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Scawen
Developer
Thanks for the test / demonstration. Thumbs up

One tip for people making custom dashboards:

To protect your mod from future physics changes, in the Speedo settings you should set "Max" to manual. Even if the auto value is OK right now, it's possible that future physics changes will result in a different estimated maximum speed, which could mess up your speedo accuracy.

I think it's less of an issue with the tacho as in that case auto is based on engine setting "Redline" so should not change unexpectedly. Using the manual setting could still help by allowing to you adjust the redline without changing the tacho range.
Scawen
Developer
Test Patch D28 supports the new dashboard backing textures that can be added in Editor Test Patch D35.

Test Patch D28: https://www.lfs.net/forum/thread/102117
Editor D35: https://www.lfs.net/forum/thread/102626
Scawen
Developer
I realised that people would use (some are already using) the new dashboard updates to help with a hack or trick that is not really ideal. They create a transparent overlay with the dash designed as they want it to look, then map that over the dashboard.

But then there are two problems:

1) dashboard overlay is not self-lit
2) the needle goes *under* the numbers, etc.

Today's update should eliminate the need for such a trick. You can create a dashboard texture that goes *behind* the needles and numbers. The idea is that instead of clearing the dashboard texture to black or white, it copies your supplied texture onto the dashboard texture.

Once again, it is semi-compatible. You will need test patch D28 to see it in game.

How to use:

- only for s_clock (black) and s_clock_white dashboards
- backing texture appears *behind* needle, numbers, markings
- appears illuminated (self lit) like the default dashboards
- recommended texture size is 512 (or 1024 for future-proofing)
- load the texture in page mode in the modeller
- click the "fixed" button to mark it as "dash"
- there is a reload button in the dashboard editor
- alpha channel has no effect

Download: https://www.lfs.net/forum/thread/102626
Last edited by Scawen, .
Scawen
Developer
Test patch D27

ESC key cancels the process of joining a multiplayer server
- the currently downloading skin or mod is allowed to finish

Downforce tab is now shown for all vehicles
- previously was only for those with adjustable wings
- shows an estimated maximum speed based on wind resistance
- note: the estimate does not consider rolling resistance

Speedo and tacho cannot go further than 360 degrees

Translations updated. Thanks to the translators!

Download: https://www.lfs.net/forum/thread/102117
Scawen
Developer
A new test patch, D26, supports new dashboard options available in editor D34.

Engine damage light on dashboard is now available if set in editor
Support for new speedo and tacho style options (see editor notes)
FIX: Text size on dashboard more closely matches text in editor
FIX: Mod with 27 character name appeared in mods screen Test mode

Download: https://www.lfs.net/forum/thread/102117
Scawen
Developer
As you may know, I'm trying to finish this round of test patches and release an official version so I can focus fully on tyre physics.

Unfortunately, finishing always takes longer than expected but I'm getting there. One thing to add was the dashboard version of the engine damage light. I did that on Monday, but noticed certain issues with dashboards while I was in the dashboard editor. Remembering various issues and requests for improvement, on Tuesday I started to add options for the tacho (allowing x100, steps of 5, set maximum value) and on Wednesday for the speedo (set maximum value, make mph and km/h have the same needle position). On Thursday I added several options that can be applied to all the dials. Finally today I've added the option to show and position the unit (km/h or mph on speedo, x100 or x1000 on the tacho).

I'm sure many of you will find these options useful and they will add some variety and realism to the traditional style dashboards you set up. I don't suggest that this is complete or allows all the possibilities you would like, but these are the things I could do quickly, in a semi-compatible version.

To see the effect of these options in game, you will need Test Patch D26.

By "semi-compatible" I mean that versions before D26 can still load vehicles you save with this new version, but they won't see the effect of the new options.

