The online racing simulator
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Scawen
Developer
I've now made the calendar default to a weekly view, in which only one week is shown and you can click back and forward through the weeks.

That's more useful when you want to find out what's on this week. You can also switch to monthly view as before.

https://www.lfs.net/leagues/calendar
Scawen
Developer
Thanks, the in-game entry screen only showed events whose first round was less than 36 hours ago. This allowed for 24 hour races and two-day events, but not three-day events.

I've increased that limit to 3 days instead of 36 hours, so the second part of your multi day round of one of your concurrent series now appears in the in-game calendar. Big grin


EDIT: Also added the option to delete a round. At the bottom of 'edit round' page (like deleting a season).
Last edited by Scawen, .
Scawen
Developer
One more question, on cleaning up the website...

Does anyone still use IRC?
I could remove the section from this page: https://www.lfs.net/links
Scawen
Developer
Some updates:

Main page of website:

Removed text "Discover the realism of racing simulation..."
Updated events today on main page (using new calendar info)

Leagues:

FIX: Stream start time was not stored when first adding a round
Stream start time is now shown on round and season pages

Calendar:

Changed section name to Events rather than Leagues
Default page in Events section is now Calendar
Limited height of images (for taller aspect ratio images)
Replaced (some) links in description text with [link] to reduce length


Still to do:

Make calendar show current week as the top line by default

EDIT: Is it true that there is no way to DELETE a round of a series?
Last edited by Scawen, .
Scawen
Developer
I've solved the problem now by replacing words starting with 'http' or 'www.' with '[link]'

It's not actually a link but if they click it they will end up on the round's page so maybe this is OK at least for now. Though I realise they might write a link without any http or www.
Scawen
Developer
I've added: style="overflow-wrap: break-word" to the description text.
Does it help?
Scawen
Developer
Hmm, what to do? (fine in my Firefox too)
Images have max-width: 137px.
(137+10+1) * 7 + 1 = 1037 and the whole width is 1040. So 3 spare pixels according to my calculation!
Scawen
Developer
Rounds with sessions on different days now do appear on multiple days in the calendar (as a single entry).

EDIT: Moved posts about the text wrap issue to a bug report thread.
Last edited by Scawen, .
Scawen
Developer
Quote from tankslacno :tl;dr: LFS entry screen thinks my host is not online, even though it really is, and its season pages here also say it's online.

I've made the code for the in-game list match the code on the season details page, so now LFS entry screen does show the host online.

Why it is in lower case and cannot be changed, I have no idea (remember I had no part in writing this system). Maybe at some point in the process the lower case version was entered and is somehow stuck that way. Maybe I'll find out some time but I'll get on with the other changes first.
Scawen
Developer
Yes, I've been thinking that too.

Changes I want to do, related to feedback:

- Make multi day events appear on multiple days (but not showing each session, you can click to look at the event page for details.
- Have the current week at the top by default. Probably allow click forward or back 4 weeks at a time. Possibly allow month-based view as well though less important.
- Calendar as the default for leagues section, which I think should be renamed "Events" (unless someone has a better idea - to me "Leagues" at the top is a bit obscure as a way to find out what's on).
Scawen
Developer
Added a stream start time hover text to the stream logos.

It should be in your local time zone. Please could someone, who is not in GMT time zone, check if the hover text stream start time matches the stream start time shown in your LFS entry screen? EDIT: Thanks for the replies, I am sure it is OK now. Smile
Last edited by Scawen, .
Scawen
Developer
I'm trying to think how to do that.

At first I thought of auto-scrolling using a # in the url but think that might not look too good.

Now I'm wondering if it could operate in two different modes: weekly or monthly.

- Weekly mode could be the default start with the current week and have e.g. 3 extra weeks below.
- Monthly mode could be an option to show traditional calendar style as now.

Maybe someone has a better idea.
Scawen
Developer
I've done a bit of holiday work on the calendar, with a bit of help with html from my son Leo (who isn't actually an expert but knows more than me how it works).

Here is the updated calendar: https://www.lfs.net/leagues/calendar

Compare with old calendar: https://www.lfs.net/leagues/calendarOLD.php

Based on changed planned in Victor's post here: https://www.lfs.net/forum/post/1995602#post1995602

Developed from the original calendar, with inspiration from Mandula's one-week calendars and the in-game events feed.
Scawen
Developer
Yes, they are blended to avoid sharp transitions. I use a spherical distance from view point rather than Z, so the transition doesn't move if you rotate the view without moving.

We don't use PCF. Softening or antialiasing is done using MSAA which is possible with ESM.
Scawen
Developer
Well... that is to do with the way shadow mapping is done. It's all a big trick, of course, and the resulting image has shadow sharpness varying in a different way from reality. As you say, in reality the sharpness of a sun shadow decreases with the distance between caster and receiver. But the method of shadow mapping results in shadows being sharper when they are nearer to the viewer.

