Layout would be active? no? Cruisers being used to the layout might have a layout familiarity advantage. Would be sweet to see the police force target illegal street racers like in Gumball.. but for this, I guess it will be legalised that day. Track racers of course would not be used to that type of adrenaline.. Heh, don't take that the wrong way. All in good fun.
Fern Bay road/track has an amazing view from the lookout over the bay to the city. Cruising in Blackwood with no barriers/road markings must be boring for you after a while. Get S2 upgrade mate, experience cruising on other tracks.
You should have done a search on these forums about cities first, there's lots of debate about this already.
Eventually if a track editor comes we will see well modelled cities, this will take some time so enjoy what's available. Try out racing and drift and drag. There's enough going on in LFS to keep you busy while you wait for updates. The developers are working on getting the cars and physics right first before we see more tracks and things like cities. The dev team is small so be prepared for a long wait mate.
Guys, everyone has different opinions of what 'fun' is. If that wasn't the case we'd all be the same and eating shit pies. Cruisers can play and keep well out of race servers. Cruising is a good place to learn the LFS multiplayer environment and learn how to drive LFS cars. Be happy others are enjoying LFS without disturbing you while you're racing. Eventually quite a few of them (cruisers) will advance and look for more ways to enjoy a great sim and come racing. Vice-versa for racers. Creating a hating atmosphere certainly won't encourage them to come in and try racing. Having fun is the goal, not who wins or loses.
We all have a passion about cars and LFS. Make love in LFS not war, making love.... some like it fast, some like it slow....
......won't somebody PLEASE think of the children!
I cheated once when i was young on a girlfriend. Would never do it again though. Sometimes we make mistakes and we learn from them. No one is perfect. I bet everyone here has done something wrong in their life, they realise it was wrong and move ahead of it.
999 is sufficient in my opinion.
From my experiences.
Any patches that come out for a DVD original version take much longer to be supported on the steam version. (GTR-Evo)Then you have half the users on a different version and forums related to that software get clogged with confused people trying to run updates on steam versions or vice versa.
I've had one steam game (ShaunWhite), it never included the patch required to MAKE THE GAME WORK so I had to do backflips to install the official downloadable patch over the steam version.
Steam installs in it's own file structure so most user created mods/addons won't even work.
Also sometimes stuff is supported on the steam version and NOT on the DVD version. (DCS:BS)
I constanly read:
I have steam version it works fine for me and others can't make it work.
or
I have DVD version it works fine and others can't make it work.
If you are unfortunate enough to have bought the wrong version then tough.........
My experiences with it are enough to make me never want to touch it again.
It's annoying. They should either release something fully supported on Steam AND DVD or not at all, or just on Steam only. Not half assed mishmashed poo just so they can turn a few more $$$.
3mm Aluminium from hardware store (or off-cut from junk/recycler-shop) is very easy to work with, you could even use course sandpaper to finish edges if you don't have a file tool. Make sure you mark out the pattern first. The "white one" is pretty mangled.
The pressure clips were a super idea, I wish I could just add them to my G25.
DX9, special HDR "shiney" graphics and n x(power 10) car choice does not save crappy physics modelled games and like r-factor and DiRT, TDU(sims unlimmited) from being fun for more than 2 weeks. They get old very quick because of their canned effects & tbh it eventually feels like BigMacs and French Fries for your mind. I'd rather race in a server with a few hard core racer dudes than a FULL server with a bunch of x-box pre-teenscrashing me to hell who like the "shiney" stuff and that's why they bought LFS.
BTW if you want shiney over saturated effects then download bloom mod for DX8 or turn up saturation levels in GFX card settings. That's what I did. Looks just as crazy as TDU etc. Also, games like GT5 takes hundreds of developers years to do and still will have physics flaws and cars don't ever die? lol wut..... sell out!. How you expect 3 guys to produce similar graphics in less time? Physics would have to suffer, and with crap physics and good gfx, LFS would die like ever other arcade racer does.
Scirocco +1 and Rockingham will not save LFS but new tyre model may do.
Please wait until S3 is finished and on store shelves, then come back because you obviously don't get what it means to be "still in development".
How the heck does demanding LFS released now ASAP, get things done quicker? Thread dead.
Anti-social llama is ok, but posting multiple GIFs is not?
Any forum I've been on with a pics thread has a "warning to 56k users", same applies here.
Why people cry about the size of pics I don't understand - If you're on low internet, don't visit this thread.
