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Scawen
Developer
Test Patch U7:

Force Feedback:

New settings are available under Axes / FF in Options - Controls
FF Steps maximum value is now 10000 (the maximum in DirectInput)
FF Rate is now controlled by a user setting (25 / 50 / 100 Hz)

VR:

Names over cars could fade differently in each eye in Pimax headset

Misc:

Gearshift debounce maximum setting restored to 200 ms (default 20)
More translations updated - thank you translators!

Download: https://www.lfs.net/forum/thread/93185
Scawen
Developer
Thanks, I've added this to my test patch notes. To be clear, the stuck bug is not specifically related to open configs, but to the use of a custom pit stop point.
Scawen
Developer
Quote from Vision73 :Hi,
I usually drive with VR-set up but right now I don't have any.

I remember 18 months ago when I purchase my Samsung CHG90 49" Curved 32/9 Ultra Wide Monitor (3840 x 1080) that I never succeed to setup LFS correctly, today I tried again, no success, what ever I do or try.

I don't have any problems with other driving games, example with iRacing I can use 1 or 3 monitor setup or Dirt Rally with one monitor.

Can anyone help me with this ?

What is the problem you are having, can you describe what you are seeing, compared with what you should be seeing?

Quote from Dygear :What's really insane about the VR code is that Scawen did it without ever having a headset himself.

I remember those times! That was only for the DK1 though, I ordered a DK2 as soon as orders opened. I did use all the tricks like coding for 3D anaglyph glasses at the same time and there were a lot of people who could test on 3D TV. I also had a Vuzix VR which didn't really work but could view stereo static images for a few seconds before it overheated, so I could do a lot of debugging before asking community members to check the output with VR distortion.
Scawen
Developer
Thanks, now I understand your problem is different as the switch oscillation is not only at the start and end. So I'll revert to 200ms for the maximum in the next test patch.
Scawen
Developer
Quote from KeiichiRX7 :Any way we can get that debounce option for other controls, like up down left and right? Using the rotary dial on my g29 seems.to always yield 2 presses, milliseconds apart, makes it tricky to fine tune pit settings, or toggle whether I want damage repaired

The gearshift debounce setting now applies to all controller buttons in Test Patch U6:
https://www.lfs.net/forum/thread/93185
Scawen
Developer
Test Patch U6:

Changes from 0.6U5 to 0.6U6:

Gearshift debounce setting now applies to all controller buttons
Reduced maximum value of gearshift debounce to 100 ms (default 20)
FIX: Memory leak related to threads (most often for skin download)
More translations updated - thank you translators!

Download:

https://www.lfs.net/forum/thread/93185
Scawen
Developer
I'm really busy working on the lighting so I've left the test patch for a while. There are a couple of small things on my list to add for this test patch but I'm trying to get other things done at the moment.
Scawen
Developer
Thanks, this should now be fixed in Test Patch U6:
https://www.lfs.net/forum/thread/93185

EDIT: Daniel's replay now shows the message "Avoided GEAR_REVERSE" and then goes OOS - which is what should happen.
Scawen
Developer
Test Patch U5:

VR:

FIX: Head tracking / mirrors wrong if car leaned with horizon lock

LAN:

Easier to set up LAN race: local IP address is shown on host screen
You can enter the local network computer name instead of IP address

Misc:

FIX: Rare manual shift at high speed to 1st/rev during auto shift
Most translations updated - thank you translators!

Download:

https://www.lfs.net/forum/thread/93185
Scawen
Developer
Quote from MagicFr :testing this weekend Smile

Thanks. I've noticed a bug - when your car is sideways or upside-down, you will find in VR that moving left/right/up/down has the wrong effect. Also the mirror views are messed up in that case. The more sideways, the worse the effect.

I've fixed it in my version and hope to release another minor test patch tomorrow.

Quote from Pasci :I noticed a translation error for the Deutsch/German translation file. The string "3a_smallall" should be "Alle" (all) and not "Beide" (both).

Thanks, maybe I'll change this myself if a translator doesn't notice it.

Quote from Pasci :@Scawen: Perhaps you can add a "simple" extension for LAN multiplayer by supporting hostnames for connection instead only IP addresses?

I think what I can do is show on the host screen, the local IP address(es) so it's easier to know what to type in on the guests. Would that help, so you don't need to run cmd and type ipconfig? I've done that in the development version already so can probably copy it over.
Scawen
Developer
Thanks for the offer. I really want to have karts in LFS when possible, and Eric does too as you can see with the kart tracks at Westhill. He likes to work from reference material when possible so your offer is interesting.

