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Live for Speed Patch Y

18 posts by 6 people · 23 Dec 2007 02:13 UTC - 30 Jan 2008 08:50 UTC

Michael R Sisson 23 Dec 2007 02:13 UTC#4814
From : http://www.lfsforum.net/showthread.php?t=35595 Interesting tidbits : New demo car : Formula BMW FB02 Engine moment of inertia increased in all cars Gear change auto throttle cut and blip options removed Manual clutch is now fully manual and engines can stall Clutch overheating system and display in F9 / F10 Full quote from the first post in the thread, Scawen : /BEGIN QUOTE We are pleased to announce... Patch Y! The patch contains many updates including : - New car - Formula BMW FB02 - Updated South City track - Updated Blackwood track - Improved AI drivers - Improved Physics - Interface updates - New training lessons The story behind the Formula BMW : There is a new UK based company called V1 Championship whose aim is to discover a new racing driver through a series of tests resulting in a place in a team for the winning driver. V1 will be launched in 2008 and shown on TV in the UK. Live for Speed will be used as part of the selection process, before testing in real cars. V1 asked us to create a Formula BMW to make this test as realistic as possible. BMW Motorsport gave us permission to build the car in LFS, so we went ahead and built it. The V1 car is owned by Fortec Motorsport where V1 is based. Thanks to V1 and Fortec, our programmer Scawen Roberts was able to get a test day driving the Formula BMW and that helped a lot with the realism of the LFS version of the car. You can watch a video of Scawen's test day and footage of the car in LFS. Thanks to DoN for making the video. Click one of the links below to download or stream it. If the download doesn't play on your computer, just visit www.divx.com and install the free DivX player. Formula BMW video LO-RES (30 MB) : www.lfs.net/file_lfs.php? name=LFS_FBMW_LORES.zip Formula BMW video HI-RES (69 MB) : www.lfs.net/file_lfs.php? name=LFS_FBMW_HIRES.zip YouTube : www.youtube.com/watch?v=b26HuguLwFI Information about Patch Y : Patch Y has gone through extensive testing, first in private by our testers and then in public by our community. The Formula BMW is a great car to drive and South City looks a lot nicer. The AI are a lot more useful, with their ability to drive faster, make pit stops and deal with the changing state of their car. They aren't perfect yet, more work needs to be done to improve their awareness of other cars and overtaking ability. But they do stay on track and can give you a good race now! All the changes in Patch Y are listed at the end of this page. Three ways to get Patch Y : 1) AUTO UPDATER - If you already have version V, W or X : - Simply click on "Multiplayer" then "List of Games" in LFS and choose a download mirror. 2) MANUAL PATCH - If you already have version X : - Click http://www.lfs.net/file_lfs.php?name...TCH_X_TO_Y.exe and save the patch into your LFS folder. - With the patch correctly positioned in your LFS folder, run it and select "Yes to all" when asked about overwriting files. 3) FULL VERSION - If you are new to LFS or making a fresh installation. - Visit the download page www.lfs.net/?page=downloads and follow the full version installation instructions Updated CMX Viewer including the Formula BMW : If you want to make skins, you'll probably need the CMX Viewer - a 3D car model viewer with skin templates : Download the S2 CMX Viewer version Y www.lfs.net/file_lfs.php? name=LFS_VIEWER_S2Y.exe Changes from X10 to Y : 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 : Modified chicane and section after main straight Slightly narrower track and various graphical updates JPG textures now used for adverts (data\pic\BL_ADSx.jpg) Fern Bay : Tyre stacks to stop cutting Rallycross Green Turn 1 Fixes / pit lane cameras / removed large bridge adverts JPG textures now used for adverts (data\pic\FE_ADSx.jpg) Graphics : Minor updates to Formula V8 FIX : XRG / XRT / XRR side mirrors Languages : Translatable damage display in F10 mode Added Lithuanian and Latvian translations 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 One button look is now adjustable from 30 to 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 Updated LFS icon in LFS.exe - thanks to ORION LFS icon appears at top left of an LFS window 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 Speedo (both types) improved text size and aspect ratio 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 : Codepage of rename and delete buttons in save dialog FIX : Comma could not be used to enter interface scale FIX : MPR with licensed track causeD LFS demo to crash FIX : Recalibrate axes button set all axes to "X axis" FIX : Buffer overflow issue in SPR and MPR files Auto update system : Auto updater checks to see if patch is already downloaded LFS switches to window on entry if it does not have focus Patch files are not deleted until user answers "Restart?" FIX : InSim bind error on restart after auto update 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 lessons - thanks to GP4Flo Racing line is drawn on ground in Test Drive lessons No penalty for hitting objects in Test Drive lessons Pressing ESC in test drive lessons results in a pass Can now hit objects / cones after completing a lesson Message is shown on screen if you hit a car overtaking 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 Finally... We would like to say thanks to all those involved in creating and testing Patch Y. Merry Christmas and Happy New Year to all LFS racers! /END QUOTE MRSisson -- LOAD "GPL",8 SEARCHING FOR GPL LOADING READY. RUN
Protz wrote:
Quoted text (8 lines)> > Uzytkownik "Michael Sisson" <[email hidden]> napisal w > >> Clutch overheating > > I hate it. > > Protz
You know, there's always Need for Speed... l8er ronny
Uzytkownik "Ronald Stoehr" <[email hidden]> napisal w >> I hate it. > You know, there's always Need for Speed... I hate it, but I'm getting used to it. :) I've just played a few races, maybe that's not that bad, just have to lift my foot a bit when changing gear... but I don't quite get the point of this change in the game. Protz
Protz wrote:
Quoted text (11 lines)> > Uzytkownik "Ronald Stoehr" <[email hidden]> napisal w > >>> I hate it. > >> You know, there's always Need for Speed... > > I hate it, but I'm getting used to it. :) > I've just played a few races, maybe that's not that bad, just have to > lift my foot a bit when changing gear... but I don't quite get the point > of this change in the game.