A few points why I, and probably others ignored you....
1) You posted a vague description of an error in an unrelated thread. Someone asked for a feature to be implemented: The topic mentions indicators and keyboard input and lack of support for a particular function. You problem is related to a script error and G25 buttons. You can't just hijack a thread off-topic with relatively no information about your problem and expect help. No one is psychic.
2) You didn't initially post your script with the problem, how can anyone help with little information? Later rectified.
3) You didn't say which script didn't work. "It doesn't work" does not really explain what's going on for you. ie: say something useful like "The /spec and headlights won't work in Sequential mode."
4) You didn't specify the error displayed or what it said. I had to debug it myself without ruining my own scripts and button assignments.
Not flaming you or trying to have a go at you, but you must exhibit some sort of forum etiquette if you expect someone to reply to you. You also should give as much related information as possible.
Upon investigating your script, the error quite clearly states...
sequential : line 11 - Unknown button function sequential : line 12 - Unknown button function
You said you cba removing it - have you considered that this is the exact reson your script wouldn't work? Errors are there for a reason, not just something to fill the chat. Open up that file and count down 11 lines
The lines 11 and 12 in your sequential script:
/button 36 /spec /button 37 /press 3
This will not work because they do not follow the script rules found in \**\lfs\docs\Commands.txt
These are the only allowable funtions when re-assigning buttons:
FUNCTION NAMES for the /button AND /key COMMANDS : -------------------------------------------------- steer_left, steer_right, steer_fast, steer_slow throttle, brake, shift_up, shift_down, clutch, handbrake left_view, right_view, rear_view, horn, flash, reset pit_speed, tc_disable, ignition, zoom_in, zoom_out reverse, gear_1 - gear_7, ctrl_f1 - ctrl_f12
(note: atl_f1 - alt_f12 also work it appears, yet this is unrelated to logiekg25's issue)
You need to assign the buttons to one of the Function Names listed above (not use text). Then after that, you can assign function keys to [text] commands
So replace those lines with this solution:
/button 36 ctrl_f11 /ctrlf 11 /spec
/button 37 ctrl_f12 /ctrlf 12 /spec
I used F11 and F12, you might already have those assigned to something else so use any others that are available.
You need to do the same to the road.lfs script.
I hope this solution helps you and that you take the time to read the other points I outlined above.
LoL Germany v Australia 4:0 thrashed
so much hype.........
Ok, I hav8 no lif8 so I mad8 on8 in autohotk8y for you. As you can s88 from my typing that th8 script works w8ll
Ok, turned off the task.....
q presses 7
e presses 8
Source Code (AutoHotkey.zip) (text file)
q::7 e::8
The .exe is attached (Q-7..E-8). It must be running for the translation to occur. It runs in the task tray and uses about 3.5MB of memory. To close it right click the task tray icon and choose exit. It works for me in WinXP, but it should work in Vista/Win7. If you want to reprogram it you must download AutoHotKey (google) and use that.
logitekg25:
No it's not the same problem as you have.
Skagen:
Sounds like you want to assign 7 to "q" and 8 to "e" ?
1) Map the Q key to hit Ctrl+F1
/key q ctrl_f1
2) Map the Ctrl+F1 to press the 7 key
Oh shizz.. that doesn't work even though it's documented that it works! I just accidently........
FUNCTION NAMES for the /button AND /key COMMANDS : -------------------------------------------------- steer_left, steer_right, steer_fast, steer_slow throttle, brake, shift_up, shift_down, clutch, handbrake left_view, right_view, rear_view, horn, flash, reset pit_speed, tc_disable, ignition, zoom_in, zoom_out reverse, gear_1 - gear_7, ctrl_f1 - ctrl_f12
Probably something missed in the documentation as the GUI has no space for Key assignments in the Ctrl + Fn menu. Whole assignment needs to be re-written because so many keys are reserved and you can't customise a few things. But my guess that's a while off 'cause many want Scirocco and tyres first LoL.
Might I suggest in the interim either:
1) Use PPJoy(Keyboard>>Joystick) to remap Key presses to a Virtual joystick you also create in PPJoy. Then use those Virtual joystick buttons to /press 7 & /press 8 in LFS. (This will require you understand PPJoy, and will require you to install the free software)
2) Use GlovePIE or AutoHotKey to script the 'q' to either press the 7 key or press an existing joystick button.
