I am not sure if I have been reading well thru this thread but when I will install one these new patches it will reset my controller settings in LFS?
I have Logitech Formula Force GP wheel.
Could I avoid it by doing back-up of my CFG file and then replace it back after installing the latest unofficial patch?
off-topic....
I think nobody requested it so far but can you PIMP MY RIDE?
As biggie said, we need to see the real corner speeds when hotlapping as absurd