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Scawen
28th April 2006, 18:03
Hello Again Racers. :D

This is intended as a FINAL TEST Patch before OFFICIAL Patch U.

EDIT : A small fix has been added - now T7 - absolute final test - U should be T7 but with a letter change.

This is a small update you can get, if you want to, and you already have version S or T. It's fully compatible (online and replays) with S and T and contains various fixes and improvements, listed below. It's just the exe and some translation files and lesson files. This should be a fully stable version without bugs, so that's why I'm putting this up for testing, before releasing an updated full public version U, which is now significantly better than T.

YOU NEED VERSION S OR T BEFORE INSTALLING THIS PATCH!

To Install :

Place the zip file in your LFS folder.
Right click, and select "extract to here".

Changes in Test Patch T7

Small delay added when a welcome message is displayed and same track is already loaded (could be too fast before).
"A new guest is connecting" was displayed for too long if connecting player had same track but different lighting.
Updated translations included.

Changes in Test Patch T6

The biggest change in T6 is a new system called "OutGauge" which can support an external dashboard, or certain other uses. It is documented in the updated InSim.txt which you can find in the docs folder. If any programmers could verify that the systems works, that would be great. I ran a test, starting it from InSim and it seemed fine. I have not tried to start it from cfg.txt alone.

FIX : Text command /leave had stopped working
FIX : Disembodied heads driving UF and RA cars
FIX : XF GTI acceleration, PRO level was too easy
FIX : Your own driver and steering wheel could vanish
NEW : OutGauge system for external dashboards (see InSim.txt)

Changes in Test Patch T5

The biggest change in T5 is a new welcome message that can be set by hosts, displayed while a user is connecting. Hosts please note that your configuration file must be updated because of the new /track command.

Hosts can use a 200 character welcome message from a text file
T5 or later guests will see the message while connecting
E.g. text file named "welcome.txt" contains a message
- then start host with /welcome=welcome.txt

Changed format of /track command in startup - now consistent
Removed /config and /reversed commands
Example of new version : /track=BL1

Added a new command /tracks to specify a list of allowed tracks
E.g. text file named "tracks.txt" contains a track on each line
- then start host with /tracks=tracks.txt

Included updated translations
Included Aston lessons fix for changed objects
FIX : Number entry in tyre setup menu did not work
FIX : Could set wind in hotlapping using /wind command
FIX : Could view other racers ARB and Brake Balance online

Changes in Test Patch T4

FIX : Croatian and Serbian should always be correctly selected.
Added four more characters ro the "Brakes / TC" translation.
FOX / FO8 / BF1 all have their own dashboard colour slider.
Some more small optimisations in car draw (graphics code).
Tiny change in skid creation code to make it safer.

Changes in Test Patch T3

FIX : Croatian should be selected by default on Croatian computer.
Throttle blip on downshift is now allowed again with manual clutch.
Suspension is stronger before it bends, but then bends more quickly.
Race penalties are now sent as stats to LFS World (awaiting update).

Changes in Test Patch T2

FIX : LFS could crash sometimes, when leaving a multiplayer game.
FIX : Downloading Skin message was partially off screen.
FIX : Colour alternation on list of games screen.
Some very small optimisations in graphics code.


PATCH Download (1MB) :

www.liveforspeed.net/file_lfs.php?name=LFS_S2_ALPHA_PATCH_S_TO_T7.zip


DEDICATED HOST Download :

(T7 has a small fix - it does not send the welcome message twice)

- LFSW Online Race Results now shows laps, pit stops, and penalty awarded.
- Handling of the bans.ban file has been changed - See T3 Thread (post 30).
- New /track /welcome and /tracks commands - see above in T5 notes.

www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_T7.zip

detail
28th April 2006, 18:08
Fast working, Scawen!

I've submitted my updates to the translations.

