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.
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?
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
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.
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.
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.
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).
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.
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.