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Scawen
Developer
Quote from GP4Flo :So is it really realistic, that the GTI and FXO go faster (with less understeer) through a corner if you are on full throttle? I would expect the exact opposite, because of a) the weight transfer to the rear when accelerating and b) the wheels sliding more.

Edit: Yes, I was talking about locked diffs.

Thanks, I am interested and concerned about why the locked diffs work so well in LFS. I think the answer is in the levels of grip and forces applied when the tyres slip. I think the tyre physics allow too much difference in the speed of the left and right tyres, so you don't get some of the disadvantages of a locked diff. But I haven't studied it in detail yet. I have checked over the locked diff code a few times just to check and all it really does is keeps both sides locked together in rotation. But we know the longitudinal tyre forces need some improvements, for example the well known thing that in many cars the acceleration seems too good if you just wheelspin.
Scawen
Developer
Really it would be better to discuss on another thread.

But the last thing I'll say on this thread, is there is no reason at all to assume that because locked diff performs well in LFS, that there is something wrong with the locked diffs. It's far more likely to be related to tyre physics, if locked diffs seem to perform slightly better in LFS than they do in real life. Even though in real life locked diffs are often used in cheap racing classes, as a simple and cheap improvement over open diffs, only a welder is required to lock the diff.

There isn't any reason to think it's anything to do with the locked diff code. Locked diff is a very simple simulation and there's nothing wrong with it.

But if we are going to talk about diffs, let's not discuss it on this thread, it's really the wrong place. I don't even want to talk about them anyway, I'm just pointing how it's wrong when people say the diffs must be fixed - because they aren't broken - they are doing what they were meant to do! I know there are good reasons to want preload in the clutch pack diffs, but that doesn't mean the current ones are broken either.
Scawen
Developer
Quote from hackerx :Was on BL1 with layout, pressed shift + U and LFS crashed, address: 0x000000000041dd13.

Thank you. Your crash address showed me axactly which line it was. The crash was an integer divide by zero and it's a very simple fix to avoid that. It was related to LOD so doesn't affect anything else.

Quote from JasonJ :Crash on BL1r going to Shift-U - No layout (clear Day) Single Player

I was driving around and noticed the shadow behind the car flickering. So I stopped and took a closer look...

...I pressed Shift-U for a closer look. LFS closed instantly! BANG! No error messages. Shift U works fine when in the first picture. I can even drive over the clipping spot IN Shift-U mode with no problems. It's when I hit Shift-U right when the shadow is clipped LFS goes bye bye. These shadow clipping spots exist all the way around the track. Every 5 meters or so, depending on the incline of the track. (Flatter ground = more clipping spots) Sorry if I'm using the wrong terminology...

Thanks, this will be the same crash that hackerx reported. It's not reproducable 100% because you must happen be in just the right spot as you enter SHIFT+U mode.

The shadow clipping you see can come up if the track is aligned along the x or y axis and the sun is a bit low in the sky. LFS doesn't realise that the next track segment is in the shadow, because it's out of its physics range.
TEST Patch V6 (now V9) compatible with V
Scawen
Developer
Hello Racers! Here is a new fully compatible Test Patch, V9. A new crash bug that was introduced in V6 needed to be fixed, along with another old crash bug also found by hackerx! Also there is one new long-requested feature - the cars which are more than one lap behind you are now drawn in grey on the small map, so you know if the car behind you is fighting for position (orange) or not (grey). V6 really seemed to cured the hanging and freezing for most people and resulted in smoother frame rates than ever.

The changes from V to V9 are all listed below in this post. Some of the changes (like the unlocking fixes which were in V2) are very important to some people. Many people will like some of the other improvements, even though there are no physics changes or any major multiplayer changes (which we do hope to release in the near future). In particular I think most people will be happy that we are now using DaveWS's sounds as the default sounds! Thank you Dave!

There are also various minor graphical improvements and several new InSim packets which will be helpful for people developing race management systems. Hosts will also be happy with the new option /adminslots which reserves connection slots for administrators.

LFS S2 has now diverged into two versions, a compatible version and a non-compatible version. As we continue to develop the incompatible version, I may copy some compatible changes into the compatible version so they get well tested and you get a few updates - and any important issues get fixed.

This thread is for feedback about the test patch. We need to know if you find any problems. Please do not make feature requests on this thread. Thank you!

Changes in TEST PATCH V7 / V8 / V9 :

Cars one lap behind are now shown in grey on small map
LFS S1 / S2 hosts can now store up to 400 banned users
Most languages now updated for the V2 - V5 text changes
FIX : List of games full filter now considers admin slots
FIX : New crash in V6 most often caused by SHIFT+U mode
FIX : Very rare old crash related to unusual view angle
FIX : Rare crash in garage when selecting a new car

Changes from V to V6 :

Sound :

Included new default car sounds created by DaveWS
Engine sounds automatically switch to new defaults
No need to type edit_eng before using sound editor
Distortion is constant regardless of volume setting
New PACK button in sound editor to load a sound pack
TV camera and SHIFT+U avoid skid / wind volume boost
SKid and wind volumes are 33% louder for all settings

2D Display :

Improved small map car pointers
Improved needles and markers on clocks
Slightly more efficient 2d graphics drawing
Driver names appeared too late when using wide FOV
User LOD defaults to 0.8 (higher than old versions)
Reduced width of lag meter (see more with ctrl+shift)
FIX : Wide screen autocross object selection buttons
FIX : Invisible warning when wrong way reversing

Graphics :

Higher resolution image in mirrors
Higher level of detail available in main view
LOD is no longer reduced with fov over 90 degrees
Removed unecessary LOD checks on most scenery
Removed option "Wider screen increases LOD"
Removed option "All scenery at maximum LOD"

Interface :

Selected setup is displayed in F12 menu
Another small reduction in pit-out glitch
ESC now closes live suspension view and sound editor
HOME key now works correctly in single player replays
ESC in game setup screen now exits to entry screen
SHIFT+O in main entry screen now goes to options
CTRL+S saves a screen shot to the shots folder
Setups can be sorted by name as well as date
Any resolution as wide as 3:1 is considered 3 screen
FIX : Next screen shot number was not saved on exit
FIX : Default sound selected when deleting a colour
FIX : Mouse cursor is now visible on window border
FIX : Small renaming bug when saving replays

