TEST Patch X30 : Formula BMW / Track / Physics Updates

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Gusto
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Post by Gusto »

South City still needs the black unpolygonised areas of the environment to be filled. Shift-U still shows plenty of problems, as does customised views.
Anyone tried Blackwood? It's interesting :)
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Pinger$
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Post by Pinger$ »

Actually changes in quite a few places at Blackwood.

I guess they're having a hard time letting it go, being the advertisement for the game in the demo.
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Virtual-R
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Post by Virtual-R »

I like the new blackwood a lot, the new chicane and slight layout change after the back straight makes things a lot more interesting and reduces the chance of rolling the car so easily.
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Post by Duke »

Test Patch X33 now, 1st change will please a lot of ppl here :)
Scawen form LFS Forum wrote: Changes in TEST PATCH X33:

NOTE: AFTER X30 IS INSTALLED, update to X33 with the auto updater - just click Multiplayer... List of Hosts

Views :
One button look is now adjustable from 30 to 90 degrees
FIX : Bug in mouse look system (was based on old range)

Interface :
Auto updater checks to see if patch is already downloaded
LFS switches to window on entry if it does not have focus
Increased size of text on speedo when km/h option selected
Updated icon with 16x16, 32x32, 48x48 and 64x64 resolution
FIX : Axis display shrinks to stay on screen for many axes
FIX : Translatable damage text was shown in Latin codepage

Training :
All texts resaved so there should be no missing text now
Included Brazilian Portuguese training translations

AI :
AI never refuelled during a practice session
AI stay more within their limits when driving in pit lanes
FIX : AI in BF1 would fail to slow down for KY1 pit lane
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Vilante
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Post by Vilante »

The increased size of text on the speedo might help too.
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Post by Gougoodthing »

Vilante 11 wrote:The increased size of text on the speedo might help too.

Agreed. My eyes seriously are not good enough to read the speedo on the FBMW when going down pit lane, unless i lean right up to the screen.


I worked out that by keeping it in first gear i wouldn't go above 80ks (on the Chicane track)
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Post by Duke »

Vilante 11 wrote:The increased size of text on the speedo might help too.
Ah I didn't see that one, Nice!!
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Post by avaran »

Vilante 11 wrote:The increased size of text on the speedo might help too.
+infinity
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Shaun
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Post by Shaun »

doesnt change the FBM it changes the road cars that cant have digital speedo now
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slow069
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Post by slow069 »

Scawen form LFS Forum wrote:Views :
One button look is now adjustable from 30 to 90 degrees
that one was a good move

i found it really hard with 45 degrees
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Post by Gougoodthing »

slow069 wrote:
Scawen form LFS Forum wrote:Views :
One button look is now adjustable from 30 to 90 degrees
that one was a good move

i found it really hard with 45 degrees

I can't remember who it was, one of the regulars on here was having a running battle with a plonker on the international lfs forum in regards to this point.


A win for the Aussies! :lol:
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SE1Z
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Post by SE1Z »

Gougoodthing wrote:
slow069 wrote:
Scawen form LFS Forum wrote:Views :
One button look is now adjustable from 30 to 90 degrees
that one was a good move

i found it really hard with 45 degrees

I can't remember who it was, one of the regulars on here was having a running battle with a plonker on the international lfs forum in regards to this point.


A win for the Aussies! :lol:
I think it was Tassie :yes:
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Post by ReppohC »

I've had the "overlay" hud active for the last couple weeks. You know; options > view > clocks [all]. Nice large digital readout for the FBM, and the gauges in other cars are easily readable too. Probably will be screwed when they force shift+f (or something similar) though.

As for the Tassie argument, he was actually talking about looking backwards. I personally like how it is now (I wasn't effected by the 90 degree look thing). I've done a lot of laps in the FBM and one of the prime overtaking spots is on the back straight around the long multi-apex right. Everyone overtakes on the outside and I havn't had a problem yet. You see the people coming up behind you, or you coming up beside them, so you(they) know where they(you) are. I'd also just like to point out even WITH look views some people don't use them anyway.

Road cars is a different story though... If your not using a 'racing harness' then you should be able to look behind you, so probably all the road cars with normal seat belts should be given back the look behind functionality. But I still reckon you can have good races without being able to look behind. I run [all] mirrors as well and you can see (for the most part) where cars are around your car.
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Post by KNAPPO »

ReppohC wrote:Road cars is a different story though... If your not using a 'racing harness' then you should be able to look behind you, so probably all the road cars with normal seat belts should be given back the look behind functionality.
Fair call.

Personally i would like to be able to look over my shoulder (behind view style) as it was a really cool feature of lfs and I use to use it in my racing from time to time. I even tend to look over my shoulder on the road when changing lanes, as i hate cutting people off.
I don’t know why scawen changes silly little things like this as we all get use to these features and when it all changes it annoys most people.
Good idea Rep with having the look behind feature in the road cars and not in the race cars tho.
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Post by Peptis »

KNAPPO wrote:I don’t know why scawen changes silly little things like this as we all get use to these features and when it all changes it annoys most people.
I agree with this. They're such minor changes that don't really do anything to improve the game, they only piss some people off.
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Post by slow069 »

Peptis wrote:
KNAPPO wrote:I don’t know why scawen changes silly little things like this as we all get use to these features and when it all changes it annoys most people.
I agree with this. They're such minor changes that don't really do anything to improve the game, they only piss some people off.

these little changes do bring forward the challenges that real drivers do face though

like there is no way a person in a fbm could look at 90degress once strapped in and driving
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Virtual-R
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Post by Virtual-R »

Still I think the little things should be left up to each person to decide themselves if they want to use it, not removed suddenly for realism purposes. Fair enough the aim is to build the most realistic racing sim out, but the option on the level of small realism details should be left to the players. In the end the players decide to buy the game and they should have some choice in how they want to play it too.
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Post by TassieDevil_Original »

SE1Z wrote:
Gougoodthing wrote:
slow069 wrote: that one was a good move

i found it really hard with 45 degrees

I can't remember who it was, one of the regulars on here was having a running battle with a plonker on the international lfs forum in regards to this point.


