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Scawen
Developer
I don't want to get involved in a conversation but I'll say a few things then I'll unsubscribe from the thread.

Quote from Flame CZE :I'm curious what progress Eric has made regarding the track updates and even the new tracks. Last report from him was in the 20th anniversary news article from 2022. Are the existing tracks fully updated now, or are there still some holes to fill? It would be nice to see some screenshots if there is something new to show.

I think Eric knows what I have been going through this year and probably didn't want to bother me with a progress report. And on the other hand he took on a pretty monumental task and so maybe he wanted it near complete before showing anything. I don't know really, I have not tried to discuss a progress report with him.

He did even more finishing of South City and has done repairs and updates on all the other tracks too. There's a curious thing about finishing things, as anyone knows who takes on big projects. The 'last few things' take a lot longer than expected.

But the biggest task he has been on for a long time, is Kyoto. Not only has the track had a lot of work done, but also the surrounding areas, it has had a treatment that could remind you of Westhill. I think he saw the potential and went for it. I'm sure you will be very happy to see a progress report about it when the time comes.

Quote from gu3st :It also doesn't help that recently Scawen has needed to take more web development tasks on either. There's enough PHP knowledge in the community that I think a trusted group might be able to help directly or at least give some informed advice. I'm not really a PHP dev anymore (outside of some contract work on a popular livery sharing site), but I do have many many years of knowledge and expertise with web dev.

I just want to make it clear, I didn't start this year saying, "OK, now I will spend the first 7 months of the year doing web stuff that is out of my comfort zone". I didn't know at the start of the year that Victor would be more involved with his other job and gradually become more reluctant to work on Live for Speed.

The reality is I encountered a barrage of emergency situations (and growing problems) which needed attention. To list a few:

1) Mod hacks that were destroying the online experience
2) Mod submission spam that was overwhelming the reviewers
3) Bugs in mods system e.g. archives of deleted mods never being removed
4) Apparent leak of passwords that LFS users had given to a pirate website years ago Face -> palm
5) Bugs in hosting system causing crashes, slowdowns, etc.
6) DDoS attacks on web server
7) DDoS attacks on game servers

This is not a complete list, it's just off the top of my head. Each of these things took days or weeks to resolve, but at the start of each task I couldn't really delegate the task to community members. I just had to look into the issues and figure out what is going wrong, although the relevant systems were not written my me, and at the start of this year I really had no idea how it all worked. After figuring out the issue, either fix it (sometimes simple) or implement new systems as required (not usually simple).

I'm just explaining how one task after another has come my way, preventing me from doing whatever was planned, and this has sometimes been very frustrating, but it's not something that could be delegated to community members.

This new patch is intended to be a stable release. With all the fixes done, I hope that our systems may be stable for a while. This should let me focus on the tyre physics, to complete it to a good condition so it can possibly be released, along with some remaining graphical tasks. I can't give a time frame for this, as so far this year I've had almost no time to look into it. It seems like now I'm where I thought I would be at the start of January.

At least with all the delays on my side, Eric has had more time to do extra good work and keep up the detail. I have also learned a whole lot about PHP and SQL and understand how our web systems work. For example I was able to do this whole 0.7F update release alone without Victor's help. Smile
Scawen
Developer
Have you tried graphics options like:

Textures: low res
Texture filtering/AF: 1x

Misc options:

Full physics for remote cars: [no]
Scawen
Developer
I think what you saw was down to 2 different things.

1) You saw damage on his car, but he did not. This could be that on your computer, damage was inflicted on his engine due to differences on your computer calculating the physics, compared with the 'real' case on his computer. Soon, some info came from his computer correcting the engine damage your computer had estimated too high.

2) Later, he and you had engine damage but the other could not see it. This could be due to granularity due to compressed data. Your engine health would have to be worse than 99.8% to be visible on a remote computer. But it only has to be worse than 99.95% to be visible on the local computer.
Scawen
Developer
It's not because of the location of the object centre. That doesn't affect physics, but it does mean the setups are not interchangeable.

The editor cars have been updated to have realistic setups. I don't know the specifics, but maybe you could open two instances of LFS and look through side by side, to see what the changes are. That's the only way I would be able to tell you the changes.

If you replicated all the settings and confirm the wheel sizes have not changed then you should get the same handling. It's likely that rim width has decreased because most of the public LFS ones are unrealistic (long subject, watch the video if interested). But rim with in LFS doesn't affect much, probably just affects wheel heating a tiny amount over a long period.

Differences between current public version and versions set up for future release aren't something I will get involved in or take an interest in.
Scawen
Developer
Thanks, I decided not to add that one as it is not available in the new physics version.
Scawen
Developer
No, I'm not a perfectionist.

I just want to release something that will be fun and not containing extreme flaws that would destroy racing altogether. No, I will not expand on this comment. I need to spend some peaceful time focused on the tyre physics, to understand exactly what is good and bad about it.

I'd like to get back to the tyre physics so we can get something released, although LFS will never be finished or perfect.

Unfortunately I have not yet worked even one hour this year on the tyre physics as I've been dealing with mod stuff most of the time. There were too many holes in the system and people were exploiting every crack. I hope that is coming to an end now with various improvements.

The mods system is simultaneously the best and worst thing ever to have happened to LFS.

The idea is to release a new version hopefully in a week or two (just like the current test patch with a couple more updates) then I can get back to work on the new version. So basically at start of April I'll be in the position I wanted to be at start of January.
Scawen
Developer
OK, I've done a fix for the replay slider + MCI disconnect issue in Test Patch E8.

