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tankslacno
S3 licensed
EDIT: This is incorrect solution, but I left that so you can still download that attachement

Quote from Scawen :
About the /setlap command, I can't reproduce this. I've started a time-based race (/hours 1) then I was able to use /setlap up to 6000 laps, which is the designed limit. I could use negative values also to -6000.

With /laps 1000 I was able to use commands like /setlap AI 3 1000 or /setlap AI 3 -1000.

My testing was in single player.

I found reason why that happened to me and there is a bug.

When I tested it, my driver name was written in Japanese code page. As I typed that /setlap command (using Latin code page) and used that driver name, which was written in Japanese, in there, it restricted the character limit of that second parameter to 3. That's why I got an error "This command needs 2 parameters" when that second parameter had 4 or more characters.

When I switched to driver name "Tankslacno", it worked properly.

EDIT: It seems like it only happens, if you use special symbols shown in Japanese code page as your driver name.
I've attached a screenshot of my driver name. If you create a driver name using those symbols, you should be able to reproduce this bug then.
Last edited by tankslacno, .
tankslacno
S3 licensed
Two additional issues:

1) Related to this test patch:
Quote from Scawen :Simple versions of F11/F12 displays are now available during an SPR

Just noticed another bug in this. And it's related to this test patch, because this test patch is first patch where we can see F11 / F12 windows in test drive mode. Basically, you can use most, if not all, commands in test drive mode.

Here's that bug: if you're test driving from a replay of a hot lap session and decide to type command /laps 1-1000 (or /hours 1-48) and you do that before you start your first timed lap, F12 window thinks there is a race going on (it states that race length is X laps), but there is not a lap counter (it never appears) and none of your timed laps counts towards your driven laps in that "race". In fact, it seems like none of your test drive laps will ever count.

However, if you do it after you've started your first timed lap, it does turn your test drive into a effective race session.

This bug only occurs on replays which were driven in hotlap mode. This does not occur in practice sessions (in those, using command does turn that test drive to a race regardless of where you type that command).

So, in order to reproduce this bug:
1) Start a hotlapping session and save SPR of it
2) Open that SPR and enter test drive mode
3) Type command /laps 1-1000 or /hours 1-48 before you start first timed lap on that test drive.
4) F12 window thinks this session is a race, but lap counter never appears and that race never ends.

2) Unrelated to this test patch, could be on purpose, but has potential issues

In theory, command /setlap has potential issues. And that is to do with the fact that the second parameter (lap amount) of that command cannot contain 4 or more characters. What does this mean? Well, it does bring up two potential issues:

Ones not so bad, that is you can "only" subtract up to 99 laps per command. Command /setlap [username] [-100] does not work, since that second parameter has more than 3 characters.

The second one is the one where this command can become an actual problem:

I know this doesn't happen that often, but if you're having an endurance race on a very short or oval track, where race length is in hours and it's clear that lap amount will exceed 1000, /setlap command becomes useless for player who reconnects after an unintended disconnection and has already driven over 1000 laps. Why? Because /setlap only works up to 999 if you're having a race where length is 1000 laps or it's a timed race. (If race length is less than 1000 laps, it works up to that race length.)

That is because technically that command does not add laps for user, it only sets the lap amount of that affected user to that.

And yes, I know it may sound nearly impossible to happen, but it actually isn't. Think about you're doing a 24 hour endurance race in a team on track/car combo where average length of a lap is about a minute. After 5 hours, you've already driven about 300 laps. If one team would manage to have that average page of 1 lap per minute for that whole race, /setlap would become useless for them after about 16 hours and 40 minutes of racing.

I was just wondering that since that number can already be negative which subtracts driven laps, could it be also possible to make + sign work on that parameter? For example /setlap [driver name] [+2] would add two more laps to driver's current lap amount. Or alternatively, could it be possible to make the maximum lap amount on that second parameter so high in timed races as well as qualifying and practice sessions that it couldn't be realistically achieved by simply racing?

In any case, it also may seem a bit confusing that LFS states an error that this command needs 2 parameters if your lap parameter is at least 1000 (or -100 or lower). It's a bit confusing because you already have typed two parameters to that command.
tankslacno
S3 licensed
Quote from loopingz :One formula got stuck in the sand did not reset. Bursted tires and ended fuel pretty stupidly. One other car got stuck did not reset did not ended fuel.