Jakg
28th April 2006, 18:15
so, when can we expect U? im betting the 30th :) lol, jk, keep up the amazing work mr Scawen "Super-Coder" Roberts!

detail
28th April 2006, 18:15
BTW, I've noticed today that at Westhill in Cloudy weather the sky differs. Really, at the 2nd split usually you see blue sky, but today once I started racing and noticed that that place seemed to be darker and the sky visible from there was grey. Is it a feature?

afastest
28th April 2006, 18:30
Would it be possible to make sound volume adjustments right? I set it to 0, which would be no sound, still it is pretty loud. And there is no way to adjust messages and clicks volume.

Sternendaal
28th April 2006, 18:31
Thanks Scawen :thumb:

Motörhead V8
28th April 2006, 18:38
nice work :thumb:

RIP2004
28th April 2006, 18:46
Good work, but I would like to know what about XF GTI acceleration was too easy? Ace is still possible without a wheel and just with your keyboard :shrug:
I don't know how to drive, to be below "PRO" ...

NetDemon01
28th April 2006, 18:48
You deserve a good break Scawen. These update patches coming on a daily basis, and even quicker than that, is insane and shows your dedication! Very impressive

Scawen
28th April 2006, 18:57
Good work, but I would like to know what about XF GTI acceleration was too easy? Ace is still possible without a wheel and just with your keyboard :shrug:
I don't know how to drive, to be below "PRO" ...Well either you are very good, or you didn't unzip the patch properly? Check the file date of "Acceleration - GTI.lsn" - it should be today's date.

Before today, you could get PRO just by flooring it and wheelspinning. Now that will not get you pro, you must use a bit more throttle control.

Scawen
28th April 2006, 19:00
You deserve a good break Scawen. These update patches coming on a daily basis, and even quicker than that, is insane and shows your dedication! Very impressiveThanks. Unless something serious goes wrong, I am releasing U tomorrow and then having some weeks off. The current public version just isn't quite up to standard and that's why I had to keep working so hard this week. I just want a stable version up there so I can relax and take care of a few other things, like my house and my son.

RIP2004
28th April 2006, 19:09
Well either you are very good, or you didn't unzip the patch properly? Check the file date of "Acceleration - GTI.lsn" - it should be today's date.

Before today, you could get PRO just by flooring it and wheelspinning. Now that will not get you pro, you must use a bit more throttle control.

Strange. I unzipped the patch properly and the date is of today. You need a 7.10 for ace. And 7.8 something for PRO. Right?

If you just floor the throttle (there is no other way just using a keyboard) from the beginning with automatic gear change activated you get a 7.13 and therefore PRO.

If you just floor the throttle from the beginning with manual clutch and manual gear change you get a 7.10 after 2 or 3 tries.
I can do a video of both situations and post it here.

Anybody can confirm 7.13 with automatic gear change and full throttle? Or is it just may PC :scratchch:schwitz:

I think there is still a problem about tyre physics and spinning wheels. There should be a difference of at least 1-2 seconds between a good start with controlled throttle and full throttle from the beginning.

TRM.13
28th April 2006, 19:09
Thanks. Unless something serious goes wrong, I am releasing U tomorrow and then having some weeks off. The current public version just isn't quite up to standard and that's why I had to keep working so hard this week. I just want a stable version up there so I can relax and take care of a few other things, like my house and my son.


Good luck :schwitz: :D

CharlieP
28th April 2006, 19:11
These patches have made a great sim even greater :D .... great work !!!

Enjoy your son as much as you can during this early time ;) We had twins just before Xmas and they are growing FAST!!!

They don't stay little for long, and luckilly, like you I work from home so get to spend a lot of time during these first days :)

Have a nice rest and then get that weather and night code sorted :D

tr1ax
28th April 2006, 19:14
Thanks. Unless something serious goes wrong, I am releasing U tomorrow and then having some weeks off. The current public version just isn't quite up to standard and that's why I had to keep working so hard this week. I just want a stable version up there so I can relax and take care of a few other things, like my house and my son.