Now, when clicking on replay slider or using IS_RIP to do the same thing, NLP/MCI packets will not be sent. I hope this works because I haven't actually tested it, but it was just a line of code.

In the case when using IS_RIP with option RIPOPT_FULL_PHYS the NLP/MCI packets are still sent. My hope is that because it is taking the time to do the physics, the rate of MCI output may be manageable. But I haven't tested this at all so I can't really confirm.


About the similar issue when joining a server, I couldn't think of a quick way to safely avoid sending the packets until LFS catches up with the server. I want to consider this a bit longer.
Scawen
Developer
OK, I'll describe that but first I will mention that saving is only in the graphical render code, not the physics.

The thing about tyres is as they are flexible objects, their vertices cannot simply reside on the graphics card memory. They must be calculated every frame and the vertices are sent from the CPU to the GPU each time. I had thought before the main cost was actually transferring the vertices to the graphics card, and calculating the normals of each vertex. But what I found was the worst part was calculating the colour of each vertex (according to its lighting condition and the sun highlight). This used a lot of integer maths and I found the CPU use was way less when I bypassed this function, returning a simple grey colour. So I set about converting it to floating point maths.

The general idea is that integer maths is good for adding and subtracting, but floating point is better when there is a lot of multiplying involved. There's some leftover integer maths in LFS left over from earlier times. Considering some of its code goes back around 30 years, when we had 486 processors, I worked at Digital Integration on the Hind Helicopter Simulator, Pentium was the latest super CPU and there were no 3D cards. Smile

By converting to floating point I found it was instantly faster, so I changed the code some more so that the normals were calculated in floating point, actually borrowing some code from the development version, where this was done already.

In the development version, the tyre lighting is actually done on the GPU, based on material properties, but the vertex normals are still sent to the graphics card each frame. You can see it in the LFS Editor.

The older code (before Friday) had a lot of complicated stuff to avoid sending vertices if they were not needed. This was done by checking if a triangle faced the user's view before drawing it, then calculating vertices as needed. But that is way complicated. It's better, if possible to just calculate all the vertices then send them all, without jumping around between triangle and vertex code. But for quite a while the "avoid sending unnecessary vertices" was still winning. But eventually I got the vertex normal and lighting calculations fast enough that it was better to do it the simpler way and I saw best results in the profiler that way.

Unfortunately that work, that took most of a day, doesn't benefit the development version because it was already done in that version. In the D3D11 version with shadow maps, all triangles must be sent every time as they may be seen in a shadow map (drawn from sun direction viewpoint). So it was impossible in that version to avoid drawing the away-facing triangles. But in the development version there is code to only send one object's triangles to the GPU once each frame, even if it will be used in multiple shadow maps, main view, mirrors and stereoscopic images in that single frame.

But although it doesn't help the development version, we still have the current public version for some months ongoing, so I'm happy if it helps people racing on full grids and the helps the quality of broadcasts by saving a few percent of CPU each frame.
Last edited by Scawen, .
Scawen
Developer
Quote from rane_nbg :I see, tnx for explanation. How much is a hard limit for LOD3 then?

The limit for the physics LOD, whether it is in LOD2 or LOD3, has always been:
Vehicle: points 24 / triangles 42
Object: points 32 / triangles 60

Quote from Eclipsed :That would start the 2nd wave of mods killing...

There's no mod killing, just a request for people to fix their hacks and help make a good racing / online experience. We don't want to host poorly made lazy mods on our system. There's no need for shoddy work.

Let's not pretend there's something good about people making LOD2 a duplicate of LOD1, or a pointless empty LOD2, or single wheels with more polygons than 9 Raceabouts, or LOD1 with an "export only - do not use" config with half the model deleted, only to cheat the limit. Tilt
Last edited by Scawen, .
Scawen
Developer
I hope so too. Some of the mods were seriously beyond any reason, I found one that had 65536 triangles per wheel and several with 32000 triangles per wheel.

For reference, the entire Raceabout model (excluding wheels) is 7288 triangles. So 4.5 times that for a single wheel is just silly.

Also quite a few people have abused the LOD system, for example by making LOD2 a straight copy of LOD1 which is really not the spirit, and makes the car take twice as long to generate.

It's pointless, as LOD2 is not actually a requirement. It's possible (and fine for WIP mods) to have only a main LOD and a physics LOD.

Another part of the pitout glitch that will not be fixed at this point, is texture loading. I've worked on that in thew new development version which I want to work on and release. Textures are loaded gradually over the coming frames instead of all at once. So I hope that mod creators will cooperate and do the right thing, so that I have more time available to work on actual development.
LFS Test Patch 0.7E15
Scawen
Developer
WARNING: THIS IS A TEST

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

PLEASE TEST BEFORE YOU POST

PLEASE... NO OFF TOPIC FEATURE REQUESTS!


Hello Racers,

Here is a new test patch: 0.7E15

Please read the list of changes below.

0.7E15 is COMPATIBLE with 0.7E

- You CAN connect online with 0.7E
- You CAN play single player replays from 0.7E

You should back up or rename your LFS.exe from version E so you can revert to it if necessary.


