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Scawen
Developer
Test Patch 0.6K5 is now available! https://www.lfs.net/forum/thread/88821

- Updated to the Rift SDK 0.8 and and OpenVR SDK 0.9.14
- Better multi monitor support and an option to allow input after clicking on another window

Quote from blackbird04217 :I can't position a window with negative coordinates any more. Which means I can't start up LFS on the monitor I want, it seems to default to a config when ever negative position is used for window position in config.

That should now work properly. Also the option to allow input while window is inactive.
Scawen
Developer
Good suggestion. I think it's still coded for the XP style of desktop. I'd better make it work with Windows 7 style multi-monitor desktops. This has not changed in any recent test patch.
Scawen
Developer
Thank you for the test. Sorry to hear it doesn't help. I am using the 358.91 driver.
Scawen
Developer
Test Patch 0.6K4 is available : https://www.lfs.net/forum/thread/88821

Fixes :

Command line command /adminslots was broken in K2 and K3
Remote cars caused handbrake warning spam when leaving pits
A warning is now shown if a car starts in a point outside the path
One button look amount was doubled in axis, mouse and TrackIR look
Blank number plate on joining race after watching an instant replay
Scawen
Developer
Test Patch 0.6K4 is now available : https://www.lfs.net/forum/thread/88821

Fixes :

Command line command /adminslots was broken in K2 and K3
Remote cars caused handbrake warning spam when leaving pits
A warning is now shown if a car starts in a point outside the path
One button look amount was doubled in axis, mouse and TrackIR look
Blank number plate on joining race after watching an instant replay
Scawen
Developer
Thanks. That led me to the answer. The same bug can be reproduced without NPClient.dll - using Axis Look and assigning an Axis. Then the same "double one button look" bug appears. I've fixed it in both cases and tested it in the Axis case. To save me installing TrackIR, please can you check the fix when Test Patch K4 is released?

EDIT: The same bug also existed in Look functions "ms X" and "ms XY".
Last edited by Scawen, .
Scawen
Developer
Quote from F S :6k-3 online also gives an error not in others skins

I don't know what you mean. Can you give a more detailed explanation?

Quote from just2fast :It seems it had to do with the runtime 0.8. After going back to runtime 0.7 everything is fine and I can get some constant 75 fps.

Hmm... interesting. I wonder if 0.8 will work OK when the LFS DLL is built with the 0.8 SDK. Just possibly it is the way Oculus have programmed the backward compatibility. I'll try to get the new DLL ready in time for the next test patch so we can give it a go.

Quote from RC-Maus :Dcom K2 and K3 in demo mode are limitted to 7 players even as set to 15

EDIT: At first I thought nothing had changed but now I think I see what this could be.
Last edited by Scawen, .
Scawen
Developer
Quote from cargame.nl :But if it is because people don't use K3 then this problem will fix itself with an official patch release hhmm...

I'm planning to disable this message for all remote cars. It's really easy to do but I didn't think of it at all until your report.

Quote from just2fast :Scawen, is it possible to disable vertical synchronisation in Rift direct mode? I bought a new dx11 graphics card, but can´t get a stable 75 fps in 0.6K. Between 50-75 fps only.
With my old GT 9800 and 0.6H (vsync off and extended mode) I got a stable 100 fps...

No, it's not possible to disable vertical sync in Direct mode. I find LFS performs better in the Vive than the Rift even with the Vive's higher frame rate. One thing is that LFS can present its render target directly to the Vive software which renders the final image. In the Rift, you are forced to request a render target from the Rift software and that is a DX11 render target which cannot be used by LFS for rendering. So LFS must do an extra, wasted copy from its DX9 target to the DX11 one.

I don't know for sure if that is the real cause. I have a note to implement the 0.8 SDK support which is hopefully mainly renaming a few functions. Then we'll see if the 0.8 SDK works better than the 0.7 one.

Quote from Degats :It's interesting (and a little counter-intuitive) that the AA setting ingame is removed when post-process is on, but it's functionality is still there and adjustable in the config file.

I don't think the functionality is actually there. The render target for post-processing just uses 4x antialiasing, regardless of the setting (as it also does in Rift mode and anaglyph 3D mode). I guess LFS should really show the setting, check for validity and pass it to the function that creates the render target.