Multiplayer :

Some improvements to the ? info system in List of Games
Admins can now use in-game : /laps /qual /hours /wind
New InSim packets (pit - penalty - take over - flags)
Join specific game - colours are removed from name
New option /adminslots=X reserves slots for admins
FIX : MsgOutPack (MSO) now shows long user messages
FIX : Wrong delay "setup changes" after tyre change

Views :

View options now visible before you go on track
Separate FOV stored for each car's custom view
Separate steer look option for each custom view
Improved options for follow view (chase cam)
View screen rearranged to make more sense

Misc :

New language : Slovenian / Slovenski
Game setup screen stats : join - pit - spectate
Unlocks now increased every Friday instead of monthly
Master port is now selectable in cfg.txt (29339 or 8080)
Set log file name /log=name.xxx or /log to stop logging
FIX : Unlocking issue with AMD Athlon 64
FIX : Unlocking issue with Cedega

INSTALLATION :

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
4) Now you can start LFS in the normal way

DOWNLOAD :

TEST PATCH V9 (2 MB) :
www.liveforspeed.net/file_lfs.php?name=LFS_V9_TEST.exe

DEDICATED HOST V9 (1 MB - for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_V9.zip
Last edited by Scawen, .
TEST Patch V5 (compatible with V)
Scawen
Developer
Hello Racers! Here is a new fully compatible Test Patch, V5. It fixes some issues that remained in V4. The V4 to V5 changes are listed below.

The changes from V to V5 are all listed below in this post. Some of the changes (like the unlocking fixes which were in V2) are very important to some people. Many people will like some of the other improvements, even though there are no physics changes or any major multiplayer changes (which we do hope to release in the near future). In particular I think most people will be happy that we are now using DaveWS's sounds as the default sounds! Thank you Dave!

There are also various minor graphical improvements and several new InSim packets which will be helpful for people developing race management systems. Hosts will also be happy with the new option /adminslots which reserves connection slots for administrators.

LFS S2 has now diverged into two versions, a compatible version and a non-compatible version. As we continue to develop the incompatible version, I may copy some compatible changes into the compatible version so they get well tested and you get a few updates - and any important issues get fixed.

This thread is for feedback about the test patch. We need to know if you find any problems. Please do not make feature requests on this thread. Thank you!

Changes in TEST PATCH V5 :

User LOD defaults to 0.6 (still higher than old versions)
Some improvements to the ? info system in List of Games
Unlocks now increased every Friday instead of monthly
Wind and skid volumes are 33% louder for all settings
InSim FIX : IS_PSF packet is now sent correctly

Changes from V to V4 :

Sound :

Included new default car sounds created by DaveWS
Engine sounds automatically switch to new defaults
No need to type edit_eng before using sound editor
Distortion is constant regardless of volume setting
New PACK button in sound editor to load a sound pack

2D Display :

Improved small map car pointers
Improved needles and markers on clocks
Slightly more efficient 2d graphics drawing
Driver names appeared too late when using wide FOV
Reduced width of lag meter (see more with ctrl+shift)
FIX : Wide screen autocross object selection buttons
FIX : Invisible warning when wrong way reversing

Graphics :

Higher resolution image in mirrors
Higher level of detail available in main view
Removed unecessary LOD checks on most scenery
Removed option "Wider screen increases LOD"
Removed option "All scenery at maximum LOD"

Interface :

Selected setup is displayed in F12 menu
Another small reduction in pit-out glitch
ESC now closes live suspension view and sound editor
HOME key now works correctly in single player replays
ESC in game setup screen now exits to entry screen
SHIFT+O in main entry screen now goes to options
CTRL+S saves a screen shot to the shots folder
Setups can be sorted by name as well as date
Any resolution as wide as 3:1 is considered 3 screen
FIX : Next screen shot number was not saved on exit
FIX : Default sound selected when deleting a colour
FIX : Mouse cursor is now visible on window border
FIX : Small renaming bug when saving replays

Multiplayer :

Join specific game - colours are removed from name
New option /adminslots=X reserves slots for admins
Admins can now use in-game : /laps /qual /hours /wind
New InSim packets (pit - penalty - take over - flags)
FIX : MsgOutPack (MSO) now shows long user messages
FIX : Wrong delay "setup changes" after tyre change

Views :

View options now visible before you go on track
Separate FOV stored for each car's custom view
Separate steer look option for each custom view
Improved options for follow view (chase cam)
View screen rearranged to make more sense

Misc :

New language : Slovenian / Slovenski
Various translation updates and improvements
Game setup screen stats : join - pit - spectate
Master port is now selectable in cfg.txt (29339 or 8080)
Set log file name /log=name.xxx or /log to stop logging
FIX : Unlocking issue with AMD Athlon 64
FIX : Unlocking issue with Cedega

INSTALLATION :

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
3) Now you can start LFS in the normal way

DOWNLOAD :

TEST PATCH V5 (1.5 MB) :
www.liveforspeed.net/file_lfs.php?name=LFS_V5_TEST.exe

DEDICATED HOST V5 (1 MB - for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_V5.zip
Last edited by Scawen, .
Scawen
Developer
S14 - this is not a feature request thread. If I have changed the clutch then please comment on it.

This is a compatible patch - that means, no multiplayer or physics changes. There will be a multiplayer incompatible patch with the same physics and then after that there will be a physics patch. It will happen quicker if you don't waste my time, telling you the test patch forum rules.
TEST Patch V3 (compatible with V)
Scawen
Developer
Hello Racers! Here is a new fully compatible Test Patch, V3.

The changes are all listed below in this post. Some of the changes (like the unlocking fixes which were in V2) are very important to some people. Many people will like some of the other improvements, even though there are no physics changes or any major multiplayer changes (which we do hope to release in the near future). In particular I think most people will be happy that we are now using DaveWS's sounds as the default sounds! Thank you Dave!

There are also various minor graphical improvements and several new InSim packets which will be helpful for people developing race management systems. Hosts will also be happy with the new option /adminslots which reserves connection slots for administrators.

LFS S2 has now diverged into two versions, a compatible version and a non-compatible version. As we continue to develop the incompatible version, I may copy some compatible changes into the compatible version so they get well tested and you get a few updates - and any important issues get fixed.

This thread is for feedback about the test patch. We need to know if you find any problems. Please do not make feature requests on this thread. Thank you!

