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Scawen
Developer
Quote from SimulatorRental.com :Tested on my multi user server.

3 Games running at the same time

1x G29
1x G29
1x G25

Also have a 3D connecxion device connected that is adding some additional axis, will disconnect and try again.

It is very difficult to setup multiple games with so many axis...

Thanks for the test. I realise that multiple controller setups will need axis reassignment the first time using this update.

I hope it is a bit easier now that the axis names are correct and there is a scroll bar that may help.

EDIT: also the first controller in the list should be set up correctly so one of the wheels should be already correct for one of your LFS instances. I hope your 3 LFS instances are installed into their own folders so each has a separate controller setup - otherwise I can't see how it would work!

Quote from SimulatorRental.com :The force feed back is confused with what instance of LFS to associate with. For example while driving with the G25, one of the G29 wheels was spinning around in response to the car handling.

There is a selector (in the Axes/FF section) for which device to use as the force feedback device. So for example if you have assigned axes to the third wheel in your list, you must also select the third force feedback device.

Quote from SimulatorRental.com :The G25 throttle and brake pedal both move the same axis. It does not appear that they will separate.

This should be selectable in the Logitech drivers software.
Last edited by Scawen, .
Scawen
Developer
One more test patch with a few more VR refinements ready for tomorrow's official version: https://www.lfs.net/forum/thread/89352
Scawen
Developer
Test Patch N7 is now available. It should be the final test patch before the full version.

Thank you for all the testing, suggestions and help.

https://www.lfs.net/forum/thread/89352-Test-Patch-0-6N7

If you have a Vive or Rift please give it a go. I'm also interested to hear from anyone if the automatic controller setup seems to work OK. To test that, move or rename the relevant .con file in your data\misc folder before starting LFS so LFS does not read your existing controller setup.
Scawen
Developer
Test Patch 0.6N5 is available with more Rift support. In particular, VR focus management, so if you press the button to go to the Oculus home, LFS pauses itself as required, and disables the crosshairs to avoid erroneous clicking.

https://www.lfs.net/forum/thread/89352
Scawen
Developer
Test Patch 0.6N5: https://www.lfs.net/forum/thread/89352

Please test this if you have a Rift or Vive. It may be the final test patch before Saturday's full version.

If you have not already, you may wish to test the automatic controller button / axis assignments. It should do a reasonable job with Logitech and Thrustmaster wheels and game controllers. To test, move or rename the relevant .con file in your data\misc folder before starting LFS so LFS does not read your existing controller setup.

Thanks for the testing!

Changes from 0.6N4 to 0.6N5 :

Translations :

Various translations updated. Thank you translators!

VR :

The intro replay is avoided if LFS is started in VR mode
LFS now pauses and hides crosshairs when Rift focus is lost
OpenVR support updated to 0.9.19

Controllers :

RGT wheel should now be identified as a Thrustmaster

Misc :

Added left and right arrows to the "Look function" option
Music in setup screens is no longer enabled by default
Scawen
Developer
Thank you for that. I see the main problem is that the internally reported name does not include "Thrustmaster" so LFS attempted a Logitech style setup.

When you say "all axes seem good" I assume they are actually inverted, and it says "invert 1" beside the axes? So, they are inverted and that is OK because LFS knows that? Smile

I suppose I'll include "RGT" as a Thrustmaster identifier and it should be OK then. I guess it will not default to axis clutch because I suppose your drivers are not reporting the text "clutch" in the axis enumeration.

EDIT: Anyone else who has a a Thrustmaster, please do test with N4 and let me know how the name appears in LFS, so I can attempt to identify it properly. Currently Thrustmaster wheels will only be identified if their name (as seen in LFS) contains "Thrustmaster" or "RGT".
Last edited by Scawen, .
Scawen
Developer
Thank you all for the testing. Pleased it seems to be working for most wheels / controllers and no actual bugs reported.

