I agree with you, the look and feel of LFS is only a small part of the enjoyment. Everything else is what makes it much better. Sometimes I wonder if we had more players, would it still be the same, or would it just eventually end up being the same as every other sim. Having a small community that is unique and quite filtered out from crap players is what makes this sim great as well.
Hi guys, after some time, I think I was able to replicate this issue on my homemade Arduino FFB wheel firmware.
The same behavior is happening if I enable 2 FFB axes (X and Y) in my firmware. LFS is only sending negative values of FFB, there are no positive values. However, if I reconfigure my firmware to only have 1 FFB axis (X only) all is fine.
The weirdest thing is that my Thrustmaster T300RS has 2 FFB axes defined in its firmware and it still works normally in LFS.
I do not know if this will help anyone but I just wanted to share my findings.
Well yes, the same cars can surely have different speeds and braking capabilities - it is called a car setup.
As others already pointed out, make sure that you can press your pedals fully and that it is registered in lfs as a full excitation of a corresponding axis.
You can always upgrade a graphics card at a later point. It seems like a good deal, it will run LFS just fine. Just make sure to install it on the SSD.
I am using the original spring with a pencil eraser, I found the one with a similar profile, but it was longer, I just cut it down to a similar size. It is softer than the stock G29 rubber bar and it's much better for me. I have more room for modulation as it gets squeezed hard.
It's most probably an issue with the drivers. That error appears if the device reports 2 FFB axis, LFS only uses 1 and is not able to create FFB effects for the other one.
You need to figure out which version of drivers will work with lfs.
I will not be of any help, since I do not know how to set up a drift server. We use airio which configures LFS through inSim on our servers and it is not able to support drifting stuff.
In order to connect to an LFS server as an admin, you just need to enter the server admin password prior to joining the server. Then the above-mentioned commands will be available.
Here are some figures that should help and explain how to calculate the turning radius, for the correct "Ackerman type" of the steering rack. Note the abbreviations: I-inner, O-outer, F-front, R-rear. We need a little bit of clarification from Scawen for what exactly the parallel steer option means in car setup. I'm guessing that if you set 0% that would correspond to a full Ackerman steering and going towards a higher % makes it less Ackerman until wheels are completely parallel.
Is there a possibility to plug in the pedals as a stand-alone USB device, rather than through the wheel base?
When you open game controllers do you see two or one device related to your wheel?
Hi guys, first of all, thank you very much Scawen and Eric for your efforts to improve the sim, it's highly appreciated.
I'm extremely pleased with the increased resolution and refresh rate of FFB, it really does make a noticeable difference even on G29. However, there are still a few tiny and easy features that need to be implemented which I really miss.
[1] minimal force adjustment (advanced: FFB mapping or LUT option)
[2] FFB clipping indicator (advanced: FFB real-time monitor)
Pretty much all non Direct Drive wheels have the problem of low forces being covered in the wheel's inherent friction. Unfortunately, manufacturers do not care about this and do not offer such corrections. As a basic version, the minimal force slider (Fig 2) would solve this once and for all so that we can enjoy the sim even more. The advanced version would include more points so that we would even be able to map the FFB to our wheel and compensate for its force nonlinearity, similar to what they did with the look-up table in Assetto Corsa.
I do not even want to stress how important is not to clip the FFB. As very basic, an FFB clipping LED indicator is enough. An advanced option, allowing to visually inspect the forces being sent to the wheel would be immensely helpful. Something like fps real-time monitor (Fig 1) is more than enough, nothing fancy.
I hope that Scawen will seriously consider this and implement at least the basic versions of such features, as their value for all wheel users will be enormous. If needed, I can offer more details and also some example code, since I have already implemented these features in my DIY FFB wheel.
It's a small program made by devs of iRacing, which can read many things about device firmware regarding FFB. It can generate some FFB effects, which is very useful for testing the wheel and check if everything works correctly.
If you are able to generate forces with it, then obviously LFS has some issue with your wheel.
There are little to no online servers that support S1 only content. If you want a single-player, it is worth it. Otherwise, I would recommend waiting till you can get S2.
LFS uses just a simple windows driver or Direct Input API for FFB, developed in 1999. If your buttons and axes are recognized here, they should also work in LFS. See a picture below. However, I never tested more than 32 buttons in LFS so not sure if there really is a limitation.
Regardless of which wheel you use, if you do not want to clip FFB signal here are my suggestions for %FFB in LFS per car. With these settings, LFS will roughly max out FFB for each car and have no, to a tiny clipping under normal driving. Crashing will cause severe clipping though, so you can take these values as your starting point. Adjust overall strength in wheel driver to suit your needs or liking. Bare in mind that this value is a function of many things: track, car, car setup and driving style.
I got these values by visually inspecting LFS FFB signal at KY1 track at the limits of grip, using the direct FFB monitor tool which I made for my DIY wheel. Let me know if you would like me to update a list with any other car.