Changes in E15:

Improved auto updater and available hosting locations
- New update available is shown on entry screen
- Auto updater page is clearer and simpler to use
- Hosting locations are downloaded instead of hard coded


Changes in E14:

Mark host as favourite and sort by favourites in list of hosts
Sort by server location (two-letter country code) column


Changes in E13:

Improved handling of UDP packets not reaching the host
- List of Hosts comes direct from master server (no pinging)
- You can connect even if host does not receive your UDP packets


Changes in E12:

Cameras:

Small change in calculation of free view camera smoothing
- only intended as preparation for a future change
- slightly more efficient calculation
- should provide identical motion

Multiplayer:

Support for new command to set number of stops completed

Commands:

FIX: Multiple commands now allow more than 1 space between commands

Translations:

More updated translations - Thank you translators!


Changes in E11:

Cameras:

Layout Square cameras now have 40m height instead of 4m
Reduced jiggling of names above cars at extreme zoom
Improved accuracy of camera rotation at extreme zoom

Commands:

/vlock=car/filter/horizon
/lookf=joystick/axis/steer/mouse_x/mouse_xy
/control=mouse_kb/wheel_js


Changes in E10:

FIX: Invert mouse axis did not work in E9


Changes in E9:

Input range improvements:

The full resolution reported by the controller is now supported
- previously drivers were instructed to report -1000 to 1000
- controllers we tested report values 0 to 65535
- so steering wheel moves in smaller steps
The range adjusters in controller options now use percentage values
- the range defaults replicate previously default in-game behaviour
- previously brake/throttle/handbrake/clutch axes had a dead zone
- the dead zones were not adjustable by the user but now are
- the axes visible in game now match the options screen

Support for mod approval:

WIP filter is available on the mod selection screen

Translations:

More translations updated! Thanks to the translators Thumbs up


Changes in E8:

Support for approved mods:

Tick (aka check mark) is shown in mods screen for approved mods
- also TW is shown for tweak mods and padlock for private mods
An 'external link icon' is visible when two columns are displayed
Rating stars pulsate in garage if you have not yet rated the mod

InSim:

NLP/MCI packets are no longer sent after clicking replay slider
- also not sent after IS_RIP unless RIPOPT_FULL_PHYS is set


Changes in E7:

Tightened main model and wheel limits for mod reports
Unlock screen requires "unlock" to keep any changes
(if already unlocked the unlock count is unaffected)
More translation updates. Thank you translators!


Changes in E6:

Optimisations:

Combine rim and spoke object into a single subobject
- saves 4 extra subobject switches for most cars
- update also applies to development version
An optimisation specially for external views
- avoid begin/end scene when drawing env maps/shadows
Tiny opt when drawing driver (avoid some integer maths)
Tiny opt (set projection matrix only once per frame)

Icon:

Fixed icon (old one was copied by mistake in E5 patch)

Translations:

More translation updates, thanks to translators!


Changes in E5:

Mods screen:

New button to show your own mods
Ability to switch on multiple vehicle type filters
New filters for drive type (none/RWD/FWD/AWD)
New sort options power/mass/power-weight ratio
X button beside text filters stops text entry
Updated translations - thanks to translators

Optimisations:

Decreased CPU used when drawing tyres
- reduces CPU used by official GTR cars by around 7%
- smaller optimisation for suspension parts


Changes in E4:

Prevents frequent excess reports for the same mod


Changes in E3:

LOD2 limit detections:

Use true limit of 8192 (which is excessive even if legal)
- LOD2 should really be nearer 1000 triangles (see official cars)
- The check in E2 was extra lenient (as it still is for wheels)
Added check for invisible LOD2 (there is no need for bad LOD2)
- Thread about LOD2: https://www.lfs.net/forum/thread/106736


Changes in E2:

Automatic reporting system for mods with excessive triangles
New command /rtex does a full texture reload from any screen
Some updated translations - thank you translators!

FIX: New steer animation for BF1 stops driver toes protruding
FIX: Minor documentation errors in InSim.txt


INSTALLATION:

Live for Speed LFS 0.7E must already be installed!


To install the patch, download and run the patch installer.

NOTE: You can see if the patch is correctly installed when you run
LFS. Check the version number at the bottom of the entry screen.


DOWNLOAD:

IF YOU ALREADY HAVE 0.7E:
PATCH 0.7E TO 0.7E15 (INSTALLER)
https://www.lfs.net/file_lfs.p ... ATCH_7E_TO_7E15_setup.exe (1.8 MB)
Last edited by Scawen, .
Scawen
Developer
I've added that to the RB4, and fixed the triangle errors in XRR / FO8 / XFR / FOX.

I'm nearly at the point to send Eric an update, and I've coded a setup height repair system as these development models have the model object centre correctly located at the lowest point of the model, instead of at rough ground level or whatever other random position they were in the old versions. The repair detects old setup and adjusts height according to a table of height adjustments for the official cars.

That's so all the existing setups will load correctly in the new version. No doubt they'll need an adjustment for the new physics but I think there's no harm in working from old setups.
Scawen
Developer
About the turbo lag, I know it's been a long time but finally I've had a look and I confirm there was an oversight in the code when converting from an older system to the newer system.

The error affects both the moment of inertia (reduces the inertia) and the rpm at which max boost may be achieved (reduces the rpm for max boost).

I can't change much at this time while keeping an incompatible version. I'm sure the turbo simulation should be improved at some point though it's not the highest priority any time before the new physics and graphics version.

There is one thing I can change in the editor that works in a compatible version. That is the maximum value for "Turbo MOI Multiplier". I could put that up to 2 if it would help? Then at least you can have slower spooling turbos even if they still have other issues.
Scawen
Developer
I think you mean: multiple, selectable wheel styles in a single vehicle.

It's something I'd like to do eventually but it's a big job, cannot be done in a compatible version.

