*Incompatible patch (New features) W34

Gabkicks

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Some new cool features are added.
  1. False starts,
  2. better balancing for each class (Adjustable ballast weight, intake restrictors)
  3. 32 max cars in race and 48 max people in the server. And more features mentioned below.
WARNING : THIS IS A TEST

Hello racers.

Here is a new test patch W17 allowing 32 cars in a race!
It can play hotlaps made by the old versions, even though there is one physics addition - clutch preload.
It's also incompatible for various other reasons :
- it can allow up to 32 cars in a race, in S1 or S2 mode.
- a global class balancing system which is currently applied to the TBO and GTR classes.
- various other multiplayer improvements.

W17 fixes some of the bugs in the W10 version - please read the list of changes below.

Changes in TEST PATCH W17 :

IMPROVEMENTS :

Max cars in multiplayer race increased to 32
InSim updated, allowing up to eight TCP connections
Small map colours : Options... Display... Interface
Removed the sound of a player pitting or spectating
Last loaded layout name visible after track changed
Start lights interval now between 1 and 4 seconds
Removed digital speedo option from view options
Qualifying session now starts from the pits
Added button to spectate from garage

FIXES :

Wrong screen message "x was banned" after an OOS disconnection
AI did not use correct car colours when added in game with /ai
Could start in reverse if changing down at end of last race
Show driver in garage allowed more penalty weight to be added

Changes in TEST PATCH W10 :

IMPROVEMENTS :

Immediate join at start of qualifying now starts from pit box
Connection bars are not drawn if they would obscure tyre info
Single player now allows up to 20 ai cars (powerful pc needed)
Small map cars more than one lap ahead are a different colour
Autocross : 28 results now stored - scroll with PgUp / PgDn
Added handicap mass and restriction to hotlap file header
Demo races limited to 12 cars (15 guests still allowed)
Better messages showing the reason for disconnection
Maximum added mass limited to around 20% of car mass
Admin can see kick and ban buttons even if /vote=no

FIXES :

Incorrect false start penalties while stationary at start
Displayed mass in garage flickered while moving handicap slider
False start penalty was given for an early start in qualifying
Corrected width of split time difference (in live position list)
Wrong "A race is starting" if track changed but no race started
Joining a waiting start grid sometimes produced a false start
Could quickly pit and return to grid to remove a false start
Skins used in race were not stored correctly in MP replays
Admins could not kick or ban using the list of connections
Could be given a pit penalty on a track with no pit lane
MRT would fly about if voluntary added mass was too high

Changes in TEST PATCH W9 :

Car is no longer held at start line - false starts possible
Start lights time between red and green is changed each race
Implemented the canreset option while leaving hotlaps valid
Added preload setting to clutch pack differentials
Increased number of cars in race from 20 to 28
Increased number of connections from 24 to 48
Single player and demo races now up to 16 cars
Start and pit fuel loads range from 1% to 100%
New voluntary handicap system in pits (part of setup)
Remote car's handicap shown in F11 menu, tyres in F12 menu
Global handicaps for class balancing (set by master server)
Removed the need to pass a split after receiving admin penalty
Start grid remains when track or config changes (if possible)
More commands now work on AI drivers : /spec /pitlane /p_xxx
More commands work even if player joining e.g. /spec /laps
Grid reordering is now done on end race as well as restart
New /i command to send a message to a race control program
Added short track name to SPR, MPR and RAF file formats
More race tracking info added to InSim (see InSim.txt)
Admins can now see other admins in list of connections
Admins can now edit and /axsave layouts while online
Admin ban dialog now asks for a number of days to ban
Added text on screen showing the reason for a penalty
Race penalty can now be removed with /p_clear command
Send all players to their pits with /pit_all command
Autocross results table only shows best 12 results
Timeout for dead connection reduced to 12 seconds
Kick and ban votes are held open a little longer
Removed the option not to use HVS if available
SHIFT + S enters garage from game setup screen
SHIFT + O enters options from SP replay
Display option : Virtual steering gauge
Display option : Rotate small map

FIX : F12 now shows "Pit stop required : OK" correctly
FIX : Find user in S2 mode looking for racer on S1 host
FIX : Message "NETWORK FATAL : NOTSOCK" when joining a host
FIX : Autocross layout number of laps sometimes did not load

DOWNLOAD :

PATCH (Version W must already be installed) :
www.liveforspeed.net/file_lfs.php?name=LFS_TEST_W17.exe

ZIP VERSION (If you prefer a zip file) :
www.liveforspeed.net/file_lfs.php?name=LFS_TEST_W17.zip

DEDICATED HOST (for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_W17.zip

Test Patch W20
 
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Ohhhhhh, loooking good! Gonna try it out later today. :)

New voluntary handicap system in pits (part of setup)
Remote car's handicap shown in F11 menu, tyres in F12 menu
Global handicaps for class balancing (set by master serve

This is soooooooooo nice!!!!

Why didn't they make this 2 weeks earlier before we started the season, we could've had something new. :(

PS: Stickied so that everyone notices it!
 
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I'm not going with it until I finish the DTM and LOTA series. They are still sticking with W before moving on to a new patch.
 
So are we going to use this test patch for our races? or are we going to wait before it goes offical?
The clutch preload thing is going to make a difference, but there is still bugs in the false start detection..
 
Yep, wait till its official. I also made a copy of my lfs folder and installed it, so i can use both till it gets official. :)
 
any of u guys switched over to clutch patch now that the preload is added? is locked diff still the fastest?
 