Changes in TEST PATCH V3 :

Sound :

Included new default car sounds created by DaveWS

2D Display :

Improved small map car pointers
Improved needles and markers on clocks
Slightly more efficient 2d graphics drawing
Driver names draw distance no longer depends on FOV
Reduced width of lag meter (see more with ctrl+shift)
FIX : Wide screen autocross object selection buttons

Graphics :

Better FPS due to removal of unecessary LOD checks
Removed option "Wider screen increases LOD"
Removed option "All scenery at maximum LOD"

Interface :

ESC now closes live suspension view and sound editor
HOME key now works correctly in single player replays
ESC in game setup screen now exits to entry screen
SHIFT+O in main entry screen now goes to options
Join specific game - colours are removed from name
FIX : Next screen shot number was not saved on exit
FIX : Default sound selected when deleting a colour
FIX : Mouse cursor is now visible on window border

Views :

View options now visible before you go on track
Separate FOV stored for each car's custom view
Separate steer look option for each custom view
Improved options for follow view (chase cam)
View screen rearranged to make more sense

Misc :

Game setup screen stats : join - pit - spectate
New InSim packets (pit - penalty - take over - flags)
Admins can now use in-game : /laps /qual /hours /wind
New option /adminslots=X reserves slots for admins
FIX : MsgOutPack (MSO) now shows long user messages
FIX : Wrong delay "setup changes" after tyre change

Changes in TEST PATCH V2 :

Higher resolution image in mirrors
Selected setup is displayed in F12 menu
Another small reduction in pit-out glitch
Setups can be sorted by name as well as date
CTRL+S saves a screen shot to the shots folder
Same distortion regardless of the volume setting
No need to type edit_eng before using sound editor
New PACK button in sound editor to load a sound pack
Set log file name /log=name.xxx or /log to stop logging
Master port is now selectable in cfg.txt (29339 or 8080)
Any res as wide as or wider than 3:1 considered 3 screen
Various translation updates and improvements
New language : Slovenian / Slovenski

FIX : Unlocking issue with AMD Athlon 64
FIX : Unlocking should now work on Cedega
FIX : Small renaming bug when saving replays
FIX : Invisible warning when wrong way reversing

INSTALLATION :

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
3) Now you can start LFS in the normal way

KNOWN ISSUES :

There is a SPR Out Of Sync (OOS) bug. I will try to fix that this evening.

So please do not use V3 for hotlaps. Multiplayer should be fine.

DOWNLOAD :

TEST PATCH V3 (1.5 MB) :
www.liveforspeed.net/file_lfs.php?name=LFS_V3_TEST.exe

DEDICATED HOST V3 (1 MB - for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_V3.zip
Last edited by Scawen, .
Scawen
Developer
I can't say too much because it's things that have not yet been done, and nothing's definite until it's done. But basically I think can do some multiplayer things in a short time, that will be useful improvements for a patch W. One thing is I would like to allow more racers online (total 24) and more spectators. I have a list of a few small improvements for this quick multiplayer patch. Hotlaps would be unaffected. Then the community will have that improved multiplayer version with the same physics, while we work for some time on physics updates (not in public). Now please don't ask me more about it and don't make any requests. I'm just letting you know about this little plan because I already let slip that there would be some multiplayer incompatible changes. I don't want to discuss that here, this is a test patch thread to report issues with V2. Maybe it was a mistake to say anything at all. It may not happen. It's not very exciting either, so not worth talking about. There will not be any updated tracks or car interiors, until the physically incompatible patch. Thanks!
Scawen
Developer
Quote from Bob Smith :That does make sense, although I'm not convinced this is the ideal solution. Wouldn't a better way be to prevent excess clipping, rather than forcing it?

It's not possible to prevent hard clipping, when several cars are around and there's an echo, for example, or the sound designer just sets too high a volume. And before the soft clipping was introduced, some testers were already beginning to use HARD clipping as part of the sound, but it's very harsh. Windows / DirectSound only gives us a little range to play with, and it kind of only goes to 1, there's no 1.1 or 1.5. So soft clipping is needed.

It turns out that soft clipping (i.e. stopping the sound wave being cut off abruptly at it reaches its peak) is similar to something that happens in your ear or in the air when there are loud noises around, the waves get distorted. Please don't ask me about that effect as I'm not an expert on the physics of sound, I haven't looked very deeply into it, I'm just accepting what I am told, on the basis that distorted (soft clipped) car sounds can sound better, and that my ears don't do any "hard clipping" in real life, and that I don't really have any choice in the matter anyway. It's also used in music apparently. You just cannot allow hard clipping in a sound wave. Soft clipping allows you to play a louder sound, without reaching the limit and getting the very harsh sound of hard clipping.

Quote from Bob Smith :With V2, everyone's sound is like full volume (20). IIRC, using 20 distorts even with the original sounds (although I last tested that pre-V, so I could be talking bull here). Why not make it so that everyones sound is like half volume (10)?

It doesn't make any difference, I've now given the choice to the sound pack designers. V2 allows car sound designers to have the choice of how their engines sound. DaveWS's set should sound exactly the same as it did before, for those people who put their volume up to max. He can make it sound the same as it did for people on half volume, if he reduces all the volume sliders in his pack. You are right that I could have set the level wherever, but my assumption was that all sounds would have been designed for full volume settings. And LFS's default setting was very near maximum.

I hope that helps to explain the decisions behind this. The original sounds were designed at full volume, but a wrong design decision by me meant that there was less soft clipping / desirable distortion when any user used lower volumes. That meant the user who wanted to change the volume, also changed the sound itself. I don't think that is the intended function of a volume control. DaveWS now has the choice, and when he gets feedback from any user about his sounds, he doesn't need to know what volume they are listening at.

This is one reason why the sound system wasn't released - it was not finished. Remember I warned that things could change. It's funny now that you are already concerned about me making this tiny change, that affects existing sound packs, and getting me into a long discussion about it! Exactly what I warned about! The good thing is I've not changed anything about the generation of the sounds, and all I have done is given control back to the whoever edits the sounds.
Scawen
Developer
Quote from SamH :Scawen's said many times that the AI need improving and that they're on his list of priorities, but he also said many times that the change would be incompatible. I'm not sure why people who were waiting for the compatible Patch V would be disappointed to find no AI improvements, but it's certainly no misrepresentation on the part of the Devs.

