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Scawen
Developer
All hotlaps you can see on LFS World will run in your current Version Z, and that proves the physics have not changed (otherwise the replay would display OOS error and stop).

All hotlaps were cleared when Patch Y was released. Hotlaps for 8 of the 20 cars were cleared when Patch Z was released (because those 8 cars changed a little or a lot).

That's the whole story, so this poll is in fact for no reason, and so I will close the thread. This is to avoid confusion for other forum members.

I realise you did not know that, DiXi91 - but now you know!
Scawen
Developer
Quote from maxelmar :I want to take back what I said about the devolopers being pathetic, not very respectable of me.
But I've waited long for a decent answer or a fix for this problem, nothing yet, a new patch gets you all excited but still you can't enjoy the game (and the new patch)

Normally when LFS doesn't start, instead giving you a message "Probable error in graphics drivers", this means either DirectX or your video card drivers have some kind of bug, conflict or issue. It can usually be solved by reinstalling DirectX (visit microsoft.com) and the most recent drivers for your graphics card.

Quote from Deejayyaj :...But can we make the Frame Rate much higher even if PC's running in 64mb or 128mb video graphic cards, (e.g. Laptops with only 64mb or 128mb integrated video cards) so even out of town with the lappy on it can still play LFS Just a quick and a little question on this..

The best thing if you have an older card or not that much graphics memory, is to use low resolution textures (in Graphics options). Also, use 16 bit sky and do not use anisotropic filtering or antialiasing.

Quote from mrodgers :S2 license....

I click on CTRA Race 1....

Loads up skins, etc, and gives me a pop-up....

"Host is S1"

And I'm back at the server list.

It happened to me twice, then the third time I was able to get on the server. I could understand a "Host is full" message (of which it was not full), but the "Host is S1" and that's it was strange.

Normally that would be if you had not unlocked. So your LFS would be in demo mode and the host would give you the message "Host is S1".

Quote from FBUT Bishop :Hello! Great work from Devs, but one think i don't understand: Why does the bug of some FE and SO walls is not fixed? I talk about this "pinball wall" bug (eg: on the bridge of SO). I hope you understand me, my english is sooooo bad
CU on race track

There were no updates in the physics system, only some cars were updated to improve handling and class balancing.

The collision and damage system improvements are a high priority task on my programming sheet as it will clearly help the racing.
LFS S2 - Patch Z
Scawen
Developer
Hello LFS Racers. Announcing... Patch Z!

The patch contains a lot of updates including :

- New interiors in XF and XR cars (road and GTR)
- Updated interiors in Formula XR and Formula V8
- General improvements to interface and graphics
- Improved weight distribution of GTR racing cars
- XR Turbo and RB4 suspension improvements
- Replay controls (click any point on time line)
- Demo racers must now register to go online
- Chinese, Japanese, Korean and Bulgarian


Three ways to get Patch Z :

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

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

2) MANUAL PATCH - If you already have version Y :

- Click HERE and save the patch into your LFS folder.
- With the patch correctly positioned in your LFS folder, run it and select "Yes to all" when asked about overwriting files.

3) FULL VERSION - If you are new to LFS or making a fresh installation.

- Click HERE to visit the download page and follow the installation instructions


More detailed information :

INCREASED FRAME RATES :

By using the same Hardware Vertex Shading system as the car body, the subobjects (steering wheel, gearstick, brakes, mudguards, etc) now make better use of your graphics card, saving CPU time and increasing the frame rate on most computers. Those that do not experience much frame rate increase should find it is smoother and more consistent. There are small graphical improvements as a side effect of this change. You should find that the pit-out glitch is reduced as well.

REPLAY CONTROLS :

Multiplayer replays now have the same interface as single player replays.
They loop and the Escape Menu is available while watching.
Also, replay controls have been added. A timeline is visible when you move the mouse.
You can click anywhere on the timeline and the replay will go back or forward to that point.

Some new keys have been added :

1) Single frame step : ',' or '.' (SHIFT + ',' or '.' = one second step)
2) SPACE to pause / unpause during a replay (same as P)
3) ESCAPE to break out of fast forwarding
4) SHIFT + F now has 3 states if you are in a replay (the 3rd state hides everything including all messages and replay controls)

DEMO LICENSE SYSTEM :

User name and password are now required to go online in DEMO.
DEMO / S1 / S2 all appear in the same List of Hosts.

NOTE to DEMO users :

- You will need to set a GAME password at www.lfs.net to go online
- Log in and click on "account details" to set your GAME password
- You will see all compatible demo hosts and demo compatible S1 / S2 hosts

NOTE to S1 users :

- You will see all S1 and S1 compatible S2 hosts in the list of hosts

NOTE to HOSTS :

- Hosts in S2 mode - all S2 users can join
- Hosts in S1 mode - all S1 and S2 users can join your host
- Hosts in Demo mode - all LFS users can join your host

XFR / XRR MIRROR SKIN MAPPINGS :

The XFR and XRR have new mirrors and the old mappings could not be used.
An updated CMX Viewer is available in the additional downloads section

CAR PHYSICS CHANGES :

Big GTR class :

XRR : weight dist back 1.5% - CoG down 13 mm
FZR : weight dist forward 1.5% - CoG down 5 mm
FXR : weight dist back 1.5% - CoG down 8 mm

TBO class :

XRT : weight dist back 1% - CoG down 3 mm
RB4 : CoG down 10 mm

XRT and RB4 also got a small rear suspension update to raise the rear roll centre a little. This should reduce body roll and make them nicer to drive.

Small GTR class :

XFR CoG down by 10 mm and weight distribution back 1.0%
UFR CoG down by 22 mm and weight distribution back 1.5%

XFR also now has a sequential gearbox.

HOTLAPS :

Because of the physics changes, the hotlap tables for eight cars will need to be removed :

XFG / RB4 / XRT / UFR / XFR / FXR / XRR / FZR

Hotlaps for the other 12 cars will remain and can still be run in version Z.

EAST ASIAN LANGUAGE SUPPORT :

Windows 98 / ME : LFS does not support double byte characters
Windows Vista : Double byte characters should work automatically
Windows XP : It should work but you may need to install fonts.

If you have Windows XP and currently cannot see the East Asian translations, here's how to set up your computer so it works.

- In Control Panel click on "Regional and Language Options" (see attached screen shot)
- Under the "Languages" tab select "Install files for East Asian Languages".
- Windows will probably ask you to get your XP CD and the fonts will be installed.

This is important even if you do not use Chinese, Japanese or Korean translations so you can see East Asian text and player names correctly when you are online.

OTHER IMPORTANT CHANGES :

- Chinese, Japanese and Korean Translations
- All tracks now use JPG textures for adverts
- Various fixes including a South City hot lapping issue
- Full-scene antialiasing and anisotropic filtering are now supported


Full list of changes in Patch Z :

Graphics :

updated interiors in FOX / FO8 / XF and XR (GTR and road) cars
Improved frame rates - subobjects now use hardware vertex shading
Improved sky rendering - less distortion, small frame rate increase
Smarter level of detail calculations for best detail and frame rate
Driver names are now directly above car with no acceleration offset
Antialiasing and anisotropic filtering support in Graphics Options
Mirrors with horizontal offset applied now stay inside windscreen
JPG advert textures now used in all tracks (folder : data\pic)
Improved control of mip bias : 4 sliders in Graphics Options
Graphical and audio dynamic lod reductions are now instant
Increased maximum number of car shadows from 8 to 16
Antialiased virtual start lights and steering gauge
FIX : RB4 dashboard wrong in left hand drive mode

Physics :

XF GTR now has a sequential gearbox with ignition cut
Wind speeds and variations are now more moderate / less wild
Small improvements to default setups of XR Turbo / XR GTR / XF GTR
Moved and lowered centre of gravity in GTR cars for better handling
Lowered centre of gravity and updated rear suspension of XRT and RB4

Replays :

