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Incompatible TEST W17 - 32 Cars
(341 posts, closed, started )
Quote from LupusC :It seems that there is wrong packet size in the documentation of IS_PSF in W17. IMHO the size should be 9 instead of 12.

not really.

1 byte Size; // 12
1 byte Type; // ISP_PSF
1 byte ReqI; // 0
1 byte PLID; // player's unique id

4 MSHT Time; // stop time
4 unsigned Spare;
======
12
Quote from racemania :hi i can get it when i just pull straight in and when i do a full lap or 2,
im driving slowly, checkpoint text is split times, and it instantly crashes, i will try the layout and let you know.

Quote from GP4Flo :Maybe LFS crashes because checkpoint and finish line are very close together? They are placed to each other, so the time between passing checkpoint and finishline is very short or maybe even 0 at high speed.

Quote from kamo2000 :I won't be able to sleep if i don't reply :P

- for me it crashes everytime i try it with one lap or without it - just tested it - as usual different crash addresses.

Thanks for your help guys, I figured out a good way to work out the checkpoint crossing, so now it works fine and registers only 1 lap when you cross those two checkpoints, and it doesn't matter how close they are as long as the finish is after the checkpoint.

I also saw the reason for the loss of car control and the state it was in was unpredictable (due to a lot of packet sending for all those checkpoints and finishes - even single player sends packets). I guess this is the reason for the crash so we can assume it's fixed. Please have a quick go when the patch is released, just to make sure the crash isn't something different, though I think it will be fine.
any idea when this patch will become official?

For me, this is the most anticipated patch in a long time... So few are playing w17 in my timezone but it is sooooo much better than the current patch. Manual starts & handicaps are really refreshing!
Quote from Scawen :It's supposed to be dark grey if you have a car with an open roof, because that looks best against the sky, but if you have a roof, it should be light grey so you can see it. If it changes when looking, I guess that means you have a road car selected and you are using a custom view with the body drawn in main look but invisible (equivalent to open roof) when looking. Helicopter view has a light map (because the map is often over road or dark ground) and TV cam uses a dark map (because the map is often in the sky).

The dark and light grey are user settings in the interface options so you can make them constant if you prefer.

This still doesn't explain the randomness of the map changing during the race though. I've never used a car with an open roof when noticing this. These are all tintops, and it is either light grey or dark grey no matter what position they are, it just has something to do with people pitting out in the middle of races. It won't always be a dark map for TV cam, or a light map for Heli, it is switching around for different cars, and it doesn't matter what position they are in (do you still have the map change color depending if they are on lead lap vs. a backmarker? - If so, it is freezing a different color map whenever someone pits out during a race).

I should spectate several drivers and just take notes how many times the map color changes. Felt like a bug to me, especially if you were just watching in one view.

Why not just keep the map at a light grey color /w a translucent outline? That is what is usually done in design to contrast it against most other backgrounds and keep everything consistent, rather than have it change colors so often. Chase came uses a dark grey map, I can't see that on tracks that have high trees on the side and dark colors. And similar problems arise with other views.
Attached images
bl_map.jpg
Quote from Tweaker :It won't always be a dark map for TV cam, or a light map for Heli, it is switching around for different cars, and it doesn't matter what position they are in (do you still have the map change color depending if they are on lead lap vs. a backmarker? - If so, it is freezing a different color map whenever someone pits out during a race).

No, it has never changed colour depending on positions. The code is simple and I've never seen it go wrong. I'm looking at it right now.

In heli or TV cam it's light grey
In cockpit view it's dark if you have a roof, light if no roof
In custom view it's the same as cockpit view if the car is visible

That's all, it really is as simple as that, there's no changing map colour depending on race position, or any random changes, nothing that can really go wrong with it.

Quote from Tweaker :Why not just keep the map at a light grey color /w a translucent outline?

I'll consider that.
Quote from Tweaker :Why not just keep the map at a light grey color /w a translucent outline? That is what is usually done in design to contrast it against most other backgrounds and keep everything consistent, rather than have it change colors so often. Chase came uses a dark grey map, I can't see that on tracks that have high trees on the side and dark colors. And similar problems arise with other views.