You most definitely deserve time off, Scavier has done amazing work as usual.

Scawen
28th April 2006, 19:16
Strange. I unzipped the patch properly and the date is of today. You need a 7.10 for ace. And 7.8 something for PRO. Right?Hmm, looks like it's a bit different in German. In English, PRO is the fastest, and QUICK is the next one down. There is no ACE. So it's quite hard to get PRO, because you have to beat 7.10. This morning, PRO was 7.20 so it was almost unavoidable to get the best result.

I still don't know the best achievable time, if you use a clutch pedal and hold the slip at the perfect "nearly wheelspinning" level. All I know is there is significantly more force available before the point of totally wheelspinning (or locking up).

Frankmd
28th April 2006, 19:19
I have a little question regarding the InSim, OutSim and OutGauge protocols. The OutSim and OutGauge packet-rate can be set to 1/100th of a second, but the maximum update rate for the MCI packets is 1/10th of a second. Is there any way that could be brought down to 1/50th or 1/100th? Maybe it will lag LFS too much, but I wouldnt know :shrug:

RIP2004
28th April 2006, 19:24
Oh I see :) In germany best is "as".

I tried it and I did immediately a 7.09 with full throttle and keyboard. Just using manual clutch pushing button c.

Here is the video :

http://rapidshare.de/files/19158049/709ft.wmv.html

(click on free to and enter code to download)

Somebody able to do better than 7.09 with proper analog clutch and throttle use?
I think it shouldn't even be rated as "quick" to just floor the throttle with automatic gear change.


If there is a real difference there should be much better times. 6. something with a proper use of clutch and throttle.

Just to make sure there is no bug in it ;) I'd really love to see spinning wheels problem fixed ...
So anyone significantly better times using the better force?

eppmaster
28th April 2006, 19:33
I can´t unlock my LFs s2 . I write my name and password and than comes:"Unlocks for this Month all used"

Scawen
28th April 2006, 19:40
Just to make sure there is no bug in it ;) I'd really love to see spinning wheels problem fixed ...
So anyone significantly better times using the better force?I was thinking about this downstairs, a minute ago.

Even if you can't get a far better time with an analogue clutch, it's not necessarily a sign of a bug.

It's just that the XF GTI power isn't really great, and it just so happens that the limiting factor in both cases, works out about the same. Let me explain :

Case 1 : Total wheelspin - you wheelspin for quite a long time. Limiting factor is the grip of the spinning wheels, engine speed quite constant.

Case 2 : Not wheelspinning - limiting factor is the torque provided by the engine, as it moves through its rev range - it's not enough to break traction without wheelspin, and that means it's not providing the maximum force available at the wheels.

In these two cases, the end result isn't far off, though case 2 is slightly better. I am also interested to know what someone can achieve with a manual clutch - because they will be able to hold the engine nearer to optimum rpm in the first three seconds or so. I was able to get 7:09 still with automatic clutch but without wheelspinning.

NOTE :

In the case of a very powerful car, which has plenty of torque at all rpm in first gear, to reach the limit of grip, you will achieve significantly better times without wheelspinning. I would suggest FZ50 on a short dash, with and without traction control, throttle floored in both cases. Traction control at about 5% or so will win (and same without TC, but with manual clutch, if you can keep it at such an optimum point).

Scawen
28th April 2006, 19:42
...but the maximum update rate for the MCI packets is 1/10th of a second. Is there any way that could be brought down to 1/50th or 1/100th? Maybe it will lag LFS too much, but I wouldnt know :shrug:Why do you want to? I have never heard that anyone wanted MCI packets at such a high rate. It was designed for internet spectating, I think, in which case you would definitely not want such a high rate of packet sending.