As I keep saying, I'm working on the development version now, not mods (which I've been working on for two years already).


EDIT: OK, apparently I'm losing track of time. Here's a rough history.

We have been working on the new graphics and physics versions for years.
2021 I spent most of the year on mods which we released that year.
2022 was a bit more on mods then back to graphics, multithreading, etc.
2023 I seemed to get pulled back onto mods for most of the year.

The end of 2023 was an unforgettable extreme push on mods so it would be much appreciated if people wouldn't keep asking for big changes to the mods system right now. I can do a few updates here and there to the editor. But my main focus is the new development version.
Last edited by Scawen, .
Scawen
Developer
While giving due respect for the pretty mod, it does have a lot of triangles (maxed out in one config and slightly over in the other config) and the wheels exceed the limit.

It's almost exactly the same story as for the N.400S here: https://www.lfs.net/forum/post/2074548#post2074548

Wheels could be made more efficient by using the new rim editor, anyway all the info is in that thread.


EDIT: But I don't believe that making the wheels legal would really sort out the glitch. It should be done, and the new rim editor should be used, and that would help a bit, but I think the maximum number of polygons for the main body is really too high for most computers. Personally I would go for half of the maximum, but I know not many people will agree with me. The RB4 is 2/3 of the maximum.

Another thing on this model, a problem that N.400S does not have - the middle LOD is way too high at 8104 triangles. The maximum is 8192 triangles but middle LODs should really be less than 1000 in my opinion.

One thing I hope is that you will find the pit out glitch is reduced in the new physics and graphics version. I have worked on it. Some of it is spread over more than one frame, especially if you aren't looking at the car at the time. The physical model is built in a physical frame and the graphical model is built when necessary in a graphical frame. Also, in the case of a car that hasn't yet been loaded, and is then loaded the first time since starting LFS, the textures are loaded over multiple frames so that worst of all "first time load" glitch is further reduced.
Last edited by Scawen, .
Invisible LOD2 - no need for it (or excessive LOD2)
Scawen
Developer
One of the checks recently added to our upload system detects if there is a LOD2 with no polygons in it, and the upload is rejected in that case. This is surprisingly common in submitted mods, although there is no point in this type of configuration.

If you want to submit a mod before you have created a proper LOD2 (for middle distance and shadow) then you should put the physics LOD (which is LOD3 in a properly finished mod) into LOD2.

That is OK for unfinished mods, and you will at least have a shadow and not drive around with a vehicle that is invisible in the middle distance.

FINISHED MOD: (GOOD)
LOD1: Many triangles
LOD2: Medium triangles (e.g. around 1000, see official cars)
LOD3: Physics

UNFINISHED MOD: {OK)
LOD1: Many triangles
LOD2: Physics

WRONG:
LOD1: Many triangles
LOD2: [empty]
LOD3: Physics

EDIT: ALSO WRONG:
LOD1: Many triangles
LOD2: Many triangles, holes, ugly mess
LOD3: Physics
Last edited by Scawen, .
Scawen
Developer
Well you can discuss amongst yourselves, but I am only one programmer and I think the priority is completing the new graphics and physics version. Limits were discussed and set long ago. Unfortunately, hackers learned to get around the limits. I've spent the last two years working on improvements for mods, delaying the big release that everyone wants. I worked right up to the limit of my health before the Christmas holidays, to allow me to get back to the main task.

Now I have learned half the mod creators use a hack to bypass the limits, while other people complain about glitches when people leave the pits. My job is to make sure that doesn't happen, then get back to what I am supposed to be working on. The game is supposed to run smoothly and that is the most important thing.

I'm not going to drop what I am working on to continue working on more updates for mods. I hope you understand.
Release this weekend - call for testing
Scawen
Developer
Dear Racers,

We plan to release a new official version this weekend, probably on Sunday.

There's a lot in it, including many improvements for mods. In the new year I will be focussing on the new graphics and physics version, but that is not what this patch is about.

Please test the LFS version now if you can.
LFS Test Patch: https://www.lfs.net/forum/thread/106005

If you are a mod creator, please test the new editor patch.
LFS Editor Test Patch: https://www.lfs.net/forum/thread/106004

You'll see the list of changes is really long. Have a look through the changes if you can!

Or just get the patch and do what you normally do, let us know if there are any problems.

Thanks! Thumbs up
Spinoff : Moving subobjects
Scawen
Developer
A lot of people would like to use the popup headlights for other purposes. As the patch release is next weekend, I don't have time to do everything that could be done.

But I wondered if it might be possible at least to enable existing light switches to operate moving parts.
E.g. you could use /light rfog/ffog/extra to operate an item if it was set to be connected to that switch.

Keeping it simple at first, that might be, instead of an object type "popup headlight" you would set "rotating object" as the object type then link it to headlights/rfog/ffog/extra.

Now, in my opinion that would already do a lot of what people want, without me having to add extra text commands, user inputs and data sent over multiplayer (in two separate versions of LFS). It's kept simple by using existing switches. So I hope this may be possible in the time available.


But I also wanted to think on a bit further, although this starts to sound too complicated for this week when I already feel under a lot of pressure. The release next weekend is important to me after a very hard work year and I want a fresh start to finish the other version next year, so we can release the new physics, graphics and updated tracks.

Anyway, I couldn't help thinking a bit as I rolled around in bed and had to get up early again and write some things down.

I came up with this.

