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Scawen
Developer
Quote from borja_s13 :Notice that there is also little bug with translation. Im Spanish user , and mirrors text need to be update

I see the Spanish translation has now been updated.
It will be in the next test patch but you can get it here already:
https://www.lfs.net/lfs_translate/public_translation_viewer.php
Scawen
Developer
Quote from felplacerad :A crash report on this otherwise nice patch! (0.6P6)
...
Edit: I am not able to reproduce it by toggling the drop shadows. :\

Thanks for the report. I think your use of the drop shadows option at the time is just a coincidence. It draws some black text slightly offset from the plain text on screen (like race position and lap times) for a shadow effect that makes it more readable against the sky.

I think when I've seen LFS go to a black screen but still running invisibly, it has been when the video driver has crashed. But then Windows did tell me that the driver had stopped responding and had been restarted. The crash address is in a place where LFS was trying to add vertices to a buffer. It's possible that the buffer had been closed after a driver crash and then LFS was trying to add vertices to a buffer that no longer existed.

So it's possible that may be the cause, rather than the test patch. It would be nice if LFS could deal with that and reinitialise D3D.
Last edited by Scawen, .
Scawen
Developer
Thanks for the bug reports and suggestions which I will look into. I also found a bug. If your car is damaged in a way that moves the central mirror (e.g. damage to roof) then the mirror image can become corrupted.

I was hoping to release this weekend but decided to let the test patch settle a bit, have a more relaxed week doing a few fixes then release next weekend.
Scawen
Developer
Mirrors are now adjustable in Test Patch P4! https://www.lfs.net/forum/thread/89703

Changes from 0.6P3 to 0.6P4 :

Mirrors :

Mirror adjustment is now possible (in View Options)

Fixes :

Raceabout passenger seated positions were missing
Various steering animations included some unwanted leg movement
Internal mirror setting was overwritten by external setting on load
Helmet in mirror no longer moves with view when using a custom view
Scawen
Developer
Here are the fixes for the driver steering animation leg movements and the missing raceabout passenger frames.

[ EDIT : Attachment removed as Test Patch P4 is now available with fixes ]
Last edited by Scawen, .
Scawen
Developer
Test Patch 0.6P3 with realistic mirrors. Smile

Changes from 0.6P2 to 0.6P3 :

Mirrors :

Mirrors are now realistic and include your own car in the image
A separate viewpoint is used to draw each mirror's view
Minor updates to some car models to improve visibility
Mirrors now use the same LOD setting as the main view
Virtual mirror is now available in follow view

VR :

Mirrors now use a full 3D view

Minor graphical updates :

Corrected downward ambient lighting colour (was too bright)
Slight reduction in near clipping plane distance

Multiplayer :

Increased UDP send buffer size from 12KB to 32KB

https://www.lfs.net/forum/thread/89703
WOULDBLOCK error - possible fix
Scawen
Developer
I have updated the first post on the test patch thread with an update for the dedicated server.

The send buffer for UDP car position packets has been increased in size.
This may prevent errors such as "UDP ERROR (27) : WOULDBLOCK" on busy servers.

https://www.lfs.net/forum/thread/89703-Test-Patch-0-6P2
Scawen
Developer
I'm still working on the graphical update and hope to release a compatible test this weekend.

FOR HOSTING ONLY

For hosts, if you have experienced the WOULDBLOCK error, I have updated the first post with an update for the dedicated server.

The send buffer for UDP car position packets has been increased in size.
This may prevent errors such as "UDP ERROR (27) : WOULDBLOCK" on busy servers.

https://www.lfs.net/forum/thread/89703-Test-Patch-0-6P2
Scawen
Developer
Hi Tim,

Thanks for the reasonable requests. I'm a bit busy with some graphical improvements, so don't want to think too hard about this yet, but you are welcome to remind me of them after the next test patch.

About the controllers, please can you try with P2? The controller initialisation is better and the FF device is automatically detected.
Test Patch 0.6P2 (now P9)
Scawen
Developer
WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS OR ANY NEW CONTENT

PLEASE TEST BEFORE YOU POST

PLEASE AVOID : OFF-TOPIC FEATURE REQUESTS / UNRELATED COMMENTS


Hello Racers,

Here is a new TEST PATCH : 0.6P9

- Realistic mirrors rendered from separate viewpoints
- Stereoscopic mirrors in VR and other 3D modes
- Controller improvements including a steering wheel turn limiter
- A new "walk" option for free view mode (SHIFT+U)
- Please read the change log below

0.6P9 is fully compatible with 0.6P

- You can connect online with 0.6P
- You can play replays from 0.6P

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

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


Changes from 0.6P8 to 0.6P9 :

Mirrors :

Mirror offset sliders only shown if a car has an interior mirror

Graphics :

