The online racing simulator
Searching in All forums
(837 results)
rane_nbg
S3 licensed
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).
rane_nbg
S3 licensed
Quote from thgombeer :yeah, true.. Now it's gonna be family time. I'm sad because I've been excited for years about it, but now even if it was released today, I probably wouldn't have time anyway.

Same story with me, you're not alone.
rane_nbg
S3 licensed
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.
rane_nbg
S3 licensed
Quote from Rcod :Is it possible to adjust the sensetivity?

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).
rane_nbg
S3 licensed
Just tick the combined gas/brake option in lfs.
rane_nbg
S3 licensed
Ok good.

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.
rane_nbg
S3 licensed
Tnx for the updates of the current state of 0.7E Scawen.
rane_nbg
S3 licensed
Quote from versiu :no

How do you know this?
rane_nbg
S3 licensed
Looks great, tnx for your work and invested time in this mod, I'm looking forward to driving it in LFS.
rane_nbg
S3 licensed
It's already too late my man. As soon as you enter in 4th decade of your life, obligations quickly escalate and time for playing games diminishes Smile
rane_nbg
S3 licensed
And how about you guys stop with suggestions for some time? Scawen worked entire weekend and also kept going through monday, he needs some rest.
rane_nbg
S3 licensed
Tnx very much Scawen, you're the man.
rane_nbg
S3 licensed
You can always quickly revert it back to original code if it causes more unexpected problems, but now is a good time for testing.
rane_nbg
S3 licensed
Nice one indeed. You're full of ideas dude Smile
rane_nbg
S3 licensed
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.
rane_nbg
S3 licensed
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.
rane_nbg
S3 licensed
Quote from pärtan :This is so amazing! I have a suggestion which is to have a motor reaction torque value which you can connect to a rotator in order to get some engine movement in vehicles where the engine is visible

Spinner object can be attached to the engine. One can make a propeler and slap it to the 16 cylinder radial engine Smile
rane_nbg
S3 licensed
I'm not sure if this already exists, but objects type like hinges and some way to make attachment point or a joint.
rane_nbg
S3 licensed
Whith this one can start making movable cranes, buldozers, tanks and similair Smile
rane_nbg
S3 licensed
Tnx Victor for a quick response.
rane_nbg
S3 licensed
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.

Hope this helps for future updates.
rane_nbg
S3 licensed
I don't see why not
rane_nbg
S3 licensed
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.
rane_nbg
S3 licensed
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.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Quote from loopingz :Well explain me where I fail then as I do understand...
If B is clipped there will be no miracle in C and D even if C is car specific it is too late to do something.

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
Last edited by rane_nbg, .
FGED GREDG RDFGDR GSFDG