If you are interested enough for a long read, there is a really good article on the Microsoft website which goes through the whole method, issues and solutions. It's relevant to ours to about half way down the page.
https://learn.microsoft.com/en-us/windows/win32/dxtecharts/cascaded-shadow-maps

Our shadow maps are "cascaded shadow maps" using an implementation of "exponential shadow maps" or ESM rather than VSM described at the end of that article.
Scawen
Developer
I haven't checked here yet but I've been looking on the internet and apparently thing may be affected by a "Steering Sensitivity" setting in the Logitech software.

https://steamcommunity.com/app/227300/discussions/0/1639787494950318456/

EDIT: Also you may be able to check if the non-linearity comes from the wheel/driver software by looking at the raw output values at the bottom right of the Options - Controls screen. Those are the raw input values that LFS receives from the software.
Last edited by Scawen, .
Scawen
Developer
Before I start up the other computer (with G29) to check, can I ask you to check with the official GTR cars?

They have 540 degrees of lock. You can see that in "Steering" (section of the Garage/Pits screen) some text:
Car's steering wheel turns 540 degrees (lock to lock)

I guess you see this same info text with your testing car, but please check to confirm that.

I suggest testing with an official car, or a specific mod that we all have access to, so we can compare results.
Scawen
Developer
I wrote something about that in 2021, but you replied there so I'm not sure what issue there is now.
https://www.lfs.net/forum/post/1977600#post1977600

It actually isn't very complicated. Wheel turn compensation (which is recommended to be set to max) does two different things depending on if the game controller wheel turns more or less than the in-game car wheel.

1) Game controller wheel can turn more than the simulated car steering wheel:

Perfect match is possible.
Game controller wheel stops turning (a 'stop force' is applied) when simulated car steering wheel reaches limits.

2) Game controller wheel can not turn as much as the simulated car steering wheel:

Perfect match is not possible.
Non-linear approach is implemented.
Steering wheel turn amount matches in the middle, but simulated car wheel turns more as you increase the steering angle.

NOTE: This relies on the "Wheel turn" setting in Options - Controls matching your controller wheel turn degrees. E.g. if your game controller turns 900 degrees, then "Wheel turn" must be set to 900.

EDIT: If I am missing something, or some bug has crept in, I would obviously like to know about it. But when I have checked in the past, it's all working as it should.
Last edited by Scawen, .
Scawen
Developer
A viewer is now built in to LFS, which works with all default vehicles and mods too.

You can save your skin jpg to data\skins and click the "Viewer" button near bottom left of the garage screen after creating "New colours" with the new skin. In viewer mode you will find features similar to the old CMX viewer, including a reload button.
Scawen
Developer
I think you need to click "other controllers" then don't select one of them.

As soon as you select one of them, that is the only one it will use. If you don't select one, then axes and buttons from all of them will be available.
Scawen
Developer
It may be you are selecting one of the devices, listed at top right of the controller options.

This has confused quite a few people. You should not select one of the devices, but instead allow all to be active.
Scawen
Developer
The trs files in the data\knw folder.
Scawen
Developer
Quote from DetaIls123 :Could we get the top down maps of the remaining updated tracks, please? As a...

Here is the complete set of tracks that have changed significantly.

New versions:
https://www.lfs.net/file_lfs.php?name=SO_new_3072.zip
https://www.lfs.net/file_lfs.php?name=KY_new_3072.zip
https://www.lfs.net/file_lfs.php?name=AU_new_2560.zip
https://www.lfs.net/file_lfs.php?name=AS_new_2560.zip

Old versions:
https://www.lfs.net/file_lfs.php?name=SO_old_3072.zip
https://www.lfs.net/file_lfs.php?name=KY_old_3072.zip
https://www.lfs.net/file_lfs.php?name=AU_old_2560.zip
https://www.lfs.net/file_lfs.php?name=AS_old_2560.zip

Other tracks (BL/FE/WE/RO/LA) have not changed significantly. Changes are mostly fixes, details and textures updated for the new lighting and shadow system, so I have not generated 2D bitmaps for them.

New Westhill included for comparison with new Kyoto:
https://www.lfs.net/file_lfs.php?name=WE_new_3072.zip
Scawen
Developer
Quote from Flame CZE :Thanks for these! Would it be possible to generate the 3072 versions of the...

Here's a zip with the old SO and KY generated as 3072.
I think they are the current public ones, but without any ambient lighting.
I didn't include the old WE as it hasn't changed significantly, other than textures and details.

EDIT: Changed to two separate zips.
https://www.lfs.net/file_lfs.php?name=SO_old_3072.zip
https://www.lfs.net/file_lfs.php?name=KY_old_3072.zip
Last edited by Scawen, .
Scawen
Developer
Quote from RacerAsh3 :Fantastic update guys, looking extremely promising!

@Scawen would you be so kind as to provide some layout imagery as you did when I requested it for South City please? (https://www.lfs.net/forum/post/2013046#post2013046)

Here are some zips with 2D top down views of updated South City and Kyoto Ring in 3072x3072 png.
EDIT: for comparison I've also generated Westhill in the same format.

https://www.lfs.net/file_lfs.php?name=SO_new_3072.zip
https://www.lfs.net/file_lfs.php?name=KY_new_3072.zip
https://www.lfs.net/file_lfs.php?name=WE_new_3072.zip

Note: some of the newly filled in areas of South City are not actually driveable. There are so many new driveable areas but to get the job finished there has to be some scenery which is not updated to full detail level.
Last edited by Scawen, .
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