The online racing simulator
Test Patch D64
(243 posts, closed, started )
Sorry Scawen. I misunderstood pedal gauge location. Edited my post.
By inverted I mean that old bended 'virtual steering gauge' shows correct steering direction while new axis added to pedals shows it inverted even though [invert] set to "0" in controls/axes.

Another bug is stretched tyres now look ugly. Example is mod# 9EE5CD.
Quote from Snoop.DriftEra :By inverted I mean that old bended 'virtual steering gauge' shows correct steering direction while new axis added to pedals shows it inverted even though [invert] set to "0" in controls/axes.

I think you are looking at the force feedback display, which is expected to (usually) go the opposite way compared with your direction of steering.

Quote from Snoop.DriftEra :Another bug is stretched tyres now look ugly. Example is mod# 9EE5CD.

Already noted: https://www.lfs.net/forum/post/2066306#post2066306
Quote from Degats :Hard crash immediately when loading RO3 in single player, with a test mod selected (which should have already been loaded from driving on another track seconds before

Are you able to reproduce this?

The crash address points to loading an integer from a file, so not much to go on at this point.

I can't reproduce it by loading a test mod (with popup headlights) driving on another track then loading RO3. I wonder if you can do it again.
Quote from superlame :There is no official Lazy D53.. so someone edited the closed source program? Is he selling it for real life or virtual currency too?

Ohh, ok. Have no idea...
Thanks for the updates!


I've noticed these messages show up on the client's screen each time the handicaps are changed. While there may be good reasons for racing servers to have them, there are also good reasons to have them not shown.

I'd like to make extensive use of this feature on our cruising host, e.g. to simulating engine problems or other temporary effects, but in that case these messages are a bit spammy. Therefore, I'd like to propose a change to either - generally hide them on cruise hosts
- or (preferably) extending the Insim protocol by a flag, as shown below:


struct PlayerHCap // Player handicaps in 4 bytes - there is an array of these in the PLH (below)
{
byte PLID; // player's unique id
byte Flags; // bit 0: set Mass / bit 1: set TRes (e.g. Flags=3 to set both) / bit 2: silent (no message on client's screen)
byte H_Mass; // 0 to 200 - added mass (kg)
byte H_TRes; // 0 to 50 - intake restriction
};


Thanks a lot
Quote from Scawen :If you actually want this fixed, please can you try to do a proper crash report?
https://www.lfs.net/forum/thread/96121-Please-do-report-crashes

EDIT: I believe I have reproduced and fixed this now. Thanks for your crash report, even if it was incomplete. I know modern Windows doesn't make it really easy to find the crash report, though they are there in the "Event Viewer" which you can find by searching "event viewer" in the start menu.


I don't know what you mean. It looks a lot better to me and I don't see anything inverted.
Maybe have a look at screenshots and possibly talk about it on the original suggestion thread:
https://www.lfs.net/forum/thread/106098

wait do i still do the report?
If you did give me a crash report, I might be able to verify that what I fixed was the same thing that caused your crash. But I don't really have time to explain how to find it. You can look in Windows Event viewer and things like "Applications" and "Error" and that kind of thing, maybe you can find it.

But really I have to stop talking about this now.

EDIT: When I disabled mod downloading, I was able to get the crash every few minutes. I investigated and implemented a fix. With mod downloading still disabled, I went online again I didn't get the crash for an hour or so, so I conclude this as a definite fix, and is likely to be the same crash you encountered.
Quote from DeFocLV :Ohh, ok. Have no idea...

What, you have no idea who did it, where you got it or if you paid for it?
Hello, after the new test patch is released, event announcement photos do not appear and an error warning is given in the chat. I don't know if this was available in previous test patches. It may have something to do with website maintenance. https://hizliresim.com/a0ibwpx (By the way, when adding a new event via the website, no photos are added. Maybe it's related to this. The site crashes.) https://hizliresim.com/t0qmgv4
https://hizliresim.com/phj4q0i @Scawen
Quote from RealistAdam :Hello, after the new test patch is released, event announcement photos do not appear and an error warning...

Thanks. I have contacted Victor about it. It's not related to the test patch.

The website update was quite major, including upgrades, so not everything has remained fully operational and Victor is working on those things that he couldn't fully test in advance.
Quote from Scawen :Are you able to reproduce this?

The crash address points to loading an integer from a file, so not much to go on at this point.

I can't reproduce it by loading a test mod (with popup headlights) driving on another track then loading RO3. I wonder if you can do it again.

