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rane_nbg
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[AA] Mod Racing
Both Smile

Jokes aside, it may be that F1 is just too fast for AI to handle, or you have a bad car set for them.
rane_nbg
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[AA] Mod Racing
As far as I am aware, a new thing about tire physics will be to develop a numerical model that will simulate as close as possible the tire slip curves, where at the moment those curves are input into the game engine as some parametrized functions with rough steps, taken from somewhere else. Also, it may be that the tire model will have more than 24 radial and 3 axial zones as it has now, we'll have to wait and see. Obviously, the simulation will be more accurate if you have a smaller (more high-resolution) grid to define the tire model. This about temperatures is more about fine-tuning the model or making it with enough free parameters that will allow fine adjustments. So rather than trying to manually optimize a tire slip curve such that the end result is something realistic, Scawen wants to try to simulate the curve realistically in the first place with a more detailed tire model and avoid having to rely on external input curves.

About multithreading, Scawen is working on two threads that can run on a CPU in parallel, while sharing the same resources. Even if the CPU has only 1 core, it can still happen that it has more than 1 thread - multithread. Depending on the CPU architecture and operating system, it will always try to run the code as efficiently as possible. That may be such that both threads are run on core0 on separate threads, while other cores are remaining unused.

To sum up, one needs at least a CPU with 2 cores and 1 thread per core, or a single-core CPU with 2 threads to take advantage of this new update. Will it run better on a more capable CPU? is unlikely, but we also have to wait and see, as Scawen said he is testing it on his particular dual-core CPU where he already saw significant benefits with respect to a single thread LFS code run on the same CPU.
Last edited by rane_nbg, .
rane_nbg
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[AA] Mod Racing
Normally, anything with 8-10Nm max holding torque is more than enough. This is not to say that you will max it out, you will probably use 20-30% of that torque in real racing conditions, but it is good to leave some headroom for high torque spikes that will not be clipped. Don't worry about setting it up, you will manage as there are plenty of resources for any DD online.
rane_nbg
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[AA] Mod Racing
It's a good idea, demo servers could very much benefit from this. If it ever gets realized, I just ask to leave the wiggle room for adjusting the steer lock and brake pressure, as this has to be user optimized for every controller type - keyboard, mouse, gamepad, joystick, or wheel.

One curiosity though. How do we agree on which setup to choose as a "fixed one"? Smile Could be fun to have a poll or a voting system for it some day.
Last edited by rane_nbg, .
rane_nbg
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[AA] Mod Racing
It's good that you were able to narrow down under what conditions the freezing occurs. Yeah, really hard to say why it happens, I can't say if this is a software or a hardware problem.

I experienced a similar problem on a very very expensive HP laptop workstation that my wife uses for her work. It just kept randomly freezing, even up to 20 times per day in the middle of normal work. It did help for a while to disable all run-time power-saving options for SSD in bios, but it again started occasionally freezing which is a real bummer. She had to return it because it was unusable for anything, HP support was useless and this is a serious flaw in the low-level hardware-software design. I hope, it's not the case with your laptop.
rane_nbg
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[AA] Mod Racing
Yeah, 7% ffb in LFS is normal for fast cars like GTs and open wheelers. For GTi cars I use max of 26% for XFG and about 20% for XRG. You should set what ever feels good for you such that you can still know what the car is doing and not to have to fight against the wheel.
rane_nbg
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[AA] Mod Racing
I didn't know you can run LFS from steam in Ubuntu Smile
rane_nbg
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[AA] Mod Racing
If you are thinking of buying a DD wheel, consider the following.

They are all very good and very much good value for the money. Think about how much you will be using it and if you actually have that much free time to spend on it. Also, due to increased available torque, you may want to upgrade to a better desk or even a cockpit with a seat, and at that point, things can go sky-high with the price if one gets too carried away. It's an addiction, so big caution there Smile it can easily seriously endanger friendships, relationships, or marriages.
rane_nbg
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[AA] Mod Racing
You are welcome.

You are correct about clipping, in LFS ffb strength should be set to give a max signal with little to no clipping, independent of a wheel. This depends very much on your driving style car and track. Then the desired ffb strength you can set with wheel settings in driver. Think of LFS ffb strength setting as a volume slider for an audio card in Windows. You always want this to max available but without any clipping or distortion, it just so happens that for most sound cards in Windows this is at 100%, while it LFS Scawen chose that this is around 20% or so. It's just about scaling, maybe he will make this number different when we have new tire physics, but for now, the sweet spot is 10-20%. After that, you adjust the volume of your music to your liking in the settings of your audio amplifier - the wheel itself.
Last edited by rane_nbg, .
rane_nbg
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[AA] Mod Racing
Yes, any direct drive wheel will work fine in LFS. There aren't many options to configure in LFS, except for overall ffb strength of about 20% (depending on the car and track), ffb rate which should be set at 100Hz and ffb resolution set to 10k. The rest you can play with in the driver settings of a particular wheel if you need to fine-tune the final torque and other stuff to your liking.