That's actually a pretty good suggestion... So what took you five years to say it
Yesterday in a race on OLT server, many (or everyone?) people got "Too many physics objects".
There were 42 people connected and 27 racers. There was an autocross layout loaded.
The error can be seen after the race at around 11:30:00

Don't know if this is anything to worry about but thought to post it.

mpr: http://shittie.1g.fi/temp/AS4_ ... _many_physics_objects.mpr (3.4mb)
That error has been around for a long time. If there are a lot of cars running, and an autocross track with a ton of movable objects, this is bound to happen if everyone starts to hit the objects and make them fly/roll around.

Too many physics calculations at once is what I always thought it meant.
Yes, there is a limit to the number of physics objects, because physics calculations can cause massive slowdown if there are too many, all checking against each other. So finally it stops adding objects that have been hit, and gives you a warning message. But I'll have a quick look at how the limit is set, if maybe just a few more should be added because of the increased number of cars, maybe there aren't enough slots for other physics objects.
Quote from Scawen :Yes, there is a limit to the number of physics objects, because physics calculations can cause massive slowdown if there are too many, all checking against each other. So finally it stops adding objects that have been hit, and gives you a warning message. But I'll have a quick look at how the limit is set, if maybe just a few more should be added because of the increased number of cars, maybe there aren't enough slots for other physics objects.

talking of those physics objects, why not add a server side option to decide the time to make those disappear instead of popping out after little time?
Quote from XsX! :talking of those physics objects, why not add a server side option to decide the time to make those disappear?
since this patch is making no more cars pop up and out in the middle of track, i think that making the objects stay a little longer in the track will be better and more realistic

That would just make things worse alongside allowing more objects to be hit before this message comes up. That just allows objects to roll/move for a longer period of time and that cannot be good... they disappear for a good reason, to rebuild the track before another pack of cars come 'round.
yes, but in real life objects stay a bit more in the track before being removed.
more like the no reset option for the cars, dont you think?

thats not the right place to discuss it btw |:
sorry for that.
Quote from GP4Flo :I have just joined a 47 player server and noticed some bugs when trying to join the race:
- My car joined right onto the track (qualy position) with the "Ready"-countdown, although the race was still under the way.
- Instead of "4/8" laps LFS displayed "4/1" (Edit: yes, like ussbeethoven it switched back to 9/8 after the race)

OK, what happened, an admin created a start position on the track. When an autocross start position is created, the number of laps is set to 1 as well.

An object packet and an autocross laps packet arrive when I watch that race in the debugger.

So that explains why the total laps went to 1 and you started in a strange place.

Assuming it was a mistake by the admin, who just pressed S while in SHIFT+U mode, I am doing one small thing to help avoid this mistake. When you go into a race or qualifying, from the game setup screen, at that point it now switches off "Place objects". So that won't just be switched on from the last time you were in single player or whatever.
Quote from Scawen :Yes, there is a limit to the number of physics objects, because physics calculations can cause massive slowdown if there are too many, all checking against each other. So finally it stops adding objects that have been hit, and gives you a warning message. But I'll have a quick look at how the limit is set, if maybe just a few more should be added because of the increased number of cars, maybe there aren't enough slots for other physics objects.

I thought this was a well known "bug" or message - I've encountered it 4-5 times during the last year.
Hi Devs,
Apologies if you know about this already (i did search honest !), but toggling Full Screen Vertical Sync doesnt work for me in W17 - FPS is limited to my screen refresh rate whether the option is on or off. In the official patch W, my FPS will double upon toggling the option.

While I'm talking here (I don't post very often), just thought I'd let you know that I've loved this game for years and the new patches are keeping me hooked.. keep up the fantastic work

Rob
Quote from KOB_CHEESE :Hi Devs,
Apologies if you know about this already (i did search honest !), but toggling Full Screen Vertical Sync doesnt work for me in W17 - FPS is limited to my screen refresh rate whether the option is on or off. In the official patch W, my FPS will double upon toggling the option.

Rob

Well if its doubling surely it was on ?
Maybe check your driver options for graphics card to make sure its not being forced?