Quote from fatalunfair :So I got a couple of e-mails of removed hotlaps because of the use of handbrake. All of these were on FO8. Is only FO8 times removed so far, because I know I have used handbrake on other single-seaters too, but atleast so far it seems only FO8 times have been deleted atleast for me. Or is it just my head and I haven't actually used handbrake on other cars Big grin

We processed the FO8 hotlaps before the other cars, as a test to gain confidence in the checking system. There were only around 2500 FO8 hotlaps, out of a total of around 60000. They just take a while to process, maybe a few days, though I haven't asked Victor how the progress is yet today.

Quote from aanrus :After a hotlap, go key 1(auto_save_replay) -> SHIFT + R! After, go key SHIFT + P and then press a button "spectators". After, join race.

Thanks, now I can reproduce it! Smile
Scawen
Developer
Test Patch 0.6K3 is available for download!
https://www.lfs.net/forum/thread/88821

Changes from 0.6K2 to 0.6K3 :

New button on game setup screen to clear single player start grid
Hold CTRL+SHIFT to show viewed car's player name beside time / fps
Hidden object removal is disabled when car is high above the track
Traction control can no longer be switched on if disabled in setup
Handbrake can no longer be used in single seater cars while moving

Fixes :

Colour adjusters looked wrong in Interface and Display options
Floating text above a lagging car was drawn without transparency
Scawen
Developer
Test Patch 0.6K3 is available for download!
https://www.lfs.net/forum/thread/88821

Changes from 0.6K2 to 0.6K3 :

New button on game setup screen to clear single player start grid
Hold CTRL+SHIFT to show viewed car's player name beside time / fps
Hidden object removal is disabled when car is high above the track
Traction control can no longer be switched on if disabled in setup
Handbrake can no longer be used in single seater cars while moving

Fixes :

Colour adjusters looked wrong in Interface and Display options
Floating text above a lagging car was drawn without transparency
New hotlap checking system - Out Of Bounds
Scawen
Developer
Dear Hotlappers,

As it is possible to cut corners on some of the Rockingham configurations, we recently implemented a corner cutting check system. This is available in Test Patch 0.6K2. It works by triggering an HLVC failure "out of bounds" if your car is a few metres off the intended course on the inside of the bend.

This will promote fairer competition by ensuring that hotlappers remain on the legal area of the track! We have already reprocessed the existing Rockingham hotlaps at LFS World and removed 80 hotlaps that went out of bounds. If one of yours was removed you should have received an email about it. We recommend you use Test Patch 0.6K2 so you know if your hotlap is HLVC legal according to the new rules.

Hotlaps on some of the older tracks will also be affected, but not yet. During this testing stage we are still using the 0.6K version to check hotlaps on the other tracks.

NOTE: We expect to release a minor update of Rockingham in January and it is likely to make all hotlaps go OOS (EDIT: I mean all the Rockingham ones). So please do have some fun hotlapping but don't take it too seriously at this stage! Smile
Last edited by Scawen, .
Scawen
Developer
As this test patch has a hotlapping focus, we have now enabled the uploading of hotlaps recorded with it.

But note that we expect to release a minor Rockingham update in January and this will probably make Rockingham hotlaps go OOS so the Rockingham tables will need to be reset at that point.
Scawen
Developer
After testing, the new HLVC check will be applied to all hotlaps when they are uploaded. At the moment, the checker is still running the 0.6K version.

In addition, when we upload this stricter test, Victor will start a process that will re-test all existing hotlaps (not only WR hotlaps) and remove the ones that fail the test. In each case, an email is sent to the account holder.
Scawen
Developer
Thanks for the feedback!

Here is a new test patch with some fixes and a new corner cutting hotlap validity check.

https://www.lfs.net/forum/thread/88821
TEST PATCH 0.6K2 (now K26)
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 : 0.6K26

An updated Rockingham track with various fixes and improvements.
Many new functions added to InSim and the multiplayer system.
New borderless window system which is very useful for multiple monitor setups.
Fixes and improvements including better hotlap validity checking (HLVC).
Corner cutting in some places is no longer possible.
For example, cutting was possible at FE6 and various Kyoto and Rockingham configs.
Traction control can no longer be switched on if disabled in the setup.
Handbrake can no longer be used in single seater cars while moving.
Hotlaps which do not comply with the new rules are now being removed.