Yes, direct-drive (DD) wheels are very good. Comparison between G29 and DD is like comparing small plastic PC speakers with a high-end Hi-Fi speaker with 3 drivers. The AC servo motor of 1kW can reproduce pretty much everything from an ffb signal, down to the tiniest detail, so you can feel everything LFS has to offer. Because ffb signal is not really a true replica of forces that come through a steering wheel of a race car, there is a big freedom in what needs to be felt there and every sim developer has implemented their idea of, call it an ffb flavor. In my opinion, LFS has the best ffb in that sense, it gives you exactly what you need in order to understand how the car behaves and it also gives some sense of G-forces, that would normally come through the car seat in real life, but without too much high-frequency road noise and other unnecessary and distracting vibrations.
Last edited by rane_nbg, .
rane_nbg
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[AA] Mod Racing
True that Smile Just note that Eric is not doing anything regarding game engine programming, that's all on Scawen. We will thank Eric once we fully see his outstanding work, which I'm sure will be awesome and everyone's eyes will be pleased (judging from the previews).
rane_nbg
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[AA] Mod Racing
If you can only do 1 19 in BL1 with FBM, you must be doing something very wrong. Even with the default setup a 1 15 is achievable after a few days of practice. I assume you're using a mouse for driving, try reducing the button rate for the throttle down to about 6 or 7, that should help with oversteer. Generally, you want to be very smooth with every input, think about brake points, corner entry, apex, and corner exit. Always brake in a straight line, then turn in, wait for the apex, and hit the throttle after it, try not to carry too much speed into the corner. Remember, going slower will make you faster. Pay very close attention to the sound of tire scraping, and try to minimize it, sliding = losing time.
Last edited by rane_nbg, .
rane_nbg
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[AA] Mod Racing
It should be sometime this year. Probably...

edit. I just don't understand why you guys are asking about this all the time. It will arrive when it arrives, as simple as that. Scawen is only 1 guy, he is working his ass off to bring all these new updates and to finalize them in the new official update. Don't expect anything groundbreaking with the lighting/gfx update, it's still gonna be the same sim with a little bit of makeup. Tire physics, on the other hand, is the holy grail. That one should be significant and it's something to be very excited about Smile
Last edited by rane_nbg, .
rane_nbg
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[AA] Mod Racing
Is this a statement, question or a suggestion? Smile
rane_nbg
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[AA] Mod Racing
Unfortunately, we are no longer in contact with him.
rane_nbg
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[AA] Mod Racing
If your entire pc freezes, that sounds like some idle state issue with a disk drive, that it's not able to wake from once it activates. Not sure how to fix it, try to look for some power-saving options for HDD in bios and disable it.
rane_nbg
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[AA] Mod Racing
Yes, set outGauge ID to 1. Delay should be set to 10-15ms, because simhub can't run faster than 60Hz anyway, that's in a paid mode, free is only 10Hz. You can completely disable the outSim because simhub doesn't read any data from it, it only uses dash data from outGauge.
Last edited by rane_nbg, .
rane_nbg
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[AA] Mod Racing
Hi, you should first check if your clutch pedal axis on your wheel is working properly, it could just be a dirty pot that causes noisy input. There is nothing wrong in LFS regarding of any axis from any controler. If you let us know the model and make of your wheel and how old it is, might help to pinpoint the issue faster.

edit: you can use DXtweak2, DIviewer to check if your controler input axis are working correctly.
rane_nbg
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Just a clarification for the 32768 thing. Usually one only has to model 1 half of the car and the other half is just a mirrored copy. A full car model has to fit into a 16bit integer. I guess that Scawen can make an option in LFS editor to enable/disable a planar symmetry with 32k limit. When disabled a 65k limit for the whole car would be allowed. I'm not using the editor so I may be wrong as this feature might already be implemented.
Last edited by rane_nbg, .
rane_nbg
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[AA] Mod Racing
Yeah, 16-bit unsigned integer, has a range 0-65535. I think he asks if there is any other technical limitation that LFS cannot handle 32-bit integers.

I'll try to answer. Well, most probably the reason is once you increase to 32-bit mesh models the frame rate will start to suffer greatly if you want to display all those polys with a full grid. So Scawen decided to make a compromise of good enough quality. But you have a very good point, in LFS editor one should be able to play with 32-bit models and at the time of export make it into 16-bit, similar to how people do with car skins when they make them in 4096x4096 and then export to 1024 as a final skin for upload.
rane_nbg
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Yes, you are entirely correct. All I can say is that at this moment, LFS devs probably already have things like that at the very bottom of their priority list. I hope eventually in due time, it will come, so patience Smile
rane_nbg
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[AA] Mod Racing
I also never had this happen, lfs allways remembers my view settings for each car. Could be that lfs has no permition to write the files, so you may want to run lfs as administrator. Not sure if some data is also stored in cfg txt.
rane_nbg
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[AA] Mod Racing
You should just replace the original lfs dds files with the ones provided in the zip, but please first make sure to find all the original ones and back them up shall you decide to go back to original models. I think it should be in dds folder. If not, then just do a search in lfs folders for the files names you have in the zip, you should be able to find original files quickly.
rane_nbg
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[AA] Mod Racing
How about the ideal gas equation, pV=nRT. This tells us that pressure is a linear function of the temperature for a gas in a closed constant volume. So, basically by looking at temperature, you are also reading the pressure up to a constant multiplier. The two quantities are in very close relation.
rane_nbg
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[AA] Mod Racing
Hi dude, to answer your questions:
1. yes
2. yes

Have a look here, I've made an Arduino Leonardo-based firmware for an FFB wheel, you have all the details and instructions in my GitHub.
https://github.com/ranenbg/Arduino-FFB-wheel
https://github.com/ranenbg/Arduino-FFB-gui
FGED GREDG RDFGDR GSFDG