In case you don't know, it has always been like that. Even if you've allowed a car reset, AI drivers pretty much only reset if they know they can't move anywhere and situation allows resetting a car. This means that they only reset if they're flipped, taken a wrong route/out of bounds or, in case of vehicles with motorbike gearbox, they're stuck and can't move forward. Being stuck in a sand does not make AI driver reset their vehicle, unless you use Autocross objects to force them to a position where they will reset their car.

Same thing has happened at least previously if they've destroyed their clutch or stalled their engine. Not completely sure how they handle this kind of situation in a current test patch though.
tankslacno
S3 licensed
Hi Scawen!

Thanks for this D41 test patch. I tested it quite a lot yesterday and I have a lot of reporting about this. Because I don't want to make this post very large, I decided to create a PDF-document where I report my experiences and issues with this test patch.

This PDF has 8 pages and I've divided it into four parts:
1) Important/Test patch related issues
2) Other caveats with AI drivers
3) Other caveats/bugs I found
4) Information about SPR-files I've attached as well

I've attached four SPR-files. Now, there is also a fifth SPR which I've uploaded into Google Drive since it's too big file to simply attach it here. I've also uploaded these five other files attached here also there.

So you can find a link for that fifth SPR-file here, it's named D41_TestRace_SO4_Bikes.spr: https://drive.google.com/drive/folders/11nZcHfuKQMeACy-p-FW8X9EVzqiTG9jL

This PDF-document includes:

- 1 game crash
- 1 bug related to D41 update
- My experiences to each of your AI update in D41
- My experiences with updated AI in general with this newest test patch
- 3 other caveats related to AI drivers I noticed (1 of those could be on purpose though)
- Way to sort of bypass a restriction that disallows certain cars in Karting Tracks (WE4/WE5)
- Some other strange things (possible bugs) with Training Lesson Editor
- 1 other bug I found when autosaving replays.
- General information of each SPR-file I've attached
tankslacno
S3 licensed
Quote from UnknownMaster21 :Because this has turned up to A.I. update, and ppl are looking test patches, is there someone who knows how to get 40 AI racers like in past back then? ( by saving the grid and with command use with /ai something, which also included of changing their names ).

That bug has been fixed years ago.

The only way you can have 40 AI's by yourself is to buy another licence for another account, create multiplayer server which allows at least 20 drivers per player and then fill the grid.

There is also an alternative method, but it's very outdated and bizarre and I'm not sure does it even work anymore. If you really want to have 40 AI's by using single licence and don't care about mods. You could try using 0.6V and setup a local game, because until 0.7A, you could use same licence for two players with LAN.
tankslacno
S3 licensed
Quote from Scawen :Yes, maybe this is the reason.

But I think that purpose can now be covered by other means, as F11 and F12 views in "remote car" mode (as seen in an MPR and other people's vehicle online) is sufficiently restricted.

As far as I can see, it only reveals tyre choice, fuel level and handicaps, but no real setup info.

So I think should be fine for hotlaps and SPR if it uses the view already designed for remote cars.

I'm just wondering, what about test drives? Could it be possible to make a condition, where LFS checks who was the creator of that SPR (whether is it hotlap or session with it AI's)? If it matches the current username in use in-game, then those F11/F12 windows would be enabled in test drive. Otherwise, they would be disabled.

In any case, I don't see any reason, why they've been disabled even when you're test driving from SPR of your own hotlap/single player session.
tankslacno
S3 licensed
Quote from Scawen :Can anyone think of a reason why I shouldn't enable an MPR-style view in F11/F12 when watching an SPR?

I have a theory why it could've been thought as a good idea years ago: could hotlaps have been a reason why those views have been disabled? By disabling them, if user downloaded a hotlap replay from LFSWorld, they could not get more data from setup that user has used? I'm thinking this as a reason because if you try to test drive from watching an SPR, you still can't view F11/F12 windows. And this restriction applies to all kind of single player sessions, whether they are single player races or hotlaps.

I don't see any other reason for that than this.

