Long answer: There have been plenty cases of "it should be out within the next X months" and "it will be out soon", but these are just hollow wishes/daydreams of Jaap "the PR guy" Wagenvoort which never came true as far as I can remember. 1.03 is in development for more than two years now and if you ever find a release estimate or even -date posted somewhere, don't trust it. When it's finally out I'm sure you'll notice it some way or another, but don't waste your time with anticipating the release.
I can reproduce the mouse lock issue, too. Just hit WinKey+D or minimize the game manually and the steering will be locked fully left when returning to LFS. However for me it only breaks when doing this in windowed mode - in fullscreen I can't get it to lock.
Please read it slowly and carefully. Just following the steps one after another might solve your problem, whatever it is. Since I have a feeling it might be related, take special care on everything regarding combined axis
For me it was actually the main reason to stop reading it. Maybe I'd read the occasional LFS dev interview, but I'd rather wait for it to be copy'n'pasted to the forum here.
I still think ASS was a main contributor to the huge failure that nKP was at its release. The hype they generated with their usual BS "this is the best thing ever" speech (which they have, or at least back then had for every sim and especially all the countless physics-worthless rFactor mods, of which only now a select few start to shine due to extensive work (Niels )) made everyone think nKP will be a major player in sim racing - that it will be a product able to rival LFS. The outcome we can all still remember. Granted, Kunos who didn't say a thing about nKP's sorry state or who maybe even believed the hype himself is in the end the one to blame, but this example just made it clear how journalistically worthless ASS actually is.
Oh well, at least the magazine contains the directions on where to apply it.
Actually, what you want is a tall gear ratio to give the engine as little "leverage" as possible (otherwise the engine will lock the wheels). Usually this is done by using a higher gear, but also a very tall first gear will make bump starting possible/easier.
Sorry but you don't have much knowledge about the technical side of FFB, do you? The reason I said to use the profiler is so you can turn all the effects which are not made by the game OFF. Force reduction at the centre is a BAD thing, but it's there by default in the drivers. By installing the profiler you can make sure all that crap is turned off and the pure FFB that the game generates can be felt.
Now saying that iRacing "went above and beyond" that just takes the cake. Sorry that's at its essence delusional fanboy BS propaganda talk. Like you have no idea what's actually going on behind it but it's so good that it must be some kind of magic made by the geniuses at iRacing.
Forgive me snapping at you but this is just blind fanboyism, and if I've learned one thing on these forums then that it is NEVER good, for NO game. iRacing is new, it's fresh and it's good, but that doesn't mean you shouldn't question it.
If the FFB breaks when the profiler is installed (which is supposed to be installed and existed way before iRacing), then either iRacing is doing something wrong or it actually relies on the default non-profiler behaviour of the drivers, in whatever way they alter the FFB commands sent by the game. "Don't use the software you're supposed to use" is just the generic BS I-have-no-idea-whats-wrong solution to a problem, just like saying to reinstall Windows for every little thing that crops up.
Sorry but I think this is BS. The profiler doesn't "hose up" my settings in LFS so why should it in iRacing? The profiler is in fact the only way to set up all the effects in a way you want, instead of just letting the driver do whatever it feels like. Without the profiler you might have an automatic force reduction at the centre ("to prevent oscillation") and other things like automatic returning to centre or steer damping, which do NOT belong in a proper sim.
Personally I voted for locked with restrictions. I don't want completely locked setups but they should be restricted to realistic, cartype-appropriate tuning options. Letting the servers choose what to allow is IMO a bad idea, it will just make an even huger mess out of the current setup management.
I generally agree that fully open setup options can help greatly in identifying physics issues, but FFS we know almost every detail about these issues for years now and it's time that LFS stops being a sandbox game and starts becoming a simulator. I'd rather have the physics issues masked by limited setups now than wait another year or two (optimistic guess) for the tyres to be finally fixed.
Yeah but, don't get me wrong here, I'd rather you learn how to search for tutorials or code snippets yourself . Usually entering "c# <whateveryouneed>" in Google yields pretty good results, especially for beginner stuff like those dialogs.
I just occasionally answer stuff here on the forums when I feel like it, but I'm not going to be your personal tutor, sorry! Too many bad experiences with that
E: Of course you need to define a variable that will hold the image path.
string imagePath;
It seems you're completely new to C# or programming in general, which just reinforces my point. There are tons and tons of good beginner tutorials on the net. Reading them is much more effective than asking for every tiny problem here on the forums.
OpenFileDialog ofd = new OpenFileDialog(); ofd.Filter = "Image files|*.jpg;*.jpeg;*.dds;*.bmp"; if (ofd.ShowDialog() == DialogResult.OK) imagePath = ofd.FileName;
3)
SaveFileDialog sfd = new SaveFileDialog(); sfd.Filter = "JPEG|*.jpg;*.jpeg|DDS|*.dds|BMP|*.bmp"; if (sfd.ShowDialog() == DialogResult.OK) imagePath = sfd.FileName;
Be sure to also check out the various properties of both dialogs, like the initial directory or whether the dialog checks if the entered filename exists, etc.
I think this is where you think wrong. From what I can remember Scawen never partook in any of the setup limitation discussions, so we never had an official statement, other than noticing that the road cars gradually lost setup options over the last patches. Can you maybe point me to the posts (regarding helical/square cut gears) that left that impression on you?
IMO the reason the road cars (and I think they're supposed to be really road cars) still have so many setup options is a combination of
Not wanting to piss off the community / not knowing how it would react.
Just see how carefully the post regarding the VWS setup is formulated. It's the first car where they can steer into that direction without destroying existing work/setups.
Not having the time yet to code up a system that restricts the setup options in a realistic manner. To me it seems the VWS will be easy there because most options will be completely removed, instead of restricted to steps / realistic values.
I bet it's quite a relief to get rid of a bug that was quite mysterious and appeared at seemingly random times
It's one thing to have the application crash, see a callstack from within your app and are able to deduce from that where it happened and most likely also why it happened (even better if there are clear steps to reproduce), but with the DX8 error I guess all you saw from the callstack was you calling your graphics drawing routine (or maybe even as accurate as hinting you to the shadow drawing) and then DX8 going tits up. Figuring out why one of hundreds of thousands calls to the same function fails isn't fun.