Escape menu and options now available during a multiplayer replay
Replay controls & timeline visible with mouse at bottom of screen
SP and MP replays now loop unless started by /mpr or /spr commands
External replay starting now works from replay screen or in replay
FIX : Paused indicator is now shown when paused at start of replay
FIX : Hang if escape menu was open at the end of a non-looping SPR
FIX : Could get stuck leaving a paused MPR while guest connecting
FIX : LFS wrongly allowed replay after adding AI in single player

Licensed demo racers system :

Demo racers now need a user name and GAME password to go online
Unified List of Hosts - S2 users can all Demo / S1 / S2 hosts
Demo / S1 racers can see all hosts running Demo / S1 content
Demo racers now automatically download skins but not upload

Double byte character support :

Included Chinese, Japanese and Korean translations
Selectable fonts for these languages in Game Options
Input method editor support including candidate lists
IME automatically switched on and off in text entry dialog
Input language is shown when editing text (white if IME active)
Name of active Chinese input method is shown (but not in Vista)

Translations support :

New Bulgarian translation including training lessons
Added flags beside names of translations in Game Options
New and updated training lesson translations in various languages
Tips section in training can have more lines if purpose is not full
FIX : Host welcome text was displayed in local code page (now Latin)
FIX : Overlapping text in F12 menu asymmetrical settings (in Polish)
FIX : Code page error on List of Hosts after changing language
FIX : Corrupted in-game text after changing language

Interface :

Faster text drawing system improves frame rate
Separate text entry field for AI number plates
Various minor graphical improvements in the interface
Improved filter (16 bit / 32 bit / all) in Screen Options
Network debug messages are no longer sent in InSim packets
Interface improvements including updated entry screen and options
Text input box is now drawn above user messages so easier to type
Hotlapping in demo version - user name is now stored in the replay
Controls setup now includes sensitivity multipliers for mouse axes
Auto mode switching so F9 to F12 / N / SHIFT+L work even if hidden
Line breaks in help text and lesson text now depend on actual width
Success or failure message is now shown for one second after CTRL+S
New game setup screen info message "X removed Y from the start grid"
FIX : In some rare cases SHIFT+U mode did not move with an arrow key
FIX : Changing gear shift type while driving made SPR go out of sync
FIX : Enter pits "Could not load colours" after renaming car colours
FIX : Autocross / drag can no longer be selected in hotlapping mode
FIX : It was possible to join a race with same name as an AI driver
FIX : Disabled various text commands from training (including /ai)
FIX : Sometimes incorrect message "Road tyres on rallycross track"
FIX : Code page of text when adding a new music track in channels
FIX : OutGauge and OutSim are no longer closed by starting InSim
FIX : Info button in List of Hosts showed laps instead of hours
FIX : Wall riding was possible on soft walls at South City
FIX : Command /entry did not work while watching a replay
FIX : ALT+F4 did not exit LFS from a training lesson

Multiplayer :

Dedicated host and network debug show connecting guest IP
New command /ndebug=no/yes to switch off/on network debug
New option /lytdir allows dedicated hosts to specify layout folder
On local network hosts only - false start no longer causes spectate
FIX : Admin could crash dedicated host by mistake with some commands
FIX : Host name code page error after clicking '?' in List of Hosts
FIX : Inaccurate remote cars lap time after passing a split in MPR
FIX : False message : Your skin was not found at www.lfsworld.net
FIX : Joining a host with same name AI resulted in Join OOS
FIX : Rapid /ai command could exceed number of cars allowed
FIX : Rapid /ai NAME command resulted in AI with same name
FIX : User could spam TCP requests causing overload
FIX : Skin name buffer overflow exploit

Misc :

Added output frequency and slip fraction to the RAF file output
Documentation references to '<' / '>' keys changed to ',' / '.'
InSim : A LAG bit is now available in the MCI CompCar structure
InSim : MCI packets are now sent at regular game update intervals
Improved cfg.txt Music Dir option (specifies folder for ogg files)
All paths (including reversed configs) now included (in SMX folder)
FIX : Removed continual memory allocations in car shadow processing
FIX : Number of AI now correctly limited when using the /ai command
FIX : Updated car scripts XFR.lfs / FXR.lfs / XRR.lfs (sequential)
FIX : Ban statistic was sent when attempting to ban a host by /ban
FIX : AI could decide to refuel too late at tracks with one split
FIX : Low ASCII characters can no longer be read from text files
FIX : Could select invalid configuration and weather in cfg.txt

Known issues :

Stray pixels at texture edges increased by AA / AF
Dedicated host does not display double byte characters
Name of active Chinese input method is not shown in Vista

- LFS Devs
Last edited by Scawen, .
Y33 now on auto updater.
Scawen
Developer
OK, I put Y33 with its tiny changes up there to be tested while we sort out the patch announcement, full versions, etc.

That will take some hours. Y33 is on the auto updater system and does not require unlocking if you already unlocked Y32.

Updated Documentation :

Changes in Y33 :
----------------
Dashboard lights a little brighter
French and German translation updates
Bulgarian translator names added to credits
Updated Y to Y32 documentation (see below)

Known issues :

Stray pixels at texture edges increased by AA / AF
Dedicated host does not display double byte characters
Name of active Chinese input method is not shown in Vista


Changes from Y TO Y32 :
-----------------------
Graphics :

updated interiors in FOX / FO8 / XF and XR (GTR and road) cars
Improved frame rates - subobjects now use hardware vertex shading
Improved sky rendering - less distortion, small frame rate increase
Smarter level of detail calculations for best detail and frame rate
Driver names are now directly above car with no acceleration offset
Antialiasing and anisotropic filtering support in Graphics Options
Mirrors with horizontal offset applied now stay inside windscreen
JPG advert textures now used in all tracks (folder : data\pic)
Improved control of mip bias : 4 sliders in Graphics Options
Graphical and audio dynamic lod reductions are now instant
Increased maximum number of car shadows from 8 to 16
Antialiased virtual start lights and steering gauge
FIX : RB4 dashboard wrong in left hand drive mode

Physics :

XF GTR now has a sequential gearbox with ignition cut
Wind speeds and variations are now more moderate / less wild
Small improvements to default setups of XR Turbo / XR GTR / XF GTR
Moved and lowered centre of gravity in GTR cars for better handling
Lowered centre of gravity and updated rear suspension of XRT and RB4

Replays :

Escape menu and options now available during a multiplayer replay
Replay controls & timeline visible with mouse at bottom of screen
SP and MP replays now loop unless started by /mpr or /spr commands
External replay starting now works from replay screen or in replay
FIX : Paused indicator is now shown when paused at start of replay
FIX : Hang if escape menu was open at the end of a non-looping SPR
FIX : Could get stuck leaving a paused MPR while guest connecting
FIX : LFS wrongly allowed replay after adding AI in single player

Licensed demo racers system :

Demo racers now need a user name and GAME password to go online
Unified List of Hosts - S2 users can all Demo / S1 / S2 hosts
Demo / S1 racers can see all hosts running Demo / S1 content
Demo racers now automatically download skins but not upload

Double byte character support :

Included Chinese, Japanese and Korean translations
Selectable fonts for these languages in Game Options
Input method editor support including candidate lists
IME automatically switched on and off in text entry dialog
Input language is shown when editing text (white if IME active)
Name of active Chinese input method is shown (but not in Vista)

Translations support :

New Bulgarian translation including training lessons
Added flags beside names of translations in Game Options
New and updated training lesson translations in various languages
Tips section in training can have more lines if purpose is not full
FIX : Host welcome text was displayed in local code page (now Latin)
FIX : Overlapping text in F12 menu asymmetrical settings (in Polish)
FIX : Code page error on List of Hosts after changing language
FIX : Corrupted in-game text after changing language

Interface :

