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Adding Steering Input to OutGauge
Rob2003
S3 licensed
Hey there,

just a little suggestion: If it is not too much work, why not add the users steering input (-1 to 1 or something) to the outgauge packet? I mean throttle, brake and clutch are included, but some insim programs would really benefit to have that easy access to the steering input as well Smile
NaN as date for all news articles
Rob2003
S3 licensed
Hey there,

just noticed, that for me all dates for the LFS news articles (like the 20th anniversary post) have

"added Undefined NaN Undefined NaN, NaN:0NaN"

as a date.

Not a big deal, but i wanted to point that out Smile.

Robert
Rob2003
S3 licensed
I havent tested thaaaat much yet, but so far I really like the changes to bike physics, i really struggled riding them in earlier versions, and it became much easier now - even fun, one might say Wink.

So many things that can be done with bikes now come to my mind... But i dont want to distract you with more suggestions for now haha - after all we are all still waiting for the big update haha Smile.
Rob2003
S3 licensed
Right... As many have reached out to me on discord, asking when the next big update for more mods will be, just an fyi:

I am currently rewriting the entire thing, as I am now a much better programmer than i was 3 years ago, when i did the last complete rewrite (probably due to the fact that i have been studying computer science for the past 2 years). There is no point in making the current code better as that's a crappy architecture - and the project is much bigger now than i ever expected it to be....

Therefore, it'll be some time until you can expect a new big update, but that wait will be worth it. I promise Wink.

I am doing my best to give you all the functionality of the current version, just that it hopefully will work for all cars (and mods)...

If you have any feature suggestions, please feel free to reply to this thread. I have a list with everything i want to add/implement, and if i like the idea, maybe i'll add it to that list Wink.

Just to give a time frame: Expect an alpha version of the new thing around march next year (that's going to have maybe half the functions of the final thing). I am probably going to be able to do a lot in the winter break.

In the meantime, i hope you still have fun with the current version Wink.
Rob2003
S3 licensed
I have to be honest, i didnt take the time to read everything above so this might be redundant:

I feel like with normal cars (tried mostly with fxr on Kyoto GP) the AI doesn't give you enough space in the corners anymore. It felt more like a demolition derby than an actual race. On the straights however it felt more natural that the AI was much closer while overtaking. Maybe it's just me, but being alongside AI in a corner is a little worse than before, at least i think so Smile. Didn't try with Motorcycles though.

Just wanted to mention that!
Rob2003
S3 licensed
Quote from Scawen :That's because the way the scripts are run has changed. The scripts like "road" or "sequential" are now called when you load a car with that type of gear shift.

Previously, they were run from the CAR.lfs scripts (like XFG.lfs, etc). The warning is because of some code that prevents the scripts being called twice.

The proper solution is to delete any commands like /run road from the CAR.lfs scripts.

If you don't have anything useful in your existing CAR.lfs scripts, you can get all the default ones from this attached zip file.

Alright, thanks!!
Rob2003
S3 licensed
Hey Scawen,

im was on D32 this morning, and i just noticed that every time i start the game i get the message "Script 'road' cannot be run from a script".

I updated to D34, still get the same message. Also happens when i spectate an join, or join from pits.

Not sure if its a me-thing. Havent tried reinstalling yet.

Just wanted to let you know and ask if it's a known issue - Driving feels the same so not a huge deal.

Best Regards
Robert
Rob2003
S3 licensed
Quote from tiffany :Bump.

Hii RobWave,

I've just installed this and it's great aside from a minor issue(s). Such as, losing steering if not paying attention. I have to go back into shift + o to reassign my steering axes, not sure whyShrug. Also, is there any way to get the auto gearshift to work for other cars/mods and not just the FZ5? I've removed vjoy after finding out AEB and ACC not worked for me since I do not have a wheel. Other PACT's features still worked after removing vjoy. The main issue is auto gearshift not working unless you're driving the FZ5. Will there be any future updates to allow it to work with other cars or any update at all?

Thank you for this, truly! Makes cruising that much more fun. Heart

PS: Allowing us to edit the auto gearshift values for when to up/downshift would be great but not needed. Default vaules are fine as is!

Hey there!

Yes there will be more updates and there will be support for more mods etc. I just have a lot to do right now, so it might take a while.

The axis that is used to "reset" after a steering intervention is the axis that is set in the file "controls.txt" -> steering axis. I assume you use mouse axes, as you said you do not have a wheel. The axis system I created sadly only supports wheel axis as of now, so it's not yet possible to reset to a mouse axis. You might want to just disable the emergency assist then.