This test patch is partially compatible with version 0.6K.
- You CAN NOT connect online with 0.6K
- Single player replays from Rockingham will go OOS in 0.6K26

HOTLAPPING NOTE : You cannot upload hotlaps with 0.6K26 because it has an updated version of Rockingham that is now being tested. If you want to upload hotlaps, please use the 0.6K6 version (link below) and do not install 0.6K26. The Rockingham update makes Rockingham hotlaps go OOS so the Rockingham tables will need to be reset when the official version is released.

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


Changes from 0.6K25 to 0.6K26 :

Translations :

More translation updates. Thank you translators!

Paths :

If car starts outside path it will keep searching to find the path

InSim :

Pit speed limiter now switched off if car is moved out of pit lane


Changes from 0.6K23 to 0.6K25 :

Interface :

Text command /setlap now works in practice and qualifying
Lap number is no longer shown if lap timing is not available

InSim :

Packet IS_CSC to report changes in car state (start or stop)
Zbyte added to CarContObject structure to report car's altitude
Avoiding sending IS_SLC packets to old version InSim guests


Changes from 0.6K22 to 0.6K23 :

Rockingham :

Incompatible version - Rockingham update including Sunset lighting

VR :

LFSOpenVR.dll updated to use OpenVR SDK 0.9.15


Changes from 0.6K9 to 0.6K22 :

Layout editor :

You can now set an identifier for a start lights object
Temporary start lights (in layout editor) middle light is now amber
InSim checkpoints and circles can be placed in the autocross editor
New button "place on ground" to restore ground check to objects
Maximum number of autocross circles increased from 150 to 180
Multiple object selection is now available in marshall mode

InSim :

INSIM_VERSION increased to 7 to support new incompatible packets
Backward compatibility system - send INSIM_VERSION in the IS_ISI
New join request system if ISF_REQ_JOIN is set - see InSim.txt
New system to reset a car at a location with or without repair
Zbyte added to IS_OBH so the layout object can be identified
IS_MSO / IS_III / IS_ACR message out packets now have variable size
IS_BFN can now be used to delete a range of buttons with one packet
New packet IS_OCO can be used to override some or all start lights
New IS_AXM option PMO_SELECTION to set the layout editor selection
Added TTC_SEL to request an IS_AXM with layout editor selection
Added TINY_AXM to request IS_AXM packets for the entire layout
IS_SSH documentation updated as it is no longer only for bmp files
New packet IS_UCO sends info about InSim checkpoints and circles
New packet IS_SLC reports a connection's currently selected car
Packet TINY_SLC to request an IS_SLC for all connections
Added TINY_ALC and SMALL_ALC to get and set allowed cars

Interface :

Start grid clear button is now available in multiplayer for admins
Add to grid buttons for admins beside names in list of connections
New arrows to move grid positions - removed "swap position" button
New admin commands /ujoin username and /uai username

Misc :

Translations updated - thank you translators!
In game spectate then SHIFT+P and type /join - message is now shown
No longer stored in message history : /press /ctrl /shift /alt

Fixes :

FF was not initialised when "Input when window is inactive" was set


Changes from 0.6K8 to 0.6K9 :

Rockingham :

The Rockingham track is updated with fixes and improvements


Changes from 0.6K7 to 0.6K8 :

Misc :

Moved ABS option in car setup above the Traction Control option
TCP position packets option now also sends TCP packets to host

Borderless window system :

Cleaner switch between (borderless) windowed and full screen modes
Full screen vertical sync option now affects borderless window mode

VR :

Warning if Rift headset is opened using the OpenVR system
Text command /rift changed to /vr (but /rift still works)
New parameters for the /vr command : /vr=rift and /vr=openvr

Fixes :

User interface elements should now be perfectly aligned with screen
Rare MP bug could cause LFS to enter world before track was loaded
AI path drive limits were wrong at one corner of Kyoto National


Changes from 0.6K6 to 0.6K7 :

Rockingham :

The Rockingham track is updated with fixes and improvements

Misc :

F9 to F12 keys now toggle between their mode and a window
Borderless window modes are now restored on restarting LFS

Fixes :

LFS sometimes selected a low resolution when updating to 0.6K6
The SHIFT+F9 key assignment defaulted to "unknown" screen mode
Controls Options - buttons were not displayed under Shifter tab


Changes from 0.6K to 0.6K6 :

