The online racing simulator
Quote from Scawen :Why do you want to? I have never heard that anyone wanted MCI packets at such a high rate. It was designed for internet spectating, I think, in which case you would definitely not want such a high rate of packet sending.

For my noobTV tool. If I send a CPP packet to LFS, it will move smooth to the new point. It will however 'accelerate' and 'descelerate' that smooth motion, and in order to get a truly smooth view, I have to keep the movement in the non-accelerating region. With 100ms update rate, I have to predict the cars position about two or three times every 100ms and then send a CPP packet with Time = 600 to keep it in that zone.
So either a higher MCI rate, or a 'non-accelerating' smooth movement would make it a lot easier.

EDIT: If the OutSim packets would work for every multiplayer car (just the Position fields) and not just the users car, it would have the same effect and be more efficient, since Im only using 10% of the information I get in a sequence of MCI packets (in case of 10 cars, that is).
Was asked to tell a coment from some users at liveforspeed.ru. They dislike the times font, because it is less readable than the usual. One told his settings: LFS font size is default, screen size is 1280*960.
Hi Scawen,

Prolly too late to get this in for patch U but if u dont ask u dont get

While you are looking at dedi features is there any way to add in a function from the lobby to reset the race entry list to the result of the last race.

Most fridays dSRC run team events a lot of which run Rev grids from race to race. Almost always a track change is involved between races and so someone has to write the result down and then coordinate everyone joining in the required order from the lobby screen which can be a pain in the ass

Something which would allow us to set either race result or race result rev grid from the lobby would be just the job.

If its too late for U then no worries we will keep on as we are

I think all from dSRC would like to thank Scavier for there efforts with the latest series of patches, it is much appreciated.
#29 - shim
Scawen, i think everyone will agree with me when i say,

goto the pub and have a pint on us..
Quote from GhostVE :Scawen thanks for the Outgauge system and all the hard work the past weeks. Just a note on the graphics side (maybe you can look into it for patch U): Since version S, the FPS are very unstable when many cars (4-5) come into the view frustum or on certain parts of the track. There is a sudden drop for 100 FPS to 30 or 25 FPS, and moreover there seems to be a momentary freeze. I am using the same graphics options as the older versions, most of them are on the highest settings, where LFS worked like a charm, so definately something is going on in the newer versions.

My specs
P4 3GHz
NVidia 6600 GT (AGP, using latest drivers)
1 GB RAM

Again great work, I'll be getting a license as soon as I get an ADSL connection.

/agree
Quote from Scawen :I was thinking about this downstairs, a minute ago.

Even if you can't get a far better time with an analogue clutch, it's not necessarily a sign of a bug.

It's just that the XF GTI power isn't really great, and it just so happens that the limiting factor in both cases, works out about the same. Let me explain :

Case 1 : Total wheelspin - you wheelspin for quite a long time. Limiting factor is the grip of the spinning wheels, engine speed quite constant.

Case 2 : Not wheelspinning - limiting factor is the torque provided by the engine, as it moves through its rev range - it's not enough to break traction without wheelspin, and that means it's not providing the maximum force available at the wheels.

In these two cases, the end result isn't far off, though case 2 is slightly better. I am also interested to know what someone can achieve with a manual clutch - because they will be able to hold the engine nearer to optimum rpm in the first three seconds or so. I was able to get 7:09 still with automatic clutch but without wheelspinning.

NOTE :

In the case of a very powerful car, which has plenty of torque at all rpm in first gear, to reach the limit of grip, you will achieve significantly better times without wheelspinning. I would suggest FZ50 on a short dash, with and without traction control, throttle floored in both cases. Traction control at about 5% or so will win (and same without TC, but with manual clutch, if you can keep it at such an optimum point).

I tested it a minute ago. This time I added a short "track" to the car park. I used the FZ50. It's the same. I tested it with TC on, with TC off and trying it myself.
Only 2 tries of each kind. All automatic gear change. Best result was TC off, full throttle.

You will also notice it when watching usual races on servers. No matter which car, because the GTRs don't do donuts anymore with full throttle (great thing ) since Patch T.
All cars start about equally. If there is an advantage it is because of another gear ratio setup or slipstream.
No car can really get forward while starting. Unlike in real racing series where a good starter may win a few positions ...

Also some people mentioned, that the FZR is faster at the line for the first few moments than the Sauber Formula 1 car, which seems also a bit strange and could be the same problem.

