TEST Patch X30 : Formula BMW / Track / Physics Updates

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ReppohC
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TEST Patch X30 : Formula BMW / Track / Physics Updates

Post by ReppohC »

Winnuh!
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Shaun
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Post by Shaun »

WARNING : THIS IS A TEST

Hello Racers.

Here is a new incompatible test patch X30.

It contains the Formula BMW, track updates, improved AI and physics. All changes are listed below.

Please report bugs and issues on the appropriate threads listed here in the patch test forum :

http://www.lfsforum.net/forumdisplay.php?f=66

The patch is not compatible with version X, but version X must be installed before you install the patch. You will need to unlock again.

Changes from X10 to X30 :

Content :

New demo car : Formula BMW FB02
Removed XR GT Turbo car from demo
Chicane route added to South City

AI :

AI can now drive faster and can deal with changing car
AI can drive out of pit garage for qualify or practice
Can now make pit stops for fuel / damage / must pit rule
No longer stop and reset to repair their car (pit instead)
Save and load functions for start grid in single player

Physics :

Engine moment of inertia increased in all cars
Handbrake is now applied at the start in hotlap mode
Gear change auto throttle cut and blip options removed
Manual clutch is now fully manual and engines can stall
Improved simulation of sequential and h-pattern gearboxes
Live anti roll and brake balance only allowed on race cars
Redline rpm and rev limiter rpm point reduced in all cars
RB4 - reduced mass by 18 kg / FXO - reduced tyre width
FXO GTR - reduced mass by 20 kg to improve GTR balance
GTR class also balanced by engine / gearboxes changes
Racing tyres generate more heat and wear more quickly
Clutch overheating system and display in F9 / F10
FIX : Error in position of wind resistance centre

South City :

Many graphical updates and new configuration added
Kerb construction modified making wall collisions safer
JPG textures now used for adverts (data\pic\SO_ADSx.jpg)

Blackwood :

Slightly narrower track and various graphical updates
Modified chicane and section after main straight
JPG textures now used for adverts (data\pic\BL_ADSx.jpg)

Fern Bay :

Fixes / pit lane cameras / removed large bridge adverts
JPG textures now used for adverts (data\pic\FE_ADSx.jpg)

Views :

Adjustable cockpit view position for each car
Left / right one button look functions now 45 degrees
Left + right two button look functions now 90 degrees
Look behind button in road cars - look back from centre
Look behind button in racing cars - show virtual mirror
FIX : Forced cockpit view now only affects your own car
FIX : Skid marks and rubber are now visible through screen

Multiplayer :

Maximum size of config file (setup.cfg) doubled to 4 KB
Command /spec X can be used by guests to remove AI drivers
Time between reset and race start increased by six seconds
Added "cruise" option and filter (allows wrong way driving)
FIX : Remote clutch was pressed while shift paddle was held
FIX : Lap timers did not work after /pitlane X or /pit_all
FIX : Vulnerabilities that allowed a server to be crashed

Interface :

Damage repair is now a selectable option
Pit stop damage repair takes twice as long
Engines are no longer repaired in pit stops
Pit stop still continues after car is nudged
Added some missing commands to the /help text
Can now drive up to 1 km/h over the speed limit
Redline display on tacho now has maximum accuracy
Press 4 key to see a racing line for any viewed car
Show racing line is disallowed in hotlapping and FCV
Can Reset and Must Pit added as single player options
New command /entry - makes LFS return to entry screen
Fuel per lap estimate now shown in pits - info section
Added Bridgestone and Avon tyre manufacturers in setups
Dashboard fuel displays now shown as % instead of litres
Setup and colour config files now use three letter prefix
Autocross layouts can now be selected in the track screen
Removed digital speedo option - now depends on type of car
Pit Stop fuel is now the fuel amount to be added at pit stop
Best lap time is now shown at top right during a normal race
Downforce distribution now shown in pits - downforce section
Tips page updated to include a new tip and remove an old one
FIX : Virtual dash appeared when viewing a remote undrawn car
FIX : All pressed keys are now released when LFS loses focus
FIX : CTRL + SHIFT tried to show user names in single player
FIX : Sound and controller issues when changing screen mode
FIX : Comma could not be used to enter interface scale

Sound :

Included new default sounds for BF1 / FZ5 / FZR / FOX
Sound is now switched off while changing screen resolution

Training :

Included new full pack of training lessons
Can now hit objects after completing the lesson
Racing line is drawn on ground in test drive lessons
Pressing ESC in test drive lessons results in a pass
Message is shown on screen if you hit a car overtaking
No penalty for hitting objects in Test Drive lessons
Enter key can now be used to press any green button
Removed countdown and info text at start of lesson

InSim :

FIX : Zero degrees FOV in CPP could cause LFS to crash
FIX : InSim - CCI_FIRST / CCI_LAST not set if player in pits

Changes from X to X10 :

Interface :

