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DragonCommando
S2 licensed
only if it is a realy long road course with alot of banked turns and hairpins inbetween crazy long straights.

I was thinking of a track that would satisfy alot of people all at once, its a mountain course that travels up a realy long way, and then back down again, and it snakes back and forward at one place with alot of hairpins. Then inside that track is a long dirt section that can be broken down into a fue rally cross tracks, or used as one big rally stage.

Why just kill two birds with one stone when you can kill a whole flock with a realy big one?
DragonCommando
S2 licensed
I'm currently working on new engine sounds and I'm gonna have to give this a -1, I've tried other peoples sounds and NONE of them sound right, they either clip like mad or sound like something from a horror movie.
DragonCommando
S2 licensed
I still don't understand why you need something like that to see the center line of the wheel, I can just feel it with my hands, and its probably 10x faster than looking down at it to see the stripe when its at the bottom of the wheel.

Can someone seriously explain what physical advantage a stripe on the wheel gives you? I'm not joking about this, I want to know.
DragonCommando
S2 licensed
You could try to put something behind it, if there is a wall behind your computer you could put something there to support it.

also, did logitech give you any reason for having them at least 2' away from the computer case?
DragonCommando
S2 licensed
Actualy you can, and I'm currently getting all new sounds for every car in LFS.
DragonCommando
S2 licensed
Quote from S14 DRIFT :Uh, I use 105% in Profile, (720 degrees lock), everything else set to 0%. I have "enable centering spring" box ticked although this setting is set to 0%. In game I use 200% force.

there's your problem then, at 200% force you can't even hit the end stops because the force is maxed out already.
DragonCommando
S2 licensed
LFS's engine sound system has an intake noise, but the volumes are ususaly turned way down. On my new pack I'm using the intake noise alot more than the defaults do.
DragonCommando
S2 licensed
If by turn in the wrong direction as in try to steer to the outside of the drift, thats perfectly normal behaviour even in a real car, the wheels are going to want to go in the direction of momentum because of caster on the front wheels, this is going to make the steering pull out of the rotation.

They call it either auto return, or caster steer. If it's strong enough to rip the wheel out of your hands you have your FFB WAY to high. Which is why the wheel broke.
DragonCommando
S2 licensed
Quote from S14 DRIFT :I've never noticed it with the G25. :hide:

What are your settings?

If you arn't using crazy settings, like 200% FFB then I'd like to know what settings you use so I can test them on the DFGT. I only used a G25 for a short while, but the dead zones at each end where the first thing I noticed.
DragonCommando
S2 licensed
For the trouble it would be just getting the part, its probably not worth it.
Just wait untill you have the money for the G25.

If you find the part it will just cost you money that you could be saving for the G25.
DragonCommando
S2 licensed
To get it to look realy good, just lower the car shine setting in the CFG to around 0.65-0.50 and then go into your graphics card control panel.

From the graphics card panel go to color and select color for full screen 3d, then increase the contrast and decrease the brightness.

I find that in the ATI CCC, LFS looks best if I set the contrast to 160 and the brightness to -60, any higher and the sky starts to turn into a single mass of color. Of course this will be different for everyone, so just play around with it. but make sure that you always keep the settings even, so if you go to 150 contrast, go to -50 brightness, if you don't it will either be to dark or it will go grey.

Note: any recorded footage will still come out normal contrast and brightness, it won't be corrected like you see it in game.
DragonCommando
S2 licensed
Even the G25 does this, and so does the DFGT. Its a dead spot at the end of the lock range, and theres no way to make it go away.

Whats happening is that the FFB is trying to spin the wheel but also trying to stop it from going out of range so it simply stops at the end.

It's not as noticable on newer logitech wheels, but on the DFP it was pretty bad.
DragonCommando
S2 licensed
These are awsome, they actualy look realy good.

Some are saying they look unrealistic, they look VERY realistic if you have your settings right.

I increased contrast, decreased brightness and played with the car reflection level and got an amazing looking sim out of it.
DragonCommando
S2 licensed
The fact that you made it look better than most newer games is what realy gets me, there are parts where it looked almost real.

I find that LFS has the simplicity in design needed to get realistic effects, and you pulled it off near perfectly.

Now if only you could get LFS to look like that all the time. Enhanced contrast can only do so much.
DragonCommando
S2 licensed
I say they are stepper motors because most FFB wheels use stepper motors. And as far as I know the G25 also uses them.

