The online racing simulator
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rane_nbg
S3 licensed
We have suggested this many many years ago and much more, but there is only one developer doing all these things, so it's going there eventually. At least we hope Smile
rane_nbg
S3 licensed
Quote from linglanglong :a car that is as fast if not faster than the redbull x2010 for s1 and above if...

You do realize that there exists an entire car mods system with 800+ cars and objects in S3?
rane_nbg
S3 licensed
Welcome to the club.
rane_nbg
S3 licensed
What I'm asking is equivalent to: my monitor is Full HD and supports 1920x1080. In the game, I can set screen res only to 1280x720, so I ask to implement support for whatever my monitor is maximally capable of -just in the game controller world.
rane_nbg
S3 licensed
Tnx for support.

Here's a simple explanation of how the two are different.

Let's say your car is stationary and the wheel is centered, you are not touching it at all. Then, from the side comes another car at a moderate speed that hits your car. Physics does its magic, calculates all the forces, and sends the FFB to a wheel. The resolution of that FFB signal has nothing to do with the game controller, it's inherent to LFS physics. Now, what the FFB wheel will do with that signal is another thing and it is very important for a final FFB feel. In the same way, you would hear a better sound with better and more powerful speakers. The song is the same, but what you hear in the end depends on the device you listen to.

Now, let's say FFB is set to 0. You drive a car around, there the resolution of the steering axis dictates what will be the minimal input you can give that the game can still sense and act upon. LFS can still send the full res of FFB even if the steering axis is very low res. But we talk here about how sensitive the car is to the steering input. It may be ok for a GTi car to have 2000 steps, but something more serious like a BF1 or similar will benefit from utilizing the full available res of the controller (16bit usually for wheel, 8 or 10bit for gamepads).

FFB consists of many effects (forces), some are dependent on the steering input, some not. For example, track shape and all imperfections get picked up by a tire and suspension system, and that causes some forces to act on a steering column and a steering wheel. Whether you move it or not, they're gonna be there as long as the car is moving.
rane_nbg
S3 licensed
FFB resolution is fine, Scawen increased it to a full range a while ago.

It's about controller input resolution, it's fixed in LFS at 2000.
rane_nbg
S3 licensed
One note, once you set keyboard stabilized controls, the in-car steering wheel can actually do these sub-pixel rotations, so the issue is only for game controllers like FFB wheels and some high-end joysticks.
rane_nbg
S3 licensed
No, unfortunately it's not. You can have a look in axis calibration range in lfs. It is +-1000, giving only 2000 for all axis. This is fine for pedal axis, but for steering axis is a major no-no. I didn't escalate this earlier, because it is not so urgent with with curent physics. But once we get new phys, I will insist on it until I see it implemented.

If you pay attention to the incar steering wheel, you will notice quite a jump when you move wheel with as tiny steps as possible. Compare it with for example any other sim where you will see tiny sub pixel angular movements that correspond to full 16bit steering axis if the wheel supports it (logi, thrustmuster do, some DD's have even more than 16bits).

Some math for minimal angular step: 900deg/2000=0.45deg, while 900/65536 is less than 0.014deg.
rane_nbg
S3 licensed
I agree that there are more specific sprays for electrical contact cleaning like WD60, however I've been using WD40 on old and noisy pots for about 10 years now, no issues what so ever.
rane_nbg
S3 licensed
Give WD40 a shot, and spray it well into the pedal pots, should be fine.
rane_nbg
S3 licensed
Let's revive it. I'll start:

- full 16bit resolution (65536 steps) support for all analog axes of game controllers (if they report it by HID)
rane_nbg
S3 licensed
One of the first rules of posting in any forum is not to quite a large post if your reply is just below or very near it. If you really must quote, then only take a small chunk.
rane_nbg
S3 licensed
Sometimes, explaining what needs to be done to a new person can take much more time and energy then doing things by yourself. Not even mention the process of finding that 1 special guy that has the skills to do it.

Scawen is an old school programer that does things the correct way - the hard way. Many young programers simply don't have this in their mindset. You can blame education system and culture of fast life we have today.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Shh, that was totally not my plan at all Smile
rane_nbg
S3 licensed
I talked with the developers of RBR - Rally SimFan update, where they have this feature implemented.

They said Xinput has to be implemented, as with it this controller already reports triggered as a separate axis.
rane_nbg
S3 licensed
Quote from Scawen :As if I don't already have piles of notes of things to do on paper all around my desk. Face -> palm

I think most of us would like to see what your desk (workplace) looks like Smile
rane_nbg
S3 licensed
I'm too lazy to make that Smile It may be that I even put it in entirely wrong thread, sorry if it was someone else who I promised it to. Anyway, there it is.
rane_nbg
S3 licensed
Hi, as promised, here's the program that allows you to enable LED on logitech wheels that have them. Just paste this in main lfs folder.
rane_nbg
S3 licensed
Taking into accpunt how VPNs work, it is quite expectable to get increased ping.
rane_nbg
S3 licensed
Yeah, then it really seems like a dead end, not worth spending time on it.
rane_nbg
S3 licensed
Tnx for this info man.

Well, does that mean that LFS can use Xinput? I mean it cetrainly does to some extent because my Xbox controler works fine, ofc except for ffb but it is not relevant here.

After some googling, I found that there exist some custom driver for Xbox controller made by some japaneese guy, but this is not something I would recommend to anyone, as this can be very fishy and dangerous for security reasons. There also seem to be some 3rd party programs that are able to convert Xinput devices into DirectInput along with some axis/bitton remapings and this I would recommend, but it is a hassle.

Seeing this feature in other games gives me hope that it may also be implemented into LFS. How I don't know, I'm working on finding it out, but as I see it seems that Xinput protocol has the 2 triggers as separated axis natively. We "just" need to find a way to utilize it.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Here the problem comes from the actual gamepad itself and not lfs. In gamepad firmware/hardware the pots on trigers LT and RT are connected together in series and tied to a single Z-axis.

However, I've also seen this separation done by software in updated RBR by rally sim fans. I have no idea how they did it, but it is actualy possible through the magic of coding.

I support the idea and would very much love to see such option for Xbox controlers in lfs. At this moment, I'm not able to help more, but I have the Xbox controler and could help to come up with an algorithm to extract two independent axis out of a single one.

What makes it possible is the fact that one trigger, LT or RT moves axis from 0 to half way. If you hold let's say keep LT pressed, axis is at 50% and then start pressing RT the axis goes from 50% to 100%. The tricky part now is if you start releasing any triger from here the axis goes down and I have no idea how they know which one it is. Will do more tests and thinking about it and will let you know here my findings.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Great, with this one you can even edit dds, awesome, thank you very much man.
rane_nbg
S3 licensed
Ah, yes, that is exactly the one, tnx so much man !
rane_nbg
S3 licensed
I see. Well, anyway tnx for info. I once used some simple program to edit dds and repack it back, but forgot which was it. Was hoping you could remind me, but no worries.

I guess this is enough info for someone to make a better looking grass texture.
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