Available start grid size now shown in game setup screen
Results table now shows user names if you press CTRL+SHIFT
Improved positioning of 3d menu objects (drivers and cars)
Display positioning support in Options->Display->Interface
Added buttons to reset position and size of moved interface
Analogue steer smooth max raised to 0.95 (to help gamepads)
Faster downloading system for auto update and offline skins
FIX : Autocross timing info turned orange after any results
FIX : ALT+F4 and /exit command now exit from meeting room

Graphics :

Minor optimisation in 2d display system
Optimised wide screen effect by using a viewport
Optimised mirror draw by using a narrow viewport
Removed missing lines of 2d elements at screen edges
Graphics option : 32 bit sky (32 bit is now default)
Improved texture purging code (avoiding possible crash)
FIX : Shift light was invisible in single player replays
FIX : GetPlateHandle message could come up on a busy host

Multiplayer :

Added new multiplayer option : force cockpit view
Removed full hosts filter from List of Games screen
Moved cones and physics objects are restored more quickly
Added handicaps / start position / user name to MPR header
Show time and date of MPR by holding CTRL+SHIFT during replay
FIX : It was possible for any guest to cause a host to crash
FIX : A player is connecting stayed on after MPR finished
FIX : Command /end did not work if no players in race
FIX : Wrong way autokick did not work

InSim / Programmers :

Username is now saved in SP Replays
Driver model byte added to IS_NPL packet
Minimum MCI / NLP time interval reduced to 50 ms
New packet IS_AXO sent when an autocross object is hit
New packets IS_AXI and IS_AXC report layout information
FIX : Guests could not see ALWAYS_ON buttons in all screens
FIX : Guests sent corrupted data in a long IS_BTT packet
FIX : Dedicated host could not fill in split nodes info
FIX : Dedicated host did not report race positions

DOWNLOAD :

PATCH (Version X must already be installed) :
http://www.liveforspeed.net/file_lfs.ph ... TO_X30.exe

DEDICATED HOST (for hosting only) :
http://www.liveforspeed.net/file_lfs.ph ... DI_X30.zip

source: http://www.lfsforum.net/showthread.php? ... post622186
Hello :aussie:
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Post by Chaz »

5:30am good fun shaun and rep :melt:
ReppohC
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Post by ReppohC »

Haha yeah that was mint. Watching AI has never been so much fun :)

Cant wait to hear from the demo people "OMG no XRT?!?"... ahahaha.
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Exar Kun
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Post by Exar Kun »

Holy crap - do you people have jobs? :P

Good move to stick an open wheeler in the demo considering how many of them are in the game now. Look forward to giving this a go tonight. :tilt:
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Post by NeilPearson »

fuck i wanna do it now. but im to exhausted :( need sleep
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Post by Takumi »

i just heard a cry of all the demo drift teams in the world dying ;) LOL
It's been nice, chaps.
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Post by wabbit »

ReppohC wrote:Cant wait to hear from the demo people "OMG no XRT?!?"... ahahaha.
Thats the first thing i thought... no more drifters heh
Gougoodthing
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Post by Gougoodthing »

Takumi wrote:i just heard a cry of all the demo drift teams in the world dying ;) LOL

+1



Actually probably the reason why!
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Righteous
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Post by Righteous »

I love the little beemer, what a blast. :D

SO Chicane is good fun.
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Post by avaran »

Sounds like an awesome update! Can't wait to have a fiddle when I get home...


















Then I'll probably download the new patch... :D
Mr.Ferret
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Post by Mr.Ferret »

so whats the new blackwood config then?


and LOL!! NO TURBO!! hahahhaha! pretty lucky they get the beemer instead tho but i reckon its a great idea
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Post by SE1Z »

ahhh crap... stuck at work :D

the only thing I dont like, but do agree with - 'digital speedo removed' - dammit!! haha
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Post by Mr.Ferret »

SE1Z wrote:ahhh crap... stuck at work :D

the only thing I dont like, but do agree with - 'digital speedo removed' - dammit!! haha
argh ya shitting me!! is it like that in the race cars as well tho?


EDIT: "depends on car type" fair enough then
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Post by avaran »

SE1Z wrote:ahhh crap... stuck at work :D

the only thing I dont like, but do agree with - 'digital speedo removed' - dammit!! haha
Agreed!

I'm also a "% Full" guy, not a "% added" guy with regards to the fuel at pitstops.

