The online racing simulator
Searching in All forums
(774 results)
rane_nbg
S3 licensed
Actually, LFS has a very good gamepad support. You can do everything that is physically possible, except for speed sensitive steering. Either use nonlinear steering with a full lock or reduce lock and use linear steering which I recommend.

The best way to use gamepads in LFS is just to reduce the car's wheel lock. For example XFG has 30deg max lock and if you set it to about 12deg or so and do not use wheel turn compensation, you will have a precise and linear steering. You have to experiment for each car and track, pit exit may be more difficuilt and if you lose control, there will be little to no chance to do big corrections, but that is the price you have to pay if you use 8bit (logitech) or 10bit (xbox) controller axis for steering.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
ddos attack and related problems..
rane_nbg
S3 licensed
Nice, but what happens if the ball goes outside of the field? Who will go and get it? Smile
rane_nbg
S3 licensed
Just go in host options and set it back to demo and restart it.
rane_nbg
S3 licensed
Yes, tnx. It's a bit weird choice for axis assignments, but it's ok, it is arbitrary and should not matter, all good there.

If you click on it in LFS under detected controllers, axis are still not moving? Sorry man, at this point I have no more ideas.
rane_nbg
S3 licensed
Can you please send a picture from windows game controllers once you select it and press properties?
rane_nbg
S3 licensed
If you open up that 3D printed box, you may find out that it contains Arduino Micro + ADS1115 module. Or it may have some other MCU like esp32 or stm32.

Does it show up in windows game controllers? In device manager, does it show up as a virtual COM port?
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Yes, make your own controller with Arduino Micro.
https://github.com/vospascal/pedal-arduino
rane_nbg
S3 licensed
Nop, the car is just too big, look at the driver Smile
rane_nbg
S3 licensed
Love the car, great job, it handles great, the sound is great Smile

The aspect ratio of the dashboard and scaling of the car size needs fixing.
rane_nbg
S3 licensed
Hello, a node is disconnected from our servers:
[AA] Rallycross GTI
[AA] Blackwood FBM
rane_nbg
S3 licensed
Well, the most logical is that the hosting providers are giving revenge for losing some money due to hosting scheme change after the update.

Pathetic indeed. However, I'm happy to see that our team had the most drivers in the race, go AA Smile
rane_nbg
S3 licensed
Oh man, I was waiting for this since the dawn of mods Smile Thank you so much for working on it. Finally AA Porsche Cup server get its car.
rane_nbg
S3 licensed
Quote from sinanju :When writing a post, underneath the white window you put your text, you will see a grey bar "Attachments" and under that "Drag files here".

Drag a file into the area under the grey bar, or use the Browse and Upload/Update buttons.

If you want your picture to appear as part of the post, then click on your image, copy the address from the address bar in your browser, click on the image button (looks like mountain, in the icon list under the Post title space, and paste the address you copied.



Image address will look like https://www.lfs.net/attachment/277608

Hi man, thank you for this explanation. I have already tried both ways before asking how to do it and I was not able to do it. I am providing what happens in a zip file, where I put 3 images. The first is after dragging my picture to the "drag files here", it just gets stuck saying uploading. The second is after clicking on choose files and selecting my pic, while the 3rd is after pressing "upload/update" button. I am logged into the forum and I have no idea what is the problem. I was never able to upload any picture this way on this forum and I can successfully do it on every other forum which I use.
https://ufile.io/mdugyi9s
rane_nbg
S3 licensed
Something like this would be great.
https://ufile.io/m31ee764
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Hello Scawen, I hope that you will read my post this time and do something about the request to implement some way of showing the current FFB magnitude, such that we can optimally set up our wheels and avoid clipping.

Would be good to use the space where you have the fps graph and add one more that will show the force, it does not have to be hi-res, the class you used for fps is good enough.

At the very least, any FFB clipping indicator like the one for audio is also a good start.
rane_nbg
S3 licensed
Your button debounce value is way too high. If you set it to 200ms, that means that during that interval you are not gonna be able to press the same button twice, or any other. Why it is different in 0.6U than in 0.7A I do not know.
rane_nbg
S3 licensed
Very nice, next get yugo koral 55 from sketch fab and pimp it for LFS Smile
rane_nbg
S3 licensed
First of all, for all wheels you should set FF steps to 10000 and FF rate to 100Hz. Now, if you do not have ffb, this happends sometimes after you do the alt+tab or if you mess with wheel control panel, the fix is just to press shift+c in lfs to reinitialize controlers and FFB should come back up. If the FFB is not initialized the wheel sets the autocentering spring, while as soon as the game takes over there should not be any FFB in the menu, but should be on the track. About strength I would not set more than about 20% in LFS, to avoid clipping, some cars may even go up to 35% but that's it, after that it clips heavily and you lose FFB details.
rane_nbg
S3 licensed
No, there are no ffb options in LFS, other than the overall ffb strength and 2 more options for adjusting ffb resolution and sample rate. It only uses a constant force effect, there are no periodic effects, no damper or spring which may give this additional details that you talk about.

edit: I'm not saying that LFS lacks from these forces, just that all of them are calculated internally in lfs physics engine, summed together, and sent out as only one FFB effect - constant force effect, which is then updated at the FF rate (should be 100Hz to get the most details, like vibrations when driving over curbs or grass).
Last edited by rane_nbg, .
rane_nbg
S3 licensed
First of all, you can not call a PC high end if it does not have a dedicated gfx card. If you have an Intel CPU you can try with these settings, it disables the antialiasing but it increases the fps immensely. I'm running it with an HD4600 graphics chip in the cpu and LFS works fine. For stabile 100fps some compromises in screen resolution and details have to be made. Make sure the multiplayer speed-up option is enabled and set LOD reduction to the max.
https://ufile.io/4q7m9tk1

edit: if someone would explain to me how to add an image as an attachment to the post I would appreciate it.
rane_nbg
S3 licensed
Do not worry number, it's just marketing.
rane_nbg
S3 licensed
Older versions of LFS had max wheel turn at 900, newer ones have up to 1080 and some cars (GTi) have extended wheel rotation range.

As long as you have wheel turn compensation in LFS set to 0, the wheel turn option does not do anything. Your rotation degrees will be set by whatever you set in your wheel firmware/user interface and LFS will take that as X-axis full range.

If you however want to match the movement of your wheel to the ingame car wheel, then you need to set in both LFS and wheel firmware the same rotation degrees preferably 1080, and set wheel turn compensation to 1.0 - that way LFS will scale the steering axis for each car, but most probably once you get passed the virtual car's rotation degrees you will not feel any end stop force.
rane_nbg
S3 licensed
Nice layout dude and very pro driving Smile
rane_nbg
S3 licensed
You can use outSim to send telemetry to simhub, there you can do what ever you want with that data.
FGED GREDG RDFGDR GSFDG