As far as I knew there would only be these rare issues, such as OOS in the known cases listed in the first post. I'm not investigating OOS cases to see if they are the ones described or some other reason. Unless a D50 guest gets an OOS on a D50 server.
I didn't know the new test patch would be so popular. I'm not sure how important it is to bring a test patch into the official server rental system, although it looks more important that I first thought.
Obviously some testing was required. It looks pretty stable but I have had one error reported, don't know if it's something new.
Also I see a lot of "WOULDBLOCK" UDP errors on TC. I don't know if this is due to the higher bandwidth and if I can do something about it.
So the general idea is we are just testing and I need to have a look at issues, and due to the popularity of the patch, it is worth considering if D50 servers should be selectable.
As tankslacno says, these commands need a new version.
Please bear with us, the situation is as I've described.
well the connection list has a scrollbar now, and that makes writing admin commands wich need usernames (right click in connection list) a bit tedious
It was much more convenient when all connections were displayed on screen, so maybe switch to scrollbar above 47 connections and keep old system below that threshold ?
I tested the IS_PLH packet and found a bug. There is no limit validation for the intake restriction value, so I could set more than 50 % - even more than 100 %. When set to exactly 100 %, the sound turns off and when I set it to more than 100, the sound gets quite loud and funny.
As for the added mass, when I set more than 200 kg via IS_PLH, it says e.g. "Handicaps : 255 kg / 0% restriction" but F11 says 200 kg.
Absolutely fantastic update to the Live For Speed Universe , loving the new features too! I love the reality that's coming in to the Simulator.
I know it will take a lot of work but is there any plans in the pipework to allow for more than 40 connections on to the Race Track at any one time? As at the moment you can only have 77 Connections to the Host itself but only 40 on track?
Otherwise, thank you so much for the update to the Live For Speed Universe .
Found weird bug with bike suspension. If you select stock set, make a new one and raise the front to max then pick color, front wheel moves back a bit. Click on setup and it moves forward. Wish it was only visual bug, but once you spawn, the wheel is slightly back. Resetting the bike fixes it, though after some braking, accelerating, not even 100 meters, it moves back.
For Chimera it does weirdly only on Standart and Custom 2 configurations. other 2 configs with golden forks spawn correctly, although they still have same moving wheel bug in garage while selecting colors and setups.
Also i'd like to point out that swingarm moves away from the wheel if you increase the ride height a lot. Well it moves a bit either way just less noticable. But i guess there is no way for it to know where the wheel should be attached to.
Some cars have separate high and low beam headlight units, sometimes even different dimensions.
I think in the future we should do something like multi-material
Far/Near
Only distant
Only the neighbor
Dimensions only
Dimensions/Low/High (For example, in old cars with one round headlight)
Since you've mentioned this, I thought I'd bring this upshift problem up.
There are like 10% of cars that fail to upshift on automatic, so I hoped you had it fixed.
ESTO EVOLUZIONE V10
(This car didn't shift up on D43 either btw)
Notice my throttle is at 100% all the time. This car is a bit different to the others as it not just stops at the redline, it reduces the throttle on its own for a long period of time.
One issue I have is getting the AI to pass on the ovals when a car is slightly off pace. I also wish they would race the ovals faster without needing downforce. That's all
I have enabled game server hosting for version 0.7D50 for the moment. You can update your subscription host to that version or if you start an in-game host using LFS version 0.7D50, it will also use that version.
Side note: the hosting system is still limited to 47 slots. We need to make some additional changes to support 79 slots.
I have a question about the updated lights. Some mods use both l_side and l_head mapping for the same headlight so chrome parabola and glass pattern both emit, when lights are turned on (an example is in the attached screenshot). Can this be used also in the D50 version, or there is a better approach to make classic 3D parabolic headlights?
after the D50 patch i noticed a stutter, more like a stuck situation
when downloading a mod or LFS is requesting mod image or mod list, while spectating and pressing shift + j or shift + p to join or go to garage to pick a car, the garage (vanilla cars images) flash for a split second and sends me back to spectating..
i cant join at all or even pick a car when LFS is requesting something or downloading a mod
I may not have the best internet but prior to D50 i was able to just pick a vanilla car and join when this happened.
Interface:
F key messages not starting with '/' are added to open text dialog
F key /commands are executed without affecting dialog (as in D50)
Text for lights "dipped / full" changed to "low beam / high beam"
Command /light head now accepts values low/high/low_off/low_high
E.g. /light head low [switch on low beam aka dipped headlights]
New +/- buttons to adjust number of connections shown in N-list
FIX: Mod list request could prevent entry to car selection screen
Misc:
Front fork with adjusted ride height went wrong if colour selected
Dashboard:
Support for new dashboard lights / symbols: sidelights and neutral
Multiplayer:
FIX: Ability to exceed IS_PLH values (will be fixed in D51 hosts)
Translations:
Updated translations - thanks again translators!
I don't want to be pulling a request but on the incompatible branch it would be great to have some basic handling of the electric. Like if you are pulling 200W with all the lights on then the alternator should charge them back from the alternator let's say 400W with 0.5 efficiency.
A
In this case it would be 0.5hp wasted which will not be very noticeable but this way nobody would run lights on for no reason adding to realism.
Changing the strings was a good idea, i had not heard of dipped either. I refer to them as low/high beam.
I wanted to mention that it wouldn't remember the last light mode i had.
Reproduce: Shift+3 and set light mode to side. Press 3 twice and it will be set to dipped.
I believe i used the side lights. I just figured it was worth a mention.
Yes, I'm a demo player, but demo players can use the tests too. So don't write toxic messages.
I want to let you know this. Maybe you have an article on this subject, I may not have seen it. When the dipped beam headlights are on, the flash light is not turned on. It may not exist as a system. It would be great if it could be added.