The online racing simulator
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Scawen
Developer
Although I agree that is not ideal, I don't think it has changed in recent times. I tested using 0.7E and the same thing happens, the mouse axis doesn't seem to reach the absolute limit.

But you can solve that by setting the multiplier on Mouse Y to 1.1 which may be a reasonable solution.
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
As far as I can understand, carreragt339 is not really talking about the actual *mouse control* option (when you click mouse/keyboard). It seems to me that he is talking about the option to use axis-based mouse control (when you click wheel/joystick without a game controller connected) and that he simply would like a deadzone option for axes (and some additional precision on the multiplier). This is a long requested feature particularly for game controllers. I don't think it is in any way related to the standard mouse control option.

It's not a high priority compared with other things but a deadzone option does feature on one of the notes that I am surrounded by.
Scawen
Developer
Never heard of that before.

Have you tried restarting the computer?
Scawen
Developer
I discovered one small bug that could affect performance if the host was busy, so I had to remotely restart the hosts that had already upgraded:

Race Green
Piran Moto DD
RTFR
[AA]
[SVRT]
CESAV.es

Sorry about that, hope it didn't cause too much disruption. Schwitz

Anyway, the closing down and restart 1 minute later wasn't a bug. It was just me fixing a bug.

EDIT: I think it may have affected [AA] Mod Racing. Sorry about that.
Last edited by Scawen, .
Scawen
Developer
Quote from sinanju :Edit: As a test, changed host location to USA, and server started working. Changed back to Netherlands, and node error back. So I've got server set to USA again.

Hi, sorry it has taken so long to get back to you.

This system was written by Victor but he has been very busy at his full time job so I have to take over some of the maintenance he would have done in the past. I'm learning more about the website but there's a lot to take in and I don't know how everything works.

I found the old folder of your host on the Netherlands server. I think that shouldn't really remain when you move your host, so I have deleted it (leaving the one in USA that is still running). Please could you try moving it to the Netherlands again and see if it now works?
Last edited by Scawen, .
Scawen
Developer
No worries, it was nice that I could catch it easily in the replay using a data breakpoint.
Scawen
Developer
You should find this bug is fixed in LFS Host version E12.
Scawen
Developer
I stated that Guests will need E12 in the Host E12 announcement:

https://www.lfs.net/forum/post/2091846#post2091846
Scawen
Developer
The fix for this bug is now available in host version E12.

https://www.lfs.net/forum/thread/108079
Scawen
Developer
Checking the replay, I caught the packet that set the split times to zero.

There are two cases that could cause this packet to be sent.

Admin (or InSim program) typed:
/zero_all
Or:
/setlap USERNAME 0 (for each user name that got set back to zero)

These are the only places in the code that send that packet.

EDIT: further inspection shows it must have been zero_all as no user name was specified.
Last edited by Scawen, .
Scawen
Developer
The /setstops command is now available in host version E12:
https://www.lfs.net/forum/thread/108079
Version E12 is now available
Scawen
Developer
Hello hosters.

Host version E12 is now available. You can stop your host and select E12.

NOTE: Guests will need Test Patch E12 or later to join an E12 host!

Changes in E12:

FIX: The 49.7 day bug is fixed (previously, the host got stuck after 49.7 days)
FIX: JOOS on connect when a car, now disallowed, is on track
FIX: Old version could sometimes fail to spectate a blocking car

New command /specdnf specifies number of stopped seconds before DNF
- this is activated when a stopped car blocks a result confirmation
- default value is 12 (was 8 in the past) and range is 0 to 240

New command /setstops USERNAME Y :set user's number of stops to Y
Scawen
Developer
You should find this is now fixed, in E12.
You can have more than one space between commands (including if that 'command' is a comment).
https://www.lfs.net/forum/thread/106967
Scawen
Developer
Some minor updates 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
- requires updated host not yet publicly available

Commands:

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

Translations:

More updated translations - Thank you translators!

Download: https://www.lfs.net/forum/thread/106967
Scawen
Developer
You paid for LFS tweaker? Face -> palm

We don't support memory hack programs.

I will now close this thread.
Scawen
Developer
I see that one of your hosts is configured to allow an IP address to connect to InSim. The other host does not allow that.

I don't know if this will solve the problem but maybe you should make sure there are no IP addresses that are allowed to connect?
Scawen
Developer
It will happen 49.7 days after the host is restarted.

While waiting for the fix (version 0.7F) hosts can check how long their host has been running.

https://www.lfs.net/forum/thread/107678-Avoid-the-49-7-day-bug
Scawen
Developer
I am not sure but think this may happen when you join the server and your load time is long.

So then I agree with turbofan, disconnect and reconnect should fix it (or load the correct track before joining the first time). I don't think restarting the server is relevant.
Scawen
Developer
They are there because they can use licensed content free of charge, although there were many ways to extract money from people over there, like VIP packages and payment for "unban" etc.

In the past, the LFS Pro community became more active than the legit community and sales were so low we didn't earn enough money to live on.

But it's not just about my family having to live a frugal lifestyle so we could pay the bills. Worse things than that happened to other people.

I agree this thread should close, it makes me too sad.
Scawen
Developer
This is just too suspicious and strange.
Scawen
Developer
Message to Skinzinho / SKC / Negan:

Yuri, do you think maybe it is now time to move on?

You have made a career out of ripping off a tiny team of dedicated developers, to the point where we nearly had to close the business. This isn't a rich company that can afford such losses. We've recovered from that worst time now after making significant changes but you are still here trying to continue to extract whatever you can from us and harming the community.

Eric and I have dedicated our careers to working on this game for the enjoyment of thousands of people worldwide. I am sad that you are always there, engaging in illegal activities, scams and fraud, supplying malware to unsuspecting victims, making things difficult for so many people and damaging what we work so hard on.

Do you think, for your own sake, it may be time to move on and do something constructive with your life?
Scawen
Developer
If you can find them in the cfg.txt file then you can delete those lines (when LFS is not running) and save the file, then when you start LFS again it will use the default values.
Scawen
Developer
Editor E8 has an option to exclude the PNG files for faster upload.

Option to include or exclude PNG textures when exporting for upload
- Exclude PNG to reduce file size and allow a faster upload
- This does not affect the appearance of a mod in game
- The PNG textures are not required for a functioning mod
- DDS (in-game textures) are included whichever option you choose
- PNG files can be useful if you allow derivatives of your mod

https://www.lfs.net/forum/thread/106792
Scawen
Developer
Editor E8 has an option to exclude the PNG files for faster upload.

Option to include or exclude PNG textures when exporting for upload
- Exclude PNG to reduce file size and allow a faster upload
- This does not affect the appearance of a mod in game
- The PNG textures are not required for a functioning mod
- DDS (in-game textures) are included whichever option you choose
- PNG files can be useful if you allow derivatives of your mod

https://www.lfs.net/forum/thread/106792
FGED GREDG RDFGDR GSFDG