Vehicle editor:

Engine damage light can be enabled (in Transmission tab)
Maximum value for main body drag increased from 1.0 to 6.0
Some tooltips added and descriptions adjusted in Aerodynamics tab
Estimated max speed (in Aerodynamics) shows speed in mph or km/h
FIX: Dashboard for electric vehicles was switched off in editor

Dashboard editor:

Speedo:
- set maximum value in km/h (steps of 5)
- option to show units (km/h or mph)

Tacho:
- set maximum value
- x100 or x1000
- gap 1/2 (x1000) or 5/10 (x100)
- options to show units (x100 or x1000)

Options on all gauges:
- needle colour = text colour
- needle is long
- needle above pivot
- hide pivot
- hide numbers
- hide symbol (if applicable)
- hide marks
- smaller text

Download: https://www.lfs.net/forum/thread/102626-Editor-Test-Patch-0-7D34
Scawen
Developer
Many things may be good suggestions, but we have a special forum section for mod system suggestions:
https://www.lfs.net/forum/532-Mods-System-Suggestions

I do look there and in time I act on things I see. But random suggestions placed in this thread that is about a test patch, are kind of annoying. This thread is to discuss issues about the test patch or extremely on-topic suggestions related to something in the test patch.
Scawen
Developer
Quote from newbie1234 :i did it, but still error. i can't fix error.

I can't reproduce this error. I've tried with test patch D25 and with official version D. Full grid of that car on that track (as in your screenshot).

If I had your computer I would be deleting any relevant files like the mod files in the mods folder and the generated path files in data\knw and any saved start grids in data\misc, to try to find out what causes the problem.

I have not heard of a similar report from anyone else, so we don't have any clues at this time, why this happens.

Would it be OK for you to install a fresh copy of LFS and see if that fixes the problem?


Quote from turbofan :Another glitch here
https://www.lfs.net/forum/thread/103853-BAVARIA-A82-HELL-SPEC-ULTRA

that same mod appears in the Test tab in single player

Thanks, I've fixed that now in my version. The mod name was restricted to 27 characters before the check for ~ in the name. So that would happen for any mod with a 27 character name (maximum length).
Scawen
Developer
Here is a new update, D30.

It annoyed me too much that on exiting the editor it always warned "Any changes will be lost" even if you hadn't done anything. I knew the best solution for this would be an undo function (because it tracks changes). The trouble is the undo is quite a lot of work and it took me about 3 days. Sometimes it's simple but sometimes some rearrangement is needed. I was a bit shocked by the actual size of the vehicle editor source code file. Luckily most of the more complicated side of the undo function was already done for the track editor undo.

I found some bugs along the way and improved some things as I had to test nearly every button. I hope there are no new bugs! Smile

Vehicle editor:

Undo function for all editor operations
Exit warning only if changes have been made
C key to clear selected point and selected tube
Delete key deletes a point or tube (if only one is selected)
CTRL+RMB (copy) SHIFT+RMB (paste) now work with frame point values
Hide the bottom right buttons now hides the whole settings block
Rim modifiers moved to top right in rim editor avoiding overlap
Special view no longer includes wheel mass cuboids by default
Error message displayed if a vehicle file cannot be loaded

Modeller:

FIX: Bottom right screen layout was wrong in 2D views

Animation editor:

FIX: Driver in wireframe mode could be obscured by the vehicle
Scawen
Developer
I want to release all the recent updates (in Editor and LFS) as a new official version, but after recent time in the vehicle editor I had to do some updates first. I found it too ugly and hard to use, without tooltips, with some overlapping text and general disorganisation. This is the result of it being an old in-house development editor that was thrust upon the community without enough time to polish it. So I've spent 2 or 3 days making some improvements which should make it a better place to work and in turn can help you make nice mods. Smile

Doing tooltips is harder than you might imagine and I haven't finished them in all tabs. My head is spinning now. I would be grateful if you would test the vehicle editor updates and let me know if it seems OK.