I only raced XFR on as club, prophet gave me a clutch set, car handles much better thats for sure. But I wasn't running much faster times than with a locked set, I guess we'll have to wait and see what the WR gurus will say. :)
 
I only raced XFR on as club, prophet gave me a clutch set, car handles much better thats for sure. But I wasn't running much faster times than with a locked set, I guess we'll have to wait and see what the WR gurus will say. :)
In FWD the difference might not be so big. Locked diff is actually pretty good in them. RWD cars probably gain more from the clutch pack. Anyway, it's great that the clutch pack is more usable now.
 
Once the patch is official, we need to test how much weight needs to be added or intake restrictor. Just like we did testing the passenger. :)

Talked with pdanev about it, and we agreed we don't use the handicaps this season.
Because if the patch will be official in 3 weeks for example, people who raced in those races gained more points then if you raced with the handicap. And that would be unfair.
 
For those of you haven't been reading the test patch thread as carefully as I. There are some global handicaps added to balance the TBO and GTR classes. They are set by the master server and as of now the can't be switched off. These handicaps are only in effective in online play. Scawen hasn't announced exactly what these handicaps are, only that they effect FZR,XRR,FXO and XRT. So only race that is effected by these handicaps this season are the two XRT/RB4 races. This is just a heads up, I will report more about this soon as I know more.
 
I think what firefox meant, is regarding the additional handicap that we can impose on people who win races, lead points etc, something like in one of the previous seasons with passengers.

PS: I say we still stick to the initial schedule, and run only cars as specified per race, so e.g. SO1 only XRT/RB4 and only FXO on WE1.
 
I think what firefox meant, is regarding the additional handicap that we can impose on people who win races, lead points etc, something like in one of the previous seasons with passengers.
I knew that. His post just reminded me about the global handicaps and they weren't mentioned in this thread so I figured that I should tell about them.
PS: I say we still stick to the initial schedule, and run only cars as specified per race, so e.g. SO1 only XRT/RB4 and only FXO on WE1.
Of course. The global handicaps are only going to make those cars more equal. Setups may need slight changes, which they will probably need anyway because of clutch preload.
 
I'm not so sure about adding 20kg to the XRT. One the one hand it is now the same as RB4, lost its little advantage over it, and the RB4 being 4wd, could have slight advantage now. On the other hand, the previous situation was not optimal either because XRT was almost all the time faster than RB4. Overall it's a tough call I think, can't decide myself if this is good or bad.

I like the changes in the GTR class, nothing against that, finally the FZR won't be the obvious choice.
 
NOTE : Many of the fixes are in the HOST - so you should connect to W10 hosts and avoid W9 if possible!

W10 fixes all the known bugs in the W9 version - please read the list of changes below.
IMPROVEMENTS :

Immediate join at start of qualifying now starts from pit box
Connection bars are not drawn if they would obscure tyre info
Single player now allows up to 20 ai cars (powerful pc needed)
Small map cars more than one lap ahead are a different colour
Autocross : 28 results now stored - scroll with PgUp / PgDn
Added handicap mass and restriction to hotlap file header
Demo races limited to 12 cars (15 guests still allowed)
Better messages showing the reason for disconnection
Maximum added mass limited to around 20% of car mass
Admin can see kick and ban buttons even if /vote=no

FIXES :

Incorrect false start penalties while stationary at start
Displayed mass in garage flickered while moving handicap slider
False start penalty was given for an early start in qualifying
Corrected width of split time difference (in live position list)
Wrong "A race is starting" if track changed but no race started
Joining a waiting start grid sometimes produced a false start
Could quickly pit and return to grid to remove a false start
Skins used in race were not stored correctly in MP replays
Admins could not kick or ban using the list of connections
Could be given a pit penalty on a track with no pit lane
MRT would fly about if voluntary added mass was too high


PATCH (Version W must already be installed) :
http://www.liveforspeed.net/file_lfs...S_TEST_W10.exe

ZIP VERSION (If you prefer a zip file) :
http://www.liveforspeed.net/file_lfs...S_TEST_W10.zip

DEDICATED HOST (for hosting only) :
http://www.liveforspeed.net/file_lfs...2_DEDI_W10.zip
 
Changes in TEST PATCH W17 :
IMPROVEMENTS :
Max cars in multiplayer race increased to 32
InSim updated, allowing up to eight TCP connections
Small map colours : Options... Display... Interface
Removed the sound of a player pitting or spectating
Last loaded layout name visible after track changed
Start lights interval now between 1 and 4 seconds
Removed digital speedo option from view options
Qualifying session now starts from the pits
Added button to spectate from garage
FIXES :
Wrong screen message "x was banned" after an OOS disconnection
AI did not use correct car colours when added in game with /ai
Could start in reverse if changing down at end of last race
Show driver in garage allowed more penalty weight to be added

DOWNLOAD: PATCH (Version W must already be installed) :
http://www.liveforspeed.net/file_lfs.php?name=LFS_TEST_W17.exe
 
Yeah those 2 are the most significant :)
New insim protocol aswell, that means all 'old' insim applications needs to be rewritten again. :( lfsstats ect
32 cars :| (T1 will be carnage :lol: )
edit:
S2 ALPHA - AI drivers can't yet qualify - they don't know how to drive through the pit lane
lol :p
 
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Finally fixed that qualify thing! They do that in STCC, when Q starts you gotta shift+S. So that's a good fix! :)

32 players is ... overkill. Even with a good graphics card, and even if everyone has lightning fast connection, there are bound to be issues of fps and lag! I mean the more players the better, of course, but practically I don't think this is a good option atm.
 
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