Scawen
28th April 2006, 19:45
I can´t unlock my LFs s2 . I write my name and password and than comes:"Unlocks for this Month all used"You are only supposed to have S2 unlocked on one or two computers. So you shouldn't need so many unlocks. You have used 3 in a week? There is no need to unlock again for these test patches. Have you had computer problems? Normally the thing to do is write to Victor, using the contact us form, and explain the problem. It's not really a thing for the forum. Anyway, I've added an unlock for you now.

eindewege
28th April 2006, 19:50
Outgauge, my prayers have been awnsered! Now I can hook up something to see the revs, while driving the formula cars. (I use the 'no wheel'-view).

eppmaster
28th April 2006, 19:51
Thank you. It works

Bob Smith
28th April 2006, 20:03
Are you implying there's more stuff hidden in patch U that isn't in T6 (i.e. stuff that doesn't need testing)? Anyway good stuff Scawen, tell Eric to learn coding in your absence. ;)

And hoorah for OutGauge, will have a play with that. :)

GhostVE
28th April 2006, 20:31
Scawen thanks for the Outgauge system and all the hard work the past weeks. Just a note on the graphics side (maybe you can look into it for patch U): Since version S, the FPS are very unstable when many cars (4-5) come into the view frustum or on certain parts of the track. There is a sudden drop for 100 FPS to 30 or 25 FPS, and moreover there seems to be a momentary freeze. I am using the same graphics options as the older versions, most of them are on the highest settings, where LFS worked like a charm, so definately something is going on in the newer versions.

My specs
P4 3GHz
NVidia 6600 GT (AGP, using latest drivers)
1 GB RAM

Again great work, I'll be getting a license as soon as I get an ADSL connection.

Frankmd
28th April 2006, 20:35
Why do you want to? I have never heard that anyone wanted MCI packets at such a high rate. It was designed for internet spectating, I think, in which case you would definitely not want such a high rate of packet sending.

For my noobTV tool. If I send a CPP packet to LFS, it will move smooth to the new point. It will however 'accelerate' and 'descelerate' that smooth motion, and in order to get a truly smooth view, I have to keep the movement in the non-accelerating region. With 100ms update rate, I have to predict the cars position about two or three times every 100ms and then send a CPP packet with Time = 600 to keep it in that zone.
So either a higher MCI rate, or a 'non-accelerating' smooth movement would make it a lot easier.

EDIT: If the OutSim packets would work for every multiplayer car (just the Position fields) and not just the users car, it would have the same effect and be more efficient, since Im only using 10% of the information I get in a sequence of MCI packets (in case of 10 cars, that is).

detail
28th April 2006, 21:48
Was asked to tell a coment from some users at liveforspeed.ru. They dislike the times font, because it is less readable than the usual. One told his settings: LFS font size is default, screen size is 1280*960.

Grivage
28th April 2006, 22:07
Hi Scawen,

Prolly too late to get this in for patch U but if u dont ask u dont get :nod:

While you are looking at dedi features is there any way to add in a function from the lobby to reset the race entry list to the result of the last race.

Most fridays dSRC run team events a lot of which run Rev grids from race to race. Almost always a track change is involved between races and so someone has to write the result down and then coordinate everyone joining in the required order from the lobby screen which can be a pain in the ass :x

Something which would allow us to set either race result or race result rev grid from the lobby would be just the job.

If its too late for U then no worries we will keep on as we are :thumb:

I think all from dSRC would like to thank Scavier for there efforts with the latest series of patches, it is much appreciated.

shim
28th April 2006, 22:12
Scawen, i think everyone will agree with me when i say,

goto the pub and have a pint on us.. :)

joeynuggetz
28th April 2006, 22:15
Scawen thanks for the Outgauge system and all the hard work the past weeks. Just a note on the graphics side (maybe you can look into it for patch U): Since version S, the FPS are very unstable when many cars (4-5) come into the view frustum or on certain parts of the track. There is a sudden drop for 100 FPS to 30 or 25 FPS, and moreover there seems to be a momentary freeze. I am using the same graphics options as the older versions, most of them are on the highest settings, where LFS worked like a charm, so definately something is going on in the newer versions.