Quote from tankslacno :1) Possible bug when renaming a replay:
If I try to rename a replay on LFS by simply changing a letter from lowercase to uppercase (or vice-versa), it doesn't allow me to do that. Instead it says that the "Name is already used".

I also want to state that this same situation happens when you try to rename a skin or a setup. It doesn't allow you to rename them in-game if you're merely changing a letter's case from one or more letters of that name.
tankslacno
S3 licensed
Tested D40 and noticed several things. Some are related to this test patch and some are not:

Unrelated to this test patch, but found when viewing replays:

1) Possible bug when renaming a replay:

If I try to rename a replay on LFS by simply changing a letter from lowercase to uppercase (or vice-versa), it doesn't allow me to do that. Instead it says that the "Name is already used".

For example: I had this replay I've attached originally named "KY1_MotorBikeTest_Cannot_Reset" and I tried to rename it "KY1_MotorbikeTest_Cannot_Reset" where the only difference in that name is it's named "Motorbike" and not "MotorBike". However, since that was the only change, it didn't allow me to rename it until I renamed it first by adding/removing a character and then renaiming it again.

I understand you can't rename a replay to a same name that other replay already has, but it shouldn't do that when you're simply changing a character from lowercase to uppercase or vice-versa. Is this on purpose that you can't do this in-game but you can do this when renaming those files in File Explorer?

2) Question about F11/F12 window when trying to view a single player replay:

Is there any reason why I cannot view F11/F12 menu when viewing single player replays, but I can in multiplayer replays? Because of this, I can never take a refresher from a single player replay when I want to take a look at their tires, restriction or skill level.

Caveats about AI's:

3) Bug on Westhill National Reverse and International Reverse with AI:

It seems like it's completely luck whether they can successfully enter a pitlane in Westhill National Reverse and International Reverse or not. When they enter pitlane, they usually make a weird "snake move" and may spin off and in worst case, get stuck at the wrong side of the pitlane. This happens especially when AI's are driving faster cars.

- I've attached a WE2R-replay about this one: there are 20 PRO-level AI's, each one having different standard LFS car. Take a look what happens to BF1, FO8 and XRR when they try to enter a pit lane. Also take a look what happens to LX4 and MRT when they try to exit their pitbox and UFR is in front of them, since that is related to another caveat mentioned below.

This "entering a pitlane" bug doesn´t seem to happen on other tracks aside from these two.

4) Caveat related to this fix Scawen:

Quote from Scawen :
- FIX: Sometimes applied brakes and stopped on track next to another vehicle

This bug seems to be partially fixed. I'm saying partially since this fix doesn't seem to apply in pitlane and pit exit lane? Ever since 0.6K was released, AI's have become way too careful in pitlane due to this:

Quote :Now avoid ramming other cars when in the pit lane or lap of honour

What this has resulted that if AI driver tries to enter or leave a pit box and another vehicle/object is stooped on that pit box or one immediately before or after, that AI will stop completely, because it's too scared to enter/leave that pit box. Same thing happens if another vehicle/object is stuck in pit lane.

I've attached a SPR named "KY1_FootballTest" about this: these 20 same AI's are again racing in Kyoto Ring. But this time, I'm also participating as a football. I'm deliberately in the pitlane to prove that AI's do get stuck, if something is blocking their path in the pitlane.

This is happening on every track that has pit boxes.

5) Problem with AI's using bikes:

This applies to all AI's that are driving vehicles which have motorbike gearbox (like MRT5 and motorbikes). If you have disallowed car reset and they are near an object or another vehicle, they will very soon shut their engine off, thinking they cannot get anywhere past it since they can't drive in reverse. If they can reset their cars, they will reset their car and try again. Other vehicles don't have this problem since they can always reverse and try again.

I've attached two replays about this, one where resetting a car is disallowed and another where it's allowed. You can see what happens to them when they face that football on pitlane.

This and the previous caveat on D40 seems to happen in pitlane and also on pit exit lane, but weirdly enough, not on pit entry lane. If they're on pit entry lane, AI's just ram that object/vehicle out of the way.

I'm saying this has been partially fixed because I tried this with 0.7D and there, AI's got stuck also on pit entry lane.
tankslacno
S3 licensed
Quote from Pasci :Then I noticed the AI with the stalled engine.

