I have a 60Hz monitor, so it looks more fluid if I set 120fps cap instead of 100fps. The physics and ffb engine anyway runs as 100Hz, unless there is a fps drop below 100fps, so all good there.
It's an interesting question of how much AI can be rendered in an online race. Imagine a lag spike, how would that reflect to your 10 AI cars + 1 you as a human driver as seen by other human+AI drivers. I think this would be a pure mess quite quickly, again 3 is quite a safe value Internet connections for all drivers would have to be close to perfection for this to work good.
Yeah, I see what you mean. Unfortunately, at the moment LFS is not the simulator to drive against many AI's online with your friend/friends. For safety reasons, I mean that each AI takes some PC resources and 3 AI's is safe to calculate on most older CPU's. This is not really an issue on modern ones, so I guess that it is a reasonable request to allow "max guests" to a higher number like 10 or more.
You have to set the server in any other than "demo mode", to have more than 15 connections available. In S2 mode, you can have 47 connections. Note that the cost of renting demo server (15 connections) and S2 (47 connections) is very different for a reason. Which one did you rent?
Guest cars are reserved for AI players from a single connection (user). For safety reasons, 3 is more than enough.
I'm amazed by how good Chat GPT's answer is. It is exactly correct.
On the other hand, I have also played with this setting in LFS and saw no obvious difference, but I keep it turned off. I also use frame limit instead of vsinc to cap the fps to 120, as it doesn't introduce any controller input lag.
Hi, yes, you simply need to turn on ffb (force feedback) in LFS and if your wheel supports DirectInput, it will just reproduce that ffb as a 2 channel vibration by the 2 motors normally found in gamepads. Since LFS is only 1 ffb axis sim, only 1 of the motors should be spinning, namely the one corresponding to an X-axis (or steering axis).
First check with DIview or Wheelcheck programs if your wheel supports ffb. If it does then you can enable ffb in options/controls and reinitialize the controler in LFS with ctrl+c and adjust the ffb strenght slider as needed.
The wheel that you use is a non-ffb gamepad in the shape of a wheel. My guess is that it has 180deg lock to lock, or maybe even 270deg. Anyway it has 8bit (256 steps) resolution in the steering axis which is very low. Unfortunately, you will not be able to set 1:1 match with any of the available cars, lowest steering lock is 450deg. What you can do is just set wheel turn compensation to 0 in lfs/options/controls 2nd slider from the top, this will enable the linear steering. Additionaly you can fine tune car steering lock in garage under setup/steering max lock, you can set right away to about 50% and go from there. Lower it even more if you need more steering precision. This will be the balance of finding the optimal max lock and steering precision.
example: XFG in BL1 track you can get away with as low as 12-15deg max lock
It's very easy, just join any online server and you can drive against human AI's, I've heard they are good drivers
Jokes asside, you fail to understand many basic concepts. AI in LFS is trully learning to drive around a track like a human, but one with like 20-30 neurons, instead like 100 billion (that we humas have), so therefore its capabilities will be very limited. What you talk about smart AI, just look at self driving cars, this is still a cutting edge technology, a lot of money goes into research and developement. This is not a simple task at all, don't expect anything "smart" in LFS, it is as good as it gets. When you drive against AI in LFS, it is able to learn from you when you interract with it.
I think it's very early to say anything about such advanced and specific properties about new tire physics. From what I remember from his posts he did mentioned that he was planning to change one core thing about tire physics, that is replacing tabular slip curves with a numericaly calculated ones based on his new model for it. If done right, we should not see too much difference in how the cars handle and feel.
Awesome, tnx so much for this iconic car The engine seems to be a bit strong for a stock 45, it's more close to a race-spec 55, but still fine.
edit: would love to see the stock 55 or 60 version, with 5 gears, wider tires, and ALU wheel rims and no roof thingy, that would be just fantastic. In the interior one can't see the speedometer due to the wheel rim, I'm pretty sure I could see it entirely when I was driving it in real life, also if you can make speedo to max out at 180km/h. The engine sound and the model in general needs a little tweaking, but the suspension seems ok and it handles well. I had the rotten cherry color, a bit darker than this one, RGB 56 10 10 seems about right. Great job !
If you ask me, even S2 licence has enough tracks and cars. No one so far has mastered all of them, let alone S3 and introductions of mods where sky is the limit. The collection of very good mods will increase over time, as people get more familiar and comfortable with lfs editor. Your idea is nice, no question about that, just that Scawen has something else in mind. I think we should just let him do as he feels and great things will come for LFS.
Are you forgetting about licensing? One can't just add a real car or track just like that, even if he could make a model of it from scratch to perfection. I'm quite against the DLC crap or making it into steam, then LFS would lose its identity completely which makes it so different from everything else with much larger dev team and budgets..
I often have to press shift+c to get the ffb back after alt+tabing from the game, pretty much every time. Especially if I open the thrustmaster control panel and make some changes to wheel properties, while game is minimized.