The online racing simulator
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gu3st
S3 licensed
What about just having a region selector? Make the default auto, but let people be able to override it if DNS decides to give them a suboptimal host
gu3st
S3 licensed
Quote from xolan1993 :There is your problem. Using Wine or any other compatibility layer is not supported nor is it 100% accurate to the windows API. I know you cannot use VMs to play since the performance is abysmal and you need a dedicated graphics card just for that VM alone.

Im sorry to say but playing LfS on linux is not advisable.

Running LFS in Proton/Wine works fine. Even running in a VM yields decent performance for LFS, as long as you don't have architecture translation (ie x86 to ARM on a Mac). Some VM software do offer 3D acceleration without a dedicated GPU for the VM (ie: no PCI Passthrough)


Wine is presenting a fake graphics adapter to the game. This wouldn't cause low performance though. You could try running LFS through Proton instead which should be a bit better optimized for gaming and would use D9VK. Otherwise there's some kind of misconfiguration yielding poor performance as LFS is a very very simple game to be emulating in WINE.
gu3st
S3 licensed
Quote from Victor_SeVen :do you use Content Manager? I have the same problem as you after playing Assetto Corsa, this is a bug caused by Content Manager or LFS, I don't know why, but I can only use G29 in LFS after restarting my PC

Quote from rane_nbg :Did you try to unplug wheel, open lfs start a race, plug the wheel and press ctrl+c? I know this is somewhat pain to do every time, but it's better than a PC restart.

Recently (3 months ago now) Windows shipped a new service as part of the Xbox app called GameInput Runtime. It is the cause of these issues as it hijacks the FFB device. Logitech, for whatever reason, hasn't updated their drivers to address this.

Disabling the service in Task Manager should prevent it from getting a lock on the FFB device and solve the issue.
gu3st
S3 licensed
Quote from rane_nbg :I believe that new AIs in LFS are implemented using some machine learning algorithms, but don't quote me on that. There were attempts to decode the AI path files, but no one succeeded so far and devs are quite silent about their inner workings. We don't really know how they work at all.

What I saw is that once you start racing against them, they do get slightly better, but only by a small margin. This is still nothing close to racing against humans, but it does provide some sort of single-player fun. To add "spacial awareness" to AI is probably the task that needs scientific research, I mean this is an extremely complex topic and one can do many implementations from simple to more advanced. Again, this is something that LFS devs don't have time to work on, so I don't think it will be any better than what we have now.

The basic AI paths are "machine learned" in that they quickly iterate a bunch of attempts to find the "optimal" path but it's pretty brute force.

In terms of racing against them, they don't learn. The learning AI died like 10+ years ago when Scawen made the AI half-decent out of the box (using the presumed current "machine learning" approach).

Any perception of learning while racing is down to placebo effect or just AI gaining tyre temps and thus more speed.
gu3st
S3 licensed
Quote from nikopdr :idk what causes it, but it's a common issue for me after playing AC the wheel inputs stop working in LFS if i launch it afterwards.

Opening the game controller settings through control panel and opening the properties to see the wheel axes somehow fixes this problem without having to restart

Go into Windows Services and disable GameInput Runtime.
gu3st
S3 licensed
Quote from subUwU :actually i've tried that, and that seems to cause more issues, because the faster AI will sit behind the slower AI, causing a massive train, and in the braking zones the slower AI brakes before. Because they lack spatial awareness, the faster AI will run right into them.

Yeah, the AI need to be far more aggressive when there's pace differences.
gu3st
S3 licensed
Quote from Cutie pie :30 fps at 1080p on M2 Max seems really bad.. hopefully it's just extremely unoptimized in early betas, and will become significantly faster by the time final release of Sonoma is out.

It's still a huge leap from what you get from normal Wine. 5-10 FPS at best.

LFS supporting D3D9 probably doesn't help as most of the work on things have been for DX11/DX12. macOS also forces vSync so the 30 FPS could still be >30FPS but synced to 30.
gu3st
S3 licensed
Yes they've basically built their own Proton (with a bunch of patches to Wine) which also does D3D to Metal translation.