Quote from MadCatX :Since you implemented some wheel-specific options in LFS, is there any chance you can look into supporting the LED lights on G27 & G29 so I can stop maintaining my horrible hack that makes them work with LFS?Smile

Thanks for that code. I would be interested in looking at that but I not this time round. I have to work on the final VR updates today so we can release a full version on Saturday.

Quote from MandulAA :Hey, tried out the new automatic config (by deleting my old con files) and the axes weren't correctly assigned.
  • My throttle pedal (axis 2) was assigned to Brake function
  • My brake pedal (axis 1) was assigned to Throttle function
  • My clutch pedal (axis 3) wasn't assigned to any fucntion at all.
My wheel is a Thrustmaster RGT FFB with Clutch.

Thanks for the test. I should be able to add an auto setup for this wheel.

I need more info though:

- What are the axis names, e.g. X / RZ / Slider0 - I need these rather than the number
- Are the axes inverted?
- What is the name of the wheel as seen in the list of controllers in Controls Options?
- Were the button mappings OK?

Quote from Amynue :Few years ago Scawen tried to implement that but something about Logitech's SDK was messed up and he wasn't able to do it, can't remember the details.

I can't remember what it was I didn't like about it. I quess it wasn't messed up but maybe there was code to link to and I thought they should use an escape interface (like the code MadCatX posted). I'll have to look at the SDK again (but not now).
Scawen
Developer
0.6N4 is now available with more controller support!

Please read the list of changes.

Please could some of you test the automatic wheel / game controller setup?
To do that, rename or move the relevant .con file in LFS\data\misc before starting LFS.

https://www.lfs.net/forum/thread/89352

Changes from 0.6N3 to 0.6N4 :

Controllers :

Controllers with 5 axes now default to combined brake / throttle
Combined brake / throttle axis now defaults to correct direction
Automatically set Clutch setting to axis if wheel has clutch pedal
Automatic preset is now attempted on first of multiple controllers
Controller screen in game now shows correct pedals and steer gauge
New joystick look mode using two axes to control look direction
Arrow keys can now be assigned to wheel buttons (default D-pad)
Default 900 degrees turn for Logitech G25 / G27 / Driving Force
Attempted reasonable presets for Thrustmaster and DFGT wheels
A scroll bar appears if there are more than 16 available axes
Removed axis calibration system that had various problems
You can now type in the active range of an axis function
Typed range can exceed input range to reduce axis effect
Look Roll axis function now has a full 360 degree range
Scawen
Developer
Thanks for the test! Think that's all I need for now.

Close to having that manual calibration system finished - it works well. I'll release it tomorrow if all goes to plan.
Scawen
Developer
Quote from Skytrill :L-Trigger axe RY Axis +
R-Trigger axe RY Axis -

Quote from Scawen :I guess you got the L and R the wrong way round.

Quote from Skytrill :Oups! sorry about that!

I think I've found the reason for this and it turns out to be an LFS bug.

I think you really reported it correctly, as you were probably looking at the yellow/blue axis display on the right of the controls screen.

Sorry for the confusion.

TEST REQUEST 1:

If anyone is around who has a game controller with combined trigger axes, please can you confirm this - if you use the triggers, the yellow/blue bar on the LFS screen moves in the 'wrong' direction. To the left when you use the right trigger, and right when you use the left trigger.

To be clear - that strange result is the TRUE value reported by DirectInput. The LFS bug was in the interpretation of that value, so in fact the combined axis should be Inverted after all (which will be correct with my bug fix).

TEST REQUEST 2:

Also, does anyone have a joystick? Please can you tell me which way the yellow/blue axis moves when you move the joystick forward or back?

Thanks!
Scawen
Developer
Quote from Degats :SI'll test the Thrustmaster defaults tomorrow.

I'll try to release N4 tomorrow afternoon so you can test them. Smile
Scawen
Developer
Quote from T3charmy :Since we're working on the controller, Would it be possible we could add something for the steering axis similar to what you can do with keyboard(steer rate/return rate) for those of us playing with handheld controllers such as PS4, Xbox controllers.