Perhaps it's something to fix/should not happen I think? And yes, LFS is an online simulator I know.

This is a common problem with cars that have turbocharged inline engine. They're most likely to do this when they're pushing the gas pedal during a pit stop.

Easiest, but not surefire, way to reproduce this bug is to use XR GTR and do this:
1) Make sure it's pit stop is going to last more than 10 seconds (you can change AI's pit instructions in F12-window to make this happen)

2) Before last sector of a lap begins, issue a Stop-and-Go penalty for it (by command /p_sg [AI DRIVER NAME]

3) When AI driver is driving the final sector of the lap, before it enters the pit lane area, remove that penalty by command /p_clear [AI DRIVER NAME]

4) When AI driver is making a pit stop, after 10 seconds it starts pressing a gas pedal, because it wants to leave that pit stop, thinking it has completed it's "Stop-and-Go" penalty Big grin

5) I think this is more related to setup, but especially with XR GTR, there is a decent chance it will stall it engine after that stop is completed.

Quote :
Other question: Why the heck is the AI jerking left/right all the time?! Smile (not only the one that stall the engine)

I'm not sure why this happens, but if you refer to the situation in the pit lane, a partial reason for this is due to an update presented in 0.6K, which resulted AI drivers being too scared in the pit lane:

Quote :Now avoid ramming other cars when in the pit lane or lap of honour

Before that update, AI drivers were brave enough to even ram each other in the pit lane (this resulted AI drivers ramming behind other drivers in the pit lane), but because of this update, if they're too near each other in the pit lane, they're too scared to move forward.
tankslacno
S3 licensed
Quote from PerShing16 :Thanks!

1st option is already enabled, but when AI isn't flipped, they will not recover
2nd option have flaw, as it disables option to save replay after changing layout
3rd option is brilliant! Now i can revert car to pit, and set lap number that he had before recover!

Thank you!

Btw, is not so easy to find informations about /setlap in google, is there one place where all commands for lfs are located?

You can use the second option in multiplayer as you were talking about possibility of hosting server for AI only race. If you change layout in multiplayer, you can still save replays.

You can find commands here: https://www.lfs.net/host.htm

And by the way, there is a fourth way to reset AI driver which is useful in a situation, where it has wrong setup/car/etc. Spectate that AI-driver with command /spec [AI-driver name] and after selecting car, setup, skin etc. in garage, type command /ai or /ai [AI-driver name]. If you use that command with parameter, just make sure to include those colors used in that AI-driver's name (so if your AI-driver name is in white, you need to type that parameter for that command in white color)

If you don't specify AI-driver name in that command, LFS will add next AI driver found from your AI-driver list in game options.

EDIT: You can also find list of commands in your [LFS installation folder]\docs\Commands.txt
Last edited by tankslacno, .
tankslacno
S3 licensed
Yes, there are three ways to reset AI (fourth way is simply spectate it from the session completely)

1) If that AI-driver has flipped and you want to make sure that AI can reset their car while staying in the race, make sure you have allowed car resetting by command /canreset yes. Do this before AI will turn off their engine.

2) If car resetting is allowed and AI is stuck (but not flipped, meaning it will keep it's engine on), you can use Autocross objects to "throw" that AI out of track, which makes them resetting their car automatically as soon as it's safe to do so.

3) You can always use command /pitlane [AI-driver name] to make that AI-driver return to it's pit start point. That AI will then start from lap 1 again. If you want that AI driver have it's original lap count after returning it to pit lane, use command /setlap [AI-driver name] [lap amount you want that AI to have]
Last edited by tankslacno, .
tankslacno
S3 licensed
Hi! I've found couple things related to electric cars.

I've attached couple screenshots as couple things caught my eye:

1) Is it necessary to display Shift Up-icon in virtual clock in a situation where car has just 1st, Neutral and Reverse gears? You really can't shift up Big grin

2) For those electric cars, F12-menu still does display texts about refueling instead of recharging. Also, shouldn't there be a text line informing that recharging is not allowed as well? Right now, you can find text "Refuelling allowed : no" from F12 menu, but not text "Recharging allowed : no"

I've also attached a SPR replay of one practice session where AIs used E-Challenger, Formula XR-E, Formula XR and Formula RC6. I decided to attach this as I found one potential bug when those AIs drove (I advise you to speed up that replay since they will start to run out of fuel/charge only after about 20 laps have been driven)

Potential bug: If AI driver driving electric motor car runs out of charge and eventually drives very slowly, that AI will not move out of the racing line. As in contrast to other type of cars who will move out of racing line if they run out of fuel. It will eventually just stay stationary on racing line.