Improved detection of nearby objects that should be shadowed

Fixes :

Unassigned controls regained default key or button on restart


Changes from 0.6P7 to 0.6P8 :

Mirrors :

Increased resolution of mirror texture
Accurate view frustum for object culling in mirrors
Increased virtual mirror width from 0.3 to 0.333

Graphics :

Improved lighting on tyres and drivers - noticeable in dark places
Smoothed downward ambient lighting colour to avoid flickering

Misc :

New text command /horn X to set horn type (X = 1 to 5)

Fixes :

Your own car's shadow was not visible in the mirrors


Changes from 0.6P6 to 0.6P7 :

Mirrors :

Mirror adjustment and other view settings change with driver side
Reduced mirror up/down adjustment range to 20 degrees each way

Graphics :

Car shadow is now drawn when you are in an internal view

Fixes :

Mirror views could become corrupted when the car was damaged
Extreme adjustment of one mirror could corrupt other mirror views
Added checks to avoid a crash in LFS after a graphics driver error

Misc :

More translation updates - thank you translators


Changes from 0.6P5 to 0.6P6 :

Mirrors :

Increased vertical adjustment range for central mirror position
Added a "Default position" button to restore moved mirrors
Improved shape of interior mirror for XR road cars

Fixes :

Audio devices were sometimes displayed using the wrong code page

Misc :

Various translations updated - thank you translators


Changes from 0.6P4 to 0.6P5 :

Mirrors :

Adjustment values are now displayed and can be typed in
Additional translation strings for left and right mirrors

Fixes :

Objects could disappear with extreme up or down mirror adjustment


Changes from 0.6P3 to 0.6P4 :

Mirrors :

Mirror adjustment is now possible (in View Options)

Fixes :

Raceabout passenger seated positions were missing
Various steering animations included some unwanted leg movement
Internal mirror setting was overwritten by external setting on load
Helmet in mirror no longer moves with view when using a custom view


Changes from 0.6P2 to 0.6P3 :

Mirrors :

Mirrors are now realistic and include your own car in the image
A separate viewpoint is used to draw each mirror's view
Minor updates to some car models to improve visibility
Mirrors now use the same LOD setting as the main view
Virtual mirror is now available in follow view

VR :

Mirrors now use a full 3D view

Minor graphical updates :

Corrected downward ambient lighting colour (was too bright)
Slight reduction in near clipping plane distance

Multiplayer :

Increased UDP send buffer size from 12KB to 32KB


Changes from 0.6P to 0.6P2 :

Free view (SHIFT+U mode) :

Free view is now shown as an option in the Escape Menu
New walk mode which is good for wandering around in VR

Controllers :

Exit controller screen warning is not shown for real ESC key press
FF device is automatically assigned (if two or more are connected)
A single controller can now be selected (if two or more connected)
LFS tries to move force feedback wheel to centre when car is reset
Button and axis numbers now start at 1 (affects /button and /axis)
Assigned arrow keys work better (e.g. movement in free view mode)

Force feedback steering wheel turn limitation :

In your wheel settings use a large turn amount e.g. 900 degrees
In LFS Options - Controls set "Wheel turn" slider to match that
In LFS Options - Controls set "Wheel turn compensation" to 1.00
You should now find your wheel is correctly limited in all cars

VR :

Mouse look in free view mode in VR avoids pitch (stays horizontal)
Rift errors "display lost" and "HMD not present" shown as message

Misc :

You can now select a specific audio device in Audio Options screen
D3DCompiler_43.dll and D3DX9_43.dll are now supplied in dll folder
The card_cfg.txt file is no longer used - options moved to cfg.txt


INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6P 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 : 0.6P9


DOWNLOADS :

PATCH 0.6P TO 0.6P9 (SELF EXTRACTING ARCHIVE) (if you already have 0.6P) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6P_TO_6P9.exe (3.0 MB)

PATCH 0.6P TO 0.6P9 (ALTERNATIVE ZIP) (if you already have 0.6P) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6P_TO_6P9.zip (3.9 MB)


FOR HOSTING ONLY

DEDICATED HOST 0.6P9 (non-graphical version for hosting only) :
www.lfs.net/file_lfs.php?name=LFS_S3_DCON_6P9.zip (1.8 MB)
Last edited by Scawen, . Reason : 0.6P9
Scawen
Developer
It's an old discussion that always brings up arguments whenever it appears, but the main force to make a bike turn is applied through the bars. For example, to turn right, push on your right hand or pull on the left. This momentarily makes the wheel turn left. This has two effects that make the bike lean to the right. A gyroscopic effect that instantly causes a bit of lean to the right, and also the steering effect of the rubber on the ground aiming left also makes the bike lean to the right. Now, the leaning of the bike itself (to the right) applies a gyroscopic effect that makes the bars turn right.