I think this goes a bit further than what I can get into this week. I feel time is short because we need a full version up there that supports the new Rift. Many people can't or don't want to install a test patch so I think we need to go for a full version next weekend.

Quote from T3charmy :Edit 2: and if possible on top of the first point(which at that alone would be very much appreciated!), possibly add it to where we are able to adjust the multiplier/sensitivity for all axes not just the steering. kind of like how Mouse X and Mouse Y work where you're able to.

This sounds a bit like the existing "Thr / brk centre reduction" option.

Quote from T3charmy :Another thing that could be useful would be to map the right joystick to being the look heading, but being able to set a limit for it, like all the way left is 90, all the way right is 90, and pressing the joystick down would be look behind

I thought some more about this, and I'm not sure if this is just obvious or not (maybe is how it is in other games, I don't know) but I thought the two axes of the right stick could be useful to make a full 360 degree look system.

How it could work :

- X and Y axes are assigned
- A new "joystick" look function (probably default)
- Centre dead zone, nothing happens up to around 25% movement
- Moving stick to the edge in any direction will look that way
- Moving stick partially will provide an intermediate position

This way, moving the stick left or right would look 90 degrees left and right. You could look more forward or back from that position by moving the stick forward or back. I think you could quite quickly or smoothly look in any direction you wanted to. I haven't tried it yet but it seems the combined use of two axes to control look heading in this way could work well.
Scawen
Developer
Quote from bobloblaw :Xbox 360 controller: all axes are correct, but throttle/brake are reversed. It defaulted to throttle/brake invert 1, while invert 0 gives correct setup. (assuming we want throttle on right, brake on left)

Thank you for the test and feedback.

Quote from bobloblaw :Did some laps without sound, its amazing how much immersion breaks when the car starts to slide (or, how important sound is in immersion). I'm sure you were already planning on it, but I think updating the tire sound process while you're in that rabbit hole will provide a huge boost to immersion, especially for new VR users that may not have a FFB wheel.

I was a bit confused at first but I think you mean when I get stuck into the tyre physics again?

Quote from T3charmy :Since we're working on the controller, Would it be possible we could add something for the steering axis similar to what you can do with keyboard(steer rate/return rate) for those of us playing with handheld controllers such as PS4, Xbox controllers.

Thanks for your suggestions. I'll pass them through my mind but I don't really expect to dive deep into controller support at this time.

Quote from T3charmy :Edit: Xbox one controller doesn't get the Accel/Brake settings correctly. Mine are reporting as combined, and the default setting is separate. Changing to combined causes the correct axis to be selected, but invert is set to 1 by default, which as bobloblaw is the opposite of what you'd expect. All other settings seem reasonable

I am not sure why your XBox one controller doesn't have separate axes. Mine (a wireless one that came with the Rift engineering sample) does have separate axes, just using the Microsoft auto-installed driver. I'm not sure how I can distinguish between the two. Does yours report only 5 axes? Mine reports 6.

Quote from Skytrill :I can confirm what bobloblaw is saying about the throttle and brake being reversed (on a PS3 controller) after renaming the .con file and starting LFS again.

Thank you for this test. Actually I got that inverse setting from your original post (see below) also stated by K0Z3L_43V3R, though I think he was doing a copy / paste + edit of yours. Big grin I'll set invert to 0 for the next update.

Quote from Skytrill :
L-Trigger axe RY Axis +
R-Trigger axe RY Axis -

I guess you got the L and R the wrong way round. Anyway, LFS now reports the correct axis names and you should see those triggers with Z axis now, instead of RY (LFS displayed wrongly all these years).
Scawen
Developer
Thanks for the help. 0.6N3 is now available.

Controllers may now be plugged in or removed after LFS has started, and there is a refresh button on the controller setup screen. Multiple controller support is much better and should not lose your settings depending on which USB ports you use, etc, but multiple controller setups will need to be reassigned this time.

Some of you with a single game controller, please could you test the automatic controller setup? With LFS not running, look in data\misc and move or rename your controller's .con file, so LFS can't see it. Then when you start LFS it should try to set it up automatically, in a way that is similar to some other games. In particular, does it get the triggers right?

