The online racing simulator
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Zopiac
S3 licensed
Car looks and feels great! One caveat to the former is that the seat positions are rather odd -- on the Daily setup the steering wheel is about 1cm away from the seat, whereas on the Track setup the seat is very far back. Also for the default driver position, I have to move the camera quite far back and down which makes the rearview mirror unusable. This is in VR, by the way, which is why seating position is rather important to me.

I enjoy the fact that the daily and track setups feel almost like different cars; I particularly enjoy that the caster angle on Track is 4.5 versus the Daily's 6.0, the latter of which makes the steering quite stiff and forcing me to turn the FFB down to prevent clipping.

Speaking of clipping, while the car audio tone is fantastic, I have to turn the exhaust volume down to about 1.5 to keep it from clipping at any instance of full throttle.

None of this prevents the car from being an absolute joy to drive, though! Loving it.
Zopiac
S3 licensed
The model is top notch for sure, but the sound is nothing but clipping which is irritating to listen to. Also the steering force feedback is extremely heavy. Toning down the audio in the shift+a menu and turning my FFB way down, however, makes this mod shine. Great, controllable drifts even for someone who's rubbish at them!
Zopiac
S3 licensed
So far the only issue I have with this mod is that I can't see out the mirrors terribly well. The left isn't so bad, and the rearview is only a problem because I set my view lower than default (as is the case in many LFS cars as well), but the right mirror in particular is pretty much useless.
Zopiac
S3 licensed
I get no steering forces in my wheel whatsoever. I can feel collisions etc but absolutely no self centering torque.
Zopiac
S3 licensed
The ABS light seems to be messed up somehow, perhaps a bad texture map. Similarly, one gauge on the right cluster isn't exactly in the best location. It goes from 0 to 100 but is cut off from 5 to 55 and overlaps the tach a bit.
Zopiac
S3 licensed
Love the car, but definitely spotting issues.

There are some bad normals or other graphical issues with the wiper blades, and you can see under the hood and straight through to the road from driver position.

Probably the worst thing from a technical standpoint is that braking for pretty much any corner causes my wheel to jump about with force feedback spikes; not sure what that could be.

And then on a much more minor note, the fact that the shift knob is from an automatic is a bit odd but doesn't really affect anything.
Zopiac
S3 licensed
Quote from NENE87 :In vr, the steerwheel is to low, maybe you can inspire yourself from here : https://cdn.classicdigest.com/live/carimg/172001_172100/172026_5168cb3d3098e2e1.jpg great mod btx!

Came here to say this as well. I adjusted the camera as low as LFS lets me but the wheel is still a good 10cm low even then.

Regarding force feedback, I have to set the force strength to about half what it normally is to get a good feeling out of the car. It really seems as though the caster amount is rather far off, making the centering torque far stronger than it has any reason to be.
Zopiac
S3 licensed
Quote from timdecnodder :To anwser your last question, i think many enjoy the mods, but don’t want to go out and vote via website, maybe it breaks there gaming experience or they don’t think their votes make any difference. In the end of the day we’re all human and some have other priorities

Doubly so in VR. When the mods first released you could rate them ingame and I did, but once multiple rating categories were soon added it took me a bit to realise that pages were opening in my browser window, since I'm not staring at my physical monitor when in LFS.
Zopiac
S3 licensed
I think something especially nice would be the ability to save per-car FFB values like a number of other sims have. It would solve/workaround the variation in mods at least until some sort of standard is, well, standard. In addition I'd love to see a way to change the FFB strength with finer granularity, as < and > are locked to steps of 5. This is significant when the most I generally have it set to is 30 with my wheel setup, and especially so since as BlueFlame alluded to some vehicles have frankly insane FFB where even a value of 5 may be too high to enjoy, and having to back out to the options menu for a fine adjustment can make mod testing tedious.

