The online racing simulator
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rane_nbg
S3 licensed
The best is just to reduce car steering lock in car setup in garage. Start off by reducing by 50% and see from there where is the sweat spot that allows for best balance of manuveability vsrsus steering precision. For XFG on BL1 you may even go down to 12deg and still be able to complete a lap without any issues, just pit exit will be somewhat tricky.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Hi, you need to give more detailed info about what kind of display this is. Lfs supports only normal monitors and VR headsets natively, however...

Quick google search shows me that a CM2 screen is just a raw display with its display controler, that usualy needs to be connected to a microcontroler with specific firmware via SPI or i2C bus which sends data to it. Then through virtual serial port (over usb connection) a microcontroler gets the actual data from a special app on PC. For example SimHub is able to receive telemetry from LFS once it is configured in cfg.txt to output outSim or outGauge packets, through LFS internal inSim protocol that utilizes UDP or TCP connection. So in principle, one can say that LFS does "support" such displays and it is possible to send data like car angles, velocity, tyre and engine temps, speed, gear, rpm and much more, but it's not such a straight forward task. In moza wheels I guess their main microcontroler stm32F407 is able to do this feature as well along with handling DirectInput - axis, buttons and ffb.

So look into SimHub program and see if it supports your display. If not, you could even use your phone and SimHub can send telemetry from LFS over your home wi-fi to it and display data in a very convenient way to look like car dash display. They have many different nice looking plugins and it works great, but you need to figure out a way how to hold your phone above your wheel base.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
This may be an issue of the wheel itself. In DIY community when people make their own DD wheel, a lot of times similair problems happen because of electromagnetic interferrence. To run the motor a high current is passing at a high frequency through the motor coils. If the wiring is not done with extreme care to shield and ground everything the interferrence is strong enough to dissrupt usb comms. Ground loops are also a thing, so as correct earthing.

You can check if this is the case simply by setting the FFB to zero. If you don't get any disconnects without ffb, then I would say it's clear where the issue is. The usb suspend is very fishy, because this is only active if the computer is sleeping or if the usb device is not being actively used (this is very unlikely to trigger durring normal operation of a wheel).

I don't want to say that guys at moza didn't do their electrical homework correctly, just that it may be possible. Or particulair user issue where improper earthing or ground loops where accidentaly created.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
There should be a setting for minimum amount of players to accept voting.
rane_nbg
S3 licensed
You have to allow your inSim host to connect to lfs.net server host. You have to specify allowed IP address.
rane_nbg
S3 licensed
Can you please say what you did to solve the issue? It's very valueable for others whom may have similair problem.
rane_nbg
S3 licensed
It's pretty obvious, your texture is too big, you have to downsize it such that it doesn't go over 5M pixel limit. The current one you have is close to 6M pix.
rane_nbg
S3 licensed
Quote from Bokujishin :..I think you could improve it by feeding the output of the speed PID to a throttle PID and a brake PID to allow smoother braking..

That is exactly how a PID loop works - its output is fed back to the input in a certain way and multiplied by 3 constants, each corresponding to a particular contribution: P-proportional, I-integral, and D-differential. Making it slower/faster/smoother is a matter of tuning a PID loop, where those 3 constants are adjusted for the particular system and desired performance. The PID loop for XFG in the video is very well tuned, as the set speed is reached quite quickly without any overshooting or undershooting.

If he tunes it such that the car brakes or throttle more smoothly, it will result in a slower acceleration/deceleration, which may be ok for a traffic NPC car. That can easily be done by lowering P and I constants.

In a very similar way, a PID loop can be used for steering to allow the car to follow a predefined path - this is what AI in LFS does at the moment.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Obviously, knowing various algorithms is a must.

Well done with that PID loop, it's tuned quite well.
rane_nbg
S3 licensed
Try to remove the alpha channel from the texture and try again.
rane_nbg
S3 licensed
I think he needs the commands for said functions.
rane_nbg
S3 licensed
We're also renting a linux host and doing "mono Airio.exe".
rane_nbg
S3 licensed
I'm not sure what exactly is going on, can be anything. I simply have not enough info to tell you what to do.
rane_nbg
S3 licensed
Hi man, long time no see, I'm glad you're still around.