Thanks.

Changes from 0.6N2 to 0.6N3 :

VR :

Rift headphones are now used for sound output (default setting)
Rift remote can now be used for click / escape / virtual keyboard
Improved appearance of top row (ESC / F keys) of virtual keyboard

Controllers :

Controllers may now be plugged in and detected after LFS is started
Refresh button to detect controllers in Options - Controls screen
Controllers are now sorted (not dependent on order of connection)
Separate controller type setting for with / without controllers
Automatic controls assignment for various game controllers
Warning when you press ESC to exit controller setup screen
Button functions are now easier to see when in car

Fixes :

Axis names were previously displayed wrongly in Options - Controls
It was possible to enter a state where chat box could not be opened

https://www.lfs.net/forum/thread/89352
Scawen
Developer
Quote from cargame.nl :I can easily reproduce this report; https://www.lfs.net/forum/thread/89368-pit----chat----join

Thanks, good find. Pit then press ENTER and T at about the same time, that gets you into the state where T no longer starts a message box.

I see why this happens and should be able to protect against it. I wonder what other cases could cause the same problem. It seems a bit unlikely that every time someone got this bug, then had pressed ENTER and T at the same time in the garage...

I'll try to fix it in a way that fixes all cases, but would like another test case to check it.

Quote from Abone :im on my work i cant test 6N2.i dont know if everyone talk about this problem in 6N,but sometimes in online practice i cant writing in chat, i press "T" and LFS dont open box for writing menssage,just after relog i can writing again.i dont remember if this happen after press shift+S,shift+P or press any key by mistake.

Quote from BADLVBOY :or did it happen when you pressed CTRL + SHIFT !?!
Happens to me a lot, since im checking people usernames, just press the same combo again and all good

I think these are different bugs.

I think Abone's one is the same as the one above, something to do with unexpectedly terminating a chat box. The chat box does not exit properly and then LFS doesn't allow you to open a new one.

BADLVBOY I think that is a case where LFS somehow has not noticed that the ctrl or shift key is no longer pressed. It shouldn't be possible normally but I would like to know how to make it happen!
Scawen
Developer
New test patch with improved support for Oculus 1.3 and CV1.

0.6N2: https://www.lfs.net/forum/thread/89352
Test Patch 0.6N7
Scawen
Developer
EDIT : Official Version 0.6P is now available!
https://www.lfs.net/patch-6p



WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS OR ANY NEW CONTENT

PLEASE TEST BEFORE YOU POST

PLEASE AVOID : OFF-TOPIC FEATURE REQUESTS / UNRELATED COMMENTS


Hello Racers,

Here is a new TEST PATCH : 0.6N7

- Support for the new Oculus 1.3 software and Rift CV1
- OpenVR support updated to 0.9.19
- Various improvements to controller support (see below)

0.6N7 is fully compatible with 0.6N

- You can connect online with 0.6N
- You can play replays from 0.6N

You cannot upload hotlaps made with this test patch because it is only a test patch, not an official patch.

Please keep a backup of your LFS.exe from 0.6N so you can easily go back if there are any problems.


Changes from 0.6N6 to 0.6N7 :

Translations :

Many translations updated. Thank you translators!

VR :

Default HUD field of view is now 70 degrees / HUD distance 0.5m
Improved centralisation of one-eye monitor view on desktop window
Auto-updater is avoided in VR mode and helpful options are offered
Crosshairs are always visible when watching a training replay


Changes from 0.6N4 to 0.6N6 :

VR :

Fixed an error in calculation of Rift's vertical FOV
The intro replay is avoided if LFS is started in VR mode
LFS now pauses and hides crosshairs when Rift focus is lost
OpenVR support updated to 0.9.19

Controllers :

RGT wheel should now be identified as a Thrustmaster

Misc :

Added left and right arrows to the "Look function" option
Music in setup screens is no longer enabled by default


