I stopped playing this server because I can't play with my G25's H-shifter anymore. I don't know why you disabled it, but it seems stupid to kick player with more realism. Bring it back please!
Hahaha, wow, it's almost like I've never heard that one before. Except I did, well over a hundred times in all those years. I don't even get how it's possible to forgot the credentials of an account you spent money on.
It's easy to complain and brag when you don't know how it works. If you can do a mod in one day, please go ahead and design a car from scratch (not a copy of an already existing one, and including textures).
By the time you finish it, the new tire physics would already be released, that will keep you busy in the meantime.
BTW, as already said just before me, Sirocco was already finished when it was announced. Scawen wants to release the new tire physics with it to get the most accurate handling.
There are already LODs to reduce the poly count of distant objects, but obviously when you get close enough it will load the fully detailed model.
For now, developers only updated Westhill and Blackwood, and released Rockingham, which are much more detailed than the others. Their goal is to update every track with this new quality standard, so I won't expect performance improvements on theses area (actually, object culling has been updated when Westhill was released to get back some performance).
I don't know the specs of your PC, but you should maybe consider upgrading your GPU to at least something like a used HD 7850, or ideally a new AMD RX 560 2GB (they are both overkill for LFS (at least for now), but at least you'll be able to play other games, as long as your CPU can handle them).
Occlusion and frustrum culling are there to ensure that any object (props, buildings and roads) that you can't see won't be drawn. And it works quite well in LFS (even a bit too agressive sometimes), so you don't have to worry for that, it's normal to still it when you are in SHIFT+U mode.
Disabling the industrial area when you look on its direction in non open configurations would make the environnement look different and less detailed in the background than it should be, so I don't think it's a real solution.
If you don't have detail distance set to lowest, you should maybe try this.
I don't think so, but since you can run a 60Hz display at 50Hz, some people like to do this in LFS to remove the judder. I personally prefer disabling VSync and playing at 100 FPS.
Yeah I know that, I'm saying that skins in LFS are using alpha with dithering, and even when I save the skin in DXT5 and make a gradient of alpha, it ends up with dithered black dot everywhere. I'll try edit this post and upload a screenshot of it today.
Yeah, that would be really cool. I already tried to implement that before, but actually, alpha is 1 bit only, so a pixel could only be matt or shiny, and setting an alpha value other than 1 resulted in black dithered dots on the skin, so not really usable for skin creation. And online shaders were only shiny, since JPEG files don't have an alpha channel.
Have you tried forcing MSAA Off with your driver (with AMD Radeon Settings or NVIDIA Control Panel) and see if post-process works with ReShade? It might solve the problem.
What are your settings for depth buffer detection, I can't make it work...
Awesome news, glad to see you are still motivated by this project Tim!
Even if I don't reply each time, you can rest assured that I read all your posts, and wait for you to open up your server to see this theory going to practice in front of me.
Okay, so I can definitively confirm that my preset has been lost. Not a big loss, just bloom, vignette and HDR.
If you want to create a nice preset, I suggest you do disable LFS's post-process (S-Curve and vignette), and make everything within ReShade, it's far better and that way post-process won't interfer with each other.
I'll see what I can do, but Shader Model 2.0 has a really low instructions count which limit what I can do, plus I don't have a lot of free time these days. :/
BTW, sorry for the delay, I must have forgot to reply
I'll see if I still got it on my desktop when I get home, but I think I dumped it because the effects that are the most useful aren't working on it (ambient occlusion, god rays and depth of field, which are dependent on depth buffer). Keep you updated.
Editors functions are not for players but for Eric, to allow him to do new things for the tracks he's developing, so definitely as important as tire physics.
Off Topic: Rotareneg, I like your profile pic, ray tracing FTW