Its not even the motor, it's just being belt driven gives it good smoothness and a good level of dampening, not to mention an increased slew rate making it a bit easier to catch slides/drift (again, nowhere near a DD, but still 6/10 rather than 2/10)
Nobody's saying it's as good as a DD, but it's still far superior to the non-DD Logitech G wheels which are still using gears driving the wheel shaft which just feels notchy.
Back when I sold my Logitech wheel (after using my T300 for a year), I gave it a test drive just to make sure it worked and I couldn't believe I used it at all. It wasn't a great experience.
This year I was gonna make the step to a DD, but based on iR increasing VRAM requirements and impending rain, GPU upgrade seems to be next on the table to keep me running smooth in VR.
I really wouldn't put the Logitech G wheels (bar G Pro) in the same category as the T300. The T300 is quite a significant upgrade in force + smoothness compared to Logitech's offering.
Entry level would definitely be Logitech or something like the T148, but then the "mid tier" is definitely T248/T300.
Of course, the explosion of inexpensive DD wheels has definitely pushed the mid tier towards far better hardware than it ever used to be for a relatively minor cost increase. Not that I'd ever buy Fanatec, but a CSL DD is barely more expensive than a T300 with the added fidelity of a DD motor.
It's likely an issue with your computer (malware?) or your ISP is blocking a certain part of the HTTP2 request sequence with LFS' servers for some reason.
If that fixes things, then that narrows down the issue to something specific with your ISP with HTTP2 and LFS' webservers
You may also opt to try a different browser (Chrome/Edge). If that works (without touching HTTP2 config) then there's something weird going on with Firefox and http2
So it's interesting because even DD wheels aren't suited to giving this kind of feedback. It's why the G923 and G Pro wheels have a separate device (a bass shaker) inside the wheel to produce these forces. And a DD with high enough slew rate with low inertia feels bad. It's why the fanatic DD1/2 has had so many firmware updates trying to correct the wheel feeling weightless.
Also don't get fooled by Logitech's marketing. All the true force stuff is on top of the normal DirectInput FFB (unless you're using the 360hz API, but that's still the same data as DI, just faster). The motor driving the wheel also can't attain the Hz claimed, it's all provided by a secondary device.
And ultimately I still think having a proper bass shaker setup in the cockpit is better than just the wheel. Feeling the kerbs under your butt is a great sensation to remind you how far you're pushing.
Throwing together a flatpak might be nice though. More portable across Linux distros (as most have rejected snap as a solution becuase it's more Canonical garbage).
AC, ACC and rF2 all have canned efects as an option (enabled by default.) iRacing and AMS2 are the only other "sims" that don't have such a thing.
Trueforce is basically a bass shaker in the steering wheel. It supplants, not replaces, the traditional DirectInput FFB mechanism (although the LogiAPI does enable a higher refresh rate for FFB that DI can't).
Bassshakers have become fairly popular (with iRacing having native support for it, most use SimHub to add it for other sims) to add haptic feedback for going over kerbs/road noise/sliding/etc. I quite enjoy mine even though I have one of the cheaper setups (just a single Buttkicker Plus under my simrig).
Thrustmaster has a similar system to Trueforce in their GTII wheels but unfortunately it's locked to console only (and more specifically, Gran Turismo).
Unfortunately Trueforce isn't as simple as just driving another audio device (like Basskickers and other Bassshakers), you need to use Logitech's API to drive data to it.
Scawen may be able to get access to an updated version of the logitech library, but it would be nice if he were to focus on that to also support "generic" bass shakers. iRacing is a great example of implementation in this space as it also has access to physics info directly for generating effects where most others are forced to derive effects from the telemetry data.
You'd have to install snap. Deck ships with flatpak by default and installing Snap into SteamOS isn't trivial (and may get wiped out during an OS update if it requires writing to the rootfs
I mean that whole concept was tried for years and years to ban violent video games in the US and all that ended up happening was the main lawyer driving the lawsuits ended up disbarred.
There was never any evidence of video games contributing to an increase in violent behaviours.
Very marginally, yeah. But you'd probably just decompress them once and store them in RAM. So it'd make car loading slightly (imperceptibly) slower and still store it in RAM.
While adding a bunch of complexity dealing with an mp3 decoder to put sounds back to WAV (essentially) before use.
Mods as good as these make me wonder if Scawen would consider at making some mods "official" content that ships with the game. Then they get established as supported content by the devs and can be relied upon to never be removed by the author if something happens.
In the controls, you can bind commands to buttons.
Those commands can be customized which includes:
/light ind [off/left/right/all] - switch indicators/hazard lights
/light head [off/side/low/high/low_off/low_high/next/prev] - lights
/light [rfog/ffog/extra] [off/on/toggle] - switch fog/extra lights
/light all [off/on] - switch all switchable lights off/on at once
You can also use "/key 7" to have a button press any arbitrary key, including the default for turn indicators.
Customize as you see fit.
Commands.txt in the LFS folder is a useful reference guide.
AC's also been an abandoned project for 7 years at this point?
LFS is still under active development.
It's also still 1/2 what most new games retail for. Even games that churn out the same "new" game every year with incremental changes (and a few things taken out so they can add them "new" in 3 years)
I think that'll be something that could come with the graphics + physics update as the editor is actually using that "branch" of LFS, hence some minor differences between the two when building mods.