The XF GTI may not have much power, but the rpms stay very high from 0 kph to about 50 or 60 kph until they increase again. So there should be a lot of wheelspin and it should matter for the time anyway. The difference between engine and wheelspeed and speed of car should be around 50 for the first second. So there is enough wheelspin even with the low powered GTI to really matter.

I think this element of tyre physics isn't working correct for whatever reason.
Wouldn't it be possible to program kind of a perfect traction control for testing purposes? Just for a test model or something without to much work? Or something else to test this element of tyre physics?

A good driver should get a noticable advantage while starting against some kind of newbie with full throttle start. In every kind of car.

You can't really experience the lesson "acceleration" which describes exactly what it is about. You are rated "quick" if you ignore the describtion what to learn about acceleration.
You can gain a very slight advantage by taking a smoother start, but not as much as i would like. The FXO or XFR are good cars to test it with because they are over powered fwd cars. If you watch any form of motorsport you see how important it is to get the start right, BTCC highlights this perfectly because the cars are all fwd and pretty powerful.

Still i expect Scawen will be able to fix it in the next physics update so we have perfect tires (lfs already has the most realistic imo)

Enjoy your holiday Scawen and co, thank you for making my favourite game even better
G'day Scawen.
I'm not sure if you seen my post in the T5 thread but you havn't seem to have replied or fixed it in T6. So just incase you didn't see it i thought i'd post it here again.

Good job on the patches

Quote from alco64 :
You cannot see any skid marks through the small glass window in any of the open wheelers (being FOX, FO8 and BF1)
Can become a bit distracting during a race. Not sure if this can be quickly fixed just in the exe but i thought i'd bring it up.

Good morning ppl, from here Estonia. SO..if nothing goes wrong , we can hope an patch U ? im really thinking, that, in first post in this thread, there was an sentence something about that, the patch U will make game much better and so.

ANyway, Great job Scawen and the other 2 guys. Impressive job you have done and i just cant imagine one thing: You guys do game so much better very fast and are very good support in forums too! I hope more and more and more players will buy License and come have fun at S2

HOORAY for SCAWEN, ERIC AND VICTOR!! HOORAY, HOORAY!
Quote from Eleanor SpeedGT : Good morning ppl, from here Estonia. SO..if nothing goes wrong , we can hope an patch U ? im really thinking, that, in first post in this thread, there was an sentence something about that, the patch U will make game much better and so.

ANyway, Great job Scawen and the other 2 guys. Impressive job you have done and i just cant imagine one thing: You guys do game so much better very fast and are very good support in forums too! I hope more and more and more players will buy License and come have fun at S2

HOORAY for SCAWEN, ERIC AND VICTOR!! HOORAY, HOORAY!

Actually they first meant to release patch U on thursday. But now, yes, it seems that if nothing goes wrong they are going to release it today. It won't add much to the game, but it will fix alot bugs .

Lible
What about adding time of events into the dedicated host's console?
1. Only small graphics note, readability would be better if you could move speed number in RA a little bit right and maybe down (picture from default driver view)
2. When I change track, I get "Path info changed" but only if I change to Aston
Attached images
ra_speedo.jpg
Is there anyway of showing the Welcome message longer.
I tried it today, and it shows only a fraction of a second.

It is not much point in having the message, if players don’t have time to read it.

I arrange races on my servers, and the welcome message is great option for me to give the info to the racers.

An option for the time to show would be nice.
I don't think it's a good idea to force a player to read the welcome message. Most of the time it is junk, like advertizing of owner's website/league/(clan in CS). Yes, you may have sincere wishes, but it will be widely abused.
It will maybe be abused.

But some of us takes things serious, and wants to use it in a propare manar.
And why adding a welcome message if it cant be read?
Quote from ATC Quicksilver :You can gain a very slight advantage by taking a smoother start, but not as much as i would like. The FXO or XFR are good cars to test it with because they are over powered fwd cars. If you watch any form of motorsport you see how important it is to get the start right, BTCC highlights this perfectly because the cars are all fwd and pretty powerful.

Still i expect Scawen will be able to fix it in the next physics update so we have perfect tires (lfs already has the most realistic imo)

Enjoy your holiday Scawen and co, thank you for making my favourite game even better

I think a part of it is because of the arcade style signal. You should be a able to start free and react on the signal. Reaction times aren't simulated yet and there can't be false starts ...

