You're not the 1st one who suggested it, this is already in a few years of development. It's going to be dynamic.
If you want to know more, I suggest you take a closer look at all the progress reports concerning lighting and graphics updates. There are even some videos that show off new features. All this and new tire physics are expected to come sometime next year(s).
I'm not sure, but I do know that arrow keys, shift, alt, ctrl, tab and such have a special way of usage, since they don't have an asci character representation.
Yes, for steering, you can just reduce steering max lock of car setup in garage, steering tab. This is much more useful than using non-linear steering by utilizing wheel turn compensation. For example, with XFG at BL1 track you can finish a lap with as little as 12deg, but pit exit and manuvering big mistakes is very tricky. As a starting point, half the max lock then go up from there untill you find good balance between steering precision and steering radius. For linear steering just set wheel turn compensation to 0 (wheel turn then has no effect and you can leave it at any value).
Do not let LFS ffb slider % misslead you, it's just a relative number. It does have a low value like 10% or less, but FFB is close to max for certain cars. The only relevant value is what you see in FFB bar graph, as this is the acutal FFB signal which LFS outputs.
Full list of features of 0.7E is in 1st page of 0.7D54 test patch thread. Release date is next weekend if all goes to plan.
Work on update with new physics, graphics and multithreqding will start durring next year. Since Scawen already did most of stuff, there is still some work left to do on tyre physics and probably a bunch of new stuff that will come up along side it, plus all the requests and bugs. It's gonna take a while, but it's closer than ever. After 0.7E release, Scawen can focus on only 1 LFS version and workflow will be much smother and less painfull.
I think you can leave only tyres with wheel rims and a steering wheel. If virtual mirror is enabled that should be visible, but normal mirror probably not.
Hi Scawen, tnx for all your hard work. These are very nice ideas, that would give a plethora of new possibilities.
Rotator amount of +-180deg is fine. For a spinner, I'm thinking about some rotary lights for police, ambulance, trucks and so on activated by boolean switch. They have a periodic rotating objects, so would be good to have the option to set a continuous rotation at a certain deg/s or rpm, or a set number of rotations at that speed, to generalize it. Like for example windshield wipers that would do a few sweeps and then stop, untill a boolean is reset.
For sliders, range is +-1000 is also fine, as long as there would be an option to define the size of each step in units of length (mm, cm or m). I think this is better than to limit the range to some fixed length in m or cm.
LFS will use gfx adapter that is set by default in windows. Have a look in your gfx driver options. With nvidia one can set a prefered gfx adapter for each app. There should be some equivalent setting for amd as well.
It may also be about power saving modes. Make sure you have a DC psu plugged into your laptop, when runing LFS.
Your reasoning was good, there is just one slight modification that needs to be done:
Currently, we have:
A- Physics calculation (float, maybe in Nm)
B- FFB settings in game 0 to 100%, or pre-scaler (float, 0-1)
C- FFB resolution or post-scaler (float, depends on FFB step settings)
D- FFB -10000 to 10000 (16bit signed integer, -32768, 32767)
E- FFB settings wheel driver side
Adding one more slider between B and C would just complicate things so much to the point, that no one would be able to set FFB correctly, so I'm against it.
What I agree with is that there could be some option to automatically scale FFB to max value before clipping for given driving conditions. A driver would drive a few laps in FFB recording mode where a game would evaluate values and from there find the optimal FFB slider setting which ensures max FFB without clipping on a per-car basis. This is equivalent to iRacing's auto FFB strength setting.
Not quite. What you have to do in this case as I already wrote 2 times, now's the 3rd time - lower LFS ffb slider until you no longer see clipping. In LFS B depends on C, it is a prescaler - this is your volume slider. Game uses a floating point number for physics cals, so it's highly unlikely that it will be so large that it overflows.
I'll test the combo you suggested and give you the LFS FFB slider value optimal for me.
edit. about 11% seems not to be clipping FFB when you push the car to the limit.
example. about 34% goes for XFG+BL1