In fact some of the AI improvements could be done in a compatible patch - for example making them better at staying on the track, understanding that they have tyres that change temperature, etc, etc... Going into the pits deliberately will definitely require an incompatible patch. But there is a lot that can be done in a compatible patch.

And just in case anyone needs to ask why they weren't done in V, which was a compatible patch... there is a limited amount of time, and that's one of a hundred things that could be done. If I did everything that was possible in a compatible patch it would probably take a year or maybe 3 years with no physics changes. At some point the patch has to go out. There are A LOT of things that could be done in a compatible patch, that were not done. Patch V went out as it was because it was a massive improvement over the now buggy and old Version U.

Don't worry, AI will be improved. The unfinished AI are one of tha major reasons why LFS is still called Alpha.
Scawen
Developer
Quote from Cue-Ball :If that's true then can I assume that every surface carries the same weight? If so, this would account for the fact that the hot hatches seem very top heavy. Sometimes after going over an inside curb I swear that the engine must be mounted on the roof!

The meshes aren't used in the mass calculation any more. However, they are used to create a physics collision box and also to determine a radius. So they can affect physics in small ways.

Any tiny change to the car could put replays out of sync. For example, if a driver's position was moved by one millimeter, because of an updated steering wheel or whatever, the replay would be out of sync.

Not all the car interiors are done and Eric wants to release them at once, not having half a car class updated while another car is not. And one thing leads to another, so if the XRR is updated, the XRT is updated, so then the XFG should be updated as well. I expect all the interiors will be released at once, in an incompatible patch.
Scawen
Developer
Quote from RAYfighter :

And now a picky question from me: I was hoping for a /canreset=no to be working in patch V for a DEDI server already. But it seems that you can still reset your car eventhough this option is set to "no" in my server setup.cfg. Am I doing anything wrong?

No, that is all programmed but not active because it requires an incompatible version. That option will be in the next incompatible version, along with other physics and multiplayer changes. And before anyone asks, it is not possible to give any kind of estimate about when that will be, or a list of features, because that is unknown.

Quote from AndRand :I like the autoupdate - there will be no problem with patches' incompability in future (and it is good to have an option to download it manually)

On the question some people have asked about providing manual downloads for people who can't use the automatic updater, my guess is this will be possible, for the big steps, for example, Patch V to Patch W. But if we do minor updates in between, e.g. a texture update or some engine sounds, we will not provide manual patches. Anyway, the automatic download patches are accessible by normal http download at the moment. Basically I don't know what we'll do but don't worry about it.
TEST Patch U35 (obsolete)
Scawen
Developer
Hello Racers! Here is a new Test Patch U35!

There are a lot of changes since version U - all listed below in this post. Important changes include :

New Script System
Car Sound Improvements
Automatic Update System
Windows Vista Compatibility
S2 racers can now see S1 hosts
S1 users can use the skin downloading system
Many fixes and improvements in all areas

WARNING : your controls will not be correctly assigned due to the new way the controls are stored in a special file in the data\misc folder. There is a default file included for the Red Momo and the Microsoft FF Wheel so they should be reasonably set up if you have one of those. We will be providing default files for many wheels. We will make a special announcement when we need help supporting more wheels.

NOTE about H-shifters : Since U11, you cannot use an H shifter on a single seater car. If you have a shifter, LFS automatically sets to sequential when you select a single seater. There are two separate versions of these three settings (one for sequential and one for shifter) : AutoClutch, GCCut, GCBlip. That's because a lot of people may wish to use auto clutch with their paddle shift and manual clutch with their shifter.

NOTE about controls : There is a new script system you can read about below. When you select a car with a road / sequential or paddle shifter, LFS will run the file data\script\road.lfs (etc). Some people may want to use the /button command in their scripts, to assign unused buttons. For example when you drive a formula car, you have a spare horn button and you might want to use that for pit speed limiter.

Changes in TEST PATCH U35 :

Sound :

Improved car engine and other sounds, added gear whine etc.
One extra car sound is now played (now 5 including your own car)
Sound now plays at low speed, if replay at 0.5 or 0.25 speed
Skid / scrape sounds are now bounded to reasonable level
Now generated at 100 Hz resolution - same as physics
Engine can now be heard from a greater distance
Improved wind volume at low and high speeds

FIX : Corrected volume of interface sounds
FIX : Small clicks audible a few times per lap
FIX : Removed crackling of sounds related to echoes
FIX : Bug in camera position height part of sound calculation
FIX : No music when watching MP Replay with music in replays ON
FIX : Looping music buffer while selecting a track - now silent
FIX : Nasty sound clicks when cars got nearer and further away

Multiplayer :

Improved multiplayer synchronisation checking (OOS)
SHIFT+S when spectating now goes directly to garage
Garage when not in race now shows spectate and join buttons
Clicking join with no car selected goes to select car screen
Can't join race / leave pits for 12 seconds after green light
One extra car in high resolution physics (car in front at start)
Discount immediate pit stops from the "must pit" rule (cheating)

FIX : Rare crash in blue flags calculation
FIX : LFS online hosts would hang if run for 50 days
FIX : Stuck in entry screen if host has run for 25 days
FIX : Rare problem causing your car to vanish on other computers
FIX : Spectate after autocross run caused "Unknown finisher" message
FIX : A player in pits could be forced to spectate at end of race
FIX : Qualifying countdown was too short if less than 4 in race
FIX : Mandatory pit stop is now not allowed to be on final lap
FIX : RCM now has priority over race finished messages

2D Display :

Misc Option : Show time instead of FPS in-game
New path draw for game setup screen and in-game
Realistic speedometer based on drive shaft speed
Hold CTRL+SHIFT to show time instead of frame rate
User messages no longer obscure the frame rate display
Not recording message is now only displayed for 8 seconds
Messages now visible but dimmed in ESCAPE and OPTIONS screens
FOV adjust keys (5/6) now show the FOV in a temporary message
Virtual start lights are now displayed on the right by default
Small map is now never shown on the left if right is selected
Message history (H) is now hidden at race restart or SHIFT+F
Option to show small map on left or right of screen
Removed text "LEFT pit lane" and "ENTERED pit lane"
Central text now visible in SHIFT+F mode (option)
Temporary messages now visible even if fps is off
Real mirrors are now invisible if set to virtual
Added UP and DOWN buttons to options screen
Messages are now hidden in the ESCAPE menu