Hope that helps
Robert
Rob2003
S3 licensed
Quote from LOXISLOXIS :Hi everyone I have a problem with the G29 everything works except the force feedback
this is what comes out to me when I enter the game.

Anyone have a solution?
Thank you!

I know some people, where the logitech g hub has killed it. If you dont use any other logitech devices, try uninstalling all of those and return to an old version of the logitech gaming software. That was the fix that helped them.
Rob2003
S3 licensed
Thanks for the great work Wink.

First mods with matching dashboard background textures look awesome. That adds so much value to the mods experience!
Rob2003
S3 licensed
Quote from monsternetwork :Hello, I am recieving issues with PACT, during regular gameplay it ends up crashing after x minutes, and in console it gives an error log «vjoy statement not found» it is not exactly what it says but i can send entire log when i get home

I don’t think i have vjoy installed on current pc, that might be the root issue?

Hey there,

Typically you don't have to install vjoy if...

... You use mouse or keyboard
... Or if you use wheel/joystick and DONT want the car to Autobrake.

If you have a controller/wheel/joystick of some kind or use your mouse as an emulated Controller, deactivate "Auto-Brake" setting in the menu, if you don't wish to install vjoy.

That way the issue should be solved, but the car also will not brake.

Of course you can also install vjoy. Just keep in mind to screenshots or write down your wheel settings as you will need to reset your controller settings in after you've installed vjoy, as it emulates a new controller.

If you have more issues, or that doesn't fix it, feel free to ask Wink
Rob2003
S3 licensed
New update is out.

- all messages to the chat with the prefix "$" are now considered commands for the PACT Driving assist. You can use the following commands to quickly change settings:
  • $collision warning on
  • $collision warning off
  • $acc on (Turn on cruise control)
  • $acc off
  • $acc up (Increase cruise control speed)
  • $acc down
  • $auto-brake on
  • $auto-brake off (Disable automatic emergency braking, warnings will still be issued)
Make sure to spell them exactly as listed above. You can assign them to a wheel-button via the LFS settings.

- There is a new cross-traffic-warning that works much better than earlier versions. You will receive a yellow pre-warning, and a red flashing acute warning. If a collision is imminent, the car will break exactly as needed to avoid a collision if possible. Doesn't work at all speeds and all angles.

- Some things changed to improve efficiency.

- Note that bus routes on Westhill might not work as expected due to the bus routes update on TC. I'll get on that as soon as i find some time Wink.

- This version is the first with the new cross traffic warning logic, so it might not be perfectly stable. If you encounter bugs or crashes, please let me know.

Download:
https://drive.google.com/drive/folders/1Byr4onJvHW1MP7zCei0HUgOUG9t5R_Dl?usp=share_link
Rob2003
S3 licensed
Quote from RevLeon :It can be easily done with the Rest API TC uses. Also another thing that popped into my head, could you make the cruise speed controlls command based as well so people can bind it to buttons? Example: /o ccup /o ccdown

I've added it to my to do list.
Rob2003
S3 licensed
Quote from RevLeon :I have a suggestion for Active Cruise Control. You can get the user's road speed limit on TC and it would be great to have a toggle to set the ACC to follow the road speed limit.

Yes totally. I've experimented around with that in the past, i believe i can make that work. It'll take a bit of time though Wink.

The next update for now will include a proper navigation system and a brand new, much better cross traffic warning Smile. But when im done with that that sounds like a nice addition!

Thx for the feedback Wink
Suggestion/Question regarding brake lights with graphics update
Rob2003
S3 licensed
This just came to my mind:

This might just be me, but I believe the ability to add adaptive brake lights to mods would be an awesome addition to the new graphics system.
I guess since Scawen has already overhauled the entire graphics system, and especially with the adaptive time of day (that'll hopefully arrive soon Wink), it would really add to the realism if you could enable adaptive brake lights on road cars.

In case you guys don't know about that: Most carmakers nowadays program their brake lights to flash if one of these cases is met:

- Decelerating more than -4 m/s^2 (which is considered hard braking for the normal (non-racing) human being haha)
- If the ABS has to get to work during braking (for example on ice where u decelerate less)
- If the time it took from the driver to switch from accelerating to braking is less than .3 seconds (panic braking)

Many games already provide a feature like this (BeamNG, Assetto Corsa (especially with Mods) etc...).

Of course this would be a feature you'd need to be able to turn off, because some would be really annoyed by that, but nerds like me (or people that just cruise along on a server like TC) might really enjoy that - I know I would.

So if the new version is out, maybe that would be something to consider. In the meantime i'll continue to emulate that with my PACT Driving Assist haha.

