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.
Maybe limit it to "Staff Pick" cars, currently 14.
Or maybe just pick from that pool, not add all at once.
There is also the question of tracks, not every car/bike is suitable for every track.
With official cars there was only the distinction that some cars could not be hotlapped on rallye or Westhill karting.
With mods, now there are some very low-powered slow cars/karts. It might make sense to limit their hotlapping to suitable short twisty tracks. (Hadraplan on Oval is as useless as GTR on Kart tracks)
None of the screenshots work as evidence how you created the model.
The blueprint is literally just the blueprint - that alone demonstrates nothing.
Screenshots of random floating car parts that mean nothing. Those could be created by legit modeling or just extracted from a ripped model, there is no way to tell.
I think in such situation you can buy a S3 voucher code.
You buy the code, it is a key-code that can be used to unlock S3. (Like a CD-key)
When the other guy has given you the money then you send him the code.
Welcome.
Regarding wheels, there is no "Logitech Momo racing G25."
The "Logitech Momo" and "Logitech G25" are two seperate models, not sure which one you have?
Those are the two wheels I also used and had lots of fun with both.
The Momo is a bit dated by now, with its small turning range of 240° (if I recall correctly) and the pedals feel quite lightweight but are useable.
The G25 is also older but still a good choice. It comes with a clutch and H-shifter which is nice.
The later models are named G27 and G920, I have not used those but I think not much has changed in their construction.
For the brake pedal, sometimes people put in a harder spring, pieces of rubber or a small ball so that the pedal feels stiffer.
There is also the option to modify the brake pedal with a "load cell", so that braking strength works by how hard you push the pedal, instead of how far.
Another popular brand if you are willing to "go up one step", also in price, is Fanatec.
There are also direct-drive Wheels, which give stronger and more accurate feedback but it can get pricey quickly.
If you are into electronic tinkering then you can throw in something like this:
For tripple-screen I had removed the frames on my screens (quite old ones with wide frames) so that I could put them closer together. In graphics options there is a useful setting "bezel compensation" where you can set how wide your screen bezels/frames are.
Maybe also: selected gear
For example to animate moving shift lever.
(At least some types. Not sure how to transform "1 to 5" into the two-axis movement of a H-shifter.)
continuous / constant
for example cooling fans that alway spin at same RPM
Is it possible to link moving objects? By attaching them as sub-sub-objects but also by using one as input for the other.
For example an moveable rear wing that on braking moves upwards but also rotates.
That might allow oscillating movement. (Use a rotator as input for a slider to get a circling back&forth motion)
Open source is does not magically compact a decade of work into a few weeks.
Usually in OS contributors work only on the project in their free time. Rarely does that mean a more than a few hours per week.
People tend to be unreliable, they take long random breaks or quit without notice.
Money is a necessary evil that allows developers to concentrate on LFS instead of working 12 hours per day in a steel mill or coding 850MB sized printer drivers or whatever.
It is also interesting to look at other open source racing games, for example Speed Dreams: http://www.speed-dreams.org/
It is based on TORCS and if you see that as its starting point then it has been in development longer than LFS.
Speed Dreams is a great project and it even has some features LFS does not have. For example weather or track editor. If I recall, mentioning it due to recent interest: it even has live delta timing!
But in my opinion LFS is overall more advanced and polished.
Regarding bugs and abuse of certain flaws, those do exist in every game.
iRacing has maybe the biggest budget of all racing games and even there players continue to find new exploits like "brake dragging" or "driving on grass."
The problem was simply that this was originally posted in a Test Patch thread. There is a sticky "Rules" thread and important messages are repeated with big colored letters in first post of current thread. It is nothing to take personal, it has always been that off topic routinely gets removed there.
Does this happen with the test patch, too? https://www.lfs.net/forum/thread/106005-Test-Patch-D52
It has some changes to AI. A few changes regarding AI and pitlanes, too.
If it also happens with that patch then you could post in that thread. Probably best to attach some replays and as much info as possible.
I am not surprised.
Viper: shitposting is sometimes funny but you use too much toxic sarcasm.
All the jokes about mods, cruise servers, VW have been posted hundred times. It is not clever anymore and annoying to skip over when reading forum.
Raceline coordinates are one way.
Another option is to record your own racing line.
Just record the coordinates over a few laps and eventually you will have enough data. If LFS's path node system is not accurate for your needs, then you can make your own system.
The advantage would be that it works on custom configs, too.
Here is my racing line over a full race on a custom layout:
So during a race, one could compare current speed etc. against such recorded data. Just needs to squeeze that data in some useful data structure.
One way could be to divide the map into grid fields with size 1x1 meters and for each grid cell you save the average speed.
In general, lots of features can be implemented by anyone via Insim.
(Many already are)
It is a very powerful feature. I believe it is more useful to ask the developers of tools like LFS Companion etc if they want to implement new features.
For me, the blocker to write such delta-time tool is:
1) For whatever reasons, I can no longer get the c++ library to compile/link.
2) Personally I do find this delta-time feature not so useful and I am not so interested in it.
My logging code is pposted somewhere on forum, if somebody wants to build on that or needs a starting point.
shift+F turns off all GUI, including the connection graph.
Beside that, I am staring in disbelief at your screenshot
The graphics look so broken, I think those few pixels from the connection graph are the smallest issue.
What hardware is that and how many fps do you get?
Insim can already read the coordinates and speed of every car. I believe it was the MCI package. I only used it during replays but if I remember correctly it also worked during races.
My personal opinion: Such feature might be useful, as in: It allows you to perform better. But I am unsure if it is realistic to have such precise real-time information.
Maybe the thought is like this:
The caption on the button should be what happens if you click the button.
With this button you can "Unlock Live for Speed."
With it says "Demo racer" then it looks more like a status/information field. It does not look like something that you can click to perform an action.
Usually those test patches are only for...testing. But in this case some servers use it as if was a normal release.
I assume there were many new features for mods and they did not want to wait for stable release.
Not sure how reliable Discord is for storing pictures, maybe better to post as attachment to LFS forum?
So when it is time for review/public there will no problems from dead pictures.
Thanks for considering that problem. But you can update your mod without it needing to be reviewed again.
Only the latest version is playable.
You can enter some text when you update the mod and it will display in a changelog on the mod's page like this: https://www.lfs.net/files/vehmods/56D573?changelog
As you see, this mod has had 12 updates and it is no problem. Some mods have 50+
It is good to enter useful text there, so players can see what was changed.