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Drifteris
S3 licensed
There seems to be a bug with Ultra wide resolution (2560x1080) when selecting triangles.
Drifteris
S3 licensed
Quote from Scawen :Thanks for the feedback. Could you give me a replay or detailed description how to reproduce it, for example at a particular speed on a particular corner.

It is very tricky trying to get the bike working at low speeds but self adjusting to also work at high speeds. But if I have an example (at high speed) that is easily reproducible as better in the previous version, then I could try to figure out what is making it worse.

Using W51 game version did a few runs on Westhill around the track road that has fast corner near big car park:
Using "GOOD W50" setup that was stable on W50 the bike wobbles out quite fast. If you would take that corner on W50 with that setup the wobble would be hardly noticeable (maybe like 3-5% wobble).
Default Mosquito setup would wobble badly on that corner on W50 version.

Using "GOOD W51" setup adjusted to W51 the bike wobbles less but it gets stronger the longer the turn is.

And on Westhill international track:
Using "RACE" bike setup with R1 slicks on track and the bike wobbles hard on turn 4 till i crash. Can take that corner flat out on W50 version. I think some wobble is noticeable on W50, but still manageable.

Setups are attached. Also it seems to wobble more on medium speed turns as well if you lean A LOT (That's on W51 as well)
Drifteris
S3 licensed
Quote from Scawen :Update W51

LFS:
Improved bike handling at low and medium speeds

While handling at low speeds been improved a lot, i feel like the balance at high speeds is a bit broken now.
Previously there was some small oscillation/wobbling going on when cornering at medium to high speeds (even bigger with softer setups). Now even stiff setup is oscillation/wobbling.

I assume there is some sort of auto balancing system going on that is keeping the bike stable when cornering? Like when you lean on the side a lot and the rear tire wants to slide a bit but balancer brings it back then bike slides again and so on and on till it flings you off the balance completely.
On W51 the auto balancing is much more aggressive and thus makes the bike wobble even harder.

Even on slower corners if you lean more the wobble kicks in.
Drifteris
S3 licensed
This bike is so fun. I've been driving it for couple days lol and it just doesn't get old. On my set i've stiffened rear and front suspensions, also used road_supers (for road setup) and a shorter front gear. Seems to eliminate the weird wobble that happens on fast corners.

The front headlight doesn't seem to work as well as front indicators.

It would be interesting to see another bike but slightly more powerful with thicker tires.
Drifteris
S3 licensed
Feels great power wise now. The wider rear tires helped a lot for the Grip setup as well. I love this car.
Drifteris
S3 licensed
Quote from henricat2006 :I've made some improvements, if you can test if it looks good, I need some people's opinion to know what I can actually change to make it better.

I mean it was more fun with more power. Less generic drift car. Would be nice to see some higher HP drift cars.

Now? i mean it feels "ok" just like S15 power level, except that S15 has 280 rears and this one has 245 on front and rear. Should be increased because tyres die too fast.

EDIT: Yea i mean i tested the first version and idk, it feels better with that additional 100bhp. Tyres were normaly balanced on that version as well.
Last edited by Drifteris, .
Drifteris
S3 licensed
The wheels are kinda bit too big yes, but power wise it feels great. Something different to choose from. Don't make it another XRT/FZ5 power level car just because people can't handle the power.

I mean you can always use restriction if it's too powerfull?

And btw, the default setup does feel weird, but with properly tuned drift setup it's amazing.
POCKET UF
Drifteris
S3 licensed
Vehicle mod: POCKET UF
Details page: https://www.lfs.net/files/vehmods/1B79EB

SHORT DESCRIPTION:
Quote :A drivable toy car

DESCRIPTION:
Quote :Small, fun little car based on UF1000.

Has few setups to choose from. Also has a working dials fixed on the windshield frame. Might need to point your inside camera slightly down to see them.