Any thoughts?
Rob2003
S3 licensed
Hey there,

I've created the PACT Driving Assistant Scawen mentioned in an earlier post and I have to say I see why for some use cases it might be a little more suitable to read and write memory directly,

BUT most (almost any) application or use case i can think of can be done with data from insim. For some cases like ignition, you can just go ahead and send some kind of direct input to LFS to emulate keyboard inputs / axis inputs. You can even switch immediately between controlling axis with insim (that enables me to "override" user input with steering wheels by just emulating another controller and then switching between them in game).

While i get that this might not be perfect for every use case, you can achieve most things very easily and with the insim interface, everybody has the same rules for whats possible and what isnt. Thats fair and has always worked for me. Car radar, and most car data use cases are possible with insim easily as well so i also dont really see the point of memory reading either.

And a revbouncer is one of the easiest tasks with insim, works perfectly and required like 5 lines of code Wink. Even though i agree it would be cool to have a revbouncer option natively in LFS.
Rob2003
S3 licensed
Update out now Wink
New Big Update
Rob2003
S3 licensed
Hey there!

I've been working on a new update that might not look like a lot - but under the bonnet, a lot has changed.
I just finished writing the code, ill have to test it a bit, and then ill release it asap, give me a few days max.

Changelog:
- HUD position change fixed
- The mouse pointer can be hidden when driving with Mouse
- Massive improvements in park assist calculations
- Improvements to forward collision warning
- Improvements to fuel and calculations
- Town Bus is now supported for the automatic gearbox.
- Some more cars were added for range support.
- Some more improvements to increase efficiency.


I'll upload it as soon as I've tested everything.

Hope you'll like the changes. If you have other wishes or suggestions, let me know Wink.

Cya Big grin
Rob2003
S3 licensed
Quote from LOXISLOXIS :Hi why does insim give me this?
InSim: Password does not match your multiplayer admin password

That's because you have Set an admin Password in Multiplayer Mode. LFS uses that for your insim Connection as Well.


Go to LFS-> Multiplayer -> Start New Host -> delete Admin Password.

Then you should be good to Go Wink.

Hope that helps
Rob2003
S3 licensed
Quote from ONIGUMO :I mean it’s not really a driving aid, well at least it doesn’t have to be.
Devs just need to make the front tires & (self) steering behave like it does IRL & when you’re using a wheel and let go of the steering wheel during a drift.

Basically make the handling more realistic when using a controller, just like a gyro does in rc drifting.

Ahh okay, Got it. Basically virtual force Feedback. Yeah that's what stabilised Keyboard also is. I Had a different Picture in mind for "oversteer Reduktion assist". Havent used it yet in beam ng.

Yeah Like the Idea.
Rob2003
S3 licensed
Quote from Racon :Good job in the e-challenge... those blue-flaggers always gain that last chunk of time and burst into the mirrors out of nowhere, don't they? Big grin

These changes to the text commands reminded me of something I thought about a while back - using /o and /i messages bound to a wheel button in order to communicate with an InSim. I would watch the packets for a command, then call my 'insim button has been clicked' function to simulate receiving a click.

Would it be possible to have a /click command that directly triggered an InSim click inside LFS? I imagine it would need to be /click [local|host] ClickId, or /clicklocal ClickId and /clickhost ClickId.

If it could be done that way we could use it with any existing InSim, not just ones that were written to catch hidden i/o messages. We could build InSim menus that could be navigated without taking your hands off the wheel.

I suppose what you can do (locally) already is to just detect button presses or commands with your InSim and then trigger whatever you need, so i don't really see the benefit for local but i guess there might be nice use-cases for hosts.
Rob2003
S3 licensed
Thats an interesting idea. The point of LFS kind of is that there are no driving aids.

What I think might be worth looking into would be to enable the "stabilised" option there is for keyboard users. I guess the result would be similar, but that might keep the realism a little more than just an oversteer assistent.

But maybe let Scawen finish the new tyre physics first, but then that might be a cool feature Wink
Rob2003
S3 licensed
Just noticed that range is still displayed in km when set to miles. Gonna fix that with the next version Smile
Rob2003
S3 licensed
Hey there!

I've just uploaded V11.9.9.1 which adds the following:

-adjustable HUD position (adjustable in the in-game-menu, will be saved)
-adjustable units metric / imperial (mph/kph)
-bus routes should work fine again
-minor bugfixes

https://drive.google.com/drive/folders/1Byr4onJvHW1MP7zCei0HUgOUG9t5R_Dl?usp=sharing

Feel free to report bugs or suggest more stuff Wink

Have a good week!
Rob2003
S3 licensed
Quote from KingOfIce :Great job ! Congratulations

Thanks!
FGED GREDG RDFGDR GSFDG