Interface :

Easier to get to desired FOV using 5 and 6 zoom keys
Text entry box is smaller and blocks driving view less
Button control rate option now visible in wheel/js mode
Improved instant gear shift mode selection function SHIFT+G
New general purpose save and load dialogs with rename / delete
List of games screen allows sorting hosts by clicking column title
Improved replay selection screen, added delete, rename and info
Keys Y/N (yes/no) now work on the replay skins download screen
Option to switch off acceleration view shifts in custom views
Mirror mode for driver and custom views (now in view options)
Added "all" to clocks mode options (off, real, virtual, all)
New track selection screen allows track browsing before load
Graphics options changed around to be intuitive / consistent
New graphics option : Draw sky (replaces screen clear type)
Controls screen now shows the function assigned to a button
Scroll bar added if more than 7 players in list of players
Skip intro option is now very fast (avoids loading track)
Skip intro option renamed to : Load track when starting
FIX : Button opacity option affected the colour sliders
Game setup screen : ENTER key - joins race / sets ready
Game setup screen : now shows local and UTC (GMT) time
Game setup screen : Can now use /spec(tate) X command
Cleaner replay start - avoiding flashing entry screen
Start New Game / Join Specific Game : Added ENTER key
Misc Option : 12 hour or 24 hour format selectable
Car picture can now select the car (not just text)
Some improvements to graphics options and layout
Close window button (X) does a quick clean exit
New /exit command also does a quick clean exit
Added ALT+F1 to F12 as programmable text keys
Key ALT+F4 is programmed to /exit by default
Added rename function for car setups

FIX : LOD values were rounding to one decimal place
FIX : Clutch pedal was not shown in controls setup screen
FIX : Mip bias setting was wrongly affecting in-game text
FIX : Clickable buttons in connection list at start of race
FIX : Changes were lost when selecting in car / custom views
FIX : Could not view user names in replay if MP mode was Demo
FIX : Arrow keys work in wheel mode even if assigned to KB steer
FIX : Messages were unblocked by sending any command to the host
FIX : Black screen bug changing between full screen and windowed
FIX : Move speed slider didn't work in high view if following car
FIX : Channel screen brought up a background while in game

Views :

Improved position of road car internal mirrors
Internal mirror offset limit increased to 400 mm
Separate mirror offset for custom and internal views
Single seater car shadows now visible in custom views
Cameta roll function added to SHIFT+U free camera mode
Custom view mode selection now separate for main and look
Buttons in view options to set custom view to eye or centre
BF1 / FO8 show virtual clocks if wheel draw is switched off
Maximum value reached marker added to virtual pedals
TV camera, CTRL + arrow keys change zoom and roll
Draw driver / wheel option added to custom views
Custom views are now stored in data\views folder
Custom view settings now separate for all cars

FIX : Excessive acceleration view shift in fast cars
FIX : Formula dash live settings now work in custom view
FIX : Mirror option ALL did not show a mirror in wheels view

Controllers :

Axis, button and key assignments stored in .con files
Sequential shift automatically used for single seaters
Separate shift help settings for sequential and shifter
All steering wheels default to separate throttle / brake
Non-wheel game controllers default to combined thr / brk
Controls setup screen now shows the currently pressed buttons
Wheel turn minimum reduced to 90 degrees (for sticks / pads)
CTRL+F1 to F12 text keys are all now assignable to buttons
Car's steering wheel turns now shown in steering settings

Windows Vista Support :

FIX : Sound now works correctly in Windows Vista
FIX : Unlocking is now possible in Windows Vista

Misc :

Added file docs\Commands.txt - listing ALL commands
Updated... docs\Autocross.txt - for new functions

Option : minimum time between gearshifts (debounce)
S1 users can now use the automatic skin download system
Automatic update system gives info, downloads, installs patch
FF Steps now defaults to 256 (this gives higher resolution FF)
Layouts do not set the number of laps unless a start pos exists
S2 users can see and join S1 hosts in List of Games screen
When first run, LFS defaults to desktop screen resolution
Restricted areas and route checkers added to autocross
Welcome / Tracks filename length increased to 31 chars
New car data output files (press letter O in garage)
Gearshift debounced (can't shift twice within 50 ms)

InSim : MCI packets are now available in arenas
InSim : IS_RES qualify packets sent even if not in table

FIX : Outguage reported remote cars fuel load
FIX : Driver's body optimisation was too sensitive
FIX : Selecting drag strip often resulted in 3 lap race
FIX : OutGauge now works on remote cars / MPR / external
FIX : Reverse driving in hotlapping mode now invalidates HLVC
FIX : Starting LFS with /join command needlessly loaded last track
FIX : Corrected positions of translator names on credits screen
FIX : A few wrong vertices on driver necks and marshall helmet
FIX : Mirrors and clocks sometimes corrupted after minimising
FIX : Small map sometimes went off screen or overlapped text
FIX : Unlock was lost after hibernation on some computers
FIX : CTRL+F keys did not work during replays

New file associations system :

SPR / MPR / SET / LYT files can now be opened directly
In Windows, right click and set them to open with LFS

Double clicking a SET or LYT file copies it to its folder
Double clicking a SPR or MPR file copies and runs the replay

New LFS script system :

- Place text file of commands xxx.lfs in script folder
- Then script xxx.lfs can be run by typing /run xxx
- Note : CAR.lfs is run when you select CAR e.g. XFG, BF1
- Note : autoexec.lfs is run when LFS reaches entry screen

New text commands added (see Commands.txt in docs folder) :

/fov [degrees] - field of view
/ff [0-200] - force feedback strength
/axis [axis] [function] - e.g. /axis 2 throttle
/invert [0/1] [function] - e.g. /invert 1 brake
/button [button] [function] - e.g. /button 5 shift_up
/key [key] [function] - e.g. /key Q handbrake
/head_tilt [degrees] - 1g head tilt
/lateral_shift [m] - 1g lateral shift
/forward_shift [m] - 1g forward shift
/vertical_shift [m] - 1g vertical shift
/say [message] - same as typing a chat message
/echo [text] - show text only on local screen
/spec [name] - same as spectate [name]
/ctrlf [num] [text] - change text e.g. /ctrlf 1 hello
/altf [num] [text] - change text e.g. /altf 1 /view=driver
/wheel_turn [degrees] - specify turn angle of controller
/press [key] - simulate key press
/ctrl [key] - ctrl + key
/shift [key] - shift + key
/alt [key] - alt + key
/autoclutch [0-1] - turn autoclutch off / on
/gccut [0-1] - throttle cut on upshift
/gcblip [0-1] - throttle blip on downshift
/axlaps [num] - set autocross number of laps
/view [fol/heli/cam/driver/custom] - select view