Types of object:
- rotator [like current headlights, rotates a given amount]
- slider [moves along an axis a given distance]
- spinner [rotates at a given speed]

Rotator and Slider can connect to:
- boolean switches (e.g. light switches)
- axis (e.g. throttle, brake, clutch, steer)

Spinner can connect to:
- boolean switches (e.g. light switches - spins at given speed)
- moving parts (e.g. engine, drive shaft - spins with object or multiple of it)

Well, that's the concept.

Questions remain:

Amounts:

Range of values for "Rotator" amount?
Currently goes from -180 to 180 degrees. Considered enough for popup headlights and probably for most purposes.

Range of values for "Slider" amount?
Given storage limitations, a range of -1000 to 1000 is available. If the resolution is 1mm that would allow movement of 1m. Probably good for many things, but maybe we need an alternative "Large slider" that has resolution of 1cm (allowing movement of up to 10m)

Range of values for "Spinner" amount?
1) When connected to a boolean switch, this would be a set rotation speed (rpm) when connected to a boolean switch. Again, the base value is from -1000 to 1000. Would that be OK if it plainly represented RPM? So you could have a spinning object 1rpm, 2rpm, 3rpm... up to 1000rpm.
2) When connected to a rotating component, it could be a multiple. Usually 1 (e.g. rotate with driveshaft). But maybe 0.5 (e.g. camshafts rotate at half engine speed). Or maybe some things rotate faster than the rotating component? So what sort of range, given again we have -1000 to 1000 but clearly this must be scaled down massively (nothing will rotate at 1000 times the rate of an component it is connected to). Maybe 10 times the speed would do, so it could go from 0.01 up to 10 times the speed of the connected part?

Rotating parts that Spinners could be attached to:

Engine
Drive shaft
Final drive (diff)
Rear (left or right) wheel
Front (left or right) wheel
Steering wheel angle
Steer angle (left or right)

Input axes that Rotator and Sliders could be attached to:

Steering wheel (-1 to 1)
Throttle (0 to 1)
Brake
Clutch
Handbrake
Last edited by Scawen, .
Scawen
Developer
Quote from neozixxs :xrr should be like that ? Great update btw Big grin i really like the new features

Oops, I forgot to set the layer correctly so it only appears in the road cars. Looking


Quote from ScammerGamerLOL :Will there be graphics and night mode in the 0.7E? and how many days left until release?

No, 0.7E has absolutely nothing to do with the new physics and graphics.

0.7E is planned to be released next weekend. It would be really strange to release something we'd been working on for 10 years without even testing it. I've said it a lot of times now. 0.7E allows me to stop working on mods for a while, so finally I can work on finishing the physics and graphics for the really big release.
Scawen
Developer
As said before, it's pretty easy to think of 1000 things that you could say "why on EARTH is THIS feature not done". And let's suppose each of those things take 1 day or a week or a month to do. Assume on average each would take a week. And let's suppose there are 50 weeks a year.

Now we are talking 1000/50 so then in 20 years I could get those things done. And I suppose some people would say... YES! do all those obvious 1000 things, before releasing the new tyre physics and graphics system that has already been coded and that we are waiting for.

But, here's the problem, I do not agree with that. My plan is to release this really big update, 0.7E, with huge amount of mods support, that I have worked nearly every day for a couple of years on, long days, weekends and holidays. And then get back to the new physics and graphics update that I mentioned already. If you don't like that plan, that is your problem really, not mine. As also mentioned, there are other programmers who can write the feature you requested. I've already provided a solution that allows that to be coded. It's called "InSim".

There's only one programmer on the core game, so guess what... I don't have time to write every single peripheral that you could wish for. I did however provide an interface so you can make your own, so why don't you get cracking and sort it out yourself?
Scawen
Developer
Quote from Rizzerz :Hello, quick question, now the slots to join on server its like 78, when will you increase the slots to drive to 70?

The plan is to look at increasing max cars in race sometime after the big update is released.

We need to see how the new physics works on everyone's computers (in the multithreaded system, which should help, if CPU has at least two, but preferably four cores) and after evaluating that we can see how the performance will be when extending to 48 cars in race.

The purpose of this current test patch is to release an official version with much better mod support than in the currently official version, so that mod makers can keep making nice mods while I get on and finish the physics for the new version (improved tyre physics and much better graphics, with significantly updated tracks) that we are all waiting for.
Scawen
Developer
Quote from BorislavB :Nice update on lights, you can update and icons also and same on dashboard on cars.

All these icons are now available on the dashboard, except the sidelights one. But you have to wait for the mod maker to implement them.

Quote from Gabey1 :Would be nice if we could have a key bindable to toggle high beam (in controls). Like in real cars.

That's there.
/light head dip_full

Quote from Gabey1 :EDIT: To be fair, i'd like to hear what's stopping you from incorporating bindable toggles for all the lights (fogs,extra,low(already there),hi beam etc) in the game controls.

There are many thousands of things I could do or could have done. For every single one of them you could ask why on earth have I not done them already. Well, each one takes a day, half a day or a week or a month.

Please try to give me a break with the requests. As I keep pointing out, every single thing I do in this public version has to be done twice. The whole idea of this patch is to provide important updates to the mods system, so that I can STOP working on this public version, and get the tyre physics finished so I can release the new graphics version next year.

If, instead, I worked on 1000 totally obvious things that should have been done years ago, and each took a day, then 3 years later I can start to finish the graphics system. I hope you see what I mean.
Test Patch D64
Scawen
Developer
WARNING: THIS IS A TEST

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

PLEASE TEST BEFORE YOU POST

PLEASE... NO OFF TOPIC FEATURE REQUESTS!


