Marcin, please can you calm down your posting style, a lot?
You seem to be confusing a forum with a live chat system.
The difference:
Forum: Do some research, make a well formed post if needed
Live chat: Write single sentences
You shouldn't write on forums as if it is a live chat system. Please do your research, stop asking random questions all the time, when you could find the answer by searching the forum or the manual: www.lfsmanual.net
You joined two weeks ago and have already made 47 posts. This is not reasonable. Maybe if you did 5 posts in that time, that would be OK. So for a rough guide, maybe you are posting 10 times more often than reasonable.
Double question marks after your questions. Why not just use a single question mark?
Writing style: Please don't put a capital letter on every word. They go at the beginning of a sentence, or for names (proper nouns).
I removed your previous post because you seem like a spammer.
You are reporting a user because of some supposed bug that doesn't appear to make any sense at all.
Do you know, we have a technical support email system if you need to do something privately?
You said:
"This player discovered a kind of "error" when reporting a player's Mod. He discovered that, when making a report, no matter what the reason for it is, valid or not, the mod is taken down."
But there is no such system. There is no automatic mod report system that removes a mod. If a mod is reported, a detailed check would be made by a reviewer.
I will now ban your account, as (you said) it is a duplicate account created to make an anonymous report.
If you have something to tell us, please contact us in the proper way and provide specific details about the mod that was taken down so we have something to investigate.
List of Hosts now has 30 lines and does not show the obsolete status text
Hover text with description when the mouse cursor is above a blob in the IP column
FIX: Stopped on "Join Specific Host" page after "Start New Host" (should immediately join)
List of Hosts now has 30 lines and does not show the obsolete status text
Hover text with description when the mouse cursor is above a blob in the IP column
FIX: Stopped on "Join Specific Host" page after "Start New Host" (should immediately join)
Warning if you are joining a host that will log your IP address
- Your decision to trust that host is remembered, to avoid asking you again
- You can remove the "trusted" status by clicking the "trusted" button
- List of Hosts has a new IP column to indicate hosts that log your IP address
Stops on "Join Specific Host" after you click a join link on calendar or website
- You will need to click the "GO" button as if you had clicked in List of Hosts
For now, I have provided an option to show guest IP addresses.
Next time you restart your host, IP addresses will not be displayed by default. But you can switch them on with an option in the basic settings.
This is not what I was hoping to do in the first place, to really improve privacy by hiding the IP address, but it does (or can) help a bit.
1) Minimum disruption. People who want to use the IP address on paid hosts still can.
2) Reduce general visibility of IP addresses. They will only be there if the option is enabled, and never in free hosts.
3) The master server is aware of the setting, so I can make it visible in the list or show a warning to joining guests.
I'd rather not work on a unique identifier to identify the guest's PC or LFS installation with a random number at this time. There are too many distractions and not enough development time so some things will have to wait if I don't really have to do them at the moment.
Thanks for the FIA regulations reference. So at least in F1, it's the wheels that need to be inside the box.
I'd be interested to know if any other classes require bodywork to be behind the line. For practical reasons I could imagine that being the case in karting, but really have no idea. I wonder about classes that are not open wheel.
At the moment in LFS, the timing (at splits and finish line) is done when some arbitrary point of the vehicle crosses the line. Probably the model's origin. This is what I don't like at the moment.
Bear with me as I'd like to get this right if possible. I believe the coding to be relatively simple but I want to get this right by thinking it through.
What we have so far is that starting point, at least in some classes, should be based on front wheels behind the white line. Probably just aim for the yellow line. It would be interesting to know if some classes put the bodywork behind the line. And that leads me to a related issue I am wondering about:
Photo finishes.
I guess that photo finishes must be based on the front part of the bodywork, rather than the wheels? But the front overhang can vary a lot between different cars, up to a value of a few milliseconds depending on the speed. So this leads to the point that some cars might need to drive further to complete the race. Of course this is really of no concern with an ordinary grid, every car drives a different distance anyway, so who cares about a few inches. But what about a drag race? The start and end must depend on the same thing (wheels or bodywork). What method is used for the timing? At first I could imagine them using laser timing, but I guess that doesn't work if you have two cars overlapping.
So then we have the possibility that for a drag race, the bodywork should be behind a line, but on a grid start, the front wheels must be behind the line.
Should splits and finish line use the front of the bodywork rather than the front wheels? In real life racing what methods are used for the millisecond-accurate timing?
Hope I've explained this confusion enough, would be interested if anyone has knowledge or evidence to resolve the questions.
