LFS uses only constant force, this is one out of 12 possible ffb effects in directInput protocol, a part of Microsoft directX.
You can lower the gain to 0 for all other effects except for constant force and no difference will be felt in LFS. Using autocenter spring will only apply an allways on spring effect, regardless if a game or app is sending ffb. I do not recommend to use it, even thougn it fills with something a huge dead zone at low forces with non-direct drive logi wheels. Problem is that for medium or high forces it becomes stronger than actual ffb from LFS and game experience for ffb wheel users suffers due to it. It's a common pitfall and many players blame it on a bad or dull ffb in LFS, when in fact it was just about poorly setup ffb settings in the wheel software.
I've never had a single crash of lfs, also not in this patch, it works flawless for me. It might be worth posting the crash log details. Maybe someone can explain how to do it.
Oh I see now, this is a very bad move from TM, tnx for clearing it up. How do you even plug the th8a in the PC? You need some kind of an interface that will convert it into a HID.
No worries, all your suggestions are very good points for improving the bikes in lfs and I'm sure that Scawen already has some of them in his notes. But these about help to geting unbogged in the sand are quite usefull.
Hi, these are all very nice suggestions, but it must wait. Scawen already spent a lot of time on bike improvements, but it can only go so much with the current physics. He said that he needs to focus on releasing the intermediate versions of lfs that includes gfx and multithreading. After that, he will only have one version of lfs to work on, as now every change he makes he must do twice (public version and intermediate). Also, he can then finalize the new tyre physics, release that and only then new bike improvements will make sense.
At the moment gyro forces from the front wheel are not simulated, but there is a plan to do it in the future. In my oppinion this is the crutial part for a correct simulation of bike physics. At the moment, what driver input does is make a set point for a bike lean angle and then lfs tries to do what ever is neccessary to achieve it. There is no direct connection to a steering handle bars at the moment, in a sense that exists already for cars. This model is good enough for now, but will eventualy be upgraded.
Once done, many players will realize that one has to do countersteering in order to balance centrifugal force and gyro forces from the front wheel which will make the bike lean at a certain angle, enabling the bike to steer due to difrent tyre radius at the contact patch. This is exactly one of the points you mentioned.
I have no way of testing it as I only have T300RS and no h-shifter, but I find it realy hard to beleive that once you plug the shifter in the wheelbase it must show each gear as a button press. Can you show us your TM control panel and tab for shifter? The wheelbase firmware is made in such a way that it has some buttons alocated via HID descriptor regardles if shifter is connected or not.
Good news is that if you plug the shifter to a PC that lfs can see some buttons are pressed when ypu shiftinto gear. Then make sure that you set axis clutch and a pattern h-shifter. Then bind clutch pedal to the corresponding clutch axis and make sure that the car you are driving needs a throttle blip before the gear shift.
Not at all, be my guest. I'm not in this field. It's just my observation from what I see at the conferences when guys talk about advances in their research for the development of fusion power. Nuclear (fission) power is already quite old tech from the 50's. It does have some drawbacks, but mostly is quite good, in fact, the best that we have at the moment taking into account how "green" it is overall.
Here's some of the reading material for you guys with a lot of free time. A research paper on "how far are we from fusion power". To cut a long story short, some experts say not before 2050, but we'll see..Global warming by that time is gonna do its thing and it ain't gonna be nice, unless one lives in Iceland, or Scandinavian countries, where it will be quite pleasant
You have to set the server in S3 mode to be able to use mods in it. Without any inSim app in it, it's gonna be pretty much dead, just a heads up not to keep your hopes up high too much.
We already tried making such a Porsche Cup server and it didn't live up, and we did have a working inSim in it.
Well, if we do get the energy from fusion reactors in some 10-20 years, we're good, otherwise, we're screwed pretty much. I don't know how the top of German leadership manages to go by shutting down all nuclear power plants, it's absolute madness, this is the cleanest and most efficient energy source we have today.
Well, I skim through it. It is always the same story between you 3 guys Trying to outsmart each other with fancy philosophical ideas, that does not solve anything, global warming is still happening, what ever we say
You should note that 10ms between outSim packets is only valid as long as you have a rock-solid 100fps in the game. If it drops below 100fps, packets will no longer have 10ms separation, therefore - you may lose the sync between your app and LFS.
The ID of the outSim packet is just an identifier number such that you could in principle send different packets from 2 LFS instances to the same app, they would differ in this preset ID number.
Time has the units of milliseconds I think. For both time and ID, it seems like you are not converting the bits correctly into a number, you may want to check that, have a look into inSim.txt and outSim_packets.txt
When you create a team in lfs world you are then able to edit who the members are. If someone else created the team and added you there, they first need to remove you from their team, before you can add yourself to your team.
We have an issue that we no longer know who created the team entry in lfs world, so we can't edit the team members anymore. I hope this is not the case with LR
What I believe they are saying is that, yes, the effect that is already there is wanted and is intentional, just not in the amounts that it is currently present - it needs to be toned down (less friction in the clutch pack). Similarly, when AI wanted to pass a car in front it would deviate from its path, but it would do it way too quickly and not be able to recover after. You fixed it by lowering the rate or speed at which the steering wheel input of the AI car was manipulated.
In this case, I'm not sure what you can do, but my guess is playing with the clutch friction coefficients of bikes may be the key. Or maybe a slight modification of the clutch slip curve to allow more smoother bite point, in other words less steep curve in the force vs distance graph at the bite point. I don't know how you modeled the friction force, this is quite an art in the numerical simulations world. The very same thing you will have in your tire physics model.
The effect is not exaggerated, it's just that engeneers in lfs allways install the best quality clutch packs in all wehicles, it's made from unobtainium so it also wears less.
Pedro, others did a tiny tiny amount compared to what lfs devs did with entire lfs code. If it were not for lfs devs, we wouo
ld not be having this disscusion. My oppinion is that we need to request access for more stuff through inSim, then making all kinds of apps would be possible.
Well, yes, that is not good. But how about this, are those companies burning all the fossil fuel they produce by themselves? Or are we the users, responsible as well?