Faster text drawing system improves frame rate
Separate text entry field for AI number plates
Various minor graphical improvements in the interface
Improved filter (16 bit / 32 bit / all) in Screen Options
Network debug messages are no longer sent in InSim packets
Interface improvements including updated entry screen and options
Text input box is now drawn above user messages so easier to type
Hotlapping in demo version - user name is now stored in the replay
Controls setup now includes sensitivity multipliers for mouse axes
Auto mode switching so F9 to F12 / N / SHIFT+L work even if hidden
Line breaks in help text and lesson text now depend on actual width
Success or failure message is now shown for one second after CTRL+S
New game setup screen info message "X removed Y from the start grid"
FIX : In some rare cases SHIFT+U mode did not move with an arrow key
FIX : Changing gear shift type while driving made SPR go out of sync
FIX : Enter pits "Could not load colours" after renaming car colours
FIX : Autocross / drag can no longer be selected in hotlapping mode
FIX : It was possible to join a race with same name as an AI driver
FIX : Disabled various text commands from training (including /ai)
FIX : Sometimes incorrect message "Road tyres on rallycross track"
FIX : Code page of text when adding a new music track in channels
FIX : OutGauge and OutSim are no longer closed by starting InSim
FIX : Info button in List of Hosts showed laps instead of hours
FIX : Wall riding was possible on soft walls at South City
FIX : Command /entry did not work while watching a replay
FIX : ALT+F4 did not exit LFS from a training lesson

Multiplayer :

Dedicated host and network debug show connecting guest IP
New command /ndebug=no/yes to switch off/on network debug
New option /lytdir allows dedicated hosts to specify layout folder
On local network hosts only - false start no longer causes spectate
FIX : Admin could crash dedicated host by mistake with some commands
FIX : Host name code page error after clicking '?' in List of Hosts
FIX : Inaccurate remote cars lap time after passing a split in MPR
FIX : False message : Your skin was not found at www.lfsworld.net
FIX : Joining a host with same name AI resulted in Join OOS
FIX : Rapid /ai command could exceed number of cars allowed
FIX : Rapid /ai NAME command resulted in AI with same name
FIX : User could spam TCP requests causing overload
FIX : Skin name buffer overflow exploit

Misc :

Added output frequency and slip fraction to the RAF file output
Documentation references to '<' / '>' keys changed to ',' / '.'
InSim : A LAG bit is now available in the MCI CompCar structure
InSim : MCI packets are now sent at regular game update intervals
Improved cfg.txt Music Dir option (specifies folder for ogg files)
All paths (including reversed configs) now included (in SMX folder)
FIX : Removed continual memory allocations in car shadow processing
FIX : Number of AI now correctly limited when using the /ai command
FIX : Updated car scripts XFR.lfs / FXR.lfs / XRR.lfs (sequential)
FIX : Ban statistic was sent when attempting to ban a host by /ban
FIX : AI could decide to refuel too late at tracks with one split
FIX : Low ASCII characters can no longer be read from text files
FIX : Could select invalid configuration and weather in cfg.txt
Scawen
Developer
I won't be doing any more physics changes. Actually I am finished now unless there are any serious bugs that come up today while we get everything ready.

It'll just be, the ignition cut isn't perfect (they are tricky to set up in real life as well) and if you are driving into a headwind you'd better release the throttle a fraction while changing gear. Anyway winds are more predictable now so if you take a look at the flags and wind turbines you'll have a quite good idea where the wind is coming from.

It's quite impossible to make changes to something like that now without danger of side effects.
Scawen
Developer
Quote from arco :Quick question about hotlapping:

Will hotlaps made in Y30-> be valid for upload when patch Z is released?

There was a small change to the XF cars that affected physics in Y31 compared with Y30, so the short answer is no.

I don't know what we will do, it'll probably be best to just say you can only upload hotlaps made in version Z (very soon).
Scawen
Developer
Quote from RIP2004 :@Scawen

I don't want to spam, but some other people were also curious about that question. Perhabs you didn't read it in all those posts
Can we get a comment on that, as it is on topic somehow?

Keep it up.
RIP

Well, no, about tyre physics, I haven't been thinking about tyres recently. On the physics side of things I'm more concerned about collisions and damage before another session on tyre physics. My brain is too small to think about TOO many things as once. So, no real reply, no plans on that at the moment.
Spinoff : Y30 class balancing
Scawen
Developer
Some cars got a few changes to make them handle better.

I hope that class balancing is not damaged by this change. If anything, the TBO and big GTR balance should be improved. There's more of a question mark over the small GTR class, where I hope the balancing is not damaged.

I hope nothing needs to be changed, forcing another incompatible version. Anyway, if you thing the balancing is wrong and have some test results to post, that would be good to hear. Please don't post vague opinions on how it should be different. We need hard facts and figures if anything is to change.

Here is the list of physics changes compared with version Y :

Big GTR class :

XRR : weight dist back 1.5% - CoG down 13 mm
FZR : weight dist forward 1.5% - CoG down 5 mm
FXR : weight dist back 1.5% - CoG down 8 mm

TBO class :

XRT : weight dist back 1% - CoG down 3 mm
RB4 : CoG down 10 mm

XRT and RB4 also got a small rear suspension update to raise the rear roll centre a little. This should reduce body roll and make them nicer to drive.

Small GTR class

XFR CoG down by 10 mm and weight distribution back 1.0%
UFR CoG down by 22 mm and weight distribution back 1.5%

XFR also now has a sequential gearbox.
Scawen
Developer
Quote from Stigpt :QUESTION:

Will I be able to run a MPR replay from y-22 with y-30?
I got a movie featuring the XFR and I'd like to use the new interiors - but the replay is a week old

Yes, although the physics of some cars changed, the MP Replays have not been invalidated. You'll probably see more jerking on the changed cars because the prediction between position updates does not match what happened when the replay was recorder.

Quote from scipy :Mm, I hope everyone understands that giving the XFR a sequential gearbox with ignition cut has made it considerably faster than UFR, so I'm hoping the UFR gets one too. Otherwise it's a bit unfair..

The UFR got some significant updates to its centre of gravity .

Quote from Yoda098 :Uhm?


Using high res texture packs?

This looks like you have run out of texture memory on the graphics card.
Test Patch Y30 : XF / XR Interiors
Scawen
Developer
WARNING : THIS IS A TEST


Hello Racers.

Here is a new INCOMPATIBLE Test Patch, Y30.

You cannot connect to any older versions!

You cannot upload hotlaps until next week!

You need to unlock again and I've made sure everyone has two unlocks available

New updates :

- updated XF and XR interiors
- some other small interior updates
- some physics updates

All changes in Y30 are listed below.


NOTE - XFR / XRR MIRROR SKIN MAPPINGS :

The XFR and XRR have new mirrors and the old mappings could not be used.
I need to release an updated viewer for the new models.
For now, I have attached skin templates to this post so you can update your skins.


INCREASED FRAME RATES :

By using the same Hardware Vertex Shading system as the car body, the subobjects (steering wheel, gearstick, brakes, mudguards, etc) now make better use of your graphics card, saving CPU time and increasing the frame rate on most computers. Those that do not experience much frame rate increase should find it is smoother and more consistent. There are small graphical improvements as a side effect of this change. You should find that the pit-out glitch is reduced as well.


REPLAY CONTROLS :

Multiplayer replays now have the same interface as single player replays.
They loop and the Escape Menu is available while watching.
Also, replay controls have been added. A timeline is visible when you move the mouse.
You can click anywhere on the timeline and the replay will go back or forward to that point.

Some new keys have been added :

1) Single frame step : ',' or '.' (SHIFT + ',' or '.' = one second step)
2) SPACE to pause / unpause during a replay (same as P)
3) ESCAPE to break out of fast forwarding
4) SHIFT + F now has 3 states if you are in a replay (the 3rd state hides everything including all messages and replay controls)


DEMO LICENSE SYSTEM :

User name and password are now required to go online in DEMO.
DEMO / S1 / S2 all appear in the same List of Hosts.

