The online racing simulator
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rane_nbg
S3 licensed
You guys are skvělý chlapci. Tnx very much for all these great mods and keep them coming.
rane_nbg
S3 licensed
I agree that it would add some immersion. However, I'm not sure if it's possible to set steering wheel rotation angle in the editor independently of the actual wheel lock angle. In that case, implementation would require quite a lot of re-work. Someone with more exp in editor pls comment.

Additionally, I see a potential problem with driver hands animation. Extending the range would also need some re-work in the available points for hand positions. Truckers usually have a small handle to help them to do many rotations using single hand, so that would also have to be taken care of somehow I guess.

All in all, a lot of work for devs and modders Smile If they're up for it, I'll gladly accept it, but chances of seeing this improvement are slim at the moment.
rane_nbg
S3 licensed
To implement a throttling option. What is it supposed to do exactly, can you please elaborate?
rane_nbg
S3 licensed
Quote from taipalsaari :on a sidenote, if the mods are so complex why is it that every mod appears as a...

Yes and they are using them. There are 3 LOD's, LOD1 is full car model, while LOD2 and LOD3 are reduced versions with progressively lower poly count, that you will see in distance, if multiplayer LOD reduction option is enabled in options/misc. As mentioned before, LOD3 the boxy one is used as physics for collisions.
rane_nbg
S3 licensed
Hi, yes, LFS supports only the DirectInput (DI) protocol for FFB. Xbox controllers work with XInput (XI) so you can't enable FFB in LFS for such controllers out of the box. Logitech gamepads like F510 and F710 are natively supported once switched in DI mode.

There are some 3rd party emulators that can do such conversions, what you need is to emulate an XI device into a DI one, not vice versa. There is one such program, although somewhat risky but you may give it a try. It's very nicely documented, so I suggest to do some reading first. Downside is that creator is Japanese and the program is in Japanese, but you can use google translate for the webpage.
https://sites.google.com/site/0dd14lab/xinput-plus
rane_nbg
S3 licensed
I agree that default G-values for the head(camera) tilt in all 3 axes are way too much. I tone them down to about 0.15G and it feels fine.
rane_nbg
S3 licensed
At the moment the moto physics is not fully simulated in LFS and this help you are talking about is a workaround. It works like this3: user is giving the lean angle input instead of steering input and LFS does the rest, trying what ever it takes to achieve that lean angle. Once gyro forces on the front wheel are implemented, the handling will be more realistic, until then it's like this.
rane_nbg
S3 licensed
It's probably about car set, particulairly gearbox and differential. If you have a wr set or similair good one already, then the only thing left is when you do the upshifts. It's recommended to do it at about 7500rpm, but it can also be somewhat lower, not more. Also be very careful with your downshifts as you can damage engine with >8k rpm. You can use F9 key to monitor engine damage and clutch temperature, keep them in good condition at all times.

If you're doing 1:34's in XFG at BL1 that's already quite good. These things you mention start to matter only once you get to high 1:33's and better.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Yeah, it's possible by copying a few dds files back and forth, but it's not practical at all.
rane_nbg
S3 licensed
So much disscussion over a simple linear function. I love this community Smile
rane_nbg
S3 licensed
Just put additional if statements that takes care of how many limads there are and then make correct vertical position offset for each button. It's really simple, but requires some thinking.
rane_nbg
S3 licensed
Patience young one. LFS will get there someday.
rane_nbg
S3 licensed
Given that track temperature is constant - it should be the same as the ambient air temperature, and that should be the same as the tire temperature when the car is not moving for a while, so there's your value. I didn't check it this is correct, but if there is any thermodynamics in the physics engine in lfs, it should be like that once everything is in thermal equilibrium.

It's an easy thing to test. Join track and wait for about 1h without moving a car, then see tire temps.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Everytime you change your controler setup you have to learn to drive again with it. It's well worth it, and the learning curve is a bit less steep with a mouse+keys, but eventualy you'll beat your kn pb.
rane_nbg
S3 licensed
Login to your lfsworld.net then navigate to skins icon, then upload your skin in 1024x1024px resolution and jpg format.
rane_nbg
S3 licensed
How about creating a timer and keep spectacting the player every 1 second until it runs out?
rane_nbg
S3 licensed
This is great, I quite like the new hosting option and logging changes, and it's very intuitive to use now, tnx Scawen.
rane_nbg
S3 licensed
Yes, very nice suggestions and ideas, I fully support all Smile

However, we should not get ahead of ourselves that much. We first need the new lighting update. I'm sure that devs implemented light sources and light ray path tracing in some approximative way in their lfs version. I needs to be checked, but I think that one could see in one of the new lighting progress report pictures/videos, that at night multiple street lamp posts were casting car shadows on the ground.

edit. I do hope that devs are gonna be able to make this possible without us requiring to use nvidia ray tracing on RTX4090.
rane_nbg
S3 licensed
Unfortunately, all lfs developement has ground to a halt due to recent ddos attacks. It forced devs to focus on making internet side of things more robust in lfs.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Hi, tnx for this mod, it looks very promising. It kind of gives me the Lotus Elise vibes.

I have a small esthetical suggestion - could you make those sharp edges on the sides of the car bonnet and rear end more round? The way it is now looks way too aggressive and unfinished. The front bumper could use some more detailed features. Overall the car seems good, but a little bit too square-ish in my opinion. I mean geometry transitions from side to top/back and side to front/back have distinct sharp lines. Unless you're going for an early 80s-90s look, I think the mod would benefit from these changes a lot.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
I think it should be possible to do it by using car scripts, but I'm not sure how exactly, there may be a command for turning it off.
rane_nbg
S3 licensed
I'm using WD40 for pots for 20+ years, never had any issues with it. But as I said, WD60 is a better option.
rane_nbg
S3 licensed
Or the pots are dirty and it's not able to calibrate itself. In that case one needs to open it a spray some contact cleaner spray into the pots. You can use WD40, or some other one more specialized for electrical contacts like WD60.

Before you open, check if the gears are registered correctly in windows game controller panel. To access it, type joy.cpl in the search bar, then select your wheel and click properties.
rane_nbg
S3 licensed
On AA multiclass, I first trained various cars at the same time with AI drivers on my PC for several days till they got nice pth files. Then I loaded them online. Once they started racing against human drivers I guess the pth files were changed a bit. I have no way of verifying it, maybe it's just a placebo, only lfs devs will know this, but so far they have been very quiet about the structure of pth files.

I think, by having open access to these, where we could somehow put our own optimal path for an AI, or fine-tune some PID loop parameters that are used to keep AI on a given path, we could improve them. As someone already said, their control inputs are way too aggressive, so fine-tunning the PID is needed.

For now, I think best is just to put some air restrictions on your car if you really want to race against the same car with AI. But it's probably much better to find some other mod for AI and race against it in a slightly slower car. That would be the easiest workaround at this moment. A good tip is also the thing with using more narrow tires on your car and maybe also a harder compound with less grip.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
If I remember correctly, it was added some years ago in one of the updates. Someone requested to change those arrow colors and devs made it happen. Time passes quickly.
FGED GREDG RDFGDR GSFDG