IN A SCRIPT : //comment - this line is ignored
IN CHAT BOX : //xxx - short for /run xxx

/hrun X : admin can run script X on host
/exec E C : run program E with command line C

/shifter [auto/sequential/shifter] - shift mode (like SHIFT+G)
/hidetext [no/yes] - hide text (like SHIFT+F)

INSTALLATION :

Warning : If you have edited any scripts, don't overwrite them! Back up your script folder before install!

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
3) Now you can start LFS in the normal way

DOWNLOAD :

TEST PATCH U35 :
www.liveforspeed.net/file_lfs.php?name=LFS_TEST_U_TO_U35.exe

DEDICATED HOST U35 (for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_U35.zip
Scawen
Developer
On the Vista subject, really, there wasn't any choice, There wasn't a thought to the idea of writing on our website "LFS does not support Vista". People contacted technical support - they had tried the demo then bought a license and could not unlock LFS. That makes me feel bad. Should we refund these people, or put large notices all over our website in bold capitals warning that if they have Vista, don't bother with LFS?

That kind of thing is a *strong* motivation to find out what's up - it could only be a simple thing, but one requiring a compatible patch. And after the unlocking was fixed (for Vista 32 only, it turned out, at first) only the sound issue remained. Would I really say at that point, "OK, I don't know what the problem is, but anyway, I'm not even going to investigate, I'll give up now before I start, and we'll just advertise all over our website, not to bother if they have Vista?" I can't think that way. Giving up before I begin isn't the driving force behind LFS. And all the time, tech support mails still coming in, reporting Vista issues!

Anyway, no-one should be sad about the sounds being fixed for Vista, the underlying system has improved and has got me on a roll with the sounds. This very productive time as I push hard towards patch V is just not the time to complain about anything. Do you really want S2 final released with the S2U sounds? No of course not, so why does it matter if I do sounds or physics first? The sounds are actually worse than the physics right now, if you want my own opinion.

DaveWS made a really good point, the features that some people have complained about, are ones that took about 20 minutes here and there. It's funny that they aren't complaining about the important things that have taken the bulk of the time these last few months. They are just getting in some kind of a flap because I spent 10 minutes on one thing, 20 minutes on another and half an hour on another thing, when there are some more important *several weeks long* things to do.

Should a man who has a broken leg not scratch his ear if it is itchy? Should he not waste 5 seconds scratching his ear, just because he should be more worried about his leg? I don't know, ask someone with a broken leg.
Scawen
Developer
[reply written on Test Patch thread before moving]

I'll move the OT posts away in a while, perhaps to the progress thread. But for now I'll just reply.

Simply, the criticisms of LFS development stated a few posts back are just wrong and displaying a lack of understanding, and failure to see the big picture. Or if you wish, you may interpret that as my failure to explain to you what I'm doing every step of the way. But seriously, my job is not to explain to you every step of LFS development and every plan I have for it, while they run through my head. My job is to get LFS done.

It was actually the two Vista compatibility issues (unlocking and sound) and the arrival of the G25 wheel that got me onto this series of test patches. It's very important, with more and more people getting Vista, and us receiving several technical support emails "I can't unlock on Vista" and so on, for LFS to work on Vista. Also we need that improved controller support to be readily available to new users. Also I've had enough of "How do I install a patch, I've downloaded it and LFS doesn't work any more" so I've been working on and nearly finished the auto updater. And that means, Patch V needs to go on the main site. And guess what - it should not go up there completely bug ridden and full of hundreds of small issues that have been waiting a long time to be fixed. But it should be compatible, I need to do some months of incompatible work, which I have outlined elsewhere and won't go into here. And there's no point delaying the compatible fixes, leaving the much poorer version U up there when we are so close to V.

The compatible fixes and improvements are totally necessary. The irritated commentators on this thread have no idea how much reworking and improving goes on inside the program while I'm on a roll. Also they don't understand how much simply MUST be done, outside the core physics, to keep the program on track. It does actually take more time than the core itself. If a great majority of the time was spent on the core alone, we would have a physically accurate, but totally unusable simulator that attracted no more than the absolute hardcore simmer. And we'd be poor and have to give up LFS and go and get a job!

This work NEEDS to be done. It's nothing different from any time in the past. A lot of compatible fixes, tested thoroughly by the community, followed by an apparently quiet period while we work on incompatible things which cannot be tested by the community because every day's test patch is incompatible, which would causing hotlap and online madness. And in that apparently quiet periiod there will be a new post each week "Where are the devs gone" and "They've taken our money and run" and "The devs owe it to us to write a detailed progress report each week" etc, etc... you know how it goes by now.

Anyway, I'm very happy with these improvements, I'm sort of embarassed now by version U and it's flaws and imcompatibilities, the visible things and the internal messes it contains that I have sorted out. I'm itching to get that version V up there but it needs the auto-updater finished (a couple more days work) and the new (minor) sound updates (a few more days work - still awaiting some longer work in the future). Nearly every one of these test patches has had some VITAL fixes, along with a few irritations fixed and some minor or major features. It really is not a bad thing for LFS, these compatible things that have been done, bringing us so much closer to a final S2 that can be released, when the other craved updates are completed.

It's a little sad the lack of trust displayed in those preceding posts. The belief that something has gone wrong inside our heads, that the developers who once knew how to develop, have changed mentally in some way, are hiding away in a hole, scared to develop anything but just scratching at the surface. It's quite a pathetic belief in fact, when the truth is Eric's there working on things that will improve LFS a lot amd I am working 10 hour days getting so much done, as fast as possible to get a stable version up there ready for the approaching silent period of core development.