Borderless window system :

New SHIFT+key functions are displayed on right of Screen Options
Borderless modes allow ALT+TAB to other programs without minimising
Multiple monitor support is greatly improved by a borderless window
New command /window min/max/monitor/virtual (no parameter=restore)

Hotlapping :

In hotlapping mode there is a new HLVC check for cutting cornerS
Corner cutting HLVC check is also reported in InSim IS_HLV

Controls :

Traction control can no longer be switched on if disabled in setup
Handbrake can no longer be used in single seater cars while moving

VR :

LFSRiftVR.dll updated to use Oculus SDK 0.8
LFSOpenVR.dll updated to use OpenVR SDK 0.9.14

Interface :

LFS can now restart in a window on a side monitor as expected
Option "Input when window is inactive" keeps controllers working
New button on game setup screen to clear single player start grid
Hold CTRL+SHIFT to show viewed car's player name beside time / fps

Misc :

AI drivers can now drive in low wind (but not high)
View shift maximum settings increased to 0.1 m per g
A warning is now shown if a car starts outside the path
Hidden object removal is disabled when car is high above the track

Fixes :

The text "S3" is now correctly sent in the InSim IS_VER packet
Colour adjusters looked wrong in Interface and Display options
InSim IS_HLV packet no longer reports car contacts as wall hits
Floating text above a lagging car was drawn without transparency
One button look amount was doubled in axis, mouse and TrackIR look
The /track and /ws commands now accept double digit config numbers
Tracks file for /tracks command now works with double digit configs
Blank number plate on joining race after watching an instant replay


INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6K 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 : 0.6K26


DOWNLOADS :

FIRST UPDATE K TO K23 :

PATCH 0.6K TO 0.6K23 (SELF EXTRACTING ARCHIVE) (if you already have 0.6K) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6K_TO_6K23.exe (55 MB)

THEN UPDATE K23 TO K26 :

PATCH 0.6K23 TO 0.6K26 (SELF EXTRACTING ARCHIVE) (if you already have 0.6K23) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6K23_TO_6K26.exe (1.1 MB)


TO RUN A SERVER :

DEDICATED HOST 0.6K26 (non-graphical version for hosting only) :
www.lfs.net/file_lfs.php?name=LFS_S3_DCON_6K26.zip (1.8 MB)


FOR HOTLAPPERS - DO NOT INSTALL 0.6K26 IF YOU WANT TO UPLOAD HOTLAPS :
PATCH 0.6K TO 0.6K6 (SELF EXTRACTING ARCHIVE) (if you already have 0.6K) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6K_TO_6K6.exe (1.3 MB)
Last edited by Scawen, .
Scawen
Developer
Quote from pik_d :Can we look forward to those again in the future?

Possibly! I think the usual thing for track updates for existing licenses (including S3) will be to go through a public testing stage. That wasn't really practical for this one (selling licenses for a test patch) so we thought we'd just get to the release point without any distractions and avoiding forum arguments. Next time we release an S3 track, the situation is more like the Westhill update.

EDIT: Obviously, I mean "if all goes to plan and we do release further content" Big grin
Scawen
Developer
Quote from nacim :...
However, I'm disapointed that there were no test patch before official release.
...

We did consider this! Smile

But just on this one occasion, we couldn't really do a test patch. Because we would have had to sell licenses only for a test patch without any official version to support them.

So we did some good testing with a small group of beta testers and decided that would be the best way forward, although we do prefer full public tests.

There is the possibility of an update, e.g. in January, if there are enough issues to make it worth while, though incompatible updates are a bit annoying. If it's not needed, I guess Eric would like to get stuck into finishing some other content after the holiday.
Last edited by Scawen, . Reason : "another track" -> "some other content"
Scawen
Developer
Thanks, but I can't reproduce this. Does it depend on the track? There could be a problem at a track with a small grid. But I can easily add up to 24 at, for example, Fern Bay Club.

Can you test another track, and if you still get the bug, explain step by step how to get it?