You are right that this is a bit of a mess at the moment, something we've never considered properly. To fix it, we need to:
1) align the visual objects correctly with the invisible start positions
2) set the cars such that part of the car is aligned with one of the lines
Eric found the dimensions of the grid box and has provided me with an accurate start grid box object.
It's not clear to me what the actual rules are, regarding the positioning in the box. Is it the front of the car needs to be within the white lines, and the yellow line is just a sighting line for drivers (e.g. F1) as they can't see the white lines? Or is there something about aligning the wheels with one of the lines?
I'd be interested to see some evidence about what part of the car should line up exactly with which line, if anyone can find that.
In my test that seems to be working as intended. Adjusting the "Lowest wheel height" misaligns the fork, but the misalignment is corrected with "Forward" in Suspension settings (at top left of screen).
Although it seems odd, this is also intended.
It's something like: the first setup defines the geometry but the second setup works like an adjustment.
When you delete the base setup, the new base setup defines the geometry, so if its lowest wheel height was different from the deleted base setup, you will then need to adjust the lowest wheel height or the "Forward" value.
It looks as if that has been the case for a long time, I think since before LFS editor was released.
EDIT: Correction, it looks like the change was September/October 2022. I think the setup storage changes were related to multithreading. So it probably did work correctly in the earliest public versions of LFS Editor.
Without much investigation, I don't think it should be like that, but on the other hand I think it doesn't really affect anything much (given the current limitations of LFS suspension physics). I think it was an unintended result of a change around the way the live setup is stored. I'll have a look to see if it can be corrected.
OK, let's figure this out. For some reason the subobject you are trying to move has type "SLIDER" but the internal 'mover' that moves it has type "SPINNER".
But of course the mover should have acquired its type from the subobject it represents. So the question is why is that happening. Could it be you have reached a limit? How many moving subobjects do you have?
EDIT: Incidentally, object type 'spinner' was not working in the latest version of the editor (Test inputs) but I've fixed it now. But that is not related to Tuttu's bug.
If it's not a particular mod (or some particular mods) then the only thing to do is wait for the big release of the new graphics version.
In the new version:
Only the "physics" part of the vehicle is created when the player leaves the pits. The graphical model is delayed, and only created (on the graphics thread) when that vehicle comes into view. There may still be a small glitch at that point, but it will be less than in the old (current) version because no textures are loaded at that point. The textures are loaded one at a time over the subsequent frames, instead of loading them all at once.
In short, pit-out glitch is a well known and 'ancient' problem that is worsened by some mods, and I've already dealt with it by various means, for this reason. Unfortunately you still have to wait a while before you get the updates.
That doesn't sound like anything new. It sounds like the pit-out glitch that has always been there, that I have already worked on in my new version of LFS that is not yet public.
I'm not really interested in the normal small glitches that have always been there and I have already worked on.
The original poster reported something new that has been going on, so that explains the thinking in my previous post.
LFS hasn't changed and this has nothing to do with compressed skins. Mods all come with compressed skins and textures, and downloaded skins are also compressed, so switching that option doesn't affect mods.
I believe the most likely explanation is poorly constructed mods. If you can identify a mod that causes a noticeable stutter when it loads, I can have a look to see what is wrong with it. If it's every time it loads, it's probably a poorly optimised model or some other model issue, or maybe audio files (or something wrong with LFS that mod shows up). If the mod only loads slowly the first time since LFS started, it might be related to excessive textures.
You could possibly identify a mod with such an issue by starting LFS fresh and watching an MPR. When you see a glitch, find out who just left the pits and check out their vehicle name that is shown in F11 or F12 menu. If the same issue happens each time with specific mods you could start to prepare a proper report.
I am very busy and will not get involved unless I am given a definite and reproducible example of a mod that causes a glitch when it loads.
Alternatively there could be a problem with your computer or Windows is checking files that are downloaded or something like that. I suppose in this case the problem would only show up the first time a mod is downloaded, rather than every time it is loaded.
It could be that your mods folder has become huge. You could use the cleanup on the mods screen i game to reduce the folder, or you could delete all the mods in the mods folder to see if it helps (I mean once, not every time you start LFS).
EDIT:
1) Please only report a mod that causes a *bad* stutter or glitch, not just slight ones. I can't emphasise enough how busy I am and don't want to go on a wild goose chase.
2) The new version of LFS spreads out mod loading and creation over more frames so ordinary loading glitches should be reduced. But that doesn't stop me taking an interest in mods that cause an extra bad glitch.