I'm going out to watch beowulf in 3d at imax tonight! Woo! But that means less time for playing with this new patch. :(

Selectable damage repair FTW!!!1111oneone :D

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Exar Kun
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Post by Exar Kun »

I never used digital speedo in any of the road cars - they're all 80s enough as it is without having a dashboard out of an 80s Falcon or Magna. :D
"If we can hit that bull's-eye, the rest of the dominoes will fall like a house of cards. Checkmate!"
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Post by avaran »

It's just for readability... sometimes the speedo is behind the steering wheel, and the digital numbers are bigger. :)
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Exar Kun
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Post by Exar Kun »

avaran wrote:It's just for readability... sometimes the speedo is behind the steering wheel, and the digital numbers are bigger. :)
Fair enough. Not everyone runs mega-res monitors either I guess. But now this change has been made, I wouldn't mind seeing more realistic looking dials in the cars. Rather than the generic ones that are there at the moment. Bring on an odometer too - I always liked that feature from Gran Tourismo and Forza. :tilt:
"If we can hit that bull's-eye, the rest of the dominoes will fall like a house of cards. Checkmate!"
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Post by r8response »

Damage repair is now a selectable Option

About fucking time!!!!
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Post by Sterling »

Well its been a while since I've 'LFSed' and I must say I was more than curious to see what progress has been made over the last 12 months as well as giving the new Formula BMW a bit of a thrash out of interests sake.

Bleuuuckkkk...........its ordinary, since when has LFS become so 'arcadey'? I don't remember it being this 'grippy'...........I can literally drive the Formula BMW around Blackwood without having to brake!.......approach a corner, crank it down a couple gears and it turns in nice and shapely. :no:

Most of the cars are like this and have silly amounts of grip, I didn't even tweak any of the setups and the front and rear end grip is just phenomenal, its like all the cars are on rails......................... they just don't move around.

On the plus side tho the sounds seems to have been improved and the tracks look rather nice but the FFB 'feel' is quite average, still nice and firm but everything feels smooth and I can no longer feel what the rear end is doing............... not that its a problem with the grip levels because the back end just doesn't step out, its also good to see the clutch implemented.

LFS was always my favourite sim and only I started driving other sims purely for a bit of variety but I must say that I'm left feeling a little disappointed after revisiting it after some time away...............perhaps its time for a slogan change...............'LFS - Online Arcade Racing Simulator'.


*EDIT* oopps almost forgot......... *Sterling puts on flame suit* :D
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Post by Duke »

My reputation is in tatters :lol:

Some good things in this but some not so good things as well.

Also why would you offer the newest car in the game to demo users, I mean don't get me wrong I understand its effect is to get more ppl to upgrade but using the new car to do it just makes me wonder why, it alienates all the licensed users who have paid for it. Could of given them the FOX and got the same effect.

EDIT: Sterling, I think you have gotten too used to rFactor's vagueness of no grip & no FFB. Real race cars do have grip and winged d/f cars do turn like they are on rails :p
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Post by J_luo88 »

Flinty72 wrote:My reputation is in tatters :lol:

Some good things in this but some not so good things as well.

Also why would you offer the newest car in the game to demo users, I mean don't get me wrong I understand its effect is to get more ppl to upgrade but using the new car to do it just makes me wonder why, it alienates all the licensed users who have paid for it. Could of given them the FOX and got the same effect.

EDIT: Sterling, I think you have gotten too used to rFactor's vagueness of no grip & no FFB. Real race cars do have grip and winged d/f cars do turn like they are on rails :p
I have a suspicions that this is so when the V1 Championships are testing their drivers on LFS, Scavier dont' need to unlock a number of LFS's for them just so they can access the FBM. Instead, to have it as a demo car, it allows V1 to just use it without a direct interference with Scavier...
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Post by Exar Kun »

Flinty72 wrote: EDIT: Sterling, I think you have gotten too used to rFactor's vagueness of no grip & no FFB. Real race cars do have grip and winged d/f cars do turn like they are on rails :p
It's an interesting thing comparing the FFB of both game engines. LFS' is the technically more correct as it does deal only with 'real' forces being generated by the front suspension and steering. Where as in rFactor (not counting RealFeel) and most other sims, the FFB is fudged somewhat and includes cues on what the whole car is doing. There are some horrible FFB solutions in rF that are no good at telling you what either end of the car is doing though!

For me, having come from all those 'other sims', I've always felt that LFS had the vague FFB as I have no idea what the back of the car is doing. I seem to find myself constantly fighting to catch the back of the car - it's all I ever do in that game. For people who have pretty much stuck with LFS the whole time they would be used to this though and it would suit them fine. Since it's also the more 'correct' way of doing FFB they also have a great argument when it comes down to comparing the two games. It's not for me though - sim racing involves a lot of compromise to make us believe we're driving a real car and for me that includes some way of replicating the seat of the pants feeling that tells me what happens at the back of the car. Horses for courses really. Maybe the fact that I've barely driven any sims at all on the past 6 months will mean it won't affect me that much when I guess this patch a go?
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Post by pogo »

That's pretty interesting. GPL I can feel what the car is doing through FFB, as with LFS, but stuffed if I could in the ISI games.

And Sterlo, have a go at the RAC and tell me it doesn't 'move around' :D I think you probably just not going quick enough, or driving 'safe' setups.
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Post by Righteous »

Had an absolute blast with the new car around SO chicane. Man it's fun. Sitting at the back of a full grid though makes me realise and PC upgrade can't come soon enough. :)
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