We have released a new version of LFS with a much improved multiplayer system. While using the same physics as 0.6B, it provides a much smoother, more reliable and interactive online experience. In previous versions there were often delays and lags on busy servers, but the new one works in a completely different way. We are still working on the new tyre physics and additional content, but had to take some time out from that because some hackers found a way to go online with no user name.
Some new things in 0.6E :
- New "instant" join system for fast and reliable connection - No delays to others caused by players with slow connections - New packet buffering and storage system reduces server load - New hacking protection and cheat detection systems - Two new translations : Indonesian and Romanian - Various other fixes and improvements
Three ways to get Version 0.6E :
1) AUTO UPDATER - If you already have version 0.5V or later :
- Click on "Multiplayer" then "List of Games" in LFS and choose a download mirror.
2) MANUAL PATCH (3.9 MB) - If you already have version 0.5Z25 or later :
- Click HERE and save the patch installer. - You can run the patch installer from its download location or from your LFS folder.
3) FULL VERSION (135 MB) - If you are new to LFS or making a fresh installation.
- Click HERE to visit the download page and get the full version installer.
List of changes from 0.6B to 0.6E :
Improved multiplayer system :
Guest only needs host packets to continue processing No waiting for packets from players with slow connections Leaving a host is instantaneous even if a guest is connecting Longer timeouts avoid disconnection due to short interruptions
New TCP packet buffering and storage system :
Reduces the number of physical packets sent Major improvement when many InSim buttons are sent Fixes some ways to lose connection on a busy server
New "instant" join system using cached packets :
Much faster connection to multiplayer hosts Connection appears instant to the other guests You can pit / spectate / etc. while a player is connecting No OOS caused by joining while objects are added or removed
Other multiplayer updates :
New hacking protection and cheat detection systems Improved user name checks during and after connection Lag bars at bottom left show ping or delay of all guests Ping time (or delay) shown as number in list of connections OOS / CPW messages now show user name instead of player name Instead of "LAG (seconds)" now "name (seconds)" is displayed No buffer overflows from hangs or operating system time changes Auto rename when you join a host with someone else's player name User name in brackets now shown at end of disconnection messages Left / right click on player name in replay now works as online Race setup screen /clear command can now only be used by admins Use of UDP or TCP is shown beside host name in connections list Removed notification sound when a car is spectated by an admin Added /player command to dedicated host setup.cfg file
LFS World statistics fixes :
Wrong PB recorded if custom checkpoints added without restart Live host progress did not show changes to laps or qualifying After forced to spectate by admin - status remained "in race" Adding an AI driver changed real player's status to "in race" Spectating from garage screen left player's status "in pits"
Other changes :
Latvian training lessons now included Two new translations : Indonesian and Romanian Maximum marshall circles increased from 96 to 120 Maximum autocross objects increased from 800 to 900 Pit exit direction arrow now works in open configurations SHIFT + N : sound on / off now works in multiplayer screens
InSim :
Added new leave reasons (CPW / OOS / JOOS / HACK) for IS_CNL Change to in-game usage of IS_REO - only valid after SMALL_VTA
Fixes :
Custom view was not set to new car type on replay restart Duplicate lines in scripts could cause unexpected results Virtual speedo sometimes overlapped numbers (e.g. XRG km/h) Leaving garage screen could cause problems with a car script User's controller type was not shown after taking over a car SHIFT+R near end of SPR could make cars swap between players Circuit length is no longer displayed for open configurations Remote car with brakes on started to roll if reset on a slope LFS could crash when displaying laps for fuel after short laps Ready status in lobby is now checked when a player disconnects Load WE1R on dedicated host - Checkpoint 1 path node not found Short MP Replays were sometimes extended to a time of 10:55.36 It was possible to make an AI driver join with a disallowed car Message typed while watching replay appeared as written by host Message "Max guest cars : X" now shown in the selected language Cars intersected if players joined autocross at the same time An unusual state in which LFS displayed only a blank screen Two instances of LFS no longer write to the same MPR / SPR
De tempos a tempos, lá volto ao LFS, para umas corridinhas.
E ainda me dá um gozo tremendo fazer umas voltas, mesmo nos servidores Demo...
Tenho muita pena do estado de estagnação a que os developers sujeitaram este simulador que em termos de físicas e FFB era até há bem pouco tempo uma referência no mercado.