NOTE to DEMO users :

- You will need to set a GAME password at www.lfs.net to go online
- Log in and click on "account details" to set your GAME password
- You will see all compatible demo hosts and demo compatible S1 / S2 hosts

NOTE to S1 users :

- You will see all S1 and S1 compatible S2 hosts in the list of hosts

NOTE to HOSTS :

- Hosts in S2 mode - no difference, compatible, all S2 Y30 users can join
- Hosts in Demo or S1 mode - all S2 Y30 users and Demo / S1 Y30 users will be able to see your host


OTHER IMPORTANT CHANGES :

- Chinese, Japanese and Korean Translations
- All tracks now use JPG textures for adverts
- Various fixes including a South City hot lapping issue
- Full-scene antialiasing and anisotropic filtering are now supported


Changes in TEST PATCH Y30 :

Updated interiors in XF and XR (GTR and road) cars
Formula XR and Formula V8 also have updated interiors
Wind speeds and variations are now more moderate / less wild
Moved and lowered centre of gravity in GTR cars for better handling
Lowered centre of gravity and updated rear suspension of XRT and RB4
FIX : FPS display could overlap editor keys in SHIFT+U mode
FIX : RB4 dashboard went wrong in left hand drive mode
FIX : User could spam TCP requests causing overload

Known issues :

Stray pixels at texture edges increased by AA / AF
Dedicated host does not display double byte characters
Name of active Chinese input method is not shown in Vista


Changes in TEST PATCH Y24 :

Translations : Included Croatian training lessons + Czech docs
InSim : A LAG bit is now available in the MCI CompCar structure
InSim : MCI packets are now sent at regular game update intervals
Mirrors with horizontal offset applied now stay inside windscreen
Small optimisations should reduce glitch on pit exit a little more
Success or failure message is now shown for one second after CTRL+S
FIX : Missing shine on some car parts when entering garage screen
FIX : Extreme model deformation on changing name with damaged car
FIX : Corrupted car models after quick loading with no textures
FIX : AI could decide to refuel too late at tracks with one split
FIX : Non-graphical instance of LFS would crash if AA was enabled
FIX : Host name code page error after clicking '?' in List of Hosts
FIX : LFS wrongly allowed replay after adding AI in single player


Changes in TEST PATCH Y21 / Y22 :

Improved frame rates - subobjects now use hardware vertex shading
Improved sky rendering - less distortion, small frame rate increase
Smarter level of detail calculations for best detail and frame rate
On local network hosts only - false start no longer causes spectate
Driver names are now directly above car with no acceleration offset
Controls setup now includes sensitivity multipliers for mouse axes
FIX : Invisible scenery after paused fast forward in SHIFT+U mode
FIX : Inaccurate remote cars lap time after passing a split in MPR
FIX : Look buttons and rotate view did not work during a paused MPR
FIX : SHIFT+C (controllers) SHIFT+W (sound) keys now work in replay
FIX : Replay time bar keeps its clicked width while fast forwarding
FIX : In paused replay , and . keys performed two functions at once
FIX : Autocross / drag can no longer be selected in hotlapping mode
FIX : Host name code page error after clicking name in List of Hosts
FIX : Enter pits "Could not load colours" after renaming car colours
FIX : It was possible to move the default colour slider bars in pits
FIX : Two button clicks in one frame could be bad - now not possible


Changes in TEST PATCH Y20 :

Increased maximum number of car shadows from 8 to 16
MPR fast forwarding is now approximately five times quicker
Added output frequency and slip fraction to the RAF file output
Documentation references to '<' / '>' keys changed to ',' / '.'
Replay controls appear when mouse is over them or start of replay
Connections / race positions / pedals are visible beside controls
Auto mode switching so F9 to F12 / N / SHIFT+L work even if hidden
FIX : ALT+F4 did not exit LFS from a training lesson
FIX : Command /entry did not work while watching a replay
FIX : Slider action is now cancelled on pressing ESC, T, etc.
FIX : Replay controls appeared for a moment at start of intro
FIX : Replay controls were shown during training lesson replay
FIX : Replay OOS error now breaks out of fast forwarding state
FIX : Mirror position correction was missed in load of most cars
FIX : Escape from car select screen resulted in black backgrounds
FIX : Replay destination was wrong in MPR of already started race
FIX : Could get stuck leaving a paused MPR while guest connecting
FIX : Disabled various text commands from training (including /ai)
FIX : Paused indicator is now shown when paused at start of replay
FIX : Sky / sea / default ground was black with wide screen effect
FIX : SHIFT+U visible objects list is now updated after forwarding
FIX : Ban statistic was sent when attempting to ban a host by /ban
FIX : Error message spamming when moving a default setup slider bar
FIX : Mouse look deactivated if mouse available (even if invisible)


Changes from Y to Y19 :

Replays :

Escape menu and options now available during a multiplayer replay
Replay controls & timeline visible with mouse at bottom of screen
SP and MP replays now loop unless started by /mpr or /spr commands
External replay starting now works from replay screen or in replay
FIX : Hang if escape menu was open at the end of a non-looping SPR

Licensed demo racers system :

Demo racers now need a user name and GAME password to go online
Unified List of Hosts - S2 users can all Demo / S1 / S2 hosts
Demo / S1 racers can see all hosts running Demo / S1 content
Demo racers now automatically download skins (but can't upload)

Double byte character support :

Included Chinese, Japanese and Korean translations
Selectable fonts for these languages in Game Options
Input method editor support including candidate lists
IME automatically switched on and off in text entry dialog
Input language is shown when editing text (white if IME active)
Name of active Chinese input method is shown (but not in Vista)

Translations support :

Added flags beside names of translations in Game Options
New Czech / Japanese / Simplified Chinese lesson translations
Translatable lesson names - start text file with @Lesson Name
Tips section in training can have more lines if purpose is not full
FIX : Host welcome text was displayed in local code page (now Latin)
FIX : Overlapping text in F12 menu asymmetrical settings (in Polish)
FIX : Code page error on List of Hosts after changing language
FIX : Corrupted in-game text after changing language

Interface :

Faster text drawing system improves frame rate
Separate text entry field for AI number plates
Various minor graphical improvements in the interface
Improved filter (16 bit / 32 bit / all) in Screen Options
Network debug messages are no longer sent in InSim packets
Interface improvements including updated entry screen and options
Text input box is now drawn above user messages so easier to type
Hotlapping in demo version - user name is now stored in the replay
Line breaks in help text and lesson text now depend on actual width
New game setup screen info message "X removed Y from the start grid"
FIX : Sometimes incorrect message "Road tyres on rallycross track"
FIX : Code page of text when adding a new music track in channels
FIX : OutGauge and OutSim are no longer closed by starting InSim
FIX : Info button in List of Hosts showed laps instead of hours
FIX : Wall riding was possible on soft walls at South City

Graphics :

Reduced stray pixels at edges of textures
Antialiased virtual start lights and steering gauge
Graphical and audio dynamic lod reductions are now instant
Added support for anisotropic filtering in Graphics Options
Improved control of mip bias : 4 sliders in Graphics Options
Full-scene antialiasing is now supported in Graphics Options
JPG advert textures now used in all tracks (folder : data\pic)

Multiplayer :

Dedicated host and network debug show connecting guest IP
New command /ndebug=no/yes to switch off/on network debug
New option /lytdir allows dedicated hosts to specify layout folder
FIX : Admin could crash dedicated host by mistake with some commands
FIX : False message : Your skin was not found at www.lfsworld.net
FIX : Joining a host with same name AI resulted in Join OOS
FIX : Rapid /ai command could exceed number of cars allowed
FIX : Rapid /ai NAME command resulted in AI with same name
FIX : Skin name buffer overflow exploit

Misc :

All paths (including reversed configs) now included (in SMX folder)
Improved cfg.txt Music Dir option (specifies folder for ogg files)
FIX : Low ASCII characters can no longer be read from text files
FIX : Could select invalid configuration and weather in cfg.txt
FIX : Updated car load scripts FXR.lfs and XRR.lfs (now sequential)
FIX : Removed continual memory allocations in car shadow processing
FIX : Number of AI now correctly limited when using the /ai command


DOWNLOADS :

PATCH Y TO Y30 (UPGRADE FROM OFFICIAL VERSION Y) :
(Save into an existing version Y folder, and run the patch there)
www.liveforspeed.net/file_mirr ... me=LFS_PATCH_Y_TO_Y30.exe (13 MB)

DEDICATED HOST (for hosting only) :
www.liveforspeed.net/file_mirr ... ?name=LFS_S2_DEDI_Y30.zip (1.5 MB)


Windows XP : East Asian Language Support / Font Installation

LFS does not support double byte characters with Windows 98 / ME. Windows XP and Vista should work well but you may need to install fonts.

