I suspect that some of what occurs in the cockpit is a result of phase cancellation - is this possible ? If for example, if you are driving an open cockpit car, your head is splitting the wind ( that which is reaching the center of your visor), and sending basically the same audio data to both sides of your head, more or less simultaneously.
If that is the case there would be random moments of phase cancellation, I suspect.
Anyway, I kind of interpreted the previous patch sound deviations as this, and wasn't particularly bothered by it.
(not saying it wasn't clipping, just it didn't bother me).
Just did the U36 autoupdate - everything is fine, but I wasn't asked if I wanted to restart LFS - it behaved just as the previous patches, went through the install and came back to LFS.
No problems, everything works fine. The slight increase in higher frequencies ( if that's what has occured) is better.
No clipping with the BF1.
Thanks to Scawen for excessive output over the last week !
Enjoy your well deserved Holiday break.
I agree. When I started with the test patches, I kept the original (U.05) version saved in a seperate folder. After playing the game for some time tonight, I reverted to the old version just to compare. Although I'd already grown used to the new sounds, it was an eye opening experience to step back and evaluate the new sounds for what they are - Improvements in the old sounds - not a reinvention of the whole system.
All the improvements are subtle, not in your face. But then, that's LFS, isn't it ?
I think the BF1 is getting quite a bit better, actually. All the open wheel cars are working well ( with my system, my ears ).
Great feedback through the sounds, it at least feels to me like I"m better able to judge throttle position when getting off and on the gas to work through turns.
U36 introduces the semi-truck horns( for scooting slower mrts out of the way), and people tooting air horns after a race ?
Seriously, though, I've used the patch(es) for 3 days, and have had no glitches with audio or video, no odd things happening on-line, etc.
Right, I'm asking if, outside of the Dev's involvement, it is possible for
someone to program or script an app which would add the functionallity to the game. As I said, I don't think it's a high priority for the Dev's.
It just seems a simple thing to add. What I don't know if there is anything about the game which would prohibit it being done.
Just wondering if it's possible for this to be an add-on to the game -
the ability to have a notepad tied to specific sets, so that perhaps right clicking brings up the text box for editing or reading.
I know this has been suggested in some of the 'improvement' threads, but
I suppose it's not one of the higher priorites ( understandably).
It would be nice to record tweaks, what set a particular set is based on, etc, as well as perhaps some driving tips related to that set up on that particular track.
I've seen similar things happen, but only racing in the autopark, usually after being booted off the course. I have not seen it happen on a standard track, before or after the test patch.
Perhaps you won't see it again after rebooting your computer.
I like the patch sounds the more the I play the game. Not prefect, but moving forward.
I just feel bad for Scawen having to endure the days of posts once the official patch is released:
" I hate the sounds, give me back....." Hopefully he'll be away on break, and by the time he gets back noone will even notice the change.
I watched a replay after driving Classic Rev with the Fox. Both on track and during the replay, the feeling of speed is accentuated, imho. Granted the basic sound has a muffled quality, but it has other qualities which make it pretty cool.
Bottom line, the game is evolving. Not every single mutation is going to be usable, or used in the end.
That's what makes it exciting, watching it grow and mutate in front of your eyes.
I'm very much looking forward to the next incompatable patch. And I'm very pleased with the game and it's path of development in the meantime.
Last edited by Flycantbird, .
Reason : re-evaluation
Try pillows in various positions. Under thighs, under bum, in the arch of your back, etc - lower your chair height, raise your chair height...
And for god's sake tell mom and dad you want the new OFFICIAL LFS MODEL SUPER DELUXE RACING CHAIR - designed by LFS racers FOR LFS racers. Placing your right elbow on the arm rest brings up a smiley face, and your left elbow on the arm rest brings up "MOVE NOOB!!! BLUE FLAG!!!! I @#$@!#$ KILL YOU"
Thanks to all who answered my questions on updating. I d/l'd 32, played it for a few minutes, then autoupdated to 33.
Autoupdate worked perfectly. The new track interface is nice.
Regarding the sounds, I think it's pointless to comment too deeply after 1/2 hour of playing, however, I think I'm as surprised as most everyone is.
There are bad points and good points - the sound itself seems a bit wimpy. It seems the basic sound lacks fullness, and there is some compensation attempted via effects.
I really only wanted to post with a suggestion that occured to me while playing. Take it for what it's worth, it was just a thought that occured to me.
I am a musician with a home studio. I hate putting excessive effects on vocals to make up for the lack of ambience in a home recording with moderate equipment.
One techinique I have used is to take the vocal track, copy it to a second track, and delay the track time by a small amount ( 3 to 10 ms), then pan each slightly left and right. You definatly can achieve more fullness without a noticable 'effect' being placed on it ( that is, it creates a more natural sounding fullness - I'm not talking about a large slap back delay like 20 ms or more).