Also one question: when watching (single player) replays that have modded AI cars, could it be possible to extend system of asking to download skins for replays to mods as well? What I'm suggesting is when starting to watch replay, LFS would ask user if they want to download mods used in that replay that haven't already been downloaded. Or LFS would at least inform user about what mods are used in replay that user hasn't already downloaded?

I'm asking this because when I watched SPR from another LFS instance (that also has 0.7A3 installed), it reported me about OOS error instantly. This happened because I hadn't download all those modded cars used in that replay into that instance. The problem I found is that LFS doesn't inform me which mods I need to download to watch that replay. Only after I downloaded those mods in that instance (at least I didn't need to generate those AI paths again), I could watch that replay.

I'm not sure does this happen with MPRs as well, but needless to say: I can already imagine someone upload SPR-file here when reporting a bug, only resulting no one else being able to watch that replay, since they haven't downloaded all required mods.
tankslacno
S3 licensed
Two (possibly three) bugs:

1) Confirming this bug is existing also in modded cars.

I tested modded AI's on Westhill National Reverse and International Reverse. This same bug happens on both standard and modded cars with AI. When they're trying to enter the pitlane, it's pretty much completely luck if they manage to end up into literally right side of the pitlane or will they just spin off and end up to the wrong side. This happens especially with faster cars.

I've attached two Single Player Replays about this bug, one with modded AI's and one with standard AI's.

2) With AI-drivers, cars that use electrical motor start with 100% "fuel" load at the start despite fuel amount-message telling otherwise. Even if race lasts just 1 lap, they will start with 100% in tank. Attached a screenshot about this. This happens in practice, qualifying and race.

3) Possible bug: it seems like that on these two tracks, AI drivers will pit a lap earlier than necessary. Attached a screenshot about Raceabout going to pits even though that driver has easily more than lap amount of fuel left (and it's not last lap since no one has lapped that car).
tankslacno
S3 licensed
Quote from Scawen :1) Is intended, as multiple AI paths can take some time to generate. So you shouldn't have to sit there all ready to go while waiting.

Um, what I actually meant about that minor annoyance is that when AI path generation is completed, it does display those messages about fuel amount per lap, total fuel amount and amount of stints for AI-drivers. But since I have to press that GO-button again, it does display those same fuel-messages again. The minor annoyance is therefore that those messages are displayed twice instead of once when AI driver using modded car joins on a track for first time.

EDIT: Additionally, I noticed one thing. If I've disabled "AI use player setup"-setting, it does display a message:

Could not load AI path info but it can be generated : [MOD NAME] when I select a track, where AI does not have a path generated.

And here's actually a bug. If I try to add AI driver using a modded car not having a path generated on track and when that setting is disabled, it does display that aforementioned message twice. This only happens if I first load a track and then add AI driver. I've attached a screenshot about this.
Last edited by tankslacno, .
tankslacno
S3 licensed
Suggestion: could it be possible to add some kind of text explanation for role icons displayed in your broadcasts? What do I mean is that when I watched 271st Rony's Tuesday Fun Race on YouTube, you can see at some point who is commentating and who is broadcasting this race. (This is shown around 20:40 mark)

What caught my attention during that broadcast is that icon next to Chris there. While those two other icons gave me a pretty good idea about what role that person has in this broadcast, that third icon didn't tell me anything straight away. Since this actually happened to me, I'm pretty sure that some first-time viewer can be easily left wondering what role that Chris is actually having in this broadcast? Is Chris some kind of steward in this event, or interviewer, or what?