It's going so well, and as described elsewhere our lives have been sorted out a lot this year helped by the S2 success, after neglecting ourselves for years, due to LFS development. It would be nice if the off topic commentators could just be happy about it and have some faith in the simple understanding that we developers who got it this far, and have devoted so much of our lives to this, probably want to take it to the next stage as well!
Scawen
Developer
Quote from SamH :Ack! Hit a wall (proverbially). I wonder if it would be possible to introduce the option to have sounds in MPR/SPR, when playing back at less than 1x. I know it doesn't make real-world sense, but it's actually about movie making.

It wasnt really about real world sense, it was a programming issue, due to the way the new sound system works. Anyway, I realised that I can change the speed of the whole sound buffer, still playing 441 samples per physics update (44.1 kHz sound).

So now, when the replay speed is slowed to 0.5 or 0.25, it plays the sound, but at 22050 or 11025 Hz. This is a new thing for LFS, and was requested some time ago. It means the sound can simply be speeded up and will be correct, with no need for any special filters.
Scawen
Developer
Quote from Speed Soro :C'mon Scawen, you know we lov u, but when will u start solving the aero physics? And when will we have new tracks and some better cockpits?

Better sounds... brakes heating... engine waste...

Sorry, can we wait for any christmas gift?

Are you just trying to wind me up?

Is it a joke? I don't really find it funny.

Hmm. I guess I could ask you the same...

Are YOU going to give us a new sim with physics updates, better than LFS, and will it be a Christmas gift? I hope so, that would be fun. I hope it works well online and doesn't have too many bugs, so we can all enjoy it, as a seasonal hobby over this winter. Yeah I'm quite excited actually. Something new, great!
Scawen
Developer
Quote from -liberto- :Scawen : did you read my reply about FPS decreasing ? I think i have the solution

EDIT : ehh i think it's since U21 ... because I patch from U20 to U25 in one time So the problem could come from U21, U22, U23, U24 or U25
if i have time and patience i will try every patch (from U21 to U25 )

I am slightly disturbed by your loss of frame rate but so far we have only heard that from three people : you, siLc and robertchapple123. More than 500 people have downloaded the patch.

It's strange because I can't recall any changed to graphics and there are certainly no changes in physics (or the replays would go out of sync). As it is only affecting so few people, I don't have much to go on, and won't really do anything at the moment, with this small amount of info.

But yes, I would be interested to know exactly which patch seemed to result in the massive loss of frame rate. I'd also like to know if the frame rate is low when you have the game paused. And also what happens when you press SHIFT+F to remove the 2d display? These results will help to suggest if it is a 2d text problem or 3d graphics, or something else.
Scawen
Developer
About the sound disappearing when you go to different replay speeds :

That is intentional. The sound is now generated at 100 Hz, in fact it generates a new block of 441 samples, after every physics update. It's not possible to do this at different replay speeds. It would need a varying buffer size and a lot of programming to get around this.

About the sound disappearing when the window loses focus :

I didn't program that, it is just how DirectSound behaves, so I can't do anything about it, apparently. I don't think it's very bad so I'm not worried about it.

About the FFDevice error :

That was always there. It's just that I am displaying a message now, when it happens. The message comes up when your screen is activated and it fails to initialise the force feedback device. Why it happens, I have no idea. It seems you can usually get your Force Feedback to come back by clicking on the desktop then clicking on LFS again (or maybe SHIFT+C).

About the black screens when going from full screen to windowed :

I don't think that is new in U23. It has been around since some earlier test patches. I can't reproduce it when using LFS in a normal way. Does it only happen after you have used ALT+TAB? I can't be held responsible for what happens after ALT+TAB You should use SHIFT+F4 to go into a window, then Windows treats LFS with respect and sends it the appropriate messages. My impression is that ALT+TAB seems to make Windows be quite neglectful about sending the correct messages to the program.
TEST Patch U23
Scawen
Developer
WARNING : THIS IS A TEST WHICH MAY HAVE PROBLEMS

The sound system now works in a very different way! It's the same old sounds but they are now using DirectSound instead of waveOut. It's a different system and LFS sound processing has moved around quite a bit to take advantage of some of the DirectSound features. This should finally make the sound work well, without delay, on all Windows computers including Vista. Unlocking should also work in all versions of Windows.

Changes in TEST PATCH U23 :

Sound :

Should now work correctly in Windows Vista
Reduced crackling of sounds related to echoes
Now generated at 100 Hz resolution - same as physics
Wind sound volume is now linear (avoids excessive noise)

Language :

Two strings : Replay was not being recorded / Not recording
Strings 3g_upc_male to 3a_x_lfspot increased by 4 characters
Gearshift debounced (can't shift twice within 50 ms)
Included updated Commands_Russian.txt

Scripts :

Scripts can now be used on a dedicated host
New command /hrun X : admin can run script X on host
New command /exec E C : run program E with command line C

FIX : U22 Windows 2000 unlocking bug
FIX : U22 car sounds vanished in helicopter view
FIX : U22 sounds swapping sides and crackling with mirrors on

NOTE : Translatable text updated

Changes from U20 to U22 :

Misc :

HLVC : NEXT lap is now not invalidated by driving the wrong way
S2 users can now see and join S1 hosts in List of Games screen
S1 users can now use the automatic skin download system

Language :

New strings for buttons : end race, spectate, join (were shared)
New string "play" instead of "OK" button in replay select screen
Included Czech translation of training lessons

Sound :

Skid / scrape sounds are now bounded to reasonable level
Engine can now be heard from a greater distance

FIX : When REV config replay was selected, REV was not displayed
FIX : When there were no SPR replays, MPR vanished from ALL view
FIX : Rare problem causing your car to vanish on other computers
FIX : Could not view user names in replay if MP mode was Demo
FIX : Bug in camera position height part of sound calculation
FIX : Unlocking is now possible in Windows Vista 64-bit
FIX : Sound should now work correctly in Windows Vista

NOTE : Translatable text updated
NOTE : Added /run /hrun and /exec to Commands.txt

DOWNLOAD :

TEST PATCH U23 :
www.liveforspeed.net/file_lfs.php?name=LFS_U23_TEST.zip

DEDICATED HOST U23 (for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_U23.zip
Scawen
Developer
It can't be done very quickly. It would need the graphics and physics to be decoupled and run on separate threads. The method for doing this properly also brings certain other benefits, due to the interpolation between frames possibilities. In other words, the required changes lead on to other things, which should be done at the same time.

