I'll try to explain better. Actually, with my application, i record different camera position. For this, i move the camera several times in user mode and each time, i store the informations received by IS_CPP packet. Then, i change IS_CPP.Time for each record and i return all packets modified to LFS to make a "movie". This works fine. The problem is that if i try to send this informations while LFS is paused (a bit like, MATRIX style effect ), the camera moving is not good. Pos X,Y,Z and Time are misinterpreted by LFS.
Maybe I doing something wrong and perhaps there is another solution to make this ... In any case, this is not very important, I just wanted to draw your attention over here, you're probably the more important things to do...
Unokeva used to talk about how recording in .125 creates this issue. I do think it needs to be resolved, but it's always been a little jumper than .250 for some weird reason.
Gegry1992, your example is a codec issue. It will do that even if the film is 60 FPS, the only thing that will change is how big the blur area around the objects is. You can change this in your project properties, or simply render them in the preview quality format.
I think this does not happen in XP. I'm using W7 too, but the first time I play to LFS on W7 I see a strange "lag" on the image at normal speed. Now seeing your video I think it is what saw. I will try now in XP
I tried, and it is not related to Windows 7, so in XP is the same.
But I found another 'bug', it is minor.
When I open the test patch on XP (unlocked on W7), the last combination what I was playing was FOX@Fe Gold, so I try to add AI Players and giveme an error in loop, I don't remember exactly the message but say that it can't to add AI driver, and show this messages every second, in this state no button work and I have to close LFS, after openning no problem, that's what I say it is a minor bug.
Kalmi has now changed the clear button to "Tiszta".
It's possible but quite a big project. The LFS physics run at 100 Hz so what you are seeing is 0.01 second steps in time. Currently this is not interceptible. What you want is to see car positions between physics steps, or part way through physics steps.
A related issue exists watching LFS in real time on a normal 60 Hz display. If the monitor runs at 100 Hz you can watch one LFS physics step per frame, and if it was at 50 Hz you could see 2 physics steps per frame. So that would be smooth. But at 60 Hz there is a different time step between frames. This issue would also be solved by adding the ability to draw the cars in between physics steps.
So... no, it's not something I can so at this time although it is possible and would be a nice thing to do one day.
Is it something you plan on giving a go in the future tho?
It's not that big of importance really, just asking out of curiousty.. wrong spelled, you know - wondering..
It is for this reason that 60Hz is a populate rate for console racing games, as it means you either get exactly 1 or 2 steps between frames (depending on the games target framerate), for smoother racing. For console sims, they use a multiple of 60Hz, like Forza which uses 360Hz.