Alternatively, you could just add those icons and explanations to them on your website Smile
tankslacno
S3 licensed
By the way, I noticed three (two new and one old) potential bugs/minor annoyances, but I'm not sure are these intentional or not:

1) When the path is first time generated for AI's, it does display those AI-drivers total fuel and stint amount-messages, but the session actually doesn't start. I have to press that GO-button again and therefore those messages are displayed twice

2) If session is already started, I can't add AI-driver using a modded car, unless that car already has a path generated for that track. So it can't generate that path if session is already started. This means that if I want to add any new modded cars on track, I have to first end that session/return to lobby and then add those new cars.

3) If I've disallowed refueling on qualifying, AI-drivers will run out of fuel during the middle of their in lap (lap 4). If refueling is allowed, AI-drivers are able to return to pits properly during qualifying as they have enough fuel when joining track.
Last edited by tankslacno, .
tankslacno
S3 licensed
Quote from Scawen :I haven't been able to reproduce that. Does it happen if you exit LFS and go back in again? I'm trying to understand what can get your LFS into that state.

Yes it happened initially, but here's a weird thing. I happened to reproduce that again when I restarted LFS, but after a while, I somehow managed to fix that and I don't know how I did that. The only thing what I did that potentially could've fixed that is that I typed /allowmods yes on lobby
tankslacno
S3 licensed
Not sure have I missed something, but in Single Player, if I toggle mandatory pit stop on/off and then restart the race with modded cars on the grid, all those modded cars will be removed from the grid. Standard cars do stay on the grid though. If I then try to add modded cars, I get notification that this server doesn't allow to use mods.

This also happens if I (dis)allow refueling and then restart the race. And if only modded cars are on server, the game will naturally throw me into lobby.

EDIT: It also happens, if I toggle allowing car reset on or off
LFS freezes if I join (LFS.net-)server immediately after it has been (re)started
tankslacno
S3 licensed
Hi!

So I found a bug which happens at least on hosts rented on this site. I tested this on 0.6V. Server which was tested is Sport Racing Team-Finland. Because I don't own that server, I can't see activity/log from that server.

My friend who is owner of that host decided to stop that server while I was connected there. When he did that, I was, as it should be, immediately timed out from that server. However, when he started that server again on that site, I immediately joined that server again. This time, LFS displayed "Connect timed out"-message. After that, I immediately tried to join that server again. This time it worked and I get to join on lobby, but after that, my LFS completely freezes.

When LFS freezes, it will increase that lag amount (or what do you call it?) to 32 in UDP. However, after that, it stays on that number. If I try to press any button on lobby screen, nothing happens. My connection also never seems to time out, so I'm basically just staying on lobby screen permanently. What do I also mean by freezing is that if I try to close LFS.exe, LFS then just displays black screen with lag bars on left bottom side of screen permanently. Therefore, LFS.exe doesn't close automatically.

The only way to close LFS.exe is by via task manager. I've attached couple screenshots (one displaying black screen and one from lobby) and deb.txt-file. Note that the lag bars are different in those screenshots because I took that Lobby-screenshot about 1 hour later, which means that it's possible to reproduce this bug.

I should mention that my friend pressed that Start-button immediately after restarting server is possible (there's that 1 minute period where restarting server is not possible). I also should mention, that I tried this several times and it happened every time if I were fast enough. I also noted that you don't need to be on the server during that moment when host owner shuts down that server.

Way to reproduce this:

So, here's a possible way to reproduce this bug. I'm not sure does this apply only to servers rented on LFS.net or on all servers. This is however, easier, to reproduce on hosts rented on this site.

1) Make sure you or someone else stops that server (on LFS.net/Hosting). That player doesn't need to connect to that server at that moment.
2) Immediately after restarting server is possible on LFS.net, restart that server.
3) Immediately after pressing start-button, make sure that you or another player joins to that server
4) That player will then receive message "Connect timed out". After that message is displayed, that player shuold immediately try joining that server again
5) This time, player will connect that server and sees lobby, but LFS freezes completely after that.

tl;dr: join server immediately after (re)starting it (on LFS.net). On first time, it doesn't let you join that server and when you immediately try to rejoin, it works, but LFS freezes completely after that
Last edited by tankslacno, .
tankslacno
S3 licensed
Hi! I've noticed several strange things and bugs in training lessons. At least one of them is related directly to this test patch and I found two others due to me trying to test that new Live Replay-feature in this test patch, meaning that they could be related to this test patch as well.