A win for the Aussies! :lol:


I think it was Tassie :yes:
Yeah I was getting pissed off with one knob on there, but mostly about the look back feature they took out. what tossers some of them are I haven't been back to those forums since....Pricks :D
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Post by Duke »

Test Patches X34 & X35 released overnight.
Scawen from LFS Forum wrote: Changes in TEST PATCH X34 / X35:

Note: AFTER X30 IS INSTALLED, update to X35 with the auto updater - just click Multiplayer... List of Hosts

AI :
FIX : Updated Kyoto Oval and National pit lane paths
FIX : AI reported obsolete help flags GC_CUT and GC_BLIP

Auto update system :
Patch files are not deleted until user answers "Restart?"

Interface :
LFS icon now appears at top left of an LFS window
Speedo (both types) improved text size and aspect ratio
Loading a grid no longer loads qualify time / laps / wind
FIX : Load grid / drag strip could result in too many laps

Graphics :
FIX : XRG / XRT / XRR showed sky at bottom of side mirrors

Physics :
Reduced clutch heating by 25%
Tyres / clutch cool down even if the car is out of physics

Language :
Latvian language included (nearly finished - please test)
Wow still stuffiing around with the speedo graphic size.
Clutch heating reduced is also a good step as imho it was way to unrealistic with how easy it was to overheat it.
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Post by slow069 »

Flinty72 wrote:Test Patches X34 & X35 released overnight.
Scawen from LFS Forum wrote: Changes in TEST PATCH X34 / X35:

Note: AFTER X30 IS INSTALLED, update to X35 with the auto updater - just click Multiplayer... List of Hosts

AI :
FIX : Updated Kyoto Oval and National pit lane paths
FIX : AI reported obsolete help flags GC_CUT and GC_BLIP

Auto update system :
Patch files are not deleted until user answers "Restart?"

Interface :
LFS icon now appears at top left of an LFS window
Speedo (both types) improved text size and aspect ratio
Loading a grid no longer loads qualify time / laps / wind
FIX : Load grid / drag strip could result in too many laps

Graphics :
FIX : XRG / XRT / XRR showed sky at bottom of side mirrors

Physics :
Reduced clutch heating by 25%
Tyres / clutch cool down even if the car is out of physics

Language :
Latvian language included (nearly finished - please test)
Wow still stuffiing around with the speedo graphic size.
Clutch heating reduced is also a good step as imho it was way to unrealistic with how easy it was to overheat it.
it was only last night i have had the chance to have a proper go at these new patches )i mean hours of fun)

and the clutch did seem to over heat quicker then i would have thought it to

so that is a good move
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Post by avaran »

Flinty72 wrote:Clutch heating reduced is also a good step as imho it was way to unrealistic with how easy it was to overheat it.
Yeah, I agree... it was way to easy to overheat it.
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Post by Vilante »

Thank Christ they finally included Latvian!!
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Post by Peptis »

I don't think the problem with the clutch was that it overheated too quickly, I think that the real problem was that it was too easy to slip. That is, the clutch clamping force was too low. The result of this was that the clutch heated up too fast.

Some of the guys on the LFS forums have done some testing to verify this. It's weird that Scawen didn't listen to them and just fudged the heating factor. In some cases he tries to be ultra-realistic, but in other cases he's happy to just fudge a number.
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Post by Gougoodthing »

Vilante 11 wrote:Thank Christ they finally included Latvian!!

Which according to http://www.ectaco.co.uk/English-Latvian-Dictionary/ translates to:


"pateicība dievs tie noslēguma ielikt latvisks"
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Post by Duke »

Gougoodthing wrote:
Vilante 11 wrote:Thank Christ they finally included Latvian!!
Which according to http://www.ectaco.co.uk/English-Latvian-Dictionary/ translates to:

"pateicība dievs tie noslēguma ielikt latvisks"
:rofl: Classic you two.

Peptis wrote:I don't think the problem with the clutch was that it overheated too quickly, I think that the real problem was that it was too easy to slip. That is, the clutch clamping force was too low. The result of this was that the clutch heated up too fast.

Some of the guys on the LFS forums have done some testing to verify this. It's weird that Scawen didn't listen to them and just fudged the heating factor. In some cases he tries to be ultra-realistic, but in other cases he's happy to just fudge a number.
Yeah they are very good points, Pep. The clutch does slip way to easily under power and Scawen seems to have just done a quick work around rather than re-coding to fix the issue. I guess he hasn't got time to fix all the code in time given he has already mentioned Patch Y is on a deadline for this coming weekend due to the tie-in with the V1 Campionship & Fortec Motorsport deal.
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