Changes from 0.6N3 to 0.6N4 :

Controllers :

Controllers with 5 axes now default to combined brake / throttle
Combined brake / throttle axis now defaults to correct direction
Automatically set Clutch setting to axis if wheel has clutch pedal
Automatic preset is now attempted on first of multiple controllers
Controller screen in game now shows correct pedals and steer gauge
New joystick look mode using two axes to control look direction
Arrow keys can now be assigned to wheel buttons (default D-pad)
Default 900 degrees turn for Logitech G25 / G27 / Driving Force
Attempted reasonable presets for Thrustmaster and DFGT wheels
A scroll bar appears if there are more than 16 available axes
Removed axis calibration system that had various problems
You can now type in the active range of an axis function
Typed range can exceed input range to reduce axis effect
Look Roll axis function now has a full 360 degree range


Changes from 0.6N2 to 0.6N3 :

VR :

Rift headphones are now used for sound output (default setting)
Rift remote can now be used for click / escape / virtual keyboard
Improved appearance of top row (ESC / F keys) of virtual keyboard

Controllers :

Controllers may now be plugged in and detected after LFS is started
Refresh button to detect controllers in Options - Controls screen
Controllers are now sorted (not dependent on order of connection)
Separate controller type setting for with / without controllers
Automatic controls assignment for various game controllers
Warning when you press ESC to exit controller setup screen
Button functions are now easier to see when in car

Fixes :

Axis names were previously displayed wrongly in Options - Controls
It was possible to enter a state where chat box could not be opened


Changes from 0.6N to 0.6N2 :

VR :

New LFSRiftVR DLL supports Oculus 1.3 software
IPD slider movement is now detected and message displayed
Now correctly handles CV1's different up and down FOV values
User can now cause LFS to exit through the Oculus software


INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6N must already be installed


To install the PATCH using the SELF EXTRACTING ARCHIVE :

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
4) Now you can start LFS in the normal way

NOTE : You can see if the patch is correctly installed when you run
the program (LFS.exe). At the bottom of the entry screen : 0.6N7


DOWNLOADS :


EDIT : Official Version 0.6P is now available!
https://www.lfs.net/patch-6p



PATCH 0.6N TO 0.6N7 (SELF EXTRACTING ARCHIVE) (if you already have 0.6N) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6N_TO_6N7.exe (1.3 MB)

PATCH 0.6N TO 0.6N7 (ALTERNATIVE ZIP) (if you already have 0.6N) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6N_TO_6N7.zip (1.6 MB)
Last edited by Scawen, .
Scawen
Developer
The test DLL for LFS does work. The Rift software does not work on my computer (at least with DK2) so I can't tell you if there is a performance increase, or if Asynchronous Timewarp makes any difference. Probably not as LFS makes the frame rate easily and the best thing about AT is compensation when programs miss frames.

0.8 and 1.3 are totally incompatible. If you install 1.3 then you will not be able to run any 0.8 software. If you stick with 0.8 then you can't run any 1.3 software. They cannot both be installed simultaneously, as far as I know.

Disadvantages include the 842 MB download. If anything goes wrong during the installation, it can go wrong with no explanation and you'll have to randomly attempt things and then do the 842 MB download again. There is no actual downloadable file, it's all through the Oculus installer, and if anything goes wrong, you start again. This happened to me. I don't know if it was installing the new NVidia drivers after the failed attempt, but it worked the second time. Only problem now (for me) is the OVRServer crashes every time I plug in the Rift (DK2). So it's completely useless and I can't use my Rift any more.

Other disadvantages are that every time you run a program, even an external program like LFS (aka programs from Unknown Sources) then it starts Oculus Home anyway and it's running in the background with a large memory footprint (apparently 661 MB). Then when you exit whichever program you are running, you are back in Oculus Home and this behaviour cannot be disabled.
https://forums.oculus.com/developer/discussion/32519

If you only use LFS, on a DK2, then I can't see any reason to upgrade yet, unless you would like to try the free demos and so on, but I think you need an Xbox controller or it won't let you run anything from Oculus Home.