Changes in Editor 0.7D28:

Various improvements in layout and organisation
Tooltips are now available (allows reduced button text)
A new button to show the view from driver's eye position
Editor sliders now have both arrows on the right
FIX: Spare wheel pitch now expressed in degrees
FIX: Nudging of RPM sliders in engine editor
Last edited by Scawen, .
Scawen
Developer
About the "reduce detail" function:

There are new limits for LOD2 in Editor D26. Maximum 8192 triangles / 12288 vertices. This is because of load glitches when people leave the pits in high-polygon models, with high-polygon LOD2 (which really should not be the case).

To help with this, for those who want to work down from a high poly model, I've added a crude "reduce detail" function that acts on the selected triangles.

I suggest using CTRL+SHIFT+LMB to flood-select groups of triangles, then click "reduce detail" (or SHIFT+R) on the small groups. Inspect them each time and undo if the effect isn't good enough.

Automatic LOD reduction is a challenging problem so this crude version is about all I can do for now. I'd like to know if anyone finds it useful.

Also to help with optimisation / load glitch reduction: Groups are also compressed when exporting for test or upload. This should have no effect on the appearance of the model.
Scawen
Developer
Editor D26: https://www.lfs.net/forum/thread/102626

Mod Export:

A new limit of 8192 triangles / 12288 vertices for LOD2
Groups are compressed when exporting for test or upload

Modeller:

A new function "reduce detail" is visible with triangles selected
A point is selected if unambiguous after merge to green or average
Scawen
Developer
Test Patch D25: https://www.lfs.net/forum/thread/102117

Support for new pit speed limiter flashing light option
One wheel drive and no anti-roll if wheels are staggered
Click Skin ID in garage colours tab to copy ID to clipboard
FIX: Remote car using pit speed limiter did not move smoothly
Scawen
Developer
Editor D25: https://www.lfs.net/forum/thread/102626

Modeller:

A new style dialog is now used for merge points (ALT+M) options
FIX: Points more likely to remain selected after scale or lathe

Vehicle editor:

For flashing pit speed limiter light - choose brake or rear fog
Width / ratio / rim width move in bigger steps with right click
Frame position adjustments use expected steps for mouse clicks

Limited sidecar support:

Lone wheel (e.g. front) can be offset left (in Suspension tab)
- offset wheel to right is currently disabled for compatibility
Pair of wheels (e.g. rear) can be longitudinally staggered
- only the rearmost wheel of a staggered pair is driven
- anti-roll is disabled when the pair is staggered


NOTE: You also need LFS test patch D25 for:
- one-wheel-drive sidecars
- pit speed limiter flashing light using fog light
Scawen
Developer
No, the idea of this change is that these options are individually selectable per vehicle, instead of being controlled by the race class.

Previously, the flashing light was enabled by F1 class, but now it is set by its own switch. You do need LFS Test Patch D24 to see the effect of the new switch, or it will still be controlled by the race class.
Scawen
Developer
Interesting thought but it won't be in this round of test patches. Everything I do in the current public version must be merged into the separate development version, which isn't always easy. Also any changes in the core of the physics system are likely to invalidate all the hotlaps, which isn't worth doing at the moment. Also, incompatible setups, online compatibility, interface updates, etc...

I look forward to releasing the development version, so we only have one version and it will be much easier to add new features then.

I just watched this 12 min video about heave springs.
https://www.youtube.com/watch?v=lNInCfCkrkE
Last edited by Scawen, .
Scawen
Developer
You are correct to use the brake light assignment (you can't have brake lights and pit speed limiter light).

In Light colours tab, click the TEST button below "brake" to make sure the lights work.

You need to enable:

Pit speed limiter (in Allow)
Pit speed limiter flashing light (in Light colours)
Scawen
Developer
Today I did a quick update to allow certain options to be set per vehicle, instead of being controlled by race class:

- Indicators / Headlights / Pit limiter light (in 'Light Colours')
- Handbrake / Horn / Starter Motor (in 'Allow')
- Oval suspension arms (in 'Suspension')
- Grooved slicks (in 'Wheel Object')

To use these settings if they have been adjusted in Editor D24, you will need LFS Test Patch D24.
Scawen
Developer
Today I did a quick update to allow certain options to be set per vehicle, instead of being controlled by race class:

- Indicators / Headlights / Pit limiter light
- Handbrake / Horn / Starter Motor
- Oval suspension arms
- Grooved slicks

You will need Test Patch D24 to use these adjusted values if they have been set in Editor D24.

https://www.lfs.net/forum/thread/102117
Scawen
Developer
Thanks for that. The offset seems to be inside LFS and it is reading a block of memory from a file.