Hello Racers,

Here is a new test patch: 0.7D64

Please read the list of changes below.

0.7D64 is SEMI-COMPATIBLE with 0.7D

- You CAN connect online with 0.7D
- You CAN play single player replays from 0.7D
- Some rare mods or bike mod setups can cause OOS
- You can use mods from the latest LFS Editor (allows new features)

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

Known OOS cases when joining a server earlier than D50:

Loading more than 2400 objects in a layout
Use of a bike setup with adjusted fork ride height
Use of a car with visible spare + different size wheels


Changes in D64:

Graphics:

FIX: Subobject transparency was not visible in forces view


Changes in D63:

Graphics:

Spinner objects now stop nicely at the default position
Support for the new light switch options in Editor D63

Misc:

LFS now always checks for existence of some folders at startup


Changes in D62:

Korean IME:

FIX: The fix in D61 was incomplete and should work now


Changes in D61:

Graphics:

Vehicles are no longer fully regenerated on every mirror adjustment
- fixes bug that moved subobjects were reanimated on mirror adjust

Korean IME:

FIX: Since 0.7C the last character would be lost on pressing enter

Interface:

FIX: Handicaps message after /h_mass now states correct added mass


Changes in D60:

Graphics:

Support for stretched tyres (when rim is wider than ideal)

Commands:

/key command accepts 12 keys described by a word (see Commands.txt)

Misc:

Updated document Commands.txt (in docs folder)


Changes in D59:

Graphics:

Small indicators on side of XRG/XRT/FXO/LX4/LX6/RAC/FZ5 now flash
Subobject indicators left / right now relative to whole vehicle
FIX: Lighting of subobjects and wheels was as if at vehicle centre


Changes in D58:

Lights:

Headlight switch now incompatible between versions < D50 and >= D50
FIX: Extra light of remote cars was not visible when switched on

Moving subobjects:

Popup headlight system generalised for moving objects with switches
Light / horn switches work even if car does not have that feature


Changes in D57:

FIX: Transparency could vanish with more than one vehicle in view
IS_PLH now allows 'silent' update (with Flags bit 7 (0x80) set)


Changes in D56:

Transparency now works correctly with popup headlight objects
Popup headlights now support flip function


Changes in D55:

Multiplayer:

FIX: LFS could crash if a player left when a mod was not downloaded

Graphics:

Popup headlights and internal mirrors are excluded from forces view
Skin mappings that move with driver side swaps no longer avoid flip


Changes in D54:

Lights:

FIX: XR GTR mistakenly had the road car popup lights enabled

Interface:

Pedals are now shown to the left of the list of connections

AI:

FIX: AI would reverse assuming "stuck" during stop-go penalty


Changes in D53:

Lights:

Lights now work on subobjects (e.g. bike handlebars)
Popup headlights are also supported (already on XRG and XRT)


Changes in D52:

Lights:

Support for multiple light mappings (enabled in LFS editor D52)
Virtual gauges now show sidelights / low beam / high beam symbol

Dashboards:

Support for new options (minor updates) now available in editor

Wheels:

Support for new rim material settings (enabled in LFS editor D52)
Wheels set to "inside covered" now match the editor
- "inside covered" or "open wheel" only affect logo and lighting
- visibility of brake disc and spoke object is no longer affected


Changes from D48 to D51:

Interface:

New icon for LFS.exe includes 256x256 icon image
Commands /status F11 and /status F12 are now available during SPR
F key /commands are processed immediately (not added to text dialog)
Connections list in game / race setup screen can have a scroll bar
- scroll with mouse or Page Up / Page Down keys
New +/- buttons to adjust size of text in connections list
FIX: Various text commands such as /spec now disabled in replays

Lights:

Side lights, low and high beam headlights are now supported
Text command /light (requires two parameters) to switch lights:
/light ind [off/left/right/all] - switch indicators/hazard lights
/light head [off/side/low/high/low_off/low_high/next/prev] - lights
/light [rfog/ffog/extra] [off/on/toggle] - switch fog/extra lights
/light all [off/on] - switch all switchable lights off/on at once
Key '3' now toggles between off & low beam like /light head low_off
SHIFT+3 goes through all headlight states like /light head next

Multiplayer:

Maximum possible connections increased to 79
- there will be a higher charge for 79 connections
- free hosts are still limited to 47 connections
- maximum cars in race has not been increased

InSim:

License byte added to IS_NCI packet (after Language byte)
IS_PLH packet sets handicaps for individual players
TINY_PLH - request IS_PLH listing player handicaps
SMALL_LCL - full control of lights including fog and extra lights

Commands:

/h_mass username X - set added mass for user's car
/h_tres username X - set restriction for user's car
/teamarrows=no/yes - arrows on non-race small map use name colour

Layouts:

Max objects increased to 3000
NOTE! using more than 2400 objects will cause OOS on servers < D50

Bikes:

Increased maximum value for brakes, suspension stiffness, damping
NOTE! higher values not available when connected to servers < D50
FIX: Fork tubes misaligned if ride height adjusted in other setups
NOTE! adjusting fork ride height will cause OOS on servers < D50
FIX: Weight distribution was wrong if any trail reduction was set
FIX: Wheel masses not correctly positioned for trail reduction

Engine:

V16 engine is now available and some classes allow larger engines
New firing order for I5, V6, flat-8 and V10 engines (affects sound)
FIX: V12 engine firing order was wrong causing poor sound quality