So, quite strangely, but this is very easy to feel, when you push the bars left the bike leans right and the bars turn to the right. It's very easy to feel, just get on a bike, ride along, hold the bar with one hand. Do not move your body at all relative to the bike, and just push forward or backward gently with the hand that is on the bar.

This applied force can actually be quite hard on a medium to large motorbike. You can give it a serious push forward on the right bar to make the bike lean rapidly to the right, and another good push on the left to flick the bike back over to the left. This comes with experience though so please be careful. Smile You can test it with a pedal bike but the force to apply is quite small.

The positioning of the body left and right in road racing is mainly to allow the centre of gravity to be further leaned without parts of the bike scraping on the ground. Also when the lean isn't quite so extreme, some lateral body movement can help to keep the centre of gravity above the contact point (which moves left and right if you have wide tyres). [EDIT: By "above" in the previous sentence I don't mean vertically above, but in the direction of the bike's vertical axis.] With considerable lean the bike is happier to sit at a given angle with the rider moved left or right a bit but this body movement is not the principle force that makes the bike lean in the first place.
Last edited by Scawen, .
Scawen
Developer
Thanks, some USA exposure would be helpful. Smile

The "one controller only" setup option and the "select audio device" are still here on my immediate list. I'm just having a less pressured two weeks, not rushing anything (and had other things to sort out). I'll report back if it's working or failing, hopefully this week. If it works OK I'll release a test patch with the updates.
Scawen
Developer
As a test I've made a slight change to the first text at www.lfs.net so it doesn't show that picture including the Scirocco. I've tried to make the text a little more compact as well so the news item below is more likely to be seen.
Scawen
Developer
Quote from SimulatorRental.com :Tested on my multi user server.

3 Games running at the same time

1x G29
1x G29
1x G25

Also have a 3D connecxion device connected that is adding some additional axis, will disconnect and try again.

It is very difficult to setup multiple games with so many axis...

Thanks for the test. I realise that multiple controller setups will need axis reassignment the first time using this update.

I hope it is a bit easier now that the axis names are correct and there is a scroll bar that may help.

EDIT: also the first controller in the list should be set up correctly so one of the wheels should be already correct for one of your LFS instances. I hope your 3 LFS instances are installed into their own folders so each has a separate controller setup - otherwise I can't see how it would work!

Quote from SimulatorRental.com :The force feed back is confused with what instance of LFS to associate with. For example while driving with the G25, one of the G29 wheels was spinning around in response to the car handling.

There is a selector (in the Axes/FF section) for which device to use as the force feedback device. So for example if you have assigned axes to the third wheel in your list, you must also select the third force feedback device.

Quote from SimulatorRental.com :The G25 throttle and brake pedal both move the same axis. It does not appear that they will separate.

This should be selectable in the Logitech drivers software.
Last edited by Scawen, .
Scawen
Developer
One more test patch with a few more VR refinements ready for tomorrow's official version: https://www.lfs.net/forum/thread/89352
Scawen
Developer
Test Patch N7 is now available. It should be the final test patch before the full version.

Thank you for all the testing, suggestions and help.

https://www.lfs.net/forum/thread/89352-Test-Patch-0-6N7

If you have a Vive or Rift please give it a go. I'm also interested to hear from anyone if the automatic controller setup seems to work OK. To test that, move or rename the relevant .con file in your data\misc folder before starting LFS so LFS does not read your existing controller setup.
Scawen
Developer
Test Patch 0.6N5 is available with more Rift support. In particular, VR focus management, so if you press the button to go to the Oculus home, LFS pauses itself as required, and disables the crosshairs to avoid erroneous clicking.

https://www.lfs.net/forum/thread/89352
Scawen
Developer
Test Patch 0.6N5: https://www.lfs.net/forum/thread/89352

Please test this if you have a Rift or Vive. It may be the final test patch before Saturday's full version.

If you have not already, you may wish to test the automatic controller button / axis assignments. It should do a reasonable job with Logitech and Thrustmaster wheels and game controllers. To test, move or rename the relevant .con file in your data\misc folder before starting LFS so LFS does not read your existing controller setup.

Thanks for the testing!

Changes from 0.6N4 to 0.6N5 :

Translations :

Various translations updated. Thank you translators!

VR :

The intro replay is avoided if LFS is started in VR mode
LFS now pauses and hides crosshairs when Rift focus is lost
OpenVR support updated to 0.9.19

Controllers :

RGT wheel should now be identified as a Thrustmaster

Misc :

Added left and right arrows to the "Look function" option
Music in setup screens is no longer enabled by default
Scawen
Developer
Thank you for that. I see the main problem is that the internally reported name does not include "Thrustmaster" so LFS attempted a Logitech style setup.