It's a really cool initiative. After my current work project this week I'm gonna upgrade my MBP to Sonoma and test it out. I don't dare try it on my Macbook Air.

Some warning is that the intent for it is to let devs see how their game could run on macOS before doing porting work. The expectation isn't that it's a finished system or even production ready. Devs still are supposed to to do the porting stuff but for this kind of stuff it's neat.
gu3st
S3 licensed
Quote from mbutcher :As you know, I tried this on Apple silicon, and it didn't work so well with LFS. I'm going to try Dustin's suggestions above. Thumbs up

It'll be the same. I gave it a try thinking things improved but it's the same on my M1 Pro as before.

Annoyingly, you might get better perf in Parallels (VMWare doesn't yet support 3D). I tried it a year back but I don't have an active Parallels subscription now.
gu3st
S3 licensed
Quote from racerss :How did you run LFS on a macOS? can you make a guide? Big grin

https://www.codeweavers.com/crossover/ is the easiest. Will run 32 bit apps as well as run on Intel or Apple Silicon.

If you know, you can use homebrew to install Crossover's fork of Wine.

https://gist.github.com/doole/063319903a09bfd4954872d73652d0a2#wine-crossover

This is a guide. You don't need to create the 32 bit prefix.
Last edited by gu3st, .
gu3st
S3 licensed
Quote from gernoff :Little off topic but....... I race in VR and would like to build a steering wheel that can display rotary knob position. Can anyone point me in the right direction for editing wheel/dashboard animated textures? Or is it even possible? My hope/assumption is that the knob texture can be updated by LFS reading which button the rotary switch is commanding.

I don't think LFS has that capability. Closest thing it has is that you can use arrow buttons/keys to cycle through the LCD on cars that have it.

iRacing can do what you're suggesting.
gu3st
S3 licensed
Quote from Avraham Vandezwin :It's true. Doesn't this explain how it is legally possible to appropriate a code for personal gainful use, without an agreement with the authors? Shrug

Coming back to LFS, this game has a very special place in the gaming world. It's been part of our lives for so long, it's made us fantasize so much, that we feel like it's belongs to us. And that feeling is even stronger among those who have invested the most in this game. Each of us wants LFS to become the game he dreams of.

But LFS is not an open source game. And I think we would have nothing to gain from it. Beyond the problems this would pose to online gaming, the day authors can no longer live off their creations and protect their codes, there simply won't be any more creations as great as LFS.*

Using reverse engineering for purposes other than code optimization is not a collaborative development mode. It's a violation of the code. Publishing reverse-engineered data (even partial) is against copyright. The insim gateway is a safer way (but in my opinion much too complex) to allow certain evolutions without compromising the durability of the game.

* I'm always fascinated to find that skin authors often (not all) have more demands of respect for their creations (usually copied from existing liveries) than they give to the authors of the game they're modding on Big grin

For AC I just don't think Kunos cares. There's no financial losses for the modders nor is there any risk of issues with competitive integrity for races. If anything, lots of people who woul dhave never bought AC are picking it up well after its "use before" date becuase they see TikToks showing AC drifts or other interesting things and want to do it themselves.
gu3st
S3 licensed
Quote from Avraham Vandezwin :Reverse engineering would probably bring some awesome developments that we would all like to see with LFS. But the purpose does not justify the means used. Especially if the means used are contrary to the provisions of copyright and the will of the authors.

What Jusupov is doing looks great and it's making him money. I imagine that if Kunos lets him do it, it's because he's acting within the "legal" framework of modding on Assetto Corsa, or at least his work is "tolerated". About LFS, the position of the devs seems clear. So...

AC is also a completed program. It hasn't received any updates in nearly 5 years and there's no signs of anything coming other than a sequel in ~1 year. It also didn't ever have a real competitive online system nor any meaningful attempts to discourage cheating.

Heck, ACC at this point is more or less completed too. It's received its last update recently and all that should be expected is quarterly content dumps to fund AC2 development.
gu3st
S3 licensed
Quote from Sobis :I'm also getting the same error with G29 after reinstalling Windows 10. Never had this error before. Everything works except for FFB. Tried both G HUB and LGS, a different port, nothing helped...