Realism beats comfort... at first I thought they broke the damn controls! Why is this stupid BMW not shifting, damn it! ;) ronny
> Engine moment of inertia increased in all cars How much effect does this really have? It's rare that a hairpin corner is going to be taken with the engine running at high rpm. On a higher radius turn, this effect will be negligble. A waste of CPU bandwidth in my opinion. (So is the fixed segmented tire model). > Gear change auto throttle cut and blip options removed The purpose of this is to sell more wheel and pedal sets as the pedals get worn out from the excessive use? No problem in my case, as I can program shift sequences on my controller, clutch, throttle, and shift all at the touch of a single button. > Clutch overheating system and display in F9 / F10 How often do clutches overheat in real race prepped cars? Especially in the 15 minute or less races typical of a LFS race? Where's the realisim in that?
In article <NAHbj.20035$[email hidden]>, [email hidden] says...
Quoted text (15 lines)> > Engine moment of inertia increased in all cars > > How much effect does this really have? It's rare that a hairpin > corner is going to be taken with the engine running at high rpm. > On a higher radius turn, this effect will be negligble. > A waste of CPU bandwidth in my opinion. (So is the fixed segmented > tire model). > > > Gear change auto throttle cut and blip options removed > > The purpose of this is to sell more wheel and pedal sets as the > pedals get worn out from the excessive use? No problem in my case, > as I can program shift sequences on my controller, clutch, > throttle, and shift all at the touch of a single button. >
I have a poor memory, but what I can remember, you use driver aids a lot don't you? You would have made an excellent contemporary F1 driver. ;) The developers are making a simulation, and the main programmer is striving for as much realism has he can achieve. Why should he keep in mind whether or not some cheap pedals will break when coding up realistic car behavior? > > Clutch overheating system and display in F9 / F10 > > How often do clutches overheat in real race prepped cars? > Especially in the 15 minute or less races typical of a LFS race? > Where's the realisim in that? > I would imagine they don't often; as they are generally driven by competent racers that know how to operate the throttle/brake/clutch properly. I would hazard a guess this change in LFS is to get people to start driving these cars more like real cars, rather than thrashing them to over and *above* an inch of the cars (for the time being, immortal) life to get world record laps, lap after lap. MRSisson -- LOAD "GPL",8 SEARCHING FOR GPL LOADING READY. RUN
"Jeff Reid" <[email hidden]> wrote in message news:NAHbj.20035$[email hidden]... >> Clutch overheating system and display in F9 / F10 > > How often do clutches overheat in real race prepped cars? > Especially in the 15 minute or less races typical of a LFS race? > Where's the realisim in that? What real life -- as in "realism" -- series runs 15 minute races?
Quoted text (10 lines)>> > Gear change auto throttle cut and blip options removed >> >> The purpose of this is to sell more wheel and pedal sets as the >> pedals get worn out from the excessive use? No problem in my case, >> as I can program shift sequences on my controller, clutch, >> throttle, and shift all at the touch of a single button. >> > > I have a poor memory, but what I can remember, you use driver aids a lot > don't you? You would have made an excellent contemporary F1 driver. ;)
Yes I used all those assists in GPL to get my -12 GPL Rank, oh wait, there aren't any assists. So if you were to drive an F1 race car, do you think you could convince the team owners that you didn't need traction control, or the computerized sequential shifter? > The developers are making a simulation, and the main programmer is > striving for as much realism has he can achieve. So why not focus on getting the big factors (like tire physics, chassis dynamics) correct instead of wasting time on stuff like this? Since many players of LFS don't have nice wheel and pedal setups, and can't afford to replace the cheap ones that they do have, I don't see the benefit of this. If all players have the same features, it's good enough.