If you have Windows XP and currently cannot see the East Asian translations, here's how to set up your computer so it works.
See the attachment - in Control Panel click on "Regional and Language Options" then under the "Languages" tab select "Install files for East Asian Languages".
Windows will probably ask you to get your XP CD and the fonts will be installed from it.

This is important even if you do not use Chinese, Japanese or Korean translations so you can see East Asian text and player names correctly when you are online.
Last edited by Scawen, .
Today's Test Patch - XF and XR Interiors
Scawen
Developer
Hello LFS Racers.

I'd just like to make a small announcement about some updates in a test patch that is planned for release today, and also a few words about progress and future updates.

Today's test patch will include updated interiors for the XF and XR (GTR and road) cars.

These caused some hotlaps to go out of sync due to things like the driver being in a slightly different position, so we took the opportunity to move (and lower) the centre of gravity of all the GTR cars and the XRT and RB4 to improve handling and hopefully improve class balancing. The XRT and RB4 have also had some small improvements to the rear suspension that make them nicer to drive. When Patch Z is released, the existing hotlaps for eight of the cars (XFG / UFR / XFR / XRT / RB4 / XRR / FXR / FZR) will need to be deleted.

While most people will be happy to see these improvements, we predict that some will be disappointed that the other GTR cars are not yet done. But don't worry, the FZ updates are near complete and we are keen to get that released along with the FXO updates as soon as possible - but not in time for Patch Z which will look very much like today's test patch and should be released next week.

The remaining GTR updates are part of the needed updates for LFS S2 to lose the ALPHA tag. Some other updates that should mostly be done to get out of ALPHA are :

- Improve collision physics
- Break off wings instead of bending
- Finish and release Westhill updates
- Improve track shadow rendering
- RB4 / UF1 / UFR interiors

I've noticed some discontent about the rate of progress and all I can do is assure you that no-one wants LFS out of ALPHA more than we do! Of course, by updating and releasing the clearly unfinished things mentioned here.

EDIT : For HOSTS only - the dedicated host is now ready for you to start your Y30 hosts.
http://www.lfsforum.net/showthread.php?t=44910

Well that's it, I hope you enjoy today's test patch. There are plenty more improvements to come!

- Scawen
Last edited by Scawen, .
Scawen
Developer
Quote from filur :Could you elaborate a bit on this one ?

Prevously the updates could be irregular.

As you know, each "game update" or "physics update" is 0.01 seconds (running at 100 Hz).

So in old verisons, if you set the interval to 100 ms, you would get updates every time 100 ms had elapsed. But this was checked outside the physics loop, so if your computer was running at 33 fps, for example, each frame contains approximately 3 physics updates.

So the MCI might be output with irregular intervals, like 9, 12, 9, 10, 11 etc...

In this new version, the rate set through InSim is rounded to 10 ms then the check for updates is done inside the physics loop. So the MCI packets output will all have exactly 10 physics updates between then.
Scawen
Developer
Quote from Soeren Scharf :ok, but how do I check the SHIFT-F state via insim now? There is only one bit ISS_SHOW_2D available to report the SHIFT-F state.
And how do I change the SHIFT-F state with insim now? In the IS_SFP state flags packet there is only 0 = off and 1 = on defined.

regards
Soeren

You can only detect the old two modes. I did consider InSim and I thought, well, it's just the same as before, no change so no problem.

The 3rd state I consider to be just something extra, intended for making movies (for example so you can move the mouse to manually control a camera in SHIFT+U mode). I guess that if you use an external program to control the camera when making a movie, then you don't need to move the mouse over the LFS screen? And for a TV director system I guess there is no need to disable the appearance of the replay controls?

If there is a need to have this reported to and set by InSim then please explain the situation (or any other issues created by the user's ability to go back and forward).

Quote from SpikeyMarcoD :Another lovely update...thanks.

The SPR replay takes much longer to get to a position then an MPR. Is it really just simulating all at high speed and AI takes that much more power?

There is no AI in a SPR, only the starting point and then all driver inputs are stored. So an SPR must run through full physics to get to any point.

In the case on an MPR, it only needs to run in physics for the last second or so, because an MPR works (like multiplayer) by continual position updates. MPR fast forwarding is faster because it's just skipping through the packets and positioning the cars, not running physics.

Quote from MaKaKaZo :Actually I don't find it very useful either to hide the F9-F12 graphs when the time bar pops in. Maybe it's just a thing of both things sharing the same location on the screen.

Yes, it looks awful when 2D elements overlap and that's why those things vanish when the timeline appears. I haven't looked into it yet but I guess the connections list and the positions list could just be moved up when the replay controller appears. It's not nice having things jumping up and down though and can get complicated to keep things in control as there are so many 2D elements that can appear, so I don't suppose I'll be changing anything for the F9 to F12 menus / virtual speedo etc.
Last edited by Scawen, .
Scawen
Developer
Quote from AndroidXP :One problem: it seems you cannot view the connection list in replay mode anymore. It sometimes flashes on for a random amount of time, but I can't seem to find a pattern to it. Looks like you can get it to display as long as you don't move the mouse while fooling around with Shift+F, though that doesn't exactly help

The pattern is : don't move the mouse for 2 seconds. Moving the mouse shows the timeline and removes the 2D HUD at the bottom of the screen.

Quote from Tweaker :New menu is cool, but why is there a picture of a DoN rallymobile? (eg Slicked car jumping in the dirt?)

That screen shot was made in 2005. It just took me a while to get round to improving the menu. Anyway this is not expected to be the final menu image.

Quote from Tweaker :New replay system is great and all but there is one problem. The mouse-activity to bring up the timeline is a bad thing for Shift+U mode when people make their own camera movements. If you want to move the mouse in that mode, the timeline pops up, which interferes with movie making.

That's why I've added the 3rd state to SHIFT+F, described in the first post. It's more convenient than before for movie making - the 3rd state removes all 2D display including all messages.

Quote from Kegetys :Replay controls are a nice addition, however I think some kind of keyframe system is needed, as currently it "scrolls" all the way from the beginning every time you click somewhere. Keyframes could be included in the replays, or generated when the replay is viewed and stored temporarily in memory to allow fast scrolling backwards.

I know what you mean but it would be hard. Those key frames would be images of the entire LFS state - the multiplayer system, the race system, physics system. Like "game saves". It's something I'd like to do at some time because it would also enable single player replays to be trimmed. Well, it's not really hard but would take a few days that I don't really have at the moment. The structures that would need to be saved (e.g. a car) contain so many variables and I'd have to look at each one to see if it should go in a game save. LFS just hasn't been designed with this in mind up to now.

EDIT : Although, for MPRs an easier thing could in fact be done, than a perfect game state save suitable for an SPR, using something like an MPR header. In short I imagine that will be done at some point but not in Patch Z.

EDIT 2 : You have got me thinking... anyway, it's on my notes now but I don't know when it will be done as I do have quite a lot of urgent things to do.

Quote from Kegetys :I think the timeline controls should also work while it is "scrolling", so you could move the target marker around and put it on pause too if the scrolling seems to take a very long time so it will pause when it reaches the point.

Press ESC at any time to stop the search in its current position.

Quote from R.Kolz :"FIX : Updated car load scripts FXR.lfs and XRR.lfs (now sequential)"

I hope it will make the popular FXR a bit faster. 15 out of 22 racers race the FXR at the famous CD1 server right now - and they´d applaud you big times if you got this car within a reach of the other two GTR´s.

It doesn't affect physics, it only affects people who edited certain script files.

Quote from SamH :Absolutely awesome changes! I could cry!! Race and league admins everywhere are singing your name, Scawen. It's true, I can hear them!!