My specs
P4 3GHz
NVidia 6600 GT (AGP, using latest drivers)
1 GB RAM

Again great work, I'll be getting a license as soon as I get an ADSL connection.

/agree

RIP2004
28th April 2006, 22:52
I was thinking about this downstairs, a minute ago.

Even if you can't get a far better time with an analogue clutch, it's not necessarily a sign of a bug.

It's just that the XF GTI power isn't really great, and it just so happens that the limiting factor in both cases, works out about the same. Let me explain :

Case 1 : Total wheelspin - you wheelspin for quite a long time. Limiting factor is the grip of the spinning wheels, engine speed quite constant.

Case 2 : Not wheelspinning - limiting factor is the torque provided by the engine, as it moves through its rev range - it's not enough to break traction without wheelspin, and that means it's not providing the maximum force available at the wheels.

In these two cases, the end result isn't far off, though case 2 is slightly better. I am also interested to know what someone can achieve with a manual clutch - because they will be able to hold the engine nearer to optimum rpm in the first three seconds or so. I was able to get 7:09 still with automatic clutch but without wheelspinning.

NOTE :

In the case of a very powerful car, which has plenty of torque at all rpm in first gear, to reach the limit of grip, you will achieve significantly better times without wheelspinning. I would suggest FZ50 on a short dash, with and without traction control, throttle floored in both cases. Traction control at about 5% or so will win (and same without TC, but with manual clutch, if you can keep it at such an optimum point).

I tested it a minute ago. This time I added a short "track" to the car park. I used the FZ50. It's the same. I tested it with TC on, with TC off and trying it myself.
Only 2 tries of each kind. All automatic gear change. Best result was TC off, full throttle.

You will also notice it when watching usual races on servers. No matter which car, because the GTRs don't do donuts anymore with full throttle (great thing :) ) since Patch T.
All cars start about equally. If there is an advantage it is because of another gear ratio setup or slipstream.
No car can really get forward while starting. Unlike in real racing series where a good starter may win a few positions ...

Also some people mentioned, that the FZR is faster at the line for the first few moments than the Sauber Formula 1 car, which seems also a bit strange and could be the same problem.

The XF GTI may not have much power, but the rpms stay very high from 0 kph to about 50 or 60 kph until they increase again. So there should be a lot of wheelspin and it should matter for the time anyway. The difference between engine and wheelspeed and speed of car should be around 50 for the first second. So there is enough wheelspin even with the low powered GTI to really matter.

I think this element of tyre physics isn't working correct for whatever reason.
Wouldn't it be possible to program kind of a perfect traction control for testing purposes? Just for a test model or something without to much work? Or something else to test this element of tyre physics?

A good driver should get a noticable advantage while starting against some kind of newbie with full throttle start. In every kind of car.

You can't really experience the lesson "acceleration" which describes exactly what it is about. You are rated "quick" if you ignore the describtion what to learn about acceleration.

ATC Quicksilver
29th April 2006, 00:43
You can gain a very slight advantage by taking a smoother start, but not as much as i would like. The FXO or XFR are good cars to test it with because they are over powered fwd cars. If you watch any form of motorsport you see how important it is to get the start right, BTCC highlights this perfectly because the cars are all fwd and pretty powerful.

Still i expect Scawen will be able to fix it in the next physics update so we have perfect tires (lfs already has the most realistic imo)

Enjoy your holiday Scawen and co, thank you for making my favourite game even better :thumb:

alco64
29th April 2006, 01:58
G'day Scawen.
I'm not sure if you seen my post in the T5 thread but you havn't seem to have replied or fixed it in T6. So just incase you didn't see it i thought i'd post it here again.

Good job on the patches ;)


You cannot see any skid marks through the small glass window in any of the open wheelers (being FOX, FO8 and BF1)
Can become a bit distracting during a race. Not sure if this can be quickly fixed just in the exe but i thought i'd bring it up.