Incompatible updates:

New features for mods including wheel and passenger positions
Support for new rim styles and different wheels front and rear
Fog lights are now functional if enabled by the mod creator

Graphics:

Removed wheel LOD reduction that was related to angle of view
Tyre manufacturer now appears at the top of tyre after reset

Dashboard:

Support for new dashboard lights / symbols: sidelights and neutral

Translations:

Updated translations - thank you translators


Changes from D to D48:

Interface:

A small map is now displayed at Layout Square if there is a layout
New display in F9 / F10 views shows estimated laps given fuel use
Engine health (with colour code) is displayed in F9 / F10 views
F9 / F10 extra displays are now switchable (Options - Display)
Speedo and tacho are moved UP if required for extra displays
CT display now uses dot matrix font if translation allows it
Driver / fuel buttons in garage are now only shown if relevant
Speed at redline is displayed beside each gear ratio in setup
Simple versions of F11/F12 displays are now available during an SPR
A message shows the name of any mod that can't be loaded in an SPR
Four-character mod names are shown in results table instead of MOD
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
FIX: Crash when two events on calendar used same event image
FIX: Calendar time could be wrong near start of daylight saving
FIX: Small camera movement on releasing LMB after 2-button rotation
FIX: Chat text in mods screen is now in front of interface buttons
FIX: User names that start with '.' now correctly displayed in chat
FIX: Crash if /track command was used while generating AI path info
FIX: AI skill level always used Latin codepage in F11/F12 menus
FIX: Engine brake reduction had no effect for EV but was visible
FIX: /setlap command error if name coloured and number 4 chars long
FIX: Replays auto-named with special characters could appear wrong

Controls:

A force feedback display is shown below the pedals (bottom right)
FIX: Mouse wheel gearshifts are now equivalent to 100ms keypress

Game:

Possible to reset if an approaching vehicle is moving slowly enough
Reset is now possible during a pit stop if the state is "finished"
Speed limiter (at 80 km/h) can be manually enabled if no pit lane
Auto gear shift: downshifts are now done at slightly lower rpm
FIX: Auto shift *up* did not work if max power rpm above redline
FIX: Driver swap enabled very high speed limiter if no pit lane

Mods:

An EV charge/discharge power bar in place of the clutch bar
- only visible if Options - View - Show pedals is enabled

A new "Cleanup" mode in the mods screen
- you can select to keep latest mods and test mods
- there is not yet a feature to keep replay mods

Support for new options set per vehicle instead of by race class
Support for "hub" subobject that moves and rotates with a wheel
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
Hold CTRL in Garage: Mods button becomes Test (direct to Test mode)
Opening mods screen is prevented if a rating request is in progress
FIX: Mod with 27 character name appeared in mods screen Test mode
FIX: Crash if mod had more than 64 materials

Dashboards:

Engine damage light on dashboard is now available if set in editor
Support for new speedo and tacho style options (see editor notes)
Support for dashboard backing texture system, text colours, opacity
Can also set background colour without supplying a backing texture
New needle pivot texture works better on light coloured dashboards
Dashboard brightness should now be the same as in the editor
- this update also affects the RB4 and MRT5 (recently updated)
FIX: Text size on dashboard more closely matches text in editor
FIX: Brightness of multi function display now matches the editor

New steering model for bikes:

Improved handling and braking ability
- Feet down steering model up to 7 km/h
- Low speed model only from 7 km/h to 18 km/h
- Interpolated model from 18 km/h to 36 km/h
- High speed model only above 36 km/h
FIX: Steering glitch between feet down model and low speed model

AI vehicle control:

Improved braking prediction so less running wide at corners
- considers brake balance (which is not ideal for every corner)
- can result in better lap times due to improved line following
AI braking prediction now takes account of engine braking
AI can now ride motorbikes (a bit slowly due to safety margin)
AI will drive more gently when off track on a bad surface
Bikes slow to avoid taking off over large humps in the road
Avoid unnecessary downshifts by looking ahead to see if needed
FIX: Sometimes could reach a maximum speed and stop accelerating

AI misc:

Distance to vehicle considered dangerous now depends on length
Distance to vehicle considered safe is reduced at low speed
- should prevent long vehicles hitting the brakes on green light
- gaps between vehicles may be smaller when speed is below 20 m/s
AI can enter configs with no path (but will not drive)
AI can now enter the game with an object (to just sit there)
Better collision avoidance when close behind or beside others
Reset is available even after engine switched off after long wait
Message history is no longer enabled for AI path generation
FIX: AI can now reset if in contact with a stationary vehicle
FIX: Errors in fuel calculation related to "Refuelling allowed"
FIX: It was possible for the fuel calculation to report 0 stints
FIX: A hang generating path for a mod with "Max up" wrongly set

AI in pit lane:

Target speed 1 km/h slower in pit lane to avoid speeding by mistake
- was possible for a powerful car to overspeed shifting 1st to 2nd
Improved driving in pit lane when close behind other drivers
Avoid excessive downshifting when approaching speed limit zone
Approx 1 second safety margin entering pit lane to avoid speeding
Use speed limiter or throttle to avoid wheelspins causing speeding
Smoother transitions switching between main path and pit lane path
FIX: Choice of pit stop box was wrong (bug introduced in 0.7B)
FIX: Slow start / stuck in pit stop if max torque at very low rpm
FIX: Some mods would brake too gently and miss the pit stop point
FIX: Some mods would overshoot their pit garage when parking
FIX: Can now reset at the end of a pit stop (e.g. fallen bike)

