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rane_nbg
S3 licensed
And you are using the clutch when you want to shift gears, but nothing happens? In some cars, like FBM, you also have to lift the throttle when you want to upshift.

I did have a problem that I was not shifting into gears correctly, or do a miss shift due to not correctly operating the clutch pedal, but I never had problems like yours on my G29 and H-shifter. I don't think there is any issue in LFS.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Are you using a manual axis clutch in both cases?
rane_nbg
S3 licensed
He has a motivation, that's a good start already Smile Instead of pushing him away, a few words of encouragement are what he needs now.
rane_nbg
S3 licensed
You paid 84 usd for this..wow. You get the very generous and unselfish dude prize of 2023 and I applaud you for that Smile

The car looks great, by the way Thumbs up
Last edited by rane_nbg, .
rane_nbg
S3 licensed
While we're at it, how about adding guns and weapons, such that we can use those tanks, planes, and submarines and recreate historical battles in a more immersive experience? Smile

No tnx, this is not a good idea. Just the thought of all the technical challenges of animating a driver character makes my brain hurt.

edit: in VR you can actually step outside of your car and lie next to it for example Smile
rane_nbg
S3 licensed
Quote from fastranker1 :I want to start learning insim but dont know where to start.

Where can i start learning from scratch?

What are your end results? What kind of program would you like to make?

There are various approaches, you could use many different programming languages, but to make your life easier some guys already made some libraries for inSim that have all the required functions you will need. It would be smart to use that and for start just make an app that establishes the connection with inSim in LFS.
rane_nbg
S3 licensed
Quote from Androphp :If you don't know any coding language, insim.net is not for you at all, you can use lapper to get started. It is a simpler level.

That's not true, one has to start from somewhere.
rane_nbg
S3 licensed
Amasing, tnx for sharing.
rane_nbg
S3 licensed
Tnx for clearing that up for us man.
rane_nbg
S3 licensed
Gustavo, that's one hell of a specific request to ask from someone for free. Making such a detailed skin is a very time-consuming task, there's probably no one willing to invest their time into it just like that.
rane_nbg
S3 licensed
You're welcome.

To be honest, I'm not sure if the message comes from our Airio or LFS itself. I'm more inclined to say that it's from our Airio, but I could be wrong..
rane_nbg
S3 licensed
Nikko, the issue is that when you join server and go to a pit right away, all cars are available, or if one just joins race without even going to pit first these messages will appear, but only if it just so happens that the previously selected car is not available in the server.
rane_nbg
S3 licensed
Those could be some deep bugs in our Airio, without access to its source code there is nothing we can do about it, unfortunately.
rane_nbg
S3 licensed
I already had that enabled, but I still don't see anything under the pedals, I have also ticked the <- -> button in extra status info.

edit: I figured it out, I had the gamepad connected as controler and it didn't show. It only started showing once I plugged in my FFB wheel.

edit2: I love this FF bar, it is exactly what we needed, tnx once again for implementing it Smile Is it possible to have the value of this bar graph in the spare variable of the outSim packet, OSO_EXTRA_1?

// if (OSOpts & OSO_EXTRA_1)

float SteerTorque; // Nm : steering torque on front wheels (proportional to force feedback)
float Spare; // spare -> here the value of FF bar?
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Btw, how to enable the FF bar graph?
rane_nbg
S3 licensed
Hi Scawen, tnx very much for this update. It was me who make a mockup FF graph, in the style of other physics and gfx time graph displays.
rane_nbg
S3 licensed
Yeah, we see this very common. It is probably an LFS issue. You first have to join race with the car you're sure it's available on server, then after you will have the normal choice of cars and some will be grayed out if they are not allowed.
rane_nbg
S3 licensed
+1 agree, great suggestion
rane_nbg
S3 licensed
Quote from Pelle79 :
Will try again 10000/100, but I remember getting absolutely no effects with these settings. Can't tell why. I will certainly test them again on the same track.