Eleanor SpeedGT
29th April 2006, 07:44
:) Good morning ppl, from here Estonia. SO..if nothing goes wrong , we can hope an patch U ? im really thinking, that, in first post in this thread, there was an sentence something about that, the patch U will make game much better and so.

ANyway, Great job Scawen and the other 2 guys. Impressive job you have done and i just cant imagine one thing: You guys do game so much better very fast and are very good support in forums too! I hope more and more and more players will buy License and come have fun at S2 :)

HOORAY for SCAWEN, ERIC AND VICTOR!! HOORAY, HOORAY!

Lible
29th April 2006, 07:54
:) Good morning ppl, from here Estonia. SO..if nothing goes wrong , we can hope an patch U ? im really thinking, that, in first post in this thread, there was an sentence something about that, the patch U will make game much better and so.

ANyway, Great job Scawen and the other 2 guys. Impressive job you have done and i just cant imagine one thing: You guys do game so much better very fast and are very good support in forums too! I hope more and more and more players will buy License and come have fun at S2 :)

HOORAY for SCAWEN, ERIC AND VICTOR!! HOORAY, HOORAY!

Actually they first meant to release patch U on thursday. But now, yes, it seems that if nothing goes wrong they are going to release it today. It won't add much to the game, but it will fix alot bugs :D.

Lible

detail
29th April 2006, 08:14
What about adding time of events into the dedicated host's console?

Pablo.CZ
29th April 2006, 08:23
1. Only small graphics note, readability would be better if you could move speed number in RA a little bit right and maybe down (picture from default driver view)
2. When I change track, I get "Path info changed" but only if I change to Aston

Trauma
29th April 2006, 08:28
Is there anyway of showing the Welcome message longer.
I tried it today, and it shows only a fraction of a second.

It is not much point in having the message, if players don’t have time to read it.

I arrange races on my servers, and the welcome message is great option for me to give the info to the racers.

An option for the time to show would be nice.

detail
29th April 2006, 08:36
I don't think it's a good idea to force a player to read the welcome message. Most of the time it is junk, like advertizing of owner's website/league/(clan in CS). Yes, you may have sincere wishes, but it will be widely abused.

Trauma
29th April 2006, 08:53
It will maybe be abused.

But some of us takes things serious, and wants to use it in a propare manar.
And why adding a welcome message if it cant be read?

RIP2004
29th April 2006, 10:23
You can gain a very slight advantage by taking a smoother start, but not as much as i would like. The FXO or XFR are good cars to test it with because they are over powered fwd cars. If you watch any form of motorsport you see how important it is to get the start right, BTCC highlights this perfectly because the cars are all fwd and pretty powerful.

Still i expect Scawen will be able to fix it in the next physics update so we have perfect tires (lfs already has the most realistic imo)

Enjoy your holiday Scawen and co, thank you for making my favourite game even better :thumb:

I think a part of it is because of the arcade style signal. You should be a able to start free and react on the signal. Reaction times aren't simulated yet and there can't be false starts ...

But its also because of the physics. There should be a noticable difference of a few meters or perhabs one car length between a good starter and a full throttle starter.
Otherwise testers in the world would all just start all kind of cars with full throttle and take the foot suddenly away from clutch.
The only car I know of to start perfectly like this is the subaru impreza with awd, if you don't like your clutch ;) AWD cars can mostly be started like this ... but the new evo has a special limiter for first gear to make the clutch live longer ;)

Every FWD car or even RWD cars are started by finding a sweet spot lower than the limiter, disengaging the clutch very quick and then regulate throttle a bit to have only little wheelspin.
The results are noticable better than just flooring the throttle to the limiter and disengaging the clutch suddenly.