Please check it says 0.6J4 on your entry screen (correct patch install).
Scawen
Developer
About AI - here is a new test patch which allows 24 in single player:
https://www.lfs.net/forum/thread/88636
Scawen
Developer
0.6J3 is now available. Thanks for the testing! Thumbs up

Changes from 0.6J2 to 0.6J3 :

Fixes :

Alpha Test textures on cars did not have transparency
LFS could crash on joining server with maximum autocross objects
LFS could get into a bad state after starting a corrupted MPR file
Smoothing groups error made back of South City cinema too dark
Alpha sorting issue on bricks at base of a South City building

VR :

Improved dialog sequence after any error trying to enter VR mode

Training lesson editor :

Enabled the H key (message history toggle) in the training editors
Added checks to make sure the layout and config number are valid

Misc :

More updated translations - thank you translators

https://www.lfs.net/forum/thread/88636
Scawen
Developer
Thanks for the tip. I've added one to the Vive subreddit. I may post to the simracing one when I've released another test patch with planned (minor) improvements to the environment mapping and fixes.
Scawen
Developer
Test Patch 0.6J2...

Nearby objects are now visible in the reflections on cars.
Building reflections have also been improved.
The HTC Vive VR headset is now supported through OpenVR.

https://www.lfs.net/forum/thread/88636
Test Patch 0.6J2 [now J3]
Scawen
Developer
Test Patch 0.6J2...

Nearby objects are now visible in the reflections on cars.
Building reflections have also been improved.
The HTC Vive VR headset is now supported through OpenVR.

https://www.lfs.net/forum/thread/88636
TEST PATCH 0.6J2 (now J5)
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 : 0.6J5

Nearby objects are now visible in the reflections on cars.
Building reflections have also been improved.
The HTC Vive VR headset is now supported through OpenVR.

To enter VR mode if you have an Oculus Rift or HTC Vive :
Options... View... 3D button at the top of the screen.
Select VR headset. Select Oculus Rift or OpenVR.

This test patch IS compatible with version 0.6J
This test patch CAN play replays from version 0.6J

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 0.6J so you can easily go back if there are any problems.


Changes from 0.6J4 to 0.6J5 :

AI :

Now avoid ramming other cars when in the pit lane or lap of honour
FIX : Could go wrong when entering BL pit lane for a pit stop


Changes from 0.6J3 to 0.6J4 :

Fixes :

Render target problem in HTC Vive when changing tracks
AI driver names can no longer be blank

Misc :

Max drivers in single player increased to 24 (online max still 40)


Changes from 0.6J to 0.6J2 :

Graphics :

New reflections system and shaders for cars and buildings
Nearby objects are visible in new dynamic reflections on cars
Option to set number of dynamic reflections in main view and mirror
Misc option to enable a programmable post-processing shader

Misc :

New command /rsh to reload shaders (e.g. after editing externally)
Maximum number of controllers increased to 10 (was previously 8)

VR :

HTC Vive headset is now supported through OpenVR
Oculus Rift support now requires runtime 0.7 or later
Improved dialog sequence after any error entering VR mode

Training lesson editor :

SHIFT+T on main entry screen to access lesson editor or list editor
Layouts for lessons must be copied from layout to training folder
SHIFT+T on training screen to view and test newly added lessons

Fixes :

Alpha sorting issue on bricks at base of a South City building
Improved validity check when loading car colour settings


INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6J 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 : 0.6J5


DOWNLOADS :

PATCH 0.6J TO 0.6J5 (SELF EXTRACTING ARCHIVE) (if you already have 0.6J) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6J_TO_6J5.exe (1.3 MB)

PATCH 0.6J TO 0.6J5 (ALTERNATIVE ZIP) (if you already have 0.6J) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6J_TO_6J5.zip (1.6 MB)
Last edited by Scawen, . Reason : J5 update
Scawen
Developer
Quote from loopingz :However it is not written that you need to inboard to post. But maybe it is the case for the developper forum.

Yes, I am sure that is only for the developer forum.

Quote from email from Valve :We do require that developers complete the onboarding process to gain access to our developer forums and the available VR demos, regardless of planning to ship content via Steam or not.

My current plan is to release the LFS test patch next week. Then I'll do a Steam wallet payment, that I think will allow me to post in the public SteamVR forum to get LFS tested by a few people. It seems there are a few Vive users who want to try some more games or demos but there are not many available. It also seems that any other games and demos are only available for onboarded people.

Then I'll email my contacts at Valve to let them know we've done the implementation! Hopefully they'll like that as I guess that is the main reason for sending me a Vive! Smile
FGED GREDG RDFGDR GSFDG