As for power steering, it's something I've been trying to figure out since I prefer slower, friendlier road cars over grippy, tight, and altogether "physical" track cars and haven't been able to replicate a nicely self-centering steering wheel (particularly at lower speeds) like in my daily drivers. It's made me wonder if it's in LFS at all, or if so, if it's not speed-variable power assist. Overall I'd say having more tuning options for the handling of cars on a per-mod basis is fairly significant, on both the creator's side and the player's.
Zopiac
S3 licensed
Quote from kagurazakayukari :Unfortunately that will have some negative impact on cornering because of inadequate vision. The non-halo version using the original FO8 mirror position so that's work with that extreme? condition.Shrug

Yeah, I figured something like that. It's just a quirk of the current LFS rendering which I'm forcing to do something it wasn't meant to.

That's probably one thing that these mods in general will do: expose elements of the sim that don't quite deliver the best experience when in conjunction with a wider range of vehicles/scenarios that it was never meant really have in the first place. Hopefully it can lead to small improvements being implemented here and there.
Zopiac
S3 licensed
Aha! The mirror issue I'm having is when I lean forward or move the driver view forward to better match where my real wheel is. I think the mirror effect has a near clip/culling field that doesn't take into account wide FOV + near distance situations. The effect can be replicated even in flat screen by setting the screen FOV high and moving the Y offset to around 0.125m.

It would be nice if this could be "fixed" in LFS itself, but a workaround would be to move the mirrors further from the driver if it doesn't ruin the design.
Zopiac
S3 licensed
Loving it so far! Two issues, however:

- Driver position is pretty bad (for VR) and I had to move Y +0.14 and z -.05. This is fine except that the mirrors become fairly useless at this point.

- This may be a "me" issue, "default setup" issue, or "this car would try to kill me IRL too" issue, but steering feel in oversteer conditions is extremely vague and pretty difficult to control. Certainly adds character, heh.

Very nice to see this car in LFS, though.
Zopiac
S3 licensed
No problem. I'm using an Index so I think it has slightly wider FOV. It really is just in the periphery.
Zopiac
S3 licensed
I really like it so far except that the engine noise is clipping like crazy and the backside of the wipers are invisible (looks fine from outside, but not the driver seat). Very believable boaty American V8 feel though, and the interior is fantastic!
Zopiac
S3 licensed
The steering wheel is a good 10cm closer to me than I care for, which is a shame since you can't set the view further back from default, only forward (and in most cars I do have to set the view closer to the dash). Really makes it feel claustrophobic to drive in VR.

Especially odd since I'd have to lean forward to even touch the shift knob (which of course isn't actually needed, but hey, immersion!)
Zopiac
S3 licensed
Not sure if this is a limitation of the mod or LFS, but in VR I can tell that when I'm looking slightly left, the right mirror "turns off" (turns grey) and vice versa, making checking mirrors with peripheral bothersome. At the very least, it's distracting to see it happen.

As for the car itself, I'm enjoying it! (as someone who prefers street cars)
Zopiac
S3 licensed
Same issue here. The Fanatec Podium Button Module Endurance has 34 buttons, but the numbers the computer sees are spread out up to 62 (theoretically 64, I presume).

The ranges are:

1-4: Regular buttons
5-6: Shift paddles
7-12: Regular buttons
13-20: Gears (via attached shifter)
23-25: Seven-way switch twist left, twist right, and push in
26: Joystick press
31-34: Two separate two-way toggles
37-38: Rotary encoder
49-50: Another rotary encoder
61-61: Extra paddles

Curiously, the way LFS enumerates the button inputs, it counts 33-36 as the D-pad's inputs (which in other games aren't given numbers and are just directional inputs) perhaps just to have a number to apply them to despite only seeing 32 "normal" button inputs. As such, only two of the two-way toggle switch inputs are available, and what's worse is that these are split between the two toggles (one is 31 and 33, the other is 32 and 34, meaning that only the 'down' position is registered at all by LFS).

I'd be quite excited to see LFS expand its input range to allow these high input count devices to work properly!
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