It would be about a months work, as a rough guess. I expect to do this some time, as multiple cores seem to be the way of the future. Actually I'm expecting to do this in a future version, after S2, when we could use the extra CPU time to do some things in higher resolution on more powerful computers, while maintaining physical compatibility with slower computers.
Scawen
Developer
Well, the only explanation I can think of, if the OOS went wrong at some random point during the replay while the car was driving, and the replay was recorded on your own computer, is, as I said, a memory or CPU issue.

How come you are so sure there is no problem? Have you run a memory testing program? These problems do come up on computers which previously didn't have a problem. And they do come and go between patches, because the faulty memory bit is usually at the same physical memory address, and in one patch, that might be in a harmless position in memory, when in another patch, it could be in some area which affects physics, or causes a crash, etc.

This has happened before, several times, and the user usually claims their computer is fine, until they run the testing software. I suggest you run a memory checker, and a CPU checker thing. Sorry I can't advise where to find the software.
Scawen
Developer
Quote from Ear Collector :Hi Scawen,

I do not think this is the correct approach to take entirely. I would tend to agree that 7 speed gearboxes such as the BF1 Sauber would be better suited for sequential/paddle shifting but I completely disagree with making this setting hard coded on all single seaters! I believe all of the other single seater models are 6 speeds or less, correct? These work perfectly well in sequential mode and we've in fact been driving in this mode quite a lot using G-25! Also, isn't it possible to alter gear ratios to effectively use 6 gears on the BF1 car as well??

Please please do not limit the usefulness of our G-25 gated shifter!

Hi Ear Collector.

I know what you mean, and in fact at this moment in time the sequential gearboxes aren't yet implemented as true sequential boxes. In effect, the BF1 has a "road car style" gearbox, but limited to sequential control. So right now, it would be completely valid to allow the use of an H shifter.

But... it's an important part of the near future physics development, to implement them as true sequential gearboxes (like real racing cars and all motorbikes). There are important differences, as one example it's very easy to change gear without the clutch when you use a sequential box, but the gears must all be closer in ratio. Also it is *impossible* to select any gear other than the one above or below the one you are in.

And that leads me to the point I'm going to make. When the true sequential box is implemented, the H-shifter becomes an invalid means of controlling the gearbox. From one point of view it's actually impossible to control a sequential gearbox with an H shifter (i.e. in reality it would have to be an electronic device that then operated the actual sequential shifter). I don't really know why anyone would want to control a modern single seater car with an H shifter - as far as I know that disappeared after the GP Legends style racing cars, and sequential boxes have become the standard all round.

Note that the sequential shift lever style is is no way disabled by the new code. The user is free to use the sequential shift lever. To LFS this is indistingushable from a paddle shifter anyway. And F1 cars in between the GP Legends era and the modern era, did use a sequential stick to operate the sequential gearbox, for several years. [ EDIT - apparently that's not true - see below ] So actually I'm surprised that you don't want to use the sequential stick shifter method, rather than the H shifter.

[ CORRECTION : It seems I was wrong about the history of Formula 1 cars gearboxes and shifting systems. F1 cars apparently never used a sequential stick, and went straight from H-pattern gear stick to the modern paddle shifters. See posts starting here :
http://www.lfsforum.net/showthread.php?p=206218#post206218
Sorry about posting incorrect information about F1 cars in the previous paragraph. ]


The only thing I'm thinking could be possible after sequential boxes are implemented (to allow the use of the H-shifter) is to add a user setting to allow H shifters to fakely control a sequential gearbox, kind of "above" all the true gearbox code. So let's say you were in 6th gear and you selected 2nd gear using your shifter, then it would sequentially go fifth, fourth, third, second, as fast as possible, as if you had been using paddles.

I haven't thought through all the consequences. Though it does seem a bit pointless, and a waste of time to me personally, because it must be a really small minority of people who don't want to use an even vaguely correct type of gearshifter for the car they are using. It seems to me that using the correct controller is part of using a simulation.

Hmm... there is one other possibility, as for some of the GTR cars we have considered having the type of gearbox as a user setting. Note that in this paragraph I am talking about the actual physical simulated gearbox, not the user control method. So for example in a FXO GTR you would have sequential as default, but could select "road style" gearbox as an option. This is based on reality as there are apparently different kinds of gearboxes in use in racing Porsches. I guess we could allow this for the Formula 1 car as well - if you deliberately want to cripple your car by using a road style synchromesh gearbox, then you can do so - and *that* could be the way to allow the use of an H-shifter... though it does really seem a bit unrealistic to allow that option on a F1 car.
Last edited by Scawen, .
Scawen
Developer
Version S (with the BF1 in it) had completely different physics, so of course S, T, U replays are incompatible with old versions. I am sure LFS won't even try to play them.

But S, T, U and U test patches are supposed to be compatible with all S, T, U versions.

There was one bug fixed in U19, where after the test patch with the new autocross marshall system (around U15 if I remember correctly) random numbers were affected and SP replays with wind enabled were no longer in sync. That was fixed in U19 so that S, T, U replays before U15 should now be in sync with U19 and U20.

I'm slightly concerned if any hotlaps are going out of sync... there shouldn't be any OOS hotlaps at all, though I can see that one posted in this thread goes out of sync some way into the replay. That could possibly be a one-off glitch during recording, similar to an overclocking / overheating issue so I can't draw any conclusions from a single replay going OOS. If there is a pattern of hotlaps being out of sync, I would like to know.

I don't know why the benchmark replay goes out of sync. Version T replays are supposed to be playable with the U versions. That is a bit of a concern, but I won't go investigating the replay OOS just because of that. There were some changes in suspension strength between S and U versions, though U is supposed to take account of that and play the replays correctly. I guess I should suggest that the benchmark replay is done again with the U version (even though I admit it's my bug).

I am more concerned if the hotlap replays go out of sync because there are hundreds of them, and I am trying quite hard to keep the versions exactly physically compatible in all these versions. But as I said, before I investigate any further, I really need to see a pattern or a means of reproducing it with 100% certainty. Meaning, a way to make a U replay go OOS in U20 or a U20 replay go OOS in U.
Scawen
Developer
Quote from HorsePower :And will this physically incompatible patch come out before S2 full, or only after?

Well there is still a lot to be done before S2 final, including some physics updates to be done and tested.
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