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rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
Yes, it is possible to change the corresponding DDS files for wheel texture and so on, but that would apply the change to your PC only.
The best way is indeed to get S3 lic and look through the many versions of XFGs available, there must be some that you like.
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
Yeah, that is super wierd, I do not see how screen/gfx settings have anything to do with game controler.

It's probably that joystick-look functions to move in-car camera is mapped to some of the G29 analog pedal axes. Go in options controls and try to remap all axes. In view you can set an instant button look for a view and map some wheel rim buttons for it.
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
Hehe, nice way to put it Smile But the real truth is that LFS tweaker costs quite some amount for S3, if you have to buy all 3 lic at once.
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
Isn't there some kind of object one can place in a custom layout that AI's can use for path generation? I remember in cs 1.3 and latter there was some kind of bot checkpoints one could place Smile there must be something similar in LFS. I mean, what makes a standard track different than a custom one, with regards to AI?
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
Oh ok, I got what you mean. Yeah, this python library adds another abstraction layer between InSim and your app so they can call the functions inside whatever they like. Naming functions correctly can be a very difficult task Smile
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
You do realize that an OutSim is just one of the packets inside the InSim which is a general term for this entire structure/protocol. So when you say that you will use OutSim instead of InSim it makes no sense.

I do not think that with InSim you can access any other car parameter than what is already contained in the OutSim or OutGauge packets.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
[1] set that AI uses player colors and setup
[2] go in single player and select your track, car and car setup
[3] join race - with your car
[4] add AI
[5] leave race - only your car, leave AI
[6] start race

Then an AI path generation process should take place. When it's done a *.knw file will be generated in some of LFS data folders and a race should start. I'm not sure what are the requirements for your layout, it has to have some basic references like start end and maybe something else, not sure.
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
unfortunatelly, yes
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
My first PC had a 133MHz CPU and I was super happy with it Smile

kids nowadays are way too spoiled, what is next? try to run LFS on the wristwatch?
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
tnx man, send me a yugo koral 60 Smile
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
It's a good idea, however, I am quite sure that it is not how the physics of motorcycle driving should work. Have a look at this video.

https://www.youtube.com/watch?v=ZpV2Bg-WX0w
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
nice.
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
Car update rate depends on the server and it's increased to 12/s since the new upates. LFS has the interpolation or prediction of car pos and speed which does the small steps inbetween and it does it quite well, for the little data rate that it requires between server/client. What you complain about is due to a missmatch between LFS physics and screen refresh rate, so some frames must be skipped and this causes a "jerking". Set fps limit to 100 and it will be much better, ofc you PC needs to be able to keep that fps stable.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
Yeah, that ping is not high enough to cause any weirdness. Is your fps stable? That kind of stutter may be also due to somewhat lower PC spec. Currently, LFS physics runs at 100Hz and if you have a screen refresh rate that is a non-integer multiple of it, that is normal.
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
Hi Scawen, you should not get into explaining what you did and why. These comments are coming from guys that never programed anything in their lives and are obviously clueless how much effort and patience it takes. Just do your thing.
I will remind that LFS in its current state is a programing master piece - done by basically 1 guy!
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
It's not about usb card or port, you do not have the correct drivers for a wheel on that PC, as simple as that. Which drivers did you try so far?
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
Tnx Sawen for your work and progress report on gfx/physics. Might be worth thinking about some number for the gfx update rate which is an integer multiple of the refresh rate, like for example 120Hz. Would be beter for 60, 90, 120 and 240Hz screens. Then subupdates at 8×, giving 960Hz.
About optimizing environment checks, one approach that comes to my mind is to create at least 3 spacial zones around each important car propertiy. Each zone would have an increasing update rate checks, as the radius reduces. This way, one could save some CPU time, by avoiding unecessary checks that would not lead to collision.
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
Try to set the out gauge ID to 1, also delay there is no point in having it less than 10ms, if you run the game at 100fps.
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
That is very fishy because the required USB port ver is 2.0, you probably did not have or did not install correct drivers for the wheel on the old PC (maybe you also had some older version of windows).
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
Given the very very scattered quality of car mods as we have right now, I do not think that this would be a good idea. The car takes a lot of time to make, but the track is another level of difficulty - we would have so many crappy stuff that you can't even call a track Smile and that is what the game does not need.

Just leave Eric alone and let him finish the existing tracks first..
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
Go in options/driver and set sequential shifter, then enable auto-clutch and it should work fine.
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
Scawen, tnx very much for taking the time to write up some of your current progress on the tire physics and graphics.

Feel free to share with us some of your hard decisions, you should not be alone in this task. Many of us in the community know a thing or two about programming and physics - our suggestions may come in handy.

It's a great idea to run physics at 1000Hz and only take a snapshot whenever gfx needs to update. That would result in a much greater FFB fidelity. Also, separate threads for physics and gfx may be a very painful to do now, but a future Scawen will for sure be grateful for that decision.
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
Buy the one for 47 slots.
rane_nbg
S3 licensed
Online at :
[AA] Mod Racing
Wow, this is just awesome. How did you even make this man? Smile
FGED GREDG RDFGDR GSFDG