Hello,
From Johnners's OutSimPack format.txt file, I deduce that OSWheels[0] = Left rear, OSWheels[1] = Right rear, OSWheels[2] = Left Front etc.
Is it correct ?
(sorry if I missed the information elsewhere ...)
Honestly, dear people .... the streets in Turkey are full, full of real cars! Turkey is not that poor to buy a simulation that has been worked on with passion for 20 years. There are also poor people in Germany, England and France ... they only buy Assetto for 5 euros in the sale. All of this casts a bad shadow over Turkey. I also come from there and know enough people who can afford a lot through work.
The Steam has been considered by the team already.
There are legal issues why it is *NOT* easy for LFS team to sell on steam, and it would require quite a big change in their legal status to sell on steam IIRC.
The pricing already is regional (as a result of discussion similar to this, before the whole world had the same price as UK, so the Turkish players have long-term -50% sale on LFS, at least for last few years - before they had to pay full 100% price).
If you don't like current status, any polite and respectful feedback on this forum is surely welcome, I bet the LFS team does overview these posts and keeps re-considering their decisions all the time and looking for the optimal way to sell their game. (but also consider they don't find steam attractive-enough for *many years* ... and I haven't noticed any signs there's some change in the air right now, so I guess you may want to have "plan B" and start saving every month for a game)
EDITED: ... I always manage to omit those "NOT"s... dang.
EDIT2: (BTW I personally did drive hundreds of hours in the demo, not capable to buy S2 license back at the time.... and I bought the S2 and later S3 at times, when I actually can't even play LFS any more, as I lately don't have HW and SW suitable for windows PC games ... but I still enjoyed the demo of LFS so much, that I find that reward to the team completely earned, and well priced)
Here comes an update for support of new mpr version in 0.6V.
Also, I finally found the bug regarding FE6 ... it's now dealt with
Please enjoy: mpRes V2.08 to V2.10
Friend, and tried to configure from the logitech profiler, as in the game itself and I can't get it to go as I had it configured, and the only "solution" is that ...
South City is Eric's baby, he wants it to be perfect . According to the reports, he may have spent a year and a half on it (according to https://www.lfs.net/report-dec2019-so : since July 2019), maybe "not only" let's suppose, but frankly he has spent a lots of time on it. From the snapshots, it is clearly a great added-value for S1 licence ... If he spends third or half the time on Fernbay, it can do serious magic on it (assuming the quatity of off-roads things is a lot less than South City) ... Kepp faith , I am sure Eric is willing to spend some times on the two new unrevealed tracks for S3 after the graphical update is released, and get back to cars
edit : @Eric, if you want to surprise us on Fernbay by adding a dirt/gravel/sand Oval with some outfield track of the same, do not hesitate
the graphical update seems quite advanced. Let's suppose Eric is on Fernbay (latest track to be heavily updated), and when it is ready, I do no think Scawen will want to postpone its release (that may occur with tire physics update). But to answer your question "when" : when it is ready ... obviously no date to be announced
if it is so, it is used a lot, but this is due to some the flaws in the current physics ... and indeed you are quicker when using it in lots of corners.
Anyway, someone willing to "cheat" with this can always find a way to simulate an axis through a macro and to not reach 100% ... no need for adjustable handbrake anymore ...
what is the issue with setting the strength of the handbrake ? have you ever use a handbrake in real ? the force applied on rear brakes is linked to the amount of strength you put in it ... lowering the force in LFS would simply mean you are just not using the axis at its maximum angle.
Correct me if I am wrong, but each people complaining about setting the strength of it is using a button, am I wrong ? ... even if in modern car it is common to see a button, the idea behind is to simulate a real handbrake, not a fingerbrake . So what is the deal with setting the force ?
Botswanan Salama : go and beat the noobs exploiting the physics to take back your WR
Anyway, those oval laps flat out with the hardest tire compounds possible with max pressure and no downforce are ... not very appealing for sure ...
Indeed : running Assetto Corsa before make the wheel to appear completely deactivated in LFS then. The workaround is as said by CrazyBrit to simply run to the calibration of logitech : press a button or a pedal, and when detected, everything will work fine in LFS ...
Clearly weird ... @Scawen : I think you have a G27, and I suspect you may have bought AC to test it => do you experience the same ?
it was an opportunity given by the track to have a simulation running in their office ... so for free in the end
This could happen but usually the companies willing to laserscan a track are paying to rent the track + paying for the laserscan company + paying a fee to the track ... it may be expensive.
I remember Kunos team talking about Le Mans track and saying : no way, too expensive
Hmm OK.. I finally would like to know where this appalling lighting (?) is coming from because every time I get confronted with LFS this disturbance also shows up reminding me to stay away from LFS.. Its especially being seen on the track decorations but also on the road surface
what setting do I need to change? It alrready shows up when I am standing still and turning the steering wheel.
This only happens @LFS ... When I am for example moving/looking around @CS.GO everything is fine.
the small GTR of the video are having engines producing ~600hp with a weight of about 1200kg ... so it should match the FXR which is having almost 500hp and almost 1200kg
A note about rallycross tires (on FXR for instance) : it seems IRL the tires are not that wide at all (like 245mm wide) ... with U23, this is the minimum size ...
Maybe with the new tire physics, wider tires will perform less on gravel and the stuff will normalize, but otherwise, considering less width for Rx tires may be the way to go ...
Thank you for the answer Scawen !
It's too long time since I did C or assembler so it took me a long time to understand...
Then I saw the subtlety of converting a 4-byte unsigned integer to 2-byte unsigned integer (which crashes in a lot of languages but keeps the low weight bytes in C).
Thanks, I just have to code now ...
Hello,
Sorry to resume this very old post but i have the exact same problem and don't see a reply in the forum.
I am getting the ISP_CON packets but cannot determine when the contact happened. I don't see a packet indicating a time reset and can't stop the game (replay I guess ...) as indicated in the insim.txt doc to perform a reset.
Is there a trick or is there a type issue (word) for this info (Time)?
@Scawen, while you are at it, what about allowing to reduce the rim size (assuming it may only lead to slower the laptimes)... I remember a tool allowing to change this, and maybe even changing their look, but that is another job of course.
Since you're in mood for protocol changes, may I request a small addition:
I'd like the idea of knowing how many people are spectating a certain player
Right now, the ViewPLID is only part of the IS_STA packet which is pointless on dedicate hosts since nobody is watching on the server. However, the clients already report their camera parameters with the IS_CCH packet upwards to the server, so it would only take an additional byte to also report the plid of the car they're currently viewing.
struct IS_STA // STAte { ... byte ViewPLID; // Unique ID of viewed player (0 = none) ... }
Replacing the suspension/engines will be fun for cruise servers ... I mean to add alternative versions of all cars, where you can choose the version of the suspension between a double wishbone and McPherson, etc ... change the engine capacity or the number of cylinders
Hello insim specialist!
Here is my question: how can I get driving informations for all the players of a replay? (Example: time spent on full throttle for each player during a race).
This information appears to be available only in OutGauge. but Outgauge concerns only the pilot observed in the replay. Do I have to run a replay for each player !? (long but doable by insim, except I don't see how to change the speed of replay via insim ...).
Is it the only way to go or am I doing it wrong?