Each time you ALT+TAB from lfs and open TM control panel to adjust wheel settings, you have to press SHIFT+c in lfs to reinitialize controllers and reset the ffb protocol.

Quote from Pelle79 :
Regarding VR, none of you guys here seem to understand how VR works. First of all, LFS can't adjust Quest 2

We do understand well how it works Smile It is pretty much the same as any other monitor. After all, every VR headset has those same screens inside, with a little bit different specs regarding resolution and pixel size, and refresh rate (but very similar to mobile phone displays). They operate at a certain refresh rate and each app must match it, that's why you get the best results in LFS at its native 90Hz. You are correct about lfs engine running at 100Hz, this is indeed the cause of microstuttering. It's a synchronization problem. Once we have a new update, the lfs engine will run at 1000Hz and then the stuttering will probably not be noticeable at all, hopefully.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Maybe I should make a new thread and give this as an inSim update suggestion? It may have better visibility to Scawen.
rane_nbg
S3 licensed
Yeah, given that cars can have hydraulic servo-assisted steering, that is quite possible. It's just that such value is of no use to us Smile
rane_nbg
S3 licensed
Quote from Flame CZE :I agree that it would be very useful to have it natively in LFS.

Do you use the SteerTorque OutSim property to visualise it?

float SteerTorque; // Nm : steering torque on front wheels (proportional to force feedback)


That is exactly correct Smile However, after playing with it and after rigorous testing and comparing it with real FFB signals that LFS actually outputs, I must say that the SteerTorque value is pretty much useless for this purpose Frown The numbers I'm getting there can go as high as 300 or more. This is under normal driving conditions for example XFG in BL1, while under heavy crash into the wall can give 1000 or so. This is for sure not Nm and it doesn't show any clipping. This value is independent of the FFB strength slider in LFS and shows a clean signal even when I observe a clipped FFB signal sent to the wheel. To make matters even more complicated, the value is different for each car as well, so there is no way to scale it correctly since there is no common reference point.

Luckily, there is one more spare 4-byte variable in this packet, that Scawen may actually put something useful inside. For example, a raw value of the FFB signal sent to the wheel (after the FFB strength slider scaling). I'd prefer if Scawen could put in this spare variable a raw FFB signal in the units of the FFB steps we set in the settings (+-10000 for example), as Nm units are not relevant for us at all, since each wheel has its own max torque values and it certainly can't reproduce requested FFB values in these units. Having access to the raw FFB signal value, with clear limits will unambiguously help us to get the real-time FFB monitor.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Hi Pelle, zemljače, you did the right thing by buying S3, it's well worth it.

I have the same wheel as you, the settings are everything to 100% in the driver, in LFS you should set FFB rate 100Hz, FFB steps to 10000, for most details (with 200 you had before, it's extremely low res, you can't feel anything). In LFS, you should set FFB strength for each car differently, but generally around 20% for GTi and TBO and about 10% for GTR and fast openwheelers. You have to experiment and set a comfortable level for each car, but these are a rough baseline. I use XFG 22%, XRG 17%, RB4 14%, XRR 7% and so on..

As for VR, you should have LFS take care of the fps and screen refresh rate. Ideally, you want vsinc for this as that way lfs will set 90Hz or whatever is the optimal refresh rate for your display, this will minimize stuttering, but may also introduce some input lag. It will be noticeable at 60Hz (16ms), but already at 90Hz it's somewhat more than 10ms which is very little to be bothered about.

Once more, we have a situation where a wheel user is struggling to set FFB correctly because we don't have any way of visualizing the FFB signal sent to the wheel. At the same time this makes me angry, but also more motivated to continue my efforts to develop a stand-alone app that will utilize outSim packets for the real-time FFB monitor.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Very nice, keep up the good work man Smile
rane_nbg
S3 licensed
You may want to have a look at the CPU usage as well, to see if there are any correlations between freezing and how much load there is on the CPU. But still, I'm almost sure this is due to a hard drive (SSD) type of problem, or the way OS or bios controls it.
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