COVER SCREENSHOT:
Drifteris
S3 licensed
Some people already mentioned it but i'll say it again. What about paying like a 1 pound for a mod upload/review process (could be more idk). As in licensed mods wouldn't be approved but such slight modifications would be allowed. For example:


No way to play around with such mods online even though they can be fun. I do understand that there are modders working on new mods and so on. I've started myself doing one project but it will take me months to complete. It's a lot of work and i do have a day job as well.

With paid system, mod list wouldn't get cluttered by useless mods. And we have rating system, if rating is bad, remove mod after certain time. Everybody wins.

I paid few times already to increase maximum slots for skins uploads.
Drifteris
S3 licensed
It does say REAR identical - YES. you can switch to NO
Drifteris
S3 licensed
Quote from michal 1279 :Skin parts are projected onto user-defined triangles (from top/side/front/etc). unless your car has a very complex shape, it is relatively easy step.

I mean, do you bake the skin template in the LFS modeler? Sort of like normal LFS cars? And then how would you know where the edges are so that you could skin it easier? Normally i use wire frame layer if using gimp but these modded cars sure won't have wire frame layers.

I just wanna know how other people can make skins for the mod.
Drifteris
S3 licensed
How would you make a skin for a modded vehicle? i assume you can use photoshop or gimp if mod creator provided a skin template. Now if i'd use blender or any other 3D program that is much easier to make skins on, i would need OBJ file for that mod. I assume LFS modeler uses OBJ files then converts to VOB once exported as a mod?

So does that mean you would have to ask for someone to provide obj file so that you could make a skin for it? Or is it too much copyright stuff?

Would be great to have some sort of primitive car painter.
Drifteris
S3 licensed
Great job with updated models! So much easier to use now. Think there is still some bug on XRR with the windshield. The clipping white material not sure how to get rid of that.


Great tutorial on Procedural skins using Blender btw. Amazing stuff, made this skin with it and i love how it fits any car i apply it to. Endless possibilities.
Last edited by Drifteris, .
Drifteris
S3 licensed
Name: [6S] SIMOX
Racing number: 13
LFS username: drifteris
Drifteris
S3 licensed
Quote from THE WIZARD DK :also it seems most people have totally forgotten about the autocross track which havent been seen either yet in progress reports.

This one?
Drifteris
S3 licensed
Quote from gu3st :image

I suppose racers don't use command /siren? Why was it added if not for cruisers?

Quote from THE WIZARD DK :isn't it a race to catch a criminal in cruise?

It pretty much is. Except on custom layout and you are not driving same lap and it's changing, plus other cars that you have to dodge so i'd say it's even harder than racing.

I usually wouldn't care about additional light bars, or just some small lights on front, inside the car etc. But since new graphics patch has night mode and headlights system reworked i was wondering how that is going to look like on cruise servers. Because if you going to flash your headlights you won't be able to see 50% of the time where the hell you are going. So that is why it would be nice to have something else that flashes.
Could be done by a simple config change just like on GTR "Alternative" mode nothing major.
Drifteris
S3 licensed
For me it's about the same, maybe slightly less stutters but fps still drops when more cars on screen.
Drifteris
S3 licensed
Quote from Pistolero 667 :I also use the last version of Steam VR (1.10.32).

In video menu, You have to go to video parameters per application (or video settings per application or whatever it calls, i'm using the french version). In there select LFS (only works when LFS is running) and then, say yes to "use ancient reprojection system"

Hope it helps

Ok i found that setting, thanks. However it's better and worse at the same time. The FPS seem to be higher yet still drops to about 60 (when using 80Hz) when there are more cars on screen. Your CPU is better than mine so maybe you are getting better results.