When you say "all axes seem good" I assume they are actually inverted, and it says "invert 1" beside the axes? So, they are inverted and that is OK because LFS knows that? Smile

I suppose I'll include "RGT" as a Thrustmaster identifier and it should be OK then. I guess it will not default to axis clutch because I suppose your drivers are not reporting the text "clutch" in the axis enumeration.

EDIT: Anyone else who has a a Thrustmaster, please do test with N4 and let me know how the name appears in LFS, so I can attempt to identify it properly. Currently Thrustmaster wheels will only be identified if their name (as seen in LFS) contains "Thrustmaster" or "RGT".
Last edited by Scawen, .
Scawen
Developer
Thank you all for the testing. Pleased it seems to be working for most wheels / controllers and no actual bugs reported.

Quote from MadCatX :Since you implemented some wheel-specific options in LFS, is there any chance you can look into supporting the LED lights on G27 & G29 so I can stop maintaining my horrible hack that makes them work with LFS?Smile

Thanks for that code. I would be interested in looking at that but I not this time round. I have to work on the final VR updates today so we can release a full version on Saturday.

Quote from MandulAA :Hey, tried out the new automatic config (by deleting my old con files) and the axes weren't correctly assigned.
  • My throttle pedal (axis 2) was assigned to Brake function
  • My brake pedal (axis 1) was assigned to Throttle function
  • My clutch pedal (axis 3) wasn't assigned to any fucntion at all.
My wheel is a Thrustmaster RGT FFB with Clutch.

Thanks for the test. I should be able to add an auto setup for this wheel.

I need more info though:

- What are the axis names, e.g. X / RZ / Slider0 - I need these rather than the number
- Are the axes inverted?
- What is the name of the wheel as seen in the list of controllers in Controls Options?
- Were the button mappings OK?

Quote from Amynue :Few years ago Scawen tried to implement that but something about Logitech's SDK was messed up and he wasn't able to do it, can't remember the details.

I can't remember what it was I didn't like about it. I quess it wasn't messed up but maybe there was code to link to and I thought they should use an escape interface (like the code MadCatX posted). I'll have to look at the SDK again (but not now).
Scawen
Developer
0.6N4 is now available with more controller support!

Please read the list of changes.

Please could some of you test the automatic wheel / game controller setup?
To do that, rename or move the relevant .con file in LFS\data\misc before starting LFS.

https://www.lfs.net/forum/thread/89352

Changes from 0.6N3 to 0.6N4 :

Controllers :

Controllers with 5 axes now default to combined brake / throttle
Combined brake / throttle axis now defaults to correct direction
Automatically set Clutch setting to axis if wheel has clutch pedal
Automatic preset is now attempted on first of multiple controllers
Controller screen in game now shows correct pedals and steer gauge
New joystick look mode using two axes to control look direction
Arrow keys can now be assigned to wheel buttons (default D-pad)
Default 900 degrees turn for Logitech G25 / G27 / Driving Force
Attempted reasonable presets for Thrustmaster and DFGT wheels
A scroll bar appears if there are more than 16 available axes
Removed axis calibration system that had various problems
You can now type in the active range of an axis function
Typed range can exceed input range to reduce axis effect
Look Roll axis function now has a full 360 degree range
Scawen
Developer
Thanks for the test! Think that's all I need for now.

Close to having that manual calibration system finished - it works well. I'll release it tomorrow if all goes to plan.
Scawen
Developer
Quote from Skytrill :L-Trigger axe RY Axis +
R-Trigger axe RY Axis -

Quote from Scawen :I guess you got the L and R the wrong way round.

Quote from Skytrill :Oups! sorry about that!

I think I've found the reason for this and it turns out to be an LFS bug.

I think you really reported it correctly, as you were probably looking at the yellow/blue axis display on the right of the controls screen.

Sorry for the confusion.

TEST REQUEST 1:

If anyone is around who has a game controller with combined trigger axes, please can you confirm this - if you use the triggers, the yellow/blue bar on the LFS screen moves in the 'wrong' direction. To the left when you use the right trigger, and right when you use the left trigger.

To be clear - that strange result is the TRUE value reported by DirectInput. The LFS bug was in the interpretation of that value, so in fact the combined axis should be Inverted after all (which will be correct with my bug fix).

TEST REQUEST 2:

Also, does anyone have a joystick? Please can you tell me which way the yellow/blue axis moves when you move the joystick forward or back?

Thanks!
Scawen
Developer
Quote from Degats :SI'll test the Thrustmaster defaults tomorrow.

I'll try to release N4 tomorrow afternoon so you can test them. Smile
FGED GREDG RDFGDR GSFDG