The mouse appearing during hide-all Shift+U is definitely going to be an issue for moviemakers.. there's no way now to hide the mouse any more.

Just press SHIFT+F to get to the third state.
Last edited by Scawen, .
Scawen
Developer
There is no specific order but it probably works out that way.

A few months per year are spent cleaning up the code and adding compatible features.
A few months per year are probably spent on multiplayer incompatible features.
A few months per year are spent on physics updates.

Anyway, Patch Z will be compatible so there will be no changes to damage or physics.
Scawen
Developer
About steering wheel rotation :

I think it should wait because all the driver steering animations would have to be upgraded. But it's something to think about and research, I agree. Also it's the kind of thing that might put hot laps out of sync although you might not expect it to. I wouldn't know without studying the code in detail. But it's not a quick thing to do, I have many much more important things to do, such as using a hardware draw for subobjects. If that can be done that will increase frame rates for everyone and is a step on the way to wings that break off (that will definitely not be in the next patch as it is definitely a physics change). I'm certainly not looking for improvement suggestions on this thread.

About Y10 :

I hoped to get that done today but some more things have come up and the reported issues are not all fixed. So that will be later, I hope tomorrow.
Scawen
Developer
Yes, but this is the first physically incompatible patch in which the changes resulted in slower lap times across the board. The tyre physics changes at the time of the BF1 launch resulted in better lap times, so no need to remove the pb's. This time, 100% of the pb's achieved before are unattainable (if the old pb was a "good" pb) and invalid because they were done using cars that could rev higher.

Anyway we cast a vote and the results were overwhelming. This isn't a democracy but it's nice to know that when making this decision which in some ways is a totally obvious thing to do, and in my personal opinion is not a big deal (removing old hotlaps would be a big deal) we did please most of the people.
Last edited by Scawen, . Reason : fixed typo
Scawen
Developer
Quote from Aky Snel :Maybee not so clever, BUT
How do I get ride of the AI cars in offline play.
X-patch I went to HOTLAP and back and they were gone and I could ad new ones, now they stick aroud and I can't change them.
For the rest awesome patch. No thing can stand in the shadow of LFS

Two ways to remove AI drivers.

1) One at a time : click the minus sign to the left of their name in the grid list

2) All at once : type /clear

Quote from danowat :No, you didn't lose them, the devs in their ultimate wisdom didn't see fit to rename them automatically with the patch.

I explained already in a post the reason for this, it didn't seem right to spend time working on a mover / renamer that would produce invalid setups due to the physics changes. It seemed to me more sensible for anyone to take their favourite setups and make the necessary adjustments to final drive ratio and camber. And I also knew that someone else would code up the necessary program and could do so as easily as I could. So no real need for your sarcastic contribution.
Patch Y - Formula BMW / Track Updates / AI / Physics
Scawen
Developer
Merry Christmas!

We are pleased to announce... Patch Y!

The patch contains many updates including :

- New car - Formula BMW FB02
- Updated South City track
- Updated Blackwood track
- Improved AI drivers
- Improved Physics
- Interface updates
- New training lessons


The story behind the Formula BMW :

There is a new UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests resulting in a place in a team for the winning driver. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed will be used as part of the selection process, before testing in real cars. V1 asked us to create a Formula BMW to make this test as realistic as possible. BMW Motorsport gave us permission to build the car in LFS, so we went ahead and built it.

The V1 car is owned by Fortec Motorsport where V1 is based. Thanks to V1 and Fortec, our programmer Scawen Roberts was able to get a test day driving the Formula BMW and that helped a lot with the realism of the LFS version of the car.

You can watch a video of Scawen's test day and footage of the car in LFS. Thanks to DoN for making the video. Click one of the links below to download or stream it. If the download doesn't play on your computer, just visit www.divx.com and install the free DivX player.

Formula BMW video LO-RES (30 MB) : www.lfs.net/file_lfs.php?name=LFS_FBMW_LORES.zip
Formula BMW video HI-RES (69 MB) : www.lfs.net/file_lfs.php?name=LFS_FBMW_HIRES.zip
YouTube : www.youtube.com/watch?v=b26HuguLwFI


Information about Patch Y :

Patch Y has gone through extensive testing, first in private by our testers and then in public by our community. The Formula BMW is a great car to drive and South City looks a lot nicer. The AI are a lot more useful, with their ability to drive faster, make pit stops and deal with the changing state of their car. They aren't perfect yet, more work needs to be done to improve their awareness of other cars and overtaking ability. But they do stay on track and can give you a good race now! All the changes in Patch Y are listed at the end of this page.


Three ways to get Patch Y :

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

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

2) MANUAL PATCH - If you already have version X :

- Click www.lfs.net/file_lfs.php?name=LFS_PATCH_X_TO_Y.exe and save the patch into your LFS folder.
- With the patch correctly positioned in your LFS folder, run it and select "Yes to all" when asked about overwriting files.

3) FULL VERSION - If you are new to LFS or making a fresh installation.

- Visit the download page www.lfs.net/?page=downloads and follow the full version installation instructions


Updated CMX Viewer including the Formula BMW :

If you want to make skins, you'll probably need the CMX Viewer - a 3D car model viewer with skin templates :

Download the S2 CMX Viewer version Y www.lfs.net/file_lfs.php?name=LFS_VIEWER_S2Y.exe


Changes from X10 to Y :

Content :

New demo car : Formula BMW FB02
Removed XR GT Turbo car from demo
Chicane route added to South City

AI :

AI can now drive faster and can deal with changing car
AI can drive out of pit garage for qualify or practice
Can now make pit stops for fuel / damage / must pit rule
No longer stop and reset to repair their car (pit instead)
Save and load functions for start grid in single player

Physics :

Engine moment of inertia increased in all cars
Handbrake is now applied at the start in hotlap mode
Gear change auto throttle cut and blip options removed
Manual clutch is now fully manual and engines can stall
Improved simulation of sequential and h-pattern gearboxes
Live anti roll and brake balance only allowed on race cars
Redline rpm and rev limiter rpm point reduced in all cars
RB4 - reduced mass by 18 kg / FXO - reduced tyre width
FXO GTR - reduced mass by 20 kg to improve GTR balance
GTR class also balanced by engine / gearboxes changes
Racing tyres generate more heat and wear more quickly
Clutch overheating system and display in F9 / F10
FIX : Error in position of wind resistance centre

South City :

Many graphical updates and new configuration added
Kerb construction modified making wall collisions safer
JPG textures now used for adverts (data\pic\SO_ADSx.jpg)

Blackwood :

Modified chicane and section after main straight
Slightly narrower track and various graphical updates
JPG textures now used for adverts (data\pic\BL_ADSx.jpg)

Fern Bay :

Tyre stacks to stop cutting Rallycross Green Turn 1
Fixes / pit lane cameras / removed large bridge adverts
JPG textures now used for adverts (data\pic\FE_ADSx.jpg)

Graphics :

Minor updates to Formula V8
FIX : XRG / XRT / XRR side mirrors

Languages :

Translatable damage display in F10 mode
Added Lithuanian and Latvian translations

Views :

Adjustable cockpit view position for each car
Left / right one button look functions now 45 degrees
Left + right two button look functions now 90 degrees
One button look is now adjustable from 30 to 90 degrees
Look behind button in road cars - look back from centre
Look behind button in racing cars - show virtual mirror
FIX : Forced cockpit view now only affects your own car
FIX : Skid marks and rubber are now visible through screen

Multiplayer :

Maximum size of config file (setup.cfg) doubled to 4 KB
Command /spec X can be used by guests to remove AI drivers
Time between reset and race start increased by six seconds
Added "cruise" option and filter (allows wrong way driving)
FIX : Remote clutch was pressed while shift paddle was held
FIX : Lap timers did not work after /pitlane X or /pit_all
FIX : Vulnerabilities that allowed a server to be crashed

Interface :