They are not just ordinary stepper motors though, they are designed specificaly for Force feed back.
DragonCommando
S2 licensed
you should check out the other thread and tell me what you think about the sound, I have a recording of my new XRR sounds in game.
DragonCommando
S2 licensed
Quote from Bandit77 :+1 (standard answer for sound improvement)

I also wanted to start a thread because of something sound related: the way the mixer works atm is pretty much dark ages and it's a pain in the arse to get the sound to your liking while preventing clipping. Even some of the standard "mixes" clip. To get rid of the clipping you have to lower each source (muffler, header and so on) separately, which makes it hard to keep your mix the same.
Hope this is changed soon.

This is actualy something I was about to talk about.

One of the biggest problems I'm having is that I can't use the sound clips I get directly because the Bass seems to automaticaly be boosted in LFS, which causes insane amounts of clipping.

I started a new thread about my custom engine sounds, its located here:
http://www.lfsforum.net/showthread.php?p=1076305#post1076305
Sounds by Dragon-Commando
DragonCommando
S2 licensed
Continuing on from my last thread, and the one about LFS's sound system in improvement suggestions.
I've been working on re-tooling LFS's engine sounds, I started by adjusting the original sounds and I posted them in another thread. But now I feel I can do better than that, so I'm getting all new samples my self and making all new sounds.

So far I have all of the adjusted ones here: http://www.lfsforum.net/showthread.php?t=51238

I'm not ready to release anything yet, but I have a teaser clip ready. I'm trying to get clips from the real cars the ones in LFS are based on.

This is the XRR with my custom engine clip and transmission whine. The transmission whine is a work in progress but it's comming along.
Last edited by DragonCommando, .
DragonCommando
S2 licensed
Stepper motors have to rest in a stepped position, otherwhise they will always give you lopsided FF because one will step off center to the other.
DragonCommando
S2 licensed
wow, those motors are pretty big.

What ever you do, don't turn those motors by hand, if you do it could screw up the alignment when you put it back together and the wheel will always feel weird because one or both motors will be out of alignment.
DragonCommando
S2 licensed
Quote from bunder9999 :yeah that's nasty... what's wrong with that car...

Straight cut dog box, and a high performance diff. Nothing wrong realy, just racing parts.

Could you imagine actualy driving it, if its that bad for a short video the driver must be deaf after a whole race.
DragonCommando
S2 licensed
Quote from Chrisuu01 :I cant wait for a soundpack like that for LFS to come to life agian.
I wish you the best of luck with it

Thank you

The sound pack is going to take a while though, I'll probably release it after the new car comes out. I'm trying to get samples from the real life cars LFSs cars are based on, getting clean samples is going to take some time.
DragonCommando
S2 licensed
Quote from Tim_J_23 :http://www.youtube.com/watch?v ... &feature=channel_page

Might be showing it abit better?

Its realy funny, I looked everywhere for a video like that and coulden't find one. That transmission is LOUD.

I'm currently working on completely custom sounds for LFS, ones that arn't riced up or made with crap samples, and that video might work well for sampling the transmission whine if it would stay constant just for 0.30sec. I've currently got it sounding pretty good with the default samples, I've eliminated clipping in most of the cars, the BF1 clips no matter what because of wind, and I've balanced the sounds realisticaly.

All thats left to make them sound good after the new samples is the drivetrain flex and backlash.
Last edited by DragonCommando, .
Engine sound/Drivetrain improvement
DragonCommando
S2 licensed
I've been messing around with LFS's engine sound generation system and an idea hit me that would make the current system sound much better. At the same time it would improve the simulation aspect as well.

Right now as it is the sound is too even, the engine sound doesn't vary enough. It apears as if there is absolutely no drivetrain flex or backlash at all. This is especialy noticable on the GTRs where the gear whine is loud enough.

On a straight cut gearbox like the one's used in the GTRs there would be backlash in the gears, this is imposible to avoid because of the way the gears are made. When you lift off there should be a flutter to the Gear whine during the change from acceleration to deceleration and also going the other way from deceleration to acceleraton.

http://www.youtube.com/watch?v=VHLEUijdW50
This is a good example, athough the track is a bit bumpy and adds to the effect at areas, the sound I am talking about is demonstrated perfectly around 0:55-0:59. The track is nearly smooth but the drivetrain flexes causing the car to bounce, which causes the backlash in the transmission to make a fluttering sound.

This is where LFS seems to simulate things alittle too exactly, it simulates a perfect drive train where there is no backlash or flex.

I don't know exactly what it would take to add this, but judging by the way LFSs engine sound system apears to work, adding the physics part should be all that is needed.

So what do you think?
DragonCommando
S2 licensed
Thats why you don't call it a Mercedes 190 and you make it just slightly different. That what they did with all the other cars, just look at the XRT, its a Starion, but it looks slightly different and isn't called a Starion.

The video in the first post actualy got me driving the XRR, I'm learning Fern Bay gold with this car.
Last edited by DragonCommando, .
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