It hasn't done it again. It loaded RO3 straight away right after it crashed and I've just tried going from the same track to track combination I did last night (same mod revision I think) with no issue.
Quote from Scawen :If you did give me a crash report, I might be able to verify that what I fixed was the same thing that caused your crash. But I don't really have time to explain how to find it. You can look in Windows Event viewer and things like "Applications" and "Error" and that kind of thing, maybe you can find it.

But really I have to stop talking about this now.

EDIT: When I disabled mod downloading, I was able to get the crash every few minutes. I investigated and implemented a fix. With mod downloading still disabled, I went online again I didn't get the crash for an hour or so, so I conclude this as a definite fix, and is likely to be the same crash you encountered.

a okok i tried to search for it in event viewer but i couldnt find it so i gave up
Quote from Scawen :Thanks. I have contacted Victor about it. It's not related to the test patch.

The website update was quite major, including upgrades, so not everything has remained fully operational and Victor is working on those things that he couldn't fully test in advance.

When was the website updated? I'm getting an error when trying to update a couple cars.

"Array ( [aCarModArchive] => The uploaded file is not a valid 7zip archive )"

Tried creating the ZIP from 7d53 and 7d54. (uploaded a coupled updates on other cars with 7d53 yesterday without issue)
https://ibb.co/wWYj8mF
https://ibb.co/f1zJf3c
When you press the F key and turn on the forces, the vehicle looks like this. I can't say this looks good. It's like any other car. Images from 0.7D54 version.
Quote from Slashpca :When was the website updated? I'm getting an error when trying to update a couple cars.

"Array ( [aCarModArchive] => The uploaded file is not a valid 7zip archive )"

The update was last night. Victor says this should be fixed. Please try again and let us know.
https://www.lfs.net/forum/post/2068999#post2068999

Quote from YukselYilmaz :https://ibb.co/wWYj8mF
https://ibb.co/f1zJf3c
When you press the F key and turn on the forces, the vehicle looks like this. I can't say this looks good. It's like any other car. Images from 0.7D54 version.

It's not like any other car. This one has popup headlights. What solution would work for this? In forces mode, should most subobjects be hidden, except for hub, mudguard, brake and steering wheel? Actually at the moment all moving subobjects are drawn, so maybe a new exception is needed: avoid popup headlights in forces mode?
Quote from Scawen :What solution would work for this? In forces mode, should most subobjects be hidden, except for hub, mudguard, brake and steering wheel? Actually at the moment all moving subobjects are drawn, so maybe a new exception is needed: avoid popup headlights in forces mode?

Yes, I think popup headlights should not be drawn in forces mode.
Quote from Scawen :The update was last night. Victor says this should be fixed. Please try again and let us know.
https://www.lfs.net/forum/post/2068999#post2068999


It's not like any other car. This one has popup headlights. What solution would work for this? In forces mode, should most subobjects be hidden, except for hub, mudguard, brake and steering wheel? Actually at the moment all moving subobjects are drawn, so maybe a new exception is needed: avoid popup headlights in forces mode?

While I say it looks like another car, it feels as if the vehicle whose forces I am watching is not an XRT. I think the headlights should be hidden in forces mode as before. Of course, the decision is yours.
Quote from Flame CZE :Yes, I think popup headlights should not be drawn in forces mode.

I second this. Definitely.
Should internal mirrors be visible in forces mode?

They always have been, but it doesn't look very nice.
I think you can leave only tyres with wheel rims and a steering wheel. If virtual mirror is enabled that should be visible, but normal mirror probably not.
Quote from Scawen :Should internal mirrors be visible in forces mode?

They always have been, but it doesn't look very nice.

I think forces mode should be just like in version 0.6U

In my opinion, the most natural and most familiar to all of us is the forces mode. I mean, it would be better if it remained as it was before.
Changes in D55:

Multiplayer:

FIX: LFS could crash if a player left when a mod was not downloaded

Graphics:

Popup headlights and internal mirrors are excluded from forces view
Skin mappings that move with driver side swaps no longer avoid flip

DOWNLOAD: https://www.lfs.net/forum/thread/106005
Thanks, it looks good on Karobus now Smile
Attached images
lfs_00001801.jpg
@ Scawen
Ok. Sorry. I feel dumb for steering gauge/FFB gauge topic...

If it's not too late, since you reached to lights update, is it possible to think about suggestion #5 from this post:

"5. Add: Multiple maps for same light map e.g. "l_tail1, l_tail2, l_tail3....l_tail9" (therefore no need for side/top maps + more light variations possible)."



I'll humbly disappear for long time after this one to not to heat up your nerve system any more. Thanx. Tongue
Attached images
S13_GEN3_120.jpg
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Test Patch D64
(243 posts, closed, started )
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