Damage repair is now a selectable option
Pit stop damage repair takes twice as long
Engines are no longer repaired in pit stops
Pit stop still continues after car is nudged
Added some missing commands to the /help text
Updated LFS icon in LFS.exe - thanks to ORION
LFS icon appears at top left of an LFS window
Can now drive up to 1 km/h over the speed limit
Redline display on tacho now has maximum accuracy
Press 4 key to see a racing line for any viewed car
Show racing line is disallowed in hotlapping and FCV
Can Reset and Must Pit added as single player options
New command /entry - makes LFS return to entry screen
Fuel per lap estimate now shown in pits - info section
Added Bridgestone and Avon tyre manufacturers in setups
Speedo (both types) improved text size and aspect ratio
Dashboard fuel displays now shown as % instead of litres
Setup and colour config files now use three letter prefix
Autocross layouts can now be selected in the track screen
Removed digital speedo option - now depends on type of car
Pit Stop fuel is now the fuel amount to be added at pit stop
Best lap time is now shown at top right during a normal race
Downforce distribution now shown in pits - downforce section
Tips page updated to include a new tip and remove an old one
FIX : Virtual dash appeared when viewing a remote undrawn car
FIX : All pressed keys are now released when LFS loses focus
FIX : CTRL + SHIFT tried to show user names in single player
FIX : Sound and controller issues when changing screen mode
FIX : Codepage of rename and delete buttons in save dialog
FIX : Comma could not be used to enter interface scale
FIX : MPR with licensed track causeD LFS demo to crash
FIX : Recalibrate axes button set all axes to "X axis"
FIX : Buffer overflow issue in SPR and MPR files

Auto update system :

Auto updater checks to see if patch is already downloaded
LFS switches to window on entry if it does not have focus
Patch files are not deleted until user answers "Restart?"
FIX : InSim bind error on restart after auto update

Sound :

Included new default sounds for BF1 / FZ5 / FZR / FOX
Sound is now switched off while changing screen resolution

Training :

Included new full pack of lessons - thanks to GP4Flo
Racing line is drawn on ground in Test Drive lessons
No penalty for hitting objects in Test Drive lessons
Pressing ESC in test drive lessons results in a pass
Can now hit objects / cones after completing a lesson
Message is shown on screen if you hit a car overtaking
Enter key can now be used to press any green button
Removed countdown and info text at start of lesson

InSim :

FIX : Zero degrees FOV in CPP could cause LFS to crash
FIX : InSim - CCI_FIRST / CCI_LAST not set if player in pits


Changes from X to X10 :

Interface :

Available start grid size now shown in game setup screen
Results table now shows user names if you press CTRL+SHIFT
Improved positioning of 3d menu objects (drivers and cars)
Display positioning support in Options->Display->Interface
Added buttons to reset position and size of moved interface
Analogue steer smooth max raised to 0.95 (to help gamepads)
Faster downloading system for auto update and offline skins
FIX : Autocross timing info turned orange after any results
FIX : ALT+F4 and /exit command now exit from meeting room

Graphics :

Minor optimisation in 2d display system
Optimised wide screen effect by using a viewport
Optimised mirror draw by using a narrow viewport
Removed missing lines of 2d elements at screen edges
Graphics option : 32 bit sky (32 bit is now default)
Improved texture purging code (avoiding possible crash)
FIX : Shift light was invisible in single player replays
FIX : GetPlateHandle message could come up on a busy host

Multiplayer :

Added new multiplayer option : force cockpit view
Removed full hosts filter from List of Games screen
Moved cones and physics objects are restored more quickly
Added handicaps / start position / user name to MPR header
Show time and date of MPR by holding CTRL+SHIFT during replay
FIX : It was possible for any guest to cause a host to crash
FIX : A player is connecting stayed on after MPR finished
FIX : Command /end did not work if no players in race
FIX : Wrong way autokick did not work

InSim / Programmers :

Username is now saved in SP Replays
Driver model byte added to IS_NPL packet
Minimum MCI / NLP time interval reduced to 50 ms
New packet IS_AXO sent when an autocross object is hit
New packets IS_AXI and IS_AXC report layout information
FIX : Guests could not see ALWAYS_ON buttons in all screens
FIX : Guests sent corrupted data in a long IS_BTT packet
FIX : Dedicated host could not fill in split nodes info
FIX : Dedicated host did not report race positions


Finally...

We would like to say thanks to all those involved in creating and testing Patch Y.

Merry Christmas and Happy New Year to all LFS racers!
Scawen
Developer
Quote from chanoman315 :Hey Scawen , does that FIX in MPR and SPR files of buffer overflow .. is the fix for the oos error in ai replays?

No, this was a buffer overflow which meant that LFS could crash when reading a corrupted file or even that a malicious programmer could possibly make your LFS run some code they inserted into an MPR or SPR file, and somehow convinced you to watch their "replay". It's safe now due to ensuring that it is impossible to overflow the buffer.

Quote from alxf1 :this hotlap gives an error
http://teaminferno.webgalaxy.h ... /bash0r_SO6_FBM_10568.spr

any incompatibility between X30 and X39? I've seen that error on X37(or so) too.

X30 to X39 is definitely not compatible due to physics changes.

I hope there are no OOS issues in X39 watching an X39 replay (hotlap or single player). If there are please tell me quickly, I need to know how to reproduce them and fix them before Y.
TEST Patch X38 / X39 - AI / South City / Formula BMW
Scawen
Developer
WARNING : THIS IS A TEST

Hello Racers.

Here is a new incompatible test patch X38 (and auto update to X39).

It contains the Formula BMW, track updates, improved AI and physics. All changes are listed below.

NOTE : YOU DO NOT NEED THIS IF YOU ALREADY HAVE X30 OR LATER!
IN THAT CASE SIMPLY USE THE AUTOUPDATER (Click on List of Hosts)


Changes in X39 :

Included Lithuanian translation
FIX : Buffer overflow issue in SPR and MPR files

Changes from X10 to X38 :

Content :

New demo car : Formula BMW FB02
Removed XR GT Turbo car from demo
Chicane route added to South City

AI :

AI can now drive faster and can deal with changing car
AI can drive out of pit garage for qualify or practice
Can now make pit stops for fuel / damage / must pit rule
No longer stop and reset to repair their car (pit instead)
Save and load functions for start grid in single player

Physics :

Engine moment of inertia increased in all cars
Handbrake is now applied at the start in hotlap mode
Gear change auto throttle cut and blip options removed
Manual clutch is now fully manual and engines can stall
Improved simulation of sequential and h-pattern gearboxes
Live anti roll and brake balance only allowed on race cars
Redline rpm and rev limiter rpm point reduced in all cars
RB4 - reduced mass by 18 kg / FXO - reduced tyre width
FXO GTR - reduced mass by 20 kg to improve GTR balance
GTR class also balanced by engine / gearboxes changes
Racing tyres generate more heat and wear more quickly
Clutch overheating system and display in F9 / F10
FIX : Error in position of wind resistance centre

South City :

Many graphical updates and new configuration added
Kerb construction modified making wall collisions safer
JPG textures now used for adverts (data\pic\SO_ADSx.jpg)

Blackwood :

Modified chicane and section after main straight
Slightly narrower track and various graphical updates
JPG textures now used for adverts (data\pic\BL_ADSx.jpg)

Fern Bay :

Tyre stacks to stop cutting Rallycross Green Turn 1
Fixes / pit lane cameras / removed large bridge adverts
JPG textures now used for adverts (data\pic\FE_ADSx.jpg)

Views :

Adjustable cockpit view position for each car
Left / right one button look functions now 45 degrees
Left + right two button look functions now 90 degrees
One button look is now adjustable from 30 to 90 degrees
Look behind button in road cars - look back from centre
Look behind button in racing cars - show virtual mirror
FIX : Forced cockpit view now only affects your own car
FIX : Skid marks and rubber are now visible through screen

Multiplayer :

Maximum size of config file (setup.cfg) doubled to 4 KB
Command /spec X can be used by guests to remove AI drivers
Time between reset and race start increased by six seconds
Added "cruise" option and filter (allows wrong way driving)
FIX : Remote clutch was pressed while shift paddle was held
FIX : Lap timers did not work after /pitlane X or /pit_all
FIX : Vulnerabilities that allowed a server to be crashed

