That might bring even further input lag, but if it gets configurable, it is allright. I beleive that LFS old-school approach is really the best from input lag prevention perspective (with the sacrifice of being dependent on single threaded CPU performance). Both interpolation and threading should be switchable in order to be able to get maximum performance on each gaming rig.
And indeed it is really difficult. Once threads kick in, you might need to redesign the whole resource management system and also you get some thread switching overhead and who knows what else. There are a lot of challenges and the resulting gain might not look as valuable when you're there. Having said that I hope people would keep themselves patient looking into the future
Is it possible to do some interpolation when rendering LFS graphics?
It will eventually break everything though, because the whole game loop would be different, and also input lag can become more of an issue. But if that 100Hz/XHz beat really hurts someone's eyes, it might become a better experience.
But it is the approach that Bullet physics engine (and I am sure, others aswell) applies for example. Basically it looks like this:
Get user input
calculate atleast 100/minimal_fps physical frames (the idea is to render enough frames to get to the point of rendering the next graphical frame, but usually they use something like 5..10 fixed)
Find 2 closest_to_current_time physical frames and interpolate relatively between them
Render graphics and sound
Go to 1
Obviously it is not the perfect approach. Ideally we would want our hardware to support setting velocities for each body rendered (idk if there is such technology already, I never digged into modern graphics).
Well, it was integrated graphics card (and my memory stick is from slower ones). So I got 30 fps and input lag with no surprise I am having decent GPU this time. Will test it later again.
Waiting desperately for next version to try, and also to be able to change setups (Y)
numbers part is copied just in case. You can see that we have "Ё" letter where the rest of the world has some signs... You can find pics of russian keyboards by putting "йцукен" into your web search site of choice.
EDIT: added windows-1251-encoded file with the layout
Found some bug running with Wine. When I use left, then left+right view button, it works as it is intended to. But when I do in opposite, I still get douple left view, instead of double right.
Yet another bug running test patch on linux. The previous one (like half a year ago maybe) is LFS inability to actually change the viewport size, rendering some garbage or just black color on the, sorry for off-topic please. Already reported, not Wine specific.
@sinbad: The point of L/R or L/R+R/L to me was always to have 1 click view of 35 degrees to have a glance at the side with ability to keep track on what's in front of me, and with 2 buttons you could look really sideways, but that is needed only for cruize mode, or maybe some crazy racing situations.
I don't see them offering Live For Speed hosting. I don't see any valid argument at all. RackService offers a server for 2Euros including all the stuff they claim (airio/lapper, custom insim, maybe some control panel or whatever) and that's what you pay for -- buy and run.
Well, maybe there is some special interest here?
P.S. I never used RackService
P.P.S. Ok, now we know which company provides the capacities for the RackService. Really usefull info, misiek08.
But you can not connect to S3_host having only S2_license. And you can not change s1/s2/s3 host_mode while host is running (that would be actually pretty cool, but maybe too much effort).
Otherwise, license info might be useful to see how many people that come to your server have S3 already, so you can restart server in s3 mode
So, is it like with the first JRR response that LFS gets from any insim connection, car gets on track?
If so, I think that it should be explicitly stated somewhere in docs/InSim.txt, because one might expect that LFS will wait for 3 seconds to give every program chance to forbid a player to join.
Do we have ability to make a parking lesson? So that we put a parking marker and then driver is required to park on it, so that we can score him on how precise he was :]
Maybe you need some online users to reproduce the crash. But it keeps frozen until you ignite it, which seems not right. I think when car gets stalled and deactivated in physical calculation, it should be reactivated as soon as "floor object" gets changed or removed.
EDIT: I managed to crash it
Here is step by step:
1. Drive car on a slab which is higher than ground (layout attached)
2. Switch to edit mode (Shift+U)
3. Wait until car stalls itself (keep camera closer so you can hear it)
4. Remove the slab under the car.
5. Exit edit mode and you should crash now (worked 50% times for me so far)
Translated from russian windows:
Сигнатура проблемы: Problem name: APPCRASH App name: LFS.exe Time stamp: 56bf1dce Exception code: c0000005 Exception offset: c88b0b74 OS Version: 6.1.7601.2.1.0.256.1 Language code: 1049 Additional 1: 4709 .. 2: 4709938665fa84e3ff99c8cbe11223bb .. 3: a81a .. 4: a81a9f8781f3b5c53cc70262f7592fb9
I have a little request for dashboard. Could we have those indicators (shift up, traction control, etc) unlimited size? So I could make the whole dashboard to shine with some color. Not so importan, but would be nice to have
Also after u added "friend suggestions", I think it would also be cool to have "Recent servers" at the servers page (at the very bottom of the list). Because I am always too lazy to look up a server to add after I raced there