (1.6 MB)
Scawen
Developer
pik_d :

The problem is that if people have do do all sorts of crazy things to be competitive, then you can't be competitive without doing those crazy things.

So for example if it takes half an hour and several pit stops to get the car into a state where you can get a world record, then this is quite a problem. We don't want people to have to do that. This is about getting in your car and doing a fast lap. Ideally that's what it would be. The hotlap tables are supposed to show who can drive the fastest lap, not who is patient enough to exploit flaws in the physics system that can be exploited in a one hour replay.

Victor's point about not limiting the time is that really, LFS physics should be realistic enough that a car should be best when it is fresh, warmed up but not worn out. At the moment, LFS physics isn't quite producing this outcome. But we hope that in future it will.
Last edited by Scawen, . Reason : wrongly saying that pik_d hadn't uploaded any hotlaps
Scawen
Developer
No... tyre warmers in racing are changing with the new tyre physics (most classes don't have tyre warmers any more). I don't know if we'll have adjustable ones in the future but I don't want to get into that now, implementing it into multiplayer packets to pass the information around and so on, it would take more time.

Anyway, the same problem doesn't exist in racing - people don't start doing donuts and all manner of crazy looking things to warm up their tyres before they start going round the track.
Scawen
Developer
OK, I've done the slider bar, you can choose between 20 and zero below optimum.

Yes, it is a good idea to do this now, the same will apply to the new tyre physics so it's not a waste of time, and this is the layouts patch.

It's nearly finished, I just need to break HLVC when any added object is touched (not just the movable ones).
Scawen
Developer
Quote from Scawen :...in the Z30 to Z34 versions, the ramps at South City had too high an index that cannot be supported by the Z35 code. So all it means is that Z30 to Z34 replays with ramps in them will have no ramps if played in Z35.

Correction to this information...

The story with the ramps is :

- Ramp1 and Ramp2, like all autocross objects, will be available at all tracks.

- However... old test patch replays (Z30 to Z34) that contained Ramp1 or Ramp2 (at any track, not just South City) will not contain the ramps when played back in Z35. Other than that, test patch replays and old replays still do play back, except single player replays that were recorded on one of the intermediate physics versions, and a very small minority of old hotlap replays.

That's not a big deal at all in my opinion. I'm just correcting my previous statement that said this "problem" would only be at South City.

Progress :

The unified autocross objects system and the code that loads old layouts is all completed (except for a couple of remaining notes on my sheet) and working well. But I'm a day or two later than expected with that and as there are quite a few things on my "incompatible patch" list of things to do, plus some new bug reports, I can see that this will not be ready for release on Friday. But it's going well and will be a good patch when it's released, which I now expect to be next week.
Scawen
Developer
Well it's very simple.

Z35 guests will not be able to connect to pre-Z35 hosts.
Pre-Z35 guests will not be able to connect to Z35 hosts.

Pre-Z35 will not be able watch replays recorded in Z35.
Z35 will be able to watch replays recorded in pre-Z35.

It's just an incompatible version like any other, but without breaking old replays.
I didn't think it needed such a detailed explanation!

DISCLAIMER : It's possible there may be some cases of old replays that cannot be viewed. One I can think of is that pre-Z35 replays recorded at South City that included Ramp1 or Ramp2 will not work, because they had a very high object index that is now out of range and cannot be supported by the new code. It's also possible that a few old hotlap replays might go OOS, though I have tried very hard never to break them, and to run a check on the world record replays every couple of days, it is still possible that a few Z28 hotlaps will not play, with so many changes in the code (although LFS is specifically coded to use the old contact detection system just when watching old single player replays). Also single player replays recorded after Z28 and before Z35 are extremely likely to go out of sync, because there were a few physics changes during that time.

I hope that is detailed enough so I can go back to work now.

Here is a link to my actual progress report which I think is more interesting in case anyone missed it :
http://www.lfsforum.net/showthread.php?p=1594025#post1594025
Last edited by Scawen, .
Scawen
Developer
Quote from avih :Is this patch going to be promoted as an official update eventually? If yes, would that be smart to break backward compatibility for reasons other than a physics update or meaningful tracks updates?

Yes, the purpose of a run of test patches is to release an official patch without bugs. The breaking of multiplayer compatibility is not a problem in that case - people should just click "yes" when asked if they want to update their version. But I have been very careful not to break the hotlaps - most old hotlaps and other replays can still be played back in the new version.

I agree, I would not like to delete all the hotlap tables until the real new tyre physics or actual new tracks are released.

But it is quite impossible to retain multiplayer compatibility when there are new autocross objects and they have different numbers and you can drive on open configurations. This latest one breaks multiplayer backward compatibility too because of the qualifying and red lights changes and the object numbers. But that's why I've saved that until last, so the community is divided for the smallest possible time. I want the official version out as fast as possible after the incompatible test patch.
Progress
Scawen
Developer
Hello everyone, I'll let you know how it's going, as it's Friday and some people might hope for a patch today.

The unified autocross system is going well, old tracks now load correctly with their old autocross objects deleted, but all objects still appearing because they automatically refer to the new ones in the list of unified objects. Some of the new objects have been changed a little, mostly in ways you can't see or won't notice but they are more optimised for graphics and physics, using fewer texture pages, no downward facing polygons on unmovable objects and that kind of thing.

On all tracks you can select tyre stacks 1, 2, 3 or 4 high and you can select natural black or white / red / green / yellow / blue painted tyre stacks, using the colours from the existing LFS tyre stacks. Also chalk objects can be coloured white / red / blue / yellow. The 6m and 10m speed humps from Kyoto are available at all tracks.