Quoted text (13 lines)>> > Clutch overheating system and display in F9 / F10 >> >> How often do clutches overheat in real race prepped cars? >> Especially in the 15 minute or less races typical of a LFS race? >> Where's the realisim in that? >> > > I would imagine they don't often; as they are generally driven by > competent racers that know how to operate the throttle/brake/clutch > properly. I would hazard a guess this change in LFS is to get people to > start driving these cars more like real cars, rather than thrashing them > to over and *above* an inch of the cars (for the time being, immortal) > life to get world record laps, lap after lap.
Even abused clutches in real life don't overheat. The amount of slippage even with a speed shift isn't going to overheat a clutch.
Quoted text (7 lines)>>> Clutch overheating system and display in F9 / F10 >> >> How often do clutches overheat in real race prepped cars? >> Especially in the 15 minute or less races typical of a LFS race? >> Where's the realisim in that? > > What real life -- as in "realism" -- series runs 15 minute races?
Clutches don't overheat even when abused. Drivers can speed shift, and a clutch isn't going to overheat. Unless there's a flaw in LFS's clutch physics, or bad gearing, slipping the clutch during shifts doesn't help lap times. If there's a flaw, then that should be fixed instead of having clutches overheat.
"Jeff Reid" <[email hidden]> wrote in message news:8h_bj.20611$[email hidden]...
Quoted text (13 lines)>>>> Clutch overheating system and display in F9 / F10 >>> >>> How often do clutches overheat in real race prepped cars? >>> Especially in the 15 minute or less races typical of a LFS race? >>> Where's the realisim in that? >> >> What real life -- as in "realism" -- series runs 15 minute races? > > Clutches don't overheat even when abused. Drivers can speed shift, > and a clutch isn't going to overheat. Unless there's a flaw in LFS's > clutch physics, or bad gearing, slipping the clutch during shifts > doesn't help lap times. If there's a flaw, then that should be fixed > instead of having clutches overheat.
Which junior race series runs 15 minute heats?
Quoted text (13 lines)>>>> How often do clutches overheat in real race prepped cars? >>>> Especially in the 15 minute or less races typical of a LFS race? >>>> Where's the realisim in that? >>> >>> What real life -- as in "realism" -- series runs 15 minute races? >> >> Clutches don't overheat even when abused. Drivers can speed shift, >> and a clutch isn't going to overheat. Unless there's a flaw in LFS's >> clutch physics, or bad gearing, slipping the clutch during shifts >> doesn't help lap times. If there's a flaw, then that should be fixed >> instead of having clutches overheat. > > Which junior race series runs 15 minute heats?
That wasn't my point. Most races last 2 hours, except for Nascar where it's 3 hours or more. Endurance races can be 6 to 24 hours, and in those races the drivers are a bit more careful with the cars, as breakdowns in 24 hours races are common. However, in the typical 2 hour races, breakdowns are much rarer, and clutches are a very small percentage of these.
In article <he_bj.20610$[email hidden]>, [email hidden] says... > > > So why not focus on getting the big factors (like tire physics, chassis > dynamics) correct instead of wasting time on stuff like this? I have no idea what priorites Scawen sets for coding. He did mention in a thread the other day that he was 'enjoying the journey.' Seems like he is under no pressure from publishers to get S2/S3 out and can work on whatever takes his fancy. I don't see any of it as 'wasting time', either. I think I just have an unusual amount of patience. ;) > > > Even abused clutches in real life don't overheat. The amount of slippage > even with a speed shift isn't going to overheat a clutch. I don't have any knowledge in this so I can't/won't comment, other than to clarify we are talking about the same thing : speed shift - fast shift with small amount of clutch stab and small amount of throttle lift power shift - not lifting off the throttle when clutch shifting I do know that I have only cooked the clutch once so far with patch Y, and that was on purpose. After that, I was driving for about 20 laps the other day (G25) and the clutch temp bar only ever got a couple of pixels from the left. I have been lifting and blipping ever since the days of Grand Prix Legends; for me the adjustment to this patch has been very small. MRSisson -- LOAD "GPL",8 SEARCHING FOR GPL LOADING READY. RUN
"Jeff Reid" <[email hidden]> wrote in message news:5iucj.43845$[email hidden]... >> I have been lifting and blipping ever since the days of Grand Prix >> Legends. > > Yet most of the lap records for GPL used no lift shifts. One supposes that one eventual consequence of repeated power shifts is a burnt and slipping clutch. It makes perfect sense to simulate this is the game, to bring a much needed dose of reality to the 15 minute hotlappers. It would be entirely fitting to scale the accumulated damage to fit the shortened race heats.
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Michael Sisson wrote: > I have no idea what priorites Scawen sets for coding. He did mention in > a thread the other day that he was 'enjoying the journey.' Seems like he > is under no pressure from publishers to get S2/S3 out and can work on > whatever takes his fancy. I don't see any of it as 'wasting time', > either. I think I just have an unusual amount of patience. ;) Then they shouldn't be charging full price for a game that is very much a beta. The tracks in LFS are crap anyway.

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