Edit: following this video solved the issue. I used his old installer and once everything was back in working order I updated GHUB
https://www.youtube.com/watch?v=o4rsyzqnXAc

Another possibility that's been cropping up is Windows recently enabled a service called GameInput that seems to like to grab FFB devices. Thrustmaster has put out a updated driver for their wheels but I've seen it still affecting Logitech users.

You can disable the service in Task Manager => Services => GameInput Runtime.
gu3st
S3 licensed
Pretty much everything now is abandoning Windows 7 and 8 support. Steam has announced this week that Windos 7 and 8 won't be supported by basically end of year.
gu3st
S3 licensed
One technique that iRacing uses for its telemetry is a memory mapped file for telemetry that then applications can read to get data out of. It might provide that same ease as just reading the memory without requiring reading memory.
gu3st
S3 licensed
Quote from EmkaLT :Ha lol, whats the point of creating this thing in 3d and putting hard work and lot of effort

Why not? One of the more funny AC mods is a Ford Transit van.
gu3st
S3 licensed
Quote from Avraham Vandezwin :Big grin I'm no expert, but I'm not going to try it on my real car. I don't think the gearbox would appreciate a forced shift with the accelerator pedal on the floor. As for the clutch... Schwitz

It's weird to want realism in a car simulation and to drive so unrealistically. Just to make a fake VR.Shrug

What I still don't understand is why it's not possible (or why I failed?) to do this with a normal setup. Should a button be used instead of the accelerator pedal? That's it ? It would take a special category of VRs with the magic button.Tilt

Some concessions need to be made for hardware limitations. Currently there's only 1 pieces hardware out there that can properly simulate a proper H-pattern gearbox and it's expensive, no sim support and doesn't look like anyone has really bought it. The software is basically "canned" to unlock the gates when clutch is depressed or if the revs from the sim are at a certain position. Not really realistic either.

This has been a discussion over on the iRacing forums and one of the devs has been pretty active about it as well as explaining that it _could_ be possible with the data that iRacing has, but hardware would need to advance first. And to make up for the lack of peoples hardware, the gearbox simulation has a further abstraction on top to deal with the simplified hardware that people have

Right now the closest to "simulating" a gearbox are some shifters that interface with the pedals (mechanically) and lock the gear gate until the clutch is depressed but that's not something a game is aware of either.
gu3st
S3 licensed
That makes sense though as wheel speed can differ to "actual speed"
gu3st
S3 licensed
Quote from k_badam :When driving with the pit limiter on, your car will be a couple mph below the limit. I was driving the BF1 where this is very obvious, instead of holding me at 50, I was down at 47-48. I see no reason why this is like this, it certainly isn't realistic and all other sims get this right. It's been like this for as long as I can remember, and for some reason it's not been improved.

It is realistic and other sims exhibit this same behaviour.
gu3st
S3 licensed
Quote from LordJaguar :trust me ive already tried lol. if it could run on linux i could jail break ps3 and then it would run... admittedly not well.

LFS does run on Linux via WINE/Proton.

But to get LFS to run in that environment you need an unholy combo of translation layers and it'll be be unusably slow.

And it's not like the efforts made for x86 on ARM in Linux (for things like running Steam on Apple Silicon) with Box32 are reusable either for PPC.

I should try LFS on Apple Silicon though with the recent Asahi developments.
gu3st
S3 licensed
Quote from LordJaguar :Can you run on PS3? I'm writing this on one lol

LFS doesn't run on PPC processors nor can the PS3 run Windows applications.
gu3st
S3 licensed
Quote from LordJaguar :I'm reading this on PS3 rn, is there still not a way to play LFS on here? And I am being serious, this web browser may be crappy but it still brings me here Smile

Completely incompatible CPU architectures and OS.

In theory, on PS3 Linux (in the JB mode that enabled full hardware), you could have (slowly) emulated LFS with something like BOCHS, but Sony removed PS3 Linux once it was jailbroken (and got sued for it) but never restored it.
gu3st
S3 licensed
Because you've broken the suspension and thus the steering geometry is now out of alignment.
gu3st
S3 licensed
Do you wanna share your member ID and a video of you using it? Just curious how it works...
FGED GREDG RDFGDR GSFDG