There are still various related small things to finish and the automatic conversion tables for old layouts still need to be done. The conversion tables can mostly be generated automatically but I need to do manual entries for some of the objects.

It seems like 1 or 2 days to get that fully functioning and safely loading old layouts, but I won't be ready to release the patch at that point because there are a few more things to be added to that incompatible patch. Such as allowing qualifying in open configs, enabling the random red lights, InSim reporting object collisions, InSim adding and removing objects.

I don't see any big problems ahead so it should be ready by next Friday at the latest. Hopefully sooner but sometimes tricky things come up.
Scawen
Developer
Quote from Squelch :Ah ha! that explains it. The line painters used a spirit level then

Looking forward to the next round of test patches.

To make sure I'm clear : the incompatible changes to come are still in this run of test patches.

I need to enable qualifying and random red lights on open configs. I also want to finish the unification of the autocross objects system for all tracks and allow InSim to add and remove objects, and also report object collisions. That's about it, shouldn't take too long though realistically it might not be ready on Friday.

After that lot is tested we can release an official patch then I'll be back on the tyre physics, and several loud voices will think I've given up on Live for Speed, must be on a beach in the Bahamas, etc.
Scawen
Developer
Quote from kimd41 :Well since we are getting incompatible test patches anyway, can't Eric update the track?

Heh, this is like talking to my 5 year old son, who asks so many questions! And here it's not good, because each person who asks a question takes yet another 5 to 10 minutes of my time, so reducing the updates I can put in today's patch. It would be better to accept what I say, because I have thought it through.

This an INTERMEDIATE patch with the same old tyre physics. That means, the old hotlaps are staying valid. It's not a good time to delete all the old hotlaps, when the tyre physics is still the same. So, we are not releasing track updates that would make all the hotlaps go out of sync.

That is quite apart from the fact that Eric is working on S3 content at the moment. I think it is ok for me to say, that he doesn't like being asked to switch from one thing to another. Some people like to switch tasks all the time - I have no choice - but Eric does not like that, he likes to stay focussed on what is is doing. This is sort of "my" patch and I don't think he really wants to be involved. Not that I have asked him - I've already explained above, we don't want to put the hotlaps out of sync. I've gone into a lot of detail how one thing led to another on the road to this patch.

So, please, try to understand, I'm working very hard to try and get a patch out today and I don't want to explain every single decision on every step of the way.
Scawen
Developer
Quote from avetere :Just as a reminder:
Could we get rid of those few objects at SO (around highway-passage)?

I have had a look at that, because I now have the code to detect and modify the properties of segments. But I don't want to do that one, mainly because of that unconnected road surface (i.e. hole) at the end of that slip road. Also there would be some ugly shadows if I removed some of those segments.

I understand you may say that's not important, you can block off these things and you'd only drive down the road, not up, but today my focus is adding physics detection where there should be some (e.g. around the FE mini-oval) and replacing barriers where they are missing from open configs.

I'm trying to make the open configs less "flaky" so they are more up to professional standard. And that does mean blocking off things where the world of "driving in a virtual world" becomes "driving in an unfinished computer program". You see, opening that part of SO would simply enable another unfinished area. So that comes in the category of something that really needs to be updated with a real track update.
Scawen
Developer
Quote from Trekkerfahrer :I asked for it a few pages before:

Can we have more object types like curbs, 200-150-100-50m signs... just stuff for our new racing tracks

I can't add kerbs. I'm not really sure what you mean, that sounds like a track editor kind of thing, the autocross editor is really just about placing objects on top of existing tracks.

In the new system which I expect to release next week, I have included the distance to corner markers (like the ones from Aston) and the long and short speed humps from Kyoto.

I'm not taking any more requests for objects - I've spent long enough collecting them together and updating them for the new unified autocross objects file. They will require an incompatible test patch (which is needed anyway to enable qualifying and random start lights). But first (aiming for this evening) I will release a compatible patch with various fixes, excluding the new autocross objects.

I hope Z33 is the last compatible one. We then need to be in the incompatible stage for the shortest time possible so we can get the official patch out and I can get back to the tyre physics.
Scawen
Developer
Quote from Tur8o :will the new layouts mean they will need to be remade or is the conversion going to be guaranteed?

Most objects are exactly the same. Some are optimised for graphics and physics CPU time but you won't notice the difference. Some are a slightly different size, for example some cones varied in scale at the Autocross track but now they will have the same size as they are on the other tracks. Some objects are different - I've made new tyres objects (single and stacks of 2, 3, 4) because the tyre objects were different at all tracks and were a special type of object that cannot be used in the common autocross objects file. I'm planning to add a colour selection, so any of the existing tyre colours can be selected, so your tyres can match the colour scheme at whichever track you are creating a layout for. Some objects will be new to the autocross object system - I plan to include the speed humps from Kyoto and the corner markers from Aston.

I am taking a risk here saying what I plan to do, so whoever reads this - these are not promises, but plans - and plans change.

But to answer your question : conversion should be very accurate, though some tyre stacks will only have a 40 cm radius instead of a 43 cm radius, that kind of thing, and slightly different heights. I'll generate (and manually edit) conversion tables for all the tracks so that pre-Z33 layouts will look up in the table which object number should be used, and which tyre object and colour should be selected, while they are loading.

Quote from Flame CZE :I don't think those objects will be included into the official version. I understand it like this - all current objects will be available on all tracks (for now).

Yes, I won't be including lamp posts and buildings. I see those guys had fun at the car park with their mod, but that's not really what the autocross system is for.

Now, no more questions please, unless you have some real reason to ask me a question. For example now I've just taken 10 minutes out answering questions, when I had actually sat down to continue working on the objects. When the patch is released, you can find out what's in it.
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