STRANGE THING #1:
While you can't use most commands in training lessons, for some reason /canrefuel works here even with parameter no when using that command via chat bind. This makes that "Pitstop - Formula BMW" training lesson significantly easier (and yes, I know you can already cheat in that lesson by just simply opening F12-box and making sure that you don't refuel at all, but this makes it even faster). I've attached a screenshot about this.

STRANGE THING #2:
You can cheat in "Chicane Course - Formula BMW"-lesson by simply shortcutting after second corner. You don't have to do those last two corners, you can simply drive between two cones and straight to the finish line. I've attached a screenshot about this.

STRANGE THING #3:
Due to that live replay-function introduced in this test patch, I had to test this in single player as well (I know it doesn't work here!). If I'm doing a training lesson and then decide to open another LFS instance to view that temp_spr-replay, something strange happens:

Viewing temp_spr-replay is not allowed at all and LFS will instead inform something about checkpoints/autoslalom tracks or failed header check. I've attached couple screenshots about this. However:

I found one way to view temp_spr-replay from training lesson when playing. It's really strange how I did it, but doing that will not only allow viewing that temp_spr-replay in another LFS instance, but it's actually a bug that causes training lesson to get stuck (I mean by that it's doesn't automatically end). I will tell more about this next:

Four actual bugs:

BUG #1:
So this is the way to view temp_spr-replays from training lessons: If you use command via chat bind that would normally result replay not getting recorded in single player (like command /wind), LFS itself will never end that training lesson. And you cannot end it by yourself either by pressing 1, 2 or Esc-button. The only way to end it (other than closing LFS entirely) is to press Shift+X or alternatively, use command /end via chat bind. What this means you can now watch that temp_spr-replay from that LFS instance or open another LFS instance to watch that.

What this does result as well is that even if you successfully complete training lesson and then use that command which normally would stop recording single player replay, LFS doesn't let you clear that training lesson.

Way to reproduce this:
1) Make a command that would normally end recording a replay in single player (like /wind 1) to a chat bind
2) Start training lesson. Doesn't matter if you finish it or not
3) Before that training lesson ends automatically, press that button where you assigned that command. That training lesson will never end then.

BUG #2:
If you don't have replay saving function enabled at all and you do that chat bind-bug I just mentioned, it still mentions "Replay not recorded" even though it wasn't recording in first place (or it actually was, check bug #3). This doesn't happen in single player. I've attached a screenshot about this.

BUG #3:
Even if saving single player replays is disabled, LFS still saves automatically replays of training lessons. Way to do this is to open another LFS instance and wait until your training lesson ends automatically in that original LFS instance. Now when in that training lesson you're viewing result of your training lesson, you can actually see in that other LFS instance that it saved that replay automatically. You can't rename it and if you exit that result screen in that training lesson, it will be deleted. To save it, you have to watch that replay at the same time in that other LFS instance when exiting that result screen.

Way to reproduce this:
1) Open LFS-instance. It doesn't matter if your SPR-saving is set to no save, manual or autosave
2) Open another LFS-instance after that.
3) Start training lesson and wait until it automatically finishes. Now, don't exit that screen where you view your result of that training lesson.
4) In that another LFS instance, go to Replays-page. That replay can be found here even if you don't have SPR-saving enabled at all. And if you're watching that replay at the same time you exit that "training lesson result"-screen in that another LFS instance, that replay will be saved. After that, you can rename it.

BUG #4:
If you use command /aiset or /aiset_all via chat binds, you can cheat in overtaking lessons. So what you can do, is for example to put command /aiset PRO 1 or /aiset_all 1 in F1 chat bind. If you then press that button during that overtaking lesson, it just changes that AI-driver's skill level to that skill level which makes these lessons easier (or harder) for you. I've attached a screenshot about this.

Also worth noting in overtaking lessons your skill level when completing those is based on how many AI-drivers you overtook. So if for some reason OK-wins and you beat both PRO- and QUICK-drivers, your skill level is QUICK, not PRO, even though that you won that PRO-skilled AI-driver.