From the information available, it's not possible to know which code was calling that function at the time.

As no-one else has reported this bug, I am wondering if it could be a corrupted mod file on your hard drive. Corrupted files are rare but it can happen. There is one way to test this. I don't know how much you like this idea but if you would rename your mods folder to something else (or delete it) then you will download mods fresh again.

That doesn't explain why D21 crashed and D20 didn't. According to this theory, any available version would crash if someone on the server was using the mod that is corrupted on your hard drive.

If it's OK with you, I'd be grateful if you would try this test because if the problem doesn't come up again that could mean it really was a corrupted file issue, and not something I should look into right now.
Scawen
Developer
Thanks for the report. This has happened as the mod failed an upload check, due to a new upload checker that I put in place. It's not that anything is really wrong with the upload checker, but when people don't use a recent editor test patch to export their mod, it's possible for this issue to come up due to issues in their old version of the editor.

Then, when that does happen, the website doesn't really do the right thing, as you noticed.

I've notified Victor to see what he can do on his side, and also I've reinstated the original upload checker so this doesn't keep happening right now.

I will now notify the uploaders of a few mods that have gone wrong in this way since yesterday.
Scawen
Developer
The mod upload checker has been updated to a new version.

I recommend that mod creators should use the latest test patch, to avoid any inconsistency with the upload checker.


EDIT: I have now reverted to the original mod checker. Although now there is nothing wrong with the new one, there can be inconsistencies when mod creators don't use a recent update of the editor. This is too often the case, so it isn't yet the best time to use the new mod checker.
Last edited by Scawen, .
Scawen
Developer
Sorry about that. I don't yet know how it could have gone wrong in that way.

I have reinstated the old veh checker on the server. Please try editor D23 and let me know if it works (also, D21 or others should be OK).

Only D22 should *not* be OK, because it does save the subobject names, which will fail on the reverted veh checker.

D23 *does* save subobject names if you share for development, but not if you export for submission. So that should solve the issue that kenblock30 reported, in a more specific way.

Now I'll try to figure out why the new veh checker didn't work as expected.


EDIT: (4 May 11:03 UTC) I found out why the veh checker didn't work. I have made the necessary change and tested it manually. I have put a new version there, which hopefully causes no problems (and should allow use of editor D22).

EDIT2: (4 May 12:38 UTC) I've reinstated the old veh checker again as there is some other error that I can't understand yet.

EDIT3: (4 May 13:46 UTC) I found out why the 2nd new veh checker didn't work. It was a completely different issue from the 1st new checker's problem. I have made the necessary change and tested it manually and also by doing a test submission of a private mod. I have put a new version there, which hopefully causes no problems (and should allow use of editor D22).
Last edited by Scawen, .
Scawen
Developer
The LFS developers should host instructions on how to reverse engineer someone's software without their permission?

Honestly, I'm not even sure programs should be allowed to work the way LFS Lazy does, hacking into LFS. But it was allowed in this case, so that is beside the point.

I've added a couple of the most requested features from LFS Lazy into a recent test patch.

I know there are many other features of Lazy that are still wanted, though I assume you would prefer me to to continue working on the new tyre physics, instead of trying to implement the features of LFS Lazy?

It's possible to recreate many of the features of LFS Lazy without resorting to hacking obsolete software which is itself a hack, even if a very good one. I mentioned above, the PACT Driving Assistant which is currently in development has many features that may be of interest (although I don't know which features of LFS Lazy can or cannot be done by PACT).
Last edited by Scawen, .
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