Anyways bringing up a possible bug here , i think, with W17 on 3 different servers ive noticed the Chat being cut short, if someone or myself has typed in a long sentence/paragraph. eg.
if i typed "today is the greatest day ive ever known, today i forgets how big this game has grown, today is the only day ive ever known, today is one day i dont want to spend alone" (copyright@AL)
other racers/ users would see somthing like "today is the greatest day ive ever known, today i forgets how big this game has grown, today is the only day ive"

*edit*2* ahh ok Rob makes more sense
ah sorry for not being clear - switching it OFF with patch W17 has no effect - that is the problem !
also, its not forced in my GFX driver, as I can turn it off in patch W (which doubles my FPS)..
admittedly its not the end of the world but hey ho thought I'd mention it!
#318 - liq
I got stuck with FXR on KY1 today. I was in pit, but car didnt move no matter what gear was on, like the handbrake would be on, but it was not. Exit/enter the track didn't help, but reset. I got replay recorded from this situation.
Attached files
w17_handbrake.mpr - 212.1 KB - 219 views
Quote from Gener_AL (UK) :Anyways bringing up a possible bug here , i think, with W17 on 3 different servers ive noticed the Chat being cut short, if someone or myself has typed in a long sentence/paragraph. eg.
if i typed "today is the greatest day ive ever known, today i forgets how big this game has grown, today is the only day ive ever known, today is one day i dont want to spend alone" (copyright@AL)
other racers/ users would see somthing like "today is the greatest day ive ever known, today i forgets how big this game has grown, today is the only day ive"

Yep...tested it out today and there is a definite truncation of messages..I think that the text string limit isn't cutting in on the entry side, allowing you to type longer messages, but it is still truncated in the display side...but NOT on your own screen...you still see the whole message.
Quote from Bladerunner :Yep...tested it out today and there is a definite truncation of messages..I think that the text string limit isn't cutting in on the entry side, allowing you to type longer messages, but it is still truncated in the display side...but NOT on your own screen...you still see the whole message.

Yep, thirded although I think it's on the display side. If not, longer messages would actually be kinda nice
BUG report: random OOS in replay with wheel view

I have tested 20AIs on Kyoto ring and saved replay.After trying to play it I get random OOS only in wheel view no matter which AI I choosed.Sometimes after a half of lap, sometimes after a few seconds.Its really random and I cant find a pattern in this OOS bug.

Please see attached replay.Sorry for the ZIP but the replay was over 6MB in original size.

http://www.home.karneval.cz/0222338601/001/KY2.zip
As far as the physics error goes. on the [noobs] jump! server (Blackwood with jumps added) there were many of these occuring. After removing 10-15% of the objects it didn't seem to change the amount of errors that occured. I have no hard data to back that up but that is how it seems to me.
Hi Scawen, Noticed the following issues/bugs last night using W17.
Sorry if they have been mentioned before but I couldn't find them anywhere except for Lig's issue above.

1. After a Qual restart and upon exiting the pit garage the pit limiter is off. Most ppl get pit speed limit penalty 1st time as they don't realise it is so.
2. In Qual the result table can get so big (20+ races) that is obscures the top part of pit strategy window (F12). Making it hard to read the fuel consumption and remaining fuel details. I know ctrl+tab removes the standings table but in the heat of qual ppl may not want to be bothered trying to switch this on & off all the time.
3. The same as Lin above, when leaving the pit garage the car won't move when you initially engage 1st gear and accelerate. To get it moving I had to either hit the brake or my dedicated clutch button. I think the setting of a clutch button may be the cause but have not veutrified it yet. This occurred in FXR at City Classic, so not sure if it is car specific or not.

On a side subject & more of an improvement suggestion is that now that the grids are getting so large it can get difficult to see the front row start lights, many ppl don't like the virtual start light option (unrealistc), I noticed at City Classic that there was no second set of start lights mid way down the grid as I think there is for some other tracks. Is there any thoughts of having secondary start lights on tracks that don't have it now?
Ok, I have one problem running the server on my dedi:

If I put more than 32 connection, lfs server crashes after some seconds with an error "Out of bounds max connections" (or something similar).

When I do 32 connections and 32 cars, the server starts up fine, but after a while I get a red message inside the server window: "BLANK : OVERFLOW - host".

What does it mean?
Quote from liq :I got stuck with FXR on KY1 today. I was in pit, but car didnt move no matter what gear was on, like the handbrake would be on, but it was not. Exit/enter the track didn't help, but reset. I got replay recorded from this situation.

Looking at the Pedals - it shows that your brake is constantly on, I suggest you check your controller configuration...
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Incompatible TEST W17 - 32 Cars
(341 posts, closed, started )
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