I think Track Editor is not planned anytime soon or at all.
There was a screenshot that showed the editor but with an explanation that it is only usable for internal use.
I do not remember any posts about dynamic weather or rain.
Day/Night cycle is planned but iirc no weather.
By my reading, LFS is currently developed in two separate versions.
One version with the big changes, and one version that we are currently playing. Both get developed in parallel.
Sometimes changes from the "new" version seem to bleed over into the "public" version, for example the moving subojects. (pop-up headlights etc) or changes to dust effect. However the big plan is to combine into one version.
That version includes changes like:
-new tire physics
-new graphics systems:
--less stutter, especially in VR, by better syncing physics and graphics updates at 1000Hz (or something like that)
--day/night, dynamic lights
-new objects (signs with editable letters, more chalk marks, curbs etc)
Other updates in progress are:
-overhaul existing tracks
-larger area for South City
-two new tracks (Airfield Racetrack & Testing Ground)
-higher resolution for analog input
With the new animation system, is it possible to have the cardan shaft spin depending on engine RPM?
It is quite visible in that truck so might be a good experiment.
In the Finished Skins subforum, the posts do not have the REACT button. (to add smilies) https://www.lfs.net/forum/67-Finished-skins
As far as I looked, it is only missing in that forum.
I went from mouse to Logitech Momo (240°) to G27 and had similar problems to adjust. Always it seemed too slow to steer, at first.
With the G27 I used what degrees whatever numbers it showed in pit menu, it is different between cars.
I downloaded some "Figure 8" layout with cones from the forum and just slowly drove around that to get used to the feel. That seemed to help. Eventually I noticed that actually it was not necessary to turn the wheel quite as fast and much as I thought. Afterall in a real car one can not go lock-to-lock in one second either.
Also try with default cars first. Some mod cars have bit weird FFB because their suspensions are whacky.
Do real race cars purposely use clutches with more narrow bite points? Maybe for faster gear changes?
I have very briefly driven two "race cars", prepared for slalom by friends of a friend. (cars purely for track usage, with rollcages and all that)
One was a Ford Kadett C and the other a BMW. We all had some difficulty when slowly rolling to the start line. Very bumpy or even stalling.
Animation No 2 is more visible but I think the brushes do not move like that in real life?
As far as I have see, the arms only move to better follow the gutter or to get around obstacles.
Maybe there is an extra wiggle-mode if a specific spot needs to be cleaned (like oil spill or glass?) but I have never seen a sweeper operate like that.
But it looks funny so both animations are okay for me.
The front pillars of the cockpit seem quite thick.
Usually in such vehicles they are as thin as possible to provide best visibility, also to the sides. (Compare to Flame's picture)
I looked at aftermarket pit limiters that I found in random shops on the internet.
None of those mentioned the use of brakes, all just limit throttle position or engine RPM.
For professional motorsport I found nothing clear in any rules, however several websites say something like "The limiter only prevents the car accelerating beyond that speed once it's already below it."
I think tweaking the control loop does not solve this.
The car can only slown down at a certain rate from friction etc.
If the acceleration from a slope or wind (or spinning tires suddenly gaining grip) exceeds that rate then there is nothing that the system can do, no matter how fast or soon it closes the throttle.
Only a larger safety margin would help for some situations. (limit to 78km/h instead of 79.xx or whatever)
If the downward slope is long and steep enough then some vehicles might always exceed the speed limit.
random fun fact from F1 rulebook:
With some cars in LFS it is popular to adjust the 1st gear ratio so that it will reach a topspeed just under the speed limit. (79.9 km/h)
According to real life F1 rules that trick would be illegal.
The main advantage of better/newer wheels is in my opinion that they have more rotation. That feels much more realistic.
My first FFB wheel was a Logitech Momo (somewhat comperable to Driving Force EX?), then Logitech G27.
Both still work okay, never had to repair anything.
The G27 feels much more robust. Especially the pedals are much better, more travel range and just overall better quality.
The Fanatec wheel of a friend feels even better. I think with wheels it also depends a bit on luck, like with any hardware. One lose part can "break" it but sometimes it is a relatively easy fix. (like glue in a loose potiometer)
I think it depends, often there are some slower and more casual drivers at the end of the grid.
Why would qualifying be a problem? Some events require minimum laptime (like 107% rule in F1) but that is rare. Just ask in chat or forum for a setup, practice a bit and be aware of cars around you. I would not overthink it.
Regarding translation, there is
3a_rtiosort "ratio" which I assume means power-to-weight-ratio.
To me, just "ratio" seems a bit vague/confusing because it raises the question "Ratio between what numbers?"
Maybe it is clear from the context of the GUI.
"power-to-weight-ratio" would be self-explaining but it is a long word.
German translation would be "Leistungsgewicht" which I believe is the correct technical term and has a clear meaning.
However it does not fit by one letter.
Now I put "Verhältnis" (="ratio") but in german that sounds even more vague to me than the english version.
It would not be the same gameplay experience. The interesting thing is that players can do business with eacher, in whatever ways they please. It is not limited to a handful of scripted fixed options.
Such economics naturally develop in many multiplayer games.
Here is a video about a famous example:
Elite is an multiplayer space simulation. Players can be traders, pirates, explorers, fight each other or form alliances and so on. Importantly, you can run out of fuel and be stranded in some empty corner of the galaxy. So some players formed a guild named "Fuel Rats" whose service is to rescue such stranded pilots by bringing them fuel. Over time things got much more complex, for example even the most "evil" space pirates do not shot at the ships of Fuel Rats because they became so respected.
Such system was never intended by the developers, it developed naturally through player interaction. I think it is an interesting video about such ingame economics and what fascinates players about it.
On the other hand, trading ingame-money for real-money is always a bad thing. It is bad for the gameplay and people.
Often you have people in poorer countries "farming" ingame-items that are bought by richer gamers.
It is also impossible to prevent and it has some edge cases.
However, it should be possible to prevent account-sharing through technical means.
(ip-logging and so on)
I doubt that many people eventually buy new licenses.
Most people likely share accounts simply they can play for free.
Maybe someone can do the math:
How many hours do you need to play until you have enough TC-money to buy a LFS license?
How does that compare to working a normal average job?
How does LFS license price relate to all the other stuff needed to play? (computer, internet, controller hardware)
I love going through those 1€-stores and just looking what kind of useless stuff they sell. Sadly not too much funny knock-off stuff here, maybe german laws are too strict.
When this mod was reviewed and published, there was information about the 3D model and a link to sketchfab. That is now missing, it should be added back.
Hi,
I think LFS does not support that because I do not see it listed on the Logitech website.
I am unsure what Trueforce is: Is it just about the refresh rate or it about pre-programmed effects?
Logitech writes:
As far I understand, LFS has never used a "library of haptic effects" for FFB anyway.
Instead it calculates the amount of torque at the steering column. Since the tires, suspension movement etc is simulated anyway, the steering force is basically calculated as some kind of by-product. Then that is send to the FFB wheel.
I think no somewhat serious sim uses such "canned effects" anymore, the Logitech text seems a bit wrong there. (well, it is an ad afterall)
You can try with the demo if the FFB works in general. I would assume yes.