( This is a more elegant solution, but will require you read some of the documentation on how to write a script for that software. It about as easy to understand as the LFS script system. The documentation includes many examples so you will find something that maps keypresses to buttons or even other keuys pretty easily. Give yourself about an hour. AutoHotKey can generate your own .exe that runs in the background and will sit in the Task tray - is nice!. GlovePIE will do the same but I haven't figured out how to make .exe files with that one. )
eKar: yer, I was trying to force limitation on mouse etc users to 'level the playing' field, (a bit at least). Impossible to get them equal to wheel users, but I was hoping something to get it somewhat closer.
But the more I think about it, does the ability to swing the wheel that far and that quickly really help? When racing, throwing the wheel huge amounts really doesn't help much, easier to drift yes, but racing? - I don't think it helps much. The smoother and less violently you steer - the faster you drive I find. So I dunno if limiting steer rate would help
So are large majority of WR holders mouse users because:
1) There are more people using mouse because it's cheaper and more accessible?
2) Those people with WRs have played longer and had more practice than people who have not had there wheel very long? Mouse users will generally have more practice time because not everyone buys a wheel when they buy a PC. Mouse comes packaged with any PC. edit:
I suppose downloading the WR replays from mouse users and watching them would be more educational.
(hmmm, most of the WR's are from [w] wheel users?) uhmm wat is the argument then?
1 Bawbag C w ¤ L 1:12.080 2 pontiac solstice C w ¤ L 1:12.110 3 Rocabiliz C w ¤ L 1:12.120 4 v1rg0 C w ¤ L 1:12.150 5 MarcG C w ¤ L 1:12.250 6 j_rautio C w ¤ R 1:12.260 7 DaveWS C w ¤ L 1:12.280 8 DMDF C m R 1:12.360 9 RamboJorGen C w ¤ L 1:12.370 10 Eiw C w ¤ L 1:12.380
Can anyone define what makes a mouse driver faster? I am starting to fail to see any advantage of using mouse. Can this advantage (if any) be removed from the sim, but still allow the input devices to be used?
But I meant, limit the turn rate to the fastest you can turn a race car/road car wheel in real life. The blazingly fast turning wheel would be useful for feedback to the driver, say if a wall was hit and the wheel flings back really fast so the wheel can still 'feedback' fast. Yes - i agree, when the wheel calibrates, yes it spins fast, when a player spins it with his hands with no resistance acting on it, yes it's possible to turns fast - What I meant was there must be REAL LIFE limit to which a real wheel in a real car can be turned by a human, limit the game to that. You'd have a differnt turn rate possible for each car beacuse some cars have heavier steering than others. Even have that slowed-down effect that the virtual game wheel is experiencng feedback to the driver incase they exceed the turn speed limit because they have forces turned down too low. After that if the FFB was really too low and you could overcome the slight dampening effect, the in game wheel would still take longer time to catch up. The feedback dampening would be mainly to help the driver know his forces are too low compared to what's possible in a real car.
I imagine there are some IRL drivers that can turn a car's wheel quite fast, because of skill and arm strength. BUT there is no way anyone IRL could turn a wheel as fast as the mouse or joypad can move the virtual wheel. Limit that and then mouse and joypad would be more difficult. They could map the mouse to a wheel axis as you said - sure, but if the maximum turn rate speed is limited then they wouldn't have any more advantage over a real wheel user. They couldn't go from full-lock to full -lock in an instant. The movement would be a slugglish as a real steering wheel.
Does that make more sense? Basically forcing analog steer smoothing to a value that resembles a real life driving wheel.
Most of the time, games that work well with arcade joypads are usually designed specifically to use a joypad and the physics within the game suffers for it to compensate for using a simplified device for steering input. Use a proper wheel on the same game and it works terribly. The opposite applies to proper simulation software. (Wheel/physics is great, joypad is really hard)
However if you haven't found it you should experiment with the analog steer smooth option in OPTIONS >> MISC. It is a very powerful way to remove over twitchy joypad problems and can be used to get from both ends of the super slow / twitchy spectrum. Try leaving the ingame wheel visible so you can see what's going on with the steer smooth effects, adjust that setting and notice the wheel respond really different to your joystick as you change the value.
try Misc >> analog steer smooth to 0.95 (the highest possible value)
The higher the number the slower the wheel turns around.
(I use about 0.8 which is quite responsive, but not too twitchy for me)