Another big problem that setting causes is that when there is alot of cars on screen (driving alone is fine no problem), if i look up or down, left or right even just slightly, the whole view stutters even when driving on a straight. Kinda disorientating. Feels like i need to sit still with my neck fixated in one location or something. Also it's dropping frames like crazy by looking at fpsVR.
Drifteris
S3 licensed
Quote from Pistolero 667 :
A suggestion to valve index owners : use ancient reprojection system in steam VR may help : constant 90 fps except very few stutters in a beggining of a race (Steam VR 100%, LFS reprojection 225%, I 9 9900Ks, RTX 2080 Ti)

What steamVR version are you using? Because in the latest steamVR 1.10.32 (non-beta) i don't see reprojection settings only motion smoothing that i turned off. There is some async_mode_toggle command in debug but that just makes it worse.
Drifteris
S3 licensed
The new DLL doesn't seem to change anything. I have no idea why LFS doesn't like my CPU. Looking at that fpsVR, CPU has huge loads on it while GPU is chill doing nothing. Shrug
Drifteris
S3 licensed
It seems to be worse. It mostly stays 40fps then goes up when there are less cars. I did a quick test around southcity with 20 cars using fpsVR to check fps, and other info. Here are the logs. Both done using 100% on both steamVR and LFS.

U9 patch
Spoiler - click to revealfpsVR Report:
App: LFS HMD: Index (80.000 Hz, IPD 70.0)
GPU: NVIDIA GeForce GTX 1080 Ti (26.21.14.4575) CPU: AMD Ryzen 7 2700X Eight-Core Processor
Delivered fps: 73.89 Duration: 2.7min.
GPU Frametimes:
Median: 0.5 ms
99th percentile: 1 ms
99.9th percentile: 1.1 ms
frametime <12.5ms(vsync): 100%
CPU frametime:
Median: 10.1 ms
99th percentile: 16.2 ms
99.9th percentile: 20.1 ms
frametime <12.5ms(vsync): 91.4%
Max. SteamVR SS: 100%
Render resolution per eye: 2016x2240(by SteamVR settings, Max.) (HMD driver recommended: 2016x2240)


U10 patch
Spoiler - click to revealfpsVR Report:
App: LFS HMD: Index (80.000 Hz, IPD 70.0)
GPU: NVIDIA GeForce GTX 1080 Ti (26.21.14.4575) CPU: AMD Ryzen 7 2700X Eight-Core Processor
Delivered fps: 50.99 Duration: 2.8min.
GPU Frametimes:
Median: 0.5 ms
99th percentile: 0.5 ms
99.9th percentile: 1 ms
frametime <12.5ms(vsync): 100%
CPU frametime:
Median: 13.3 ms
99th percentile: 19.2 ms
99.9th percentile: 21.3 ms
frametime <12.5ms(vsync): 41.3%
Max. SteamVR SS: 100%
Render resolution per eye: 2016x2240(by SteamVR settings, Max.) (HMD driver recommended: 2016x2240)
Drifteris
S3 licensed
Quote from Scawen :It's hard to believe that big supersamping value doesn't affect performance in some way, on a Valve Index that already has a high resolution. The render targets pre-distortion are so huge it's a bit of a painful thought (for a programmer) that you are increasing that surface by 225%. Schwitz

I'd be interested to see the contents of your openvr.log file. It's a plain text file in your LFS folder.

There should be a "size: A x B" line after LFSVR_AcceptSharedTexture and I think you may be surprised at the size of those A x B numbers, which describe the size of the image being rendered every frame.

Index have 1440×1600 resolution per eye but in steamVR the closest i can set it to is 50%. Default value was 100% that is already supersampling because the lens distorts the image a bit so it has to account for it. But other games works fine with 100% as default.

I had 100% set on LFS and 50% steamVR it looks very pixely and doesn't eliminate the lag/stutter problem. Like i can't tell difference between 50% and 100% SteamVR setting in LFS. If there's any it's really tiny. Even 225% on LFS and 100% steamVR isn't as bad compared to previous settings, except that it looks much better/sharper.