EDIT:
@Scawen :

I also thought about the cases and I agree mostly.
These are my thoughts:

Case 1: Total wheelspin. The grip level of the tyres while spinning very hard is low enough for the weak GTI engine to hold the wheels spinning up to 40 or 50 kilometers per hour.
A lot of engine torque is just producing tyre smoke by holding the wheels in the bad spinning condition.
Only a part of it uses the low grip available to accelerate the car.

Case 2: Start with slightly increased RPM to make the tyres spin lightly at start. Reason: Engine is at a good rpm for using its torque. Torque of GTI isn't enough to make the wheels spin again after they stopped spinning shortly after start, but ALL of the torque is used to accelerate the car. Traction is perfect. The grip is high enough to bring all of the torque of the engine to the street.

Case 2 should be significantly faster, because all of the engine torque can be used to accelerate the car. Grip level is sufficiant to bring all of the torque to street.
Case 1 just produces tyre smoke ... torque is mostly used to make the wheels spin as fast as possible, NOT to accelerate the car as fast as possible.

Scawen
29th April 2006, 11:01
OK... I agreed about the delay, when reading the welcome message.

I have added a 4 second delay - which would usually add up to about 5 or 6 seconds or so, by the time you've received the startup messages.

NOTE : There is no delay added if you are changing track or weather.

NOTE 2 : This needs testing because I've made one significant change / improvement. Previously, and now as well, if you had a different track loaded from that on the host, your LFS would load the new track and the guests on that host did not see "A new player is connecting" until AFTER the track was loaded on your computer. That's good... BUT if you had the correct track but different weather, "A new player is connecting" WAS SHOWN while you changed weather! And that was a long delay. It's an improvement for the already connrcted guests, who couldn't pit in pit out, etc.

Pleast test T7 - Patch U will be out soon. T7 is on the first post in this thread.

Scawen
29th April 2006, 11:03
About all the other requests (and tiny bug reports) on this thread, I won't list them or reply to them individually. It's time to stop for this patch. I have noted all of those on my bug and request sheet.

Macfox
29th April 2006, 11:06
Thanks Scawen, keep up the good work. I can't keep updating the servers quick enough.

Is it possible to have the laps adjusted ingame, but take effect next race? :shrug:

Scawen
29th April 2006, 11:10
Is it possible to have the laps adjusted ingame, but take effect next race? :shrug:I'm not doing any more for U now, unless there is a crash or important bug found. So please, no more requests now - just test. I have noted this one on my sheet as well.

Trauma
29th April 2006, 11:54
Thanks, and nice job.

hackerx
29th April 2006, 12:46
Hmmm... I think welcome message is in wrong place - should be displayed after connecting to server, with OK button.

Frankmd
29th April 2006, 12:50
This is not a feature request, but just a little question about something in the InSim.txt that is not quite clear to me:

Car Position Packets : (Initialising OutSim from InSim)
======================

To request Car Positions from the currently viewed car, send this InSimPack :

Id : "SSP" - Start Sending Positions (sends UDP packets using OutSim system)
Value : delay between updates (zero means stop sending)

The SSP packet makes LFS start sending UDP packets if in game, using the OutSim
system as documented near the end of this text file.
Does that mean it will work for any currently viewed car? Or do the normal OutSim rules still apply (only singleplayer and the users car in multiplayer)?

Thank you for all your hard work, Scawen :)

Scawen
29th April 2006, 14:15
Does that mean it will work for any currently viewed car? Or do the normal OutSim rules still apply (only singleplayer and the users car in multiplayer)?Just the normal OutSim rules apply.

About the camera control system, I still don't really understand why 10 per second isn't enough for camera control. If you use camera with a "time to get there" of half a second, and update it 10 times a second, I would have expected it to look really smooth. Anyway, if that's not smooth enough, you can add the time interval times the car's velocity, to get some very accurate in-between positions.

Anyway let's not discuss that here, better talk about it in the programmer forum.


THANKS EVERYONE FOR TESTING! :)

Version U is out now : http://www.lfsforum.net/showthread.php?t=7373

We are uploading the full versions U. I will now close this thread.