To solve this, you have to allow your airio host to connect to the lfs server hosted by lfs.net. You can still do it even if it's a free server and here's how.

Once you start your lfs server, login to lfs.net and go to "hosting" tab, then "your hosts" tab. Click on your server and go to "access control" tab, and type in the IP address of your airio host into section for allowed IP addresses to connect to inSim port. Note that if your airio host doesn't have a static IP address you'll have to repeat the process each time with a new dynamicaly assigned IP address. However, a range of IP addresses can also be specified.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Maybe it's just a matter of program not being able to access it, due to admin rights.
rane_nbg
S3 licensed
I'm very sorry. From now on I will only comment above your post.
rane_nbg
S3 licensed
I think we're going off topic.
rane_nbg
S3 licensed
Who won?
rane_nbg
S3 licensed
Oops, my bad, tnx for correction.
rane_nbg
S3 licensed
There is an option in misc to automaticaly download other player skins when in multiplayer, but only in a very low resolution 256×256px. Those skins are placed in skins_x. All skins are converted to dds file format and kept in dds folder.

As a demo player, you can upload about 20 skins in 1024×1024px resolution, but one can also buy more skin slots including hi res 2048×2048px ones.
rane_nbg
S3 licensed
Hi, the skins are located in lfs/data/skins folder. Simply place your skin image there and you can load it from garage. When you press new colors it should appear in the list, but keep in mind that each skin has to be named correctly - with a 3 letter car prefix followed by an underscore, for example XFG_rane.jpg

Using a skin in a singleplayer mode, is that easy, but for multiplayer it's a bit more complicated. In order for other players to be able to see your car skin, you must first upload it to lfsworld.net.

There are plenty of skins that you can find online for various cars. Latest version of lfs lets you to even export a black&white skin template for each car, such that you can create your own skins.
rane_nbg
S3 licensed
Interesting observation. There is maybe some tiny sponginess between game device input axis and the virtual steering wheel in lfs for large ffb signals.

If you switch to steering gauge view you can see 2 squares indicating position of steering axis, One is black and other one red. I think that red one shows device axis and the black is car virtual steering wheel axis (or maybe it's oposite, not sure). Anyway, they indeed missalign sometimes. I don't mind that. It can't be turned off unfortunately.
rane_nbg
S3 licensed
That GPU to me looks like GeForce 2 GTS, but it could also have been mx400. Motherboard with VIA chipset probably. CPU I'd guess Pentium 3 with 733MHz and 256MB ram Smile

Nice job with those orange rubber stuff to suspend CPU fan for less vibration and noise.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
The first time I tried LFS singleplayer was back in 2006. I admit, I was off put by its default mip/map grainy road and grass textures and overall gfx. I though it looked quite bad (I played GTR2 at the time), so I deleted the game after about 5-6 minutes of playing. Then 5 years later, I just decided to give it another go. Discovered the multiplayer on AA servers in 2011 and was hooked ever since.

My very first online race experience was: took XRG on BL1, default set, my brakes locked in T1 and I just went straight and crashed some guys, for which I instantly got voted for a 12h ban. That didn't stop me from comming back tomorrow. I learned my lesson and took XFG, tested it a little bit before in single player with some setup corrections. It was another story in race, I was last for a long time, but slowly I learned the track and car, got to know some great people who sent me a setup and gave me some driving tips. Now, about 40k laps down the road I see those exact same beginner mistakes by new racers, offer them some help and see how they quickly progress and get addicted to the game as well. Priceless Smile
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Tnx for making these, overall nice job.

I have a few suggestions - color saturation is way too high, also they look way too clean. I think if you lower color saturation and brightness/contrast it will be much more pleasing to the eye and less distracting durring driving.
FGED GREDG RDFGDR GSFDG