I've had people say that the lights don't work like the rest of the tracks - i.e. they have a predefined hold time on the red lights, so you can work out how long they will be on for, before going green, rather than the normal random delay.
Just tested it out in single player and it seems to be true: take KY2R for example - normally it goes 1 - 2 - 3 banks of red, then a delay between 1 and 2 seconds I timed on my stopwatch. But on KY2Y, it goes 1-2-3 red and then onto green much quicker, seems to be exactly 1 second on my watch
I think he meant the way, the traffic lights switch to green, when you manually set a starting-point. Unlike the usual way, there is a 3 second countdown that makes the starting-procedure very predictable ...
So maybe give it a randomizer and keep the countdown "silent" ?!
It's just a setup feature in the unreleased version that allows the steering force to be reasonably consistent between cars, regardless of their weight and caster settings.
Thanks, I'll have a look to see if that can be updated in the incompatible version. I think there will first be a compatible version, hopefully on Friday, then I'll get on with the few incompatible fixes and updates.
With my pentiun 4 ( Socket 478 ) 3.2ghz HT, 1.5gb ram ddr1 and a hd2600 pro
in open track ( like aston ) in a cruise server with 32 cars all over the place and more that 600 objects i have from 30 to 60 fps on 1024x768 with 6x AA and 16x AF with all the LoD to max
The only place i have "low" fps is on south city at the start that the fps drops from 60 to 20 ( In the start, then it rise again to 50-60 fps stables )
Re: the framerate issue on open configs... I've only really noticed it at SO with a full grid, which is stressful for many systems at the best of times. In that case I got down to ~40fps with some fluctuation.
System:
Athlon X2 5400+ BE @ 3.0ghz
HD 4850
4gb DDR2
Also one little thing, it would be good to enable SHIFT/CTRL + numeric keypad numbers to save/load/delete views. When I checked it, the numbers were assigned to any function, the only case is when you hold SHIFT + numpad 2,4,6,8, it moves the view but I don't think it's that important, tbh I've discovered that just now.
Dear Scawen, first sorry my english!!
My problem its, i run de new patch Z30, all ok, but when i unlock lfs S2 he says , unlocks of this week blabla.
I not unlock LFS S2 in last 3 months.
I thank you your cooperation. Regards!
Thats not the main problem. It's when all the cars are at the grid and are going for T1 when the worst conditions occur. Not when all cars are spread around the track environment.
Sadly T1 is one of the most critical things (shouldn't be, but some think it's very important :doh: )
i don't see what the big deal is, f1's lights aren't predetermined either... if anything they should completely randomize the time between all-red and green. that way people can't try jumping the gun on race start.
That's precisely the point - on "normal" tracks the lights are somewhat unpredictable, but on autocross (and it seems now on open too) tracks they are perfectly predictable. (Whether it's a bug or a feature though... down to taste. I prefer unpredictable )
When a layout is assigned to an open configuration, the number of laps seem to be controlled by the layout file settings. The laps can't be changed in the race settings screen. Is there a way around this limitation? I don't run a server, so maybe this is something that has been figured out a long time ago.
I Know dave, that why add the problem of Low fps on south city, also the worst case is in Kyoto national, in the turn after the oval section there is a masive fps drop if someon or 2 or 3 cars touch that objects ( The straw brick's *If is that the name ) otherwise the game runs pefectly
@scawen, you should update the system requirements for lfs in the main web page
With 2.0ghz,512ram and a Ati 8500/mx440 Geforce the games can run "Fine" in single player alone
For a online race with full grid you need at least a 2.8/3.0 ghz Pentiun 4 or AMD 3800+ 512/1gb ram and a Ati 9600/6200 Geforce
Just wanted to say this new layout "X" is awesome for cruise servers etc. But i found this problem there is no skidmarks after i drift or burnout... Otherwise nice realease!
The new open configurations seem to have created a confusing hybrid.
On the one hand we have Autocross layouts, which, like rally stages, have a pre determined start window for the individual racers. The count down for this is fixed and does not have a random element.
On the other hand we have multiplayer races, which have a random pause before lights go green. This prevents drivers anticipating the start, and is a way to show the drivers reaction skills, and therefore spreading the start.
The former is correct for autocross layouts in my view, but because of the new hybrid, a full race on open configs is missing the random pause therefore allowing anticipated starts. Maybe there should be two race types allowed for. Autocross/Rally starts with full countdown, and Full Race starts with the random pause. The open configs have really opened a can of worms in some respects.
I raised this point (autocross start lights have a fixed delay) a long time ago, in the bugs section I think, and was told by an admin (or it might have been Victor) that it was designed that way on purpose because you're racing against the clock (or something along those lines).