It's absolutely impossible to do it before the new tyre physics is working, for two reasons.

1) We can't add another delay to finishing the new tyre physics and graphics, for obvious reasons.

2) Karts don't work properly with the old tyre physics. I have some test karts in LFS and I use them as a test case for tyre physics. In reality, tyre physics works on a range from karts (or smaller) up to giant lorries, but the old LFS tyre model breaks down a bit when you go to those extremes.

So maybe we can talk again when the time comes. I can't give any estimates about when that might be.

The only sort of deal we can do is to put a car (or kart) in LFS without payments either way. We receive the reference materials / photos / drawings / 3D files / a lot of information about the setup and permission to use a real vehicle (without time limit). The vehicle provider gets some exposure in return, and that's about it.

We can't commit to anything at the moment, but it's an interesting thought.
Scawen
Developer
A few fixes and updates in Test Patch U4:

Graphics:

Car shadows now use anisotropic filtering to reduce shimmering

Views:

FIX: Filtered view went wrong with low filter time + replay speedup

Misc:

FIX: Issues with driver names ending with caret character
FIX: Driver names ending with a lead byte could corrupt text
FIX: Replays from old Westhill before 2015 now marked as obsolete


Download:

https://www.lfs.net/forum/thread/93185
Scawen
Developer
Test Patch U3 with some more VR updates.

Resolution adjustment range now 0.25 to 2.25 (0.5 squared to 1.5 squared)

FIX: Free view FOV was wrong after entering VR in free view
FIX: Names above cars looked wrong in Pimax headsets

https://www.lfs.net/forum/thread/93185
Scawen
Developer
Thanks for the feedback on the tree fix. Even though they aren't included in the new LFS, it was worth a quick fix.

As you say, the overhead names have not changed. Please could you test with PP and see if there is any problem with the names in that case. So I'll know if I need to have a look into the names drawn in rotated eye views.

EDIT: Had a quick look in the code and I'm pretty sure they are suffering from a similar thing to the tree issue you noticed. I can reproduce it in a special view mode here. For example they might look a bit odd if you tilt your head left and right. It's something to do with them turning to face the user and it's only getting that value as if the eyes were not rotated. It assumes both eye views have the same direction. So I don't really need another test result at this point. Thanks for the report.
Last edited by Scawen, .
Scawen
Developer
OK, it should be fixed in this test patch.
You can also select the "Resolution adjustment" aka PPD / Supersampling.
https://www.lfs.net/forum/thread/93185
Test Patch U16: Updates and fixes
Scawen
Developer
WARNING: THIS IS A TEST

THIS DOES NOT CONTAIN NEW TYRE PHYSICS OR THE NEW GRAPHICS SYSTEM

PLEASE TEST BEFORE YOU POST


Hello Racers,

Here is a new test patch: 0.6U16

The changes are listed below.

0.6U16 is compatible with 0.6U

- You CAN connect online with 0.6U
- You CAN play replays from 0.6U

Please back up or rename your LFS.exe from version U so you can revert to it if necessary.


Changes from 0.6U15 to 0.6U16:

Interface:

Key control (4/5/6/7) of free view FOV improved and reaches 2 deg
Prevented auto-repeat on block message and light switching keys

InSim:

IS_CPP FOV can now be used in-car but not smoothed (0 = no change)
IS_CPP Pos is now relative to "Centre view" not the user setting
FIX: It was possible to miss IS_PSF packet after taking over car
FIX: STime in IS_PSF packet was wrong after car was taken over
NOTE: for these fixes the new driver taking over must have U16

Misc:

Added a little more logging about D3D initialisation to deb.log


Changes from 0.6U14 to 0.6U15:

F12 pit instructions:

Pressure change with new tyre no longer counts as SETUP CHANGES
A new 'cancel' option beside the 'setup changes requested' line
Settings that will be adjusted are now shown in light red colour
FIX: rear tyre pressure was limited by front tyre pressure limits
FIX: symmetric pressure/camber request remained after pit stop

Multiplayer:

More accurate transmission of fuel load from local to remote car
Remote car fuel load is now shown in F12 if /showfuel is enabled
Rolling resistance included in catch-up phase of prediction
FIX: Remote cars with worn tread could wrongly get a puncture

Misc:

Auto-repeat key function reinstated (disabled in previous test)
MPR / SPR are now prevented from being named temp_mpr / temp_spr
Free view mode minimum field of view reduced from 10 to 2 degrees
InSim NLP / MCI minimum time interval reduced to 10 ms (was 40 ms)
Mouse X and Y sensitivity (in Axes tab) lower limit reduced to 0.5
FIX: Message MPR_BLANK sometimes displayed when watching live MPR


Changes from 0.6U13 to 0.6U14:

Multiplayer:

Command /showfuel (no/yes) allows remote car fuel load to be seen
Most admin commands with parameter omitted report current value
FIX: Car on pit speed limiter sent maximum packets per second
FIX: Remote car's tyre temperature over 200 appeared black (cold)
FIX: Remote tyre temperatures increased too slowly in skid or spin

MPR debug commands:

/mprlag X simulates online packet delay of X ms (+ no smoothing)
/mprsmooth X (0 or 1) to disable or enable input smoothing

CPU usage display:

In Graphics or Misc options (in-game) click the car icon then 'P'
You can now see CPU usage for Physics, Draw, Prediction, etc.
The "Pred" line shows CPU usage for prediction of remote cars
Prediction time also shows up in an MPR if /mprlag is set

Support for live multiplayer replays:

Replay identified as live when starting to watch an unfinished MPR
Does not exit replay after fast forwarding to current time
Catch up to live position by clicking >| button
Skins can be downloaded while watching a live replay
Save replay while temp_mpr is being viewed - copy instead of rename
Start new mpr while temp_mpr is in use - tries temp_mpr_1 (up to 9)
/mprflush X to flush mpr to file every X seconds (0 = disable)

VR:

Virtual keyboard is shown at dialog height if no dialog is visible
Space bar VR click auto disabled when you type with real keyboard

Misc:

Increased distance for car subobjects to become invisible
FIX: Free view roll is now reported in InSim IS_CPP packet


Changes from 0.6U12 to 0.6U13:

Multiplayer:

Reduced steering glitch each time a position packet is received
- this requires the sender and receiver to have the new version

Position packets are sent more frequently in response to steering
- packet frequency is further increased at higher speeds
- this requires only the sender to have the new version

Maximum packets per second (/pps) has been increased to 12
- this doesn't change much except in specific circumstances
- FIX: /pps command while in multiplayer was not sent to guests
- this requires only the server to have the new version


Changes from 0.6U11 to 0.6U12:

Skin downloads:

Faster skin downloads when joining server (and auto updater)
Slightly faster skin downloads when driver joins race in-game
FIX: Skin downloading could get stuck after a large header

Interface:

Pit speed limit is shown when car speed is below 2/3 of limit
Command /spectv no - prevent selecting TV camera on spectate
Momentary flick to rear view after SHIFT+R is now avoided
Avoided downshift after pressing SHIFT+X to exit free view
In fact any 'key held' function after SHIFT+key is prevented
Some updated translations - thank you translators!


Changes from 0.6U to 0.6U11:

Graphics:

Car shadows now use anisotropic filtering to reduce shimmering

Views:

Horizon lock now has a strength slider option
View filter time maximum value increased to 1 second
FIX: Filtered view went wrong with low filter time + replay speedup

VR:

Updated OpenVR to version 1.10.30
Improved timing of obtaining view each frame
New "Antialiasing" option to select 4x or 8x multisampling
New "Resolution adjustment" slider (also known as supersampling)
Names over cars could fade differently in each eye in Pimax headset
FIX: Head tracking / mirrors wrong if car leaned with horizon lock
FIX: Free view FOV was wrong after entering VR in free view
FIX: Names above cars looked wrong in Pimax headsets
FIX: Some trees looked wrong in Pimax headsets

Controls:

Gearshift debounce setting now applies to all controller buttons
FIX: Rare manual shift at high speed to 1st/rev during auto shift

Force Feedback:

New settings are available under Axes / FF in Options - Controls
FF Steps maximum value is now 10000 (the maximum in DirectInput)
FF Rate is now controlled by a user setting (25 / 50 / 100 Hz)

LAN:

Easier to set up LAN race: local IP address is shown on host screen
You can enter the local network computer name instead of IP address

Interface:

LFS now assumes 3 screens when aspect ratio is 4:1 (was 3:1)
Yellow and blue flags now alternate with RCM or penalty message

More telemetry data for OutSim:

Enable by setting the OutSim Opts value in cfg.txt
All data options can be switched on with the value ff
The new data is documented in a header file OutSimPack.h

Misc:

When LFS is set to close the reason is logged to deb.log file
CAR.lfs scripts are reliably run when user car is spawned or reset
FIX: Memory leak related to threads (most often for skin download)
FIX: Replays from old Westhill before 2015 now marked as obsolete
FIX: Stop-go penalty caused car to get stuck in custom pit stop
FIX: Driver names ending with a lead byte could corrupt text
FIX: Issues with driver names ending with caret character


INSTALLATION:

A FULL version of LFS 0.6U must already be installed


To install the PATCH using the SELF EXTRACTING ARCHIVE:

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

NOTE: You can see if the patch is correctly installed when you run
the program (LFS.exe). At the bottom of the entry screen: 0.6U16


DOWNLOADS:

IF YOU ALREADY HAVE 0.6U:
PATCH 0.6U TO 0.6U16 (SELF EXTRACTING ARCHIVE)
www.lfs.net/file_lfs.php?name=LFS_PATCH_6U_TO_6U16.exe (1.6 MB)

FOR HOSTING ONLY:
DEDICATED HOST 0.6U14 (non-graphical version for hosting only):
www.lfs.net/file_lfs.php?name=LFS_S3_DCON_6U14.zip (1.8 MB)
Last edited by Scawen, .
Scawen
Developer
I think I've sorted this now, but I'm not sure if maybe it works too much now.

When the user's car is created (at start or leaving pits) or reset (including race restarts) or if you take over the car, then the script is run just after the multiplayer packets have been processed.

The car is fully set up by then and assigned to the user, so the script commands work as expected.

I just wondered if it's too much, doing it when the car is reset, or maybe that is what you want.

I'm planning to release another VR test patch today so you could give it a go then.
Scawen
Developer
Today I did some research and did a test with a live slider to adjust the super sampling.

It creates a newly sized render target as the slider moves, so I can adjust it in real time. I can see a reduction in shimmering and an increase in sharpness. I think it should be in the next public release but I don't know at this point when that will be.
Scawen
Developer
I did a test with a live slider to adjust this value, creating a render target as the slider moves, so I can adjust it in real time. I see what you mean about the reduction of shimmering and an increase in sharpness.

I think it should be in the next public release (or test patch) but I don't know at this point when that will be.
Last edited by Scawen, .
Scawen
Developer
With a two monitor setup, if you have a left hand drive car then the better arrangement would be to put the side monitor on the right and you offset the main view to the right. Then you will have both mirrors there.

For a quick test, you could try your setup with a right hand drive car and it would probably look quite good.
Scawen
Developer
Quote from racerss :Also since you're updating the gearbox's code, there's this little issue (it's really minor but something that can be looked at), while LFS auto gear shifter is shifting up/down and the user hits the shift up / shift down keys, the car goes to first gear or reverse.

Ah, this is what Wizard was describing in the main forum. Thanks for your explanation.

I understand this is an older issue, not made worse by the test patch, and I think it will have physics compatibility implications and should be looked at when I am working on the physics.
New full version today - please test the updated gearshift code
Scawen
Developer
Hi, I've made a "last day change" that makes me quite nervous.

It's supposed to improve (and simplify) the way the "gearshift debounce" works. Some people still got an extra shift when releasing the shift button, and this change should solve that.

So, anyone who uses a wheel or controller, please can you try Test Patch T7 and let us know if it works fine?

Gearshift debounce setting has been reset to 40 ms so you may need to adjust that if you have problematic gearshift buttons.

https://www.lfs.net/forum/thread/93144
Scawen
Developer
If possible, please could you test this has been fixed?

I do believe it works but it would be good to hear from someone else!

Thanks for the report and testing.
New full version tomorrow (minor update)
Scawen
Developer
Test Patch T6 is ready for testing.

We are hoping to release the official version of this minor but important update tomorrow. If you have a little time, please try the test patch and let us know if you find any issues.

Info and download

Thanks! Smile
Scawen
Developer
0.6T6 is now available. I'm hoping it's the last test patch before the full version of this minor but important update. I want to get back onto the lighting in the development version.

If you have a little time this evening it would be great if you could test it, maybe go online for a race or two.

Thanks!


Views:

FIX: Offset mirror was not drawn offset in forces draw (F)

VR:

Minimum value for manual FOV setting reduced frmo 80 to 75 degrees
FIX: There was a loss of accuracy in the automatic FOV calculation

Misc:

More translations updated - Thank you translators!

Download:

https://www.lfs.net/forum/thread/93144
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