But its also because of the physics. There should be a noticable difference of a few meters or perhabs one car length between a good starter and a full throttle starter.
Otherwise testers in the world would all just start all kind of cars with full throttle and take the foot suddenly away from clutch.
The only car I know of to start perfectly like this is the subaru impreza with awd, if you don't like your clutch AWD cars can mostly be started like this ... but the new evo has a special limiter for first gear to make the clutch live longer

Every FWD car or even RWD cars are started by finding a sweet spot lower than the limiter, disengaging the clutch very quick and then regulate throttle a bit to have only little wheelspin.
The results are noticable better than just flooring the throttle to the limiter and disengaging the clutch suddenly.

EDIT:
@Scawen :

I also thought about the cases and I agree mostly.
These are my thoughts:

Case 1: Total wheelspin. The grip level of the tyres while spinning very hard is low enough for the weak GTI engine to hold the wheels spinning up to 40 or 50 kilometers per hour.
A lot of engine torque is just producing tyre smoke by holding the wheels in the bad spinning condition.
Only a part of it uses the low grip available to accelerate the car.

Case 2: Start with slightly increased RPM to make the tyres spin lightly at start. Reason: Engine is at a good rpm for using its torque. Torque of GTI isn't enough to make the wheels spin again after they stopped spinning shortly after start, but ALL of the torque is used to accelerate the car. Traction is perfect. The grip is high enough to bring all of the torque of the engine to the street.

Case 2 should be significantly faster, because all of the engine torque can be used to accelerate the car. Grip level is sufficiant to bring all of the torque to street.
Case 1 just produces tyre smoke ... torque is mostly used to make the wheels spin as fast as possible, NOT to accelerate the car as fast as possible.
T7 - Final Test
OK... I agreed about the delay, when reading the welcome message.

I have added a 4 second delay - which would usually add up to about 5 or 6 seconds or so, by the time you've received the startup messages.

NOTE : There is no delay added if you are changing track or weather.

NOTE 2 : This needs testing because I've made one significant change / improvement. Previously, and now as well, if you had a different track loaded from that on the host, your LFS would load the new track and the guests on that host did not see "A new player is connecting" until AFTER the track was loaded on your computer. That's good... BUT if you had the correct track but different weather, "A new player is connecting" WAS SHOWN while you changed weather! And that was a long delay. It's an improvement for the already connrcted guests, who couldn't pit in pit out, etc.

Pleast test T7 - Patch U will be out soon. T7 is on the first post in this thread.
About all the other requests (and tiny bug reports) on this thread, I won't list them or reply to them individually. It's time to stop for this patch. I have noted all of those on my bug and request sheet.
Thanks Scawen, keep up the good work. I can't keep updating the servers quick enough.

Is it possible to have the laps adjusted ingame, but take effect next race?
Quote from Macfox :Is it possible to have the laps adjusted ingame, but take effect next race?

I'm not doing any more for U now, unless there is a crash or important bug found. So please, no more requests now - just test. I have noted this one on my sheet as well.
Thanks, and nice job.
Hmmm... I think welcome message is in wrong place - should be displayed after connecting to server, with OK button.
This is not a feature request, but just a little question about something in the InSim.txt that is not quite clear to me:

Quote :Car Position Packets : (Initialising OutSim from InSim)
======================

To request Car Positions from the currently viewed car, send this InSimPack :

Id : "SSP" - Start Sending Positions (sends UDP packets using OutSim system)
Value : delay between updates (zero means stop sending)

The SSP packet makes LFS start sending UDP packets if in game, using the OutSim
system as documented near the end of this text file.

Does that mean it will work for any currently viewed car? Or do the normal OutSim rules still apply (only singleplayer and the users car in multiplayer)?

Thank you for all your hard work, Scawen
Quote from Frankmd :Does that mean it will work for any currently viewed car? Or do the normal OutSim rules still apply (only singleplayer and the users car in multiplayer)?

Just the normal OutSim rules apply.

About the camera control system, I still don't really understand why 10 per second isn't enough for camera control. If you use camera with a "time to get there" of half a second, and update it 10 times a second, I would have expected it to look really smooth. Anyway, if that's not smooth enough, you can add the time interval times the car's velocity, to get some very accurate in-between positions.

Anyway let's not discuss that here, better talk about it in the programmer forum.


THANKS EVERYONE FOR TESTING!

Version U is out now : http://www.lfsforum.net/showthread.php?t=7373

We are uploading the full versions U. I will now close this thread.
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This thread is closed

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