Interface :

Damage repair is now a selectable option
Pit stop damage repair takes twice as long
Engines are no longer repaired in pit stops
Pit stop still continues after car is nudged
Added some missing commands to the /help text
Updated LFS icon in LFS.exe - thanks to ORION
LFS icon appears at top left of an LFS window
Can now drive up to 1 km/h over the speed limit
Redline display on tacho now has maximum accuracy
Press 4 key to see a racing line for any viewed car
Show racing line is disallowed in hotlapping and FCV
Can Reset and Must Pit added as single player options
New command /entry - makes LFS return to entry screen
Fuel per lap estimate now shown in pits - info section
Added Bridgestone and Avon tyre manufacturers in setups
Speedo (both types) improved text size and aspect ratio
Dashboard fuel displays now shown as % instead of litres
Setup and colour config files now use three letter prefix
Autocross layouts can now be selected in the track screen
Removed digital speedo option - now depends on type of car
Pit Stop fuel is now the fuel amount to be added at pit stop
Best lap time is now shown at top right during a normal race
Downforce distribution now shown in pits - downforce section
Tips page updated to include a new tip and remove an old one
FIX : Virtual dash appeared when viewing a remote undrawn car
FIX : All pressed keys are now released when LFS loses focus
FIX : CTRL + SHIFT tried to show user names in single player
FIX : Sound and controller issues when changing screen mode
FIX : Codepage of rename and delete buttons in save dialog
FIX : Comma could not be used to enter interface scale
FIX : MPR with licensed track causeD LFS demo to crash
FIX : Recalibrate axes button set all axes to "X axis"

Auto update system :

Auto updater checks to see if patch is already downloaded
LFS switches to window on entry if it does not have focus
Patch files are not deleted until user answers "Restart?"
FIX : InSim bind error on restart after auto update

Sound :

Included new default sounds for BF1 / FZ5 / FZR / FOX
Sound is now switched off while changing screen resolution

Training :

Included new full pack of lessons - thanks to GP4Flo
Racing line is drawn on ground in Test Drive lessons
No penalty for hitting objects in Test Drive lessons
Pressing ESC in test drive lessons results in a pass
Can now hit objects / cones after completing a lesson
Message is shown on screen if you hit a car overtaking
Enter key can now be used to press any green button
Removed countdown and info text at start of lesson

InSim :

FIX : Zero degrees FOV in CPP could cause LFS to crash
FIX : InSim - CCI_FIRST / CCI_LAST not set if player in pits

Changes from X to X10 :

Interface :

Available start grid size now shown in game setup screen
Results table now shows user names if you press CTRL+SHIFT
Improved positioning of 3d menu objects (drivers and cars)
Display positioning support in Options->Display->Interface
Added buttons to reset position and size of moved interface
Analogue steer smooth max raised to 0.95 (to help gamepads)
Faster downloading system for auto update and offline skins
FIX : Autocross timing info turned orange after any results
FIX : ALT+F4 and /exit command now exit from meeting room

Graphics :

Minor optimisation in 2d display system
Optimised wide screen effect by using a viewport
Optimised mirror draw by using a narrow viewport
Removed missing lines of 2d elements at screen edges
Graphics option : 32 bit sky (32 bit is now default)
Improved texture purging code (avoiding possible crash)
FIX : Shift light was invisible in single player replays
FIX : GetPlateHandle message could come up on a busy host

Multiplayer :

Added new multiplayer option : force cockpit view
Removed full hosts filter from List of Games screen
Moved cones and physics objects are restored more quickly
Added handicaps / start position / user name to MPR header
Show time and date of MPR by holding CTRL+SHIFT during replay
FIX : It was possible for any guest to cause a host to crash
FIX : A player is connecting stayed on after MPR finished
FIX : Command /end did not work if no players in race
FIX : Wrong way autokick did not work

InSim / Programmers :

Username is now saved in SP Replays
Driver model byte added to IS_NPL packet
Minimum MCI / NLP time interval reduced to 50 ms
New packet IS_AXO sent when an autocross object is hit
New packets IS_AXI and IS_AXC report layout information
FIX : Guests could not see ALWAYS_ON buttons in all screens
FIX : Guests sent corrupted data in a long IS_BTT packet
FIX : Dedicated host could not fill in split nodes info
FIX : Dedicated host did not report race positions

DOWNLOAD :

PATCH X38 (Version X must already be installed) :
Save into your LFS folder then run the patch install
www.liveforspeed.net/file_lfs. ... me=LFS_PATCH_X_TO_X38.exe (64 MB)

DEDICATED HOST (for hosting only) :
Standalone hosting program - not a patch
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_X39.zip
Last edited by Scawen, .
Scawen
Developer
Quote from ORION :ok, here is the icon with 16, 32, 48 and 64 px:

http://www.franknaggies.com/download/lfs/lfs.ico

For changing the icon, you either need a tool to modify the one in the exe, or just wait for the new patch with the new one.
Otherwise you can assign the icon also to your link on the desktop.

I've saved the icon you linked to and will compile it into the next patch.

Quote from Cue-Ball :Yeah, the clutch behavior is still broken.

I've been waiting with baited breath, hoping that we would get a new patch today that would fix the clutch issues. We got the patch, but the most glaring problem - the clutch slipping - isn't fixed.

I'll be patiently waiting for the next test patch, hoping that the clutch gets fixed.

I don't have any plans to make any changes to physics before Patch Y. Patch Y must be out this week so I've just got a couple of days to fix a few more bugs, so there are then another couple of days in final testing with no more changes other than crashes and showstopper fixes.

The clutch seems to work fine as most people agree, it's easy to drive with if you release the throttle when you change up gears. Real clutches don't have grip that massively exceeds the engine torque by great multiples, there is clutch slip if you release the clutch when road and engine speeds are greatly mismatched. And real clutches do overheat quickly as well. So no real problems. As I've said before the engine simulation needs a big improvement but at the moment the clutch modelling doesn't seem any worse than the engine modelling and does its job quite well.
Scawen
Developer
Quote from _rzal_mi_cie_ :In lastest patch (in X30 also) tires temperature is going up too fast, You should do something with it.

Sorry for my poor English

Quote from MillerM :What is meant wiht "racing tyres"?? All the tyre fysics seem different... Or is it just me?

Tyres R1, R2 and R3 now heat up a little more quickly and wear more quickly. The tiny bit of increased heating also results in a tiny bit more rolling resistance. If your tyres are overheating, you should use the next R number up - that is intended.

All other tyres and all other aspects of tyre physics are not changed.
Scawen
Developer
The car is checked for proximity to moving objects so it is put back into physics if there is any chance of a collision.

This is supposed to be not noticeable apart from the loss of wind noise and the slight jerkiness of inputs when the car has gone out of physics. There's another reported bug on my sheet about movable physics objects being replaced intersecting a car that has gone out of physics.
Scawen
Developer
Quote from MINIz guy :Found another bug, don't know if this has been reported yet either though. When you are in server, and your engine is turned off and you pitlane, you can't turn it back on anymore.

Edit: I tried again and you have no control over your car either, like you can't turn the wheel or anything. Also, a friend tried the same when rolling, with engine turned off, and a pitlane. He was able to move.

Thanks, I confirm I reproduced this, using the /pitlane command. Is that exactly what you meant by saying pitlane - the actual /pitlane command? Or is there another way to reproduce this bug as well?

Quote from JTbo :When I set wind to low for example, it is not audible when engine is turned off and I don't touch controls, right when I touch controls or start engine wind sound is there too.

Maybe similar thing causes this that controls are not responding right away when engine is turned off

Yes, this is not a bug. Cars which are stopped with engine off now go completely out of the physics system. This is a good feature because it saves CPU on other people's computers. As with many new features, it has caused a few issues that needed fixing, including the one noted above. This is also the reason for the feature that turns off your engine if your car is stopped and you don't use any controls for 40 seconds - this allows the removal from physics system to happen.
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