This VRlog when using 50% on steamVR:
Spoiler - click to revealLFSOpenVR Mar 20 2019
ProductName: Index
Manufacturer: Valve
LFSVR_QueryHMD
RT size: 2848 x 1584
Left eye:
GetProjectionRaw___: Left -1.541 Right 1.050 Top -1.403 Bottom 1.415
GetProjectionMatrix: Left -1.541 Right 1.050 Top -1.403 Bottom 1.415
GetEyeToHeadTransform:
1.000 0.000 0.000 -0.035
0.000 1.000 0.000 0.000
0.000 0.000 1.000 0.000
Right eye:
GetProjectionRaw___: Left -1.052 Right 1.541 Top -1.409 Bottom 1.412
GetProjectionMatrix: Left -1.052 Right 1.541 Top -1.409 Bottom 1.412
GetEyeToHeadTransform:
1.000 0.000 0.000 0.035
0.000 1.000 0.000 0.000
0.000 0.000 1.000 0.000
IPD: 0.070
LFSVR_AcceptSharedTexture
size: 2848 x 1584
LFSVR_Close



And this VRlog is when using 100% on steamVR
Spoiler - click to revealLFSOpenVR Mar 20 2019
ProductName: Index
Manufacturer: Valve
LFSVR_QueryHMD
RT size: 4032 x 2240
Left eye:
GetProjectionRaw___: Left -1.541 Right 1.050 Top -1.403 Bottom 1.415
GetProjectionMatrix: Left -1.541 Right 1.050 Top -1.403 Bottom 1.415
GetEyeToHeadTransform:
1.000 0.000 0.000 -0.035
0.000 1.000 0.000 0.000
0.000 0.000 1.000 0.000
Right eye:
GetProjectionRaw___: Left -1.052 Right 1.541 Top -1.409 Bottom 1.412
GetProjectionMatrix: Left -1.052 Right 1.541 Top -1.409 Bottom 1.412
GetEyeToHeadTransform:
1.000 0.000 0.000 0.035
0.000 1.000 0.000 0.000
0.000 0.000 1.000 0.000
IPD: 0.070
LFSVR_AcceptSharedTexture
size: 4032 x 2240
LFSVR_Close
Drifteris
S3 licensed
It runs great on my 144hz freesync monitor though.

I've tried assetto corsa running 80Hz mode and it runs so smooth even with many cars. While in LFS even when fps counter is showing 80fps it doesn't even feel like 80fps and then gets worse when it drops and stutters.
Drifteris
S3 licensed
Quote from mbutcher :There are a number of possible reasons that you only get stability at 80Hz. Your super sampling value is too high. Set it to 115% at the very most for best results in LFS. You're right that the LFS physics engine is out of sync with your headset so you will get some noticeable stutter when cornering. The halving of your perceived frame-rate is an effect called asynchronous time-warp (Oculus term), where frames are being interpolated every other frame to try and reduce any effects of cyber sickness.

Drop your super-sampling value and try again.

I tried that and even 50% supersampling (on LFS) and it doesn't change much. Getting huge frame drops near other cars especially. dynamic reflections off and x4 and no difference. Dropping from 80fps to 65-45 causing huge stuttering. If only driving on 80fps wasn't bad enough. And my PC is capable of running VR games.

Also the "monitor view" setting if none selected then it causes lagging and frames drop aswell. so that's that.
Drifteris
S3 licensed
Using valve index it seems that only 80Hz option is stable and kinda keeps 80fps on LFS. 90Hz seems to drop to 45fps, 120hz to 60fps and 144hz to 72. Not sure why this half the frame things happen.

Also i'm not sure whether i've used 144hz monitor too much and now 80hz VR looks laggy or it's just not optimized as good. I do understand that physics run at 100fps but the game seems smoother on higher frames even if there is some sort of frames ghosting going on or not.

Super Sampling doesn't seem to change much aswell in my case so i just set it to 225%
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