This idea is likely to be of no use to you, but might be worth a try, and I hesitate not to post it on the very off chance that it did provide some assistance.
Anyway, I think it's a step in the right direction, and have no major complaints ( I can get used to it as easily as I could the original sounds).
As the sound develops, would it be possible to allow the user to choose between the original ( patch U) sounds / or the newer sounds - or would that present problems in on-line play ?
I haven't uploaded any of the test patchs, still running u.05 ( i believe )...the last big update.
I've only been reading about the patches of late, and am confused about the auto update.
Where do you see this ? Do I have to load previous test patches to try 33 ?
If i copy my LFS folder to a second folder, I'll just use one unlock for the U33 update, and can delete that folder if I want to revert to the old version I've been playing - is this correct ?
Anyway, with the rumors of a non-test patch coming, I've been hesitant to try the test patches for whatever reason. I do fear they big patch might be a bit longer in it's release, if there are troubles ( not complaining, this is how it should be handled, imho)...I would like to try U33, but not lose the ability to revert easily.
Sorry, I'm out of the loop, just looking for info that I don't think is clear in the thread.
Since I've gone from 6 buttons on my wheel to two, I don't use binds anymore - other than and which are bound to the shifter buttons, but I tend to use those with people I know more than anything.
Somehow, a bound sorry makes it seem as if you expect to be doing
some stupid things, and that you're more concerned with keeping your own race going than anything you might have done to someone else.
It's up to you what works. With the Momo Racing, I used pretty low settings, just enough to get some resistance when turning. I also tend to vary it by 5 or 10% depending on the car. If you set it to 100%, you will probably have a hard time getting used to the change from a mouse ( but some people find the high settings work best for them).
Whatever setting you use ( I'd suggest 10 to 20 %), stick with it for a few days at least. Once you get comfortable driving with a wheel, you can fine tune the details.
Also, chances are the settings you've been using with a mouse won't translate well to a wheel. Get some new ones from someone on line using the momo, or adjust your steering in your own.
Try taking Maximum lock down to 12 to 15, and parallel steer down to around 50. These aren't the best settings in the long run, but might help for learning to control the car.
Drive with the wheel for a month, then come back and tell us you still miss the mouse.
You're having to relearn everything you've been doing in a whole new context. Most people probably go through the same feelings when moving from joystick / keyboard/ mouse to wheel.
I doubt you'll be anxious to go back to the mouse pretty soon
Somehow I fear this will be added to certain people's bitch-threads:
"The pay system is uber-ghey, it's the 21 st century and they charge in GBP, NOT EUR ! Come on, LFS is a long way from being some great sim with a pay system like that "
I digress. As others point out, it's well worth the asking price.
And that's all the matters in a racing sim. Sure any improvements are welcome, but I think most would go unnoticed (by me), as the realism comes from what the car is doing when I'm racing wheel to wheel and thinking of a dozen things at once ( not 'this dashboard doesn't look like real leather' or 'this would be more fun with a ferrari logo on the shift knob').
I think this a reasonable suggestion.
Hats off to those who took the initiative to start this project, but I think they ( and everyone ) needs to have to courage to rethink the process.
For this to work ( and it would be cool if it works on a global scale), you need as many people as possible involved, and you need a better selection process than the current random voting.
I think a track by track discussion and debate, whether in a forum here, or on the 'curves' website, would be a good thing, prior to any voting.
Narrow the possiblities down to a certain number, then put it to a vote, one track at a time. There is no need for immediate results, after all.
As it is now, I can decide I like a name for no other reason than person x used it last week, and convince 15 other people to vote against all others, etc.
As tweaker points out, there is no explaination being offered for choices, and no consideration of what constitutes the traditional naming of turns, straights, areas, etc.
Please don't let the fact that you've invested a week already discourage you from pursuing the BEST options for naming track components.
If it does work, then these names will be with us for years to come.
If it's a hodge podge of T1, Bakers Right Hander, Banalot Turn, etc, it will end up a waste of time. If its done right, and well, I can easily imagine the dev's incorporating it into the official version, with maps and names of the various tracks.
In the end, do you want it to be successful and fully implemented ?
There is a similar road that runs along the Arizona / New Mexico border.
Actually it runs up into Utah, but I am only familiar with the 90 some mile stretch of it which occupies Arizona.
The northern parts are closed during winter, and there is little or no chance for human contact for most of the route. No semi trucks, at least I never saw any, and I've driven it's length a half dozen times in both directions. Very serious fun.
There are miles and miles of great driving to be had across the southwest.