About the GPU, someone here is saying that below spec GPUs actually can be used:
https://forums.oculus.com/developer/discussion/32670
Scawen
Developer
Thanks for the test.

There is quite a bit to do, to make it work fully with the store. For example it needs code to 'obey' the store's commands such as telling LFS to exit immediately or stop rendering while the user switches to the store and back. Some things like that anyway, I'm not sure on all the details. I worked on VR support including the "no mouse and no keyboard" system for the last few weeks as the first step to make it compliant with the store. I find that really useful in VR as you can't see the keyboard. But there is more, for example I think it needs to work straight out of the box with the XBox controller, so that when a user starts LFS from the store for the first time, they can already control it without keyboard or mouse.

So that's on the technical side. It did take a long time for Oculus to get back to me about LFS. After submitting it for consideration in December, I didn't hear back from them until March.

Anyway, they seem to be cooperating more now. I'm interested in continuing to aim for Store inclusion as it would be good exposure for LFS.
Last edited by Scawen, .
Scawen
Developer
Thanks for the test. That is odd because two people reported it working OK at Oculus forums.
https://forums.oculus.com/developer/discussion/15110/live-for-speed-now-using-sdk-0-8#latest

- Does your DK2 work OK with other 1.3 programs?
- Was there any recovery from the freeze?
Scawen
Developer
Any Rift owners who have successfully installed the 1.3 software, here is an LFS test:
https://www.lfs.net/forum/thread/89333
Rift 1.3 support
Scawen
Developer
EDIT: New test patch with improved support for Oculus 1.3 and CV1.

0.6N2: https://www.lfs.net/forum/thread/89352


Original post from the early test:

I've tried to implement support for the Oculus 1.3 software. I can't test it myself because the Oculus software just crashes on my computer.

Anyone who has successfully installed the 1.3 software, please could you try this attached DLL?

1) Make sure you have the latest Live for Speed (version 0.6N)
2) Open the attached ZIP file
3) Open your LFS\dll folder where you will find LFSRiftVR.dll - rename it for backup
4) Save this test LFSRiftVR.dll into that folder
5) Run LFS and try to enter VR mode (Options... View... 3D)
Last edited by Scawen, .
Scawen
Developer
Test patch M9. Hopefully the final test patch before official version.

Changes from 0.6M8 to 0.6M9 :

More translation updates! Thank you translators! Smile

Audio :

Reduced the minimum volume to play a sound (can hear further away)
Added doppler effect to all car sounds that didn't have it already
Removed doppler effect resulting from SHIFT+U mode camera velocity
Updated commands.txt with commands /cansiren /siren /ujoin /uai

Siren sound :

Command /cansiren now works on players that have not joined race
Command /cansiren username 0 now switches off username's siren

Fix :

Fixed a recently introduced bug in the /key and /button commands

Download : https://www.lfs.net/forum/thread/89160
Scawen
Developer
Test patch M9. Hopefully the final test patch before official version.

Changes from 0.6M8 to 0.6M9 :

More translation updates! Thank you translators! Smile

Audio :

Reduced the minimum volume to play a sound (can hear further away)
Added doppler effect to all car sounds that didn't have it already
Removed doppler effect resulting from SHIFT+U mode camera velocity
Updated commands.txt with commands /cansiren /siren /ujoin /uai

Siren sound :

Command /cansiren now works on players that have not joined race
Command /cansiren username 0 now switches off username's siren

Fix :

Fixed a recently introduced bug in the /key and /button commands

Download : https://www.lfs.net/forum/thread/89160
Scawen
Developer
That's space, not backspace.

Backspace is the one that deletes a character that you just wrote.

It may have the word "BkSp" on it or just a big arrow pointing left.

I chose it because I thought there wouldn't be any problems.

There was a problem, to do with horns / fake keys and I worked for two days to solve it. The result is various updates in test patch M8. I don't think there is a problem any more.
FGED GREDG RDFGDR GSFDG