AI overtaking:

Various improvements to improve the overtaking decisions
Overtakes are considered on a group instead of individuals
Better estimate of the possibility and duration of a pass
Pass decision from low speed now allows for acceleration
When planning a pass time is allowed to pull in after pass
More distant consideration of other vehicles at high speed
There should be fewer dangerous overtakes in braking zones
FIX: AI could get pointlessly stuck behind a slower vehicle

Regional downloading system:

We now have 3 download locations for mods (NL/JP/US)
Faster downloads if you are in N/S America or Asia/Oceania
Locations in Asia and Oceania will download mods from Japan
Locations in North and South America will download from USA
Download redirection is handled automatically by our server
Regional downloads can be disabled by a new Misc Option
Yellow redirect message is shown the first time you are redirected

Graphics:

Dust colour on grass and dirt tracks now uses a dirt colour
- previously used average colour of surface which looked odd
- smoke and dust acquire lighting colour from car's location
FIX: Mudguard / handlebar / trailing arm subobject could disappear

Physics:

Improved bike physics (affects lean angle and tyre forces)
Pit speed limiter now based on drive speed instead of world speed
- prevents wheelspins (e.g. at RO) pushing car over the speed limit
FIX: Narrow cars were sucked in when near fence or narrow barrier

Audio:

Tone variation limited to 0.99 to prevent an engine sound bug
Switched off experimental "Prevent clipping" option by default

Multiplayer:

Improved setting of tyre state after receiving a position packet
- previous location of tyre contact is better estimated (for forces)
- most noticeable when viewed car had not been on screen for a while
- e.g. after tabbing to another car or fast forwarding a replay

Misc option "Full physics for remote cars" is enabled by default
- low res physics previously used for cars other than the 4 nearest
- option approximately doubles CPU usage by physics in multiplayer
- could cause issues at turn 1 with many cars depending on PC power
- use profiler display to check CPU usage with the option enabled
- see profiler by pressing car icon then P in Misc/Graphics options

Engine damage repair in pit stop
- yellow counts as minor damage (6 seconds)
- red counts as major damage (12 seconds)

Team arrow colours on small map are now enabled by a host option
- arrows on non-race small map take colour of first name character
- option is not yet available but is coded as /teamarrows=no/yes

Cancel button and ESC key to cancel the process of joining a host
- the currently downloading skin or mod is allowed to finish first
Temporary (free) hosts are shown without colours in List of Hosts
Stationary cars can now lag for longer (3 seconds) before vanishing
FIX: Remote car using pit speed limiter did not move smoothly
FIX: Crash enabling filter in List of Hosts after all were disabled

InSim:

IS_CPP packet with Time = 0 is instantly processed (not stored)
- allows it to be followed immediately by an IS_CPP with Time > 0
FIX: ZByte was not set in IS_OBH packet

New commands:

/status none|F9|F10|F11|F12|next|prev - sets status screen
E.g. /status next will cycle through the F9 to F12 status screens
(you could assign it to a CTRL+ or ALT+ key and then a wheel button)

/liveset and /pitins - do the functions of F11 and F12 menus

You can use operators:
= (set value)
+= (add to value)
-= (subtract from value)

Examples:
/pitins ftyre = r3 : change front tyres to R3 in pit stop
/pitins rtyre = super : change rear tyres to road super
/pitins fpressure = 1.1 : set front tyre pressure to 1.1 bar
/pitins fpressure += 0.1 : increase requested pressure by 0.1 bar
/pitins cancel : cancel all pit instructions
/pitins tyres always : change all tyres
/pitins tyres 20 : change tyres if wear > 20%
/liveset bbal 60 : set brake balance to 60%
/liveset rarb -= 0.1 : decrease rear ant-roll bar by 0.1

Available options for /pitins:
fuel, tyres, repair, symmetric
ftyre, fcamber_l, fpressure_l, fcamber_r, fpressure_r, fwing
rtyre, rcamber_l, rpressure_l, rcamber_r, rpressure_r, rwing
cancel, fcamber, fpressure, rcamber, rpressure

/pitins pressure commands can accept unit (psi/bar) (no unit = bar)
E.g. /pitins fpressure 30 psi

Available options for /liveset:
bbal, farb, rarb

Multiple commands on single line:

Multiple commands can now be added on a single line which sometimes
can avoid the need for a script file, e.g. to set a button to
change tyres in pit stop, you could use a double command:
/pitins ftyre super /pitins rtyre super

NOTE: some commands cannot be followed by another command:
/say /echo /join /rcm /pass /msg /altf /ctrlf

Maximum length of command and F key text increased to 95 characters
Wider text display in CTRL+ and ALT+ tabs in controls screen


INSTALLATION:

A FULL version of LFS 0.7D 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: 0.7D25


DOWNLOAD:

IF YOU ALREADY HAVE 0.7D:
PATCH 0.7D TO 0.7D64 (SELF EXTRACTING ARCHIVE)
https://www.lfs.net/file_lfs.p ... =LFS_PATCH_7D_TO_7D64.exe (1.8 MB)
Last edited by Scawen, .
Scawen
Developer
We are getting near the next test patch, which will be semi-compatible (same physics and graphics, new mod options).

I've updated the change log in the first post, to bring all the updates from D to D48 into the same list.

I hope it makes sense. I feel a bit like this: Ya right

D to D48: https://www.lfs.net/forum/thread/102117
FGED GREDG RDFGDR GSFDG