Way to reproduce this:
1) Make a command /aiset PRO/QUICK/OK 1-5 or /aiset_all 1-5 to a chat bind
2) Start any training lesson about overtaking.
3) At any point during that training lesson before it finishes, press that button where you assigned that command. This way you can change that skill level for your AI-drivers to make that overtaking lesson easier or harder for you.

POSSIBLE BUG #5:
Is it on purpose that if I restart overtaking lesson, AI's will have that minimum fuel load at start instead of 50%? Check out that screenshot I attached about wrong skill levels, it also displays AI-drivers only having 2% fuel load at start instead of 50%.
Last edited by tankslacno, .
tankslacno
S3 licensed
I've attached an updated Commands.txt-file. Fixed some typos and changed that one line.

I've also updated those translations related to changes you did in those outdated In-Game Help-texts. I did that in that LFS Translations page. I just noticed that there is still one small outdated information in English on max_guests section:

Quote :
You can set the number of guests that will be able to connect to your host.

^7Minimum setting :^8 1 - only one guest will be able to join your host.

^7Maximum setting :^8 15 in DEMO, 47 in S1 and S2

This number is important for determining your upload bandwidth requirement.

While every other in-game help file does now mention S3 in English as well, this one still does not Smile
tankslacno
S3 licensed
Hi!

I've attached an updated Commands.txt so that translation is relevant to your Commands.txt which you updated 5th February 2021.

However, I noticed two things when updating that and I think I should point them out:

1) I've already updated available number for smoothness of car updates per second from 3-6 to 3-12. if for some reason it's required to change that maximum number or revert it back to that original 3-6, I will update this file again.

2) This information in English Commands.txt-file catched my eye:

Quote :To get info from LFS World - /w and /ws commands:
-------------------------------------------------
/w CMD sends command to LFS World for current car/track
e.g. /w pb (Personal Best) or /w laps (Laps)

/ws TRACK CAR CMD sends command for specified car/track
e.g. /ws BL1R XRT pb (get PB in XR GT TURBO at Blackwood GP REV)

More online DB access commands can be found on the
"LFS Keys" page at www.liveforspeed.net


To get info from master server - /m command:

/m find USER - find a user online
/m ? - get a list of master commands

Is that part I bolded redundant? I don't find that "LFS Keys"-page anywhere here. I did find a page which displays similar info about those (LFSWorld) DB access commands here though: https://en.lfsmanual.net/wiki/Keys#LFS_World_commands_in-game

I was just wondering should that part I bolded get updated? Smile
tankslacno
S3 licensed
Scawen, is it confirmed that in the official version, it'll be possible to add up to 32 AI's per player on multiplayer and that maximum number of packets sent per second by each car will be 12 instead of 6?

I'm asking this because I want to update in-game help translations related to those updated things before you will release new official patch, but I don't want to display false information in those Smile
tankslacno
S3 licensed
Scawen, not a bug but two questions:

1) Did you ask Victor that can we test this incompatible update on hosts rented on LFS.net or do we have to use Dedi Host/create own server on LFS Client?

2) I was wondering should we translators already translate those in-game help files for this incompatible update? I noticed that when starting a new host, in-game help files related to Max drivers (real + AI) and smoothness are still mentioned how they were in pre-0.6U13. What I mean is that in-game help files when starting a new host don't mention anything about allowing up to 32 AI's per guest PC or that maximum setting for smoothness is now 12. I noticed this on every language, English included.

What came to my mind however is that this is an incompatible update though. So should we translators wait a little bit before editing those in-game help files to see what changes are final in official patch?

By the way, I also noticed that English language doesn't mention anything about S3-mode in those in-game help files when starting a new host.
tankslacno
S3 licensed
I'm testing this with 32 AI's and I think I found a bug:

Testing with 32 AI's seem to be working fine when I'm alone at least but my bug is that AI's will not change tires even if i have tire change set to "always" in F12-box. I should also mention that I initially did disallow refueling in server settings but allowed it again via Admin-command during qualifying.

Tested this in Single Player as well, same thing happened

Before U17 (I tested this with 0.6U and 0.6U16), I didn't have any issue about this

Attached a Screenshot about this in multiplayer mode

EDIT: This happens also on player itself in both modes. I also tested other F12 settings (damage etc.) and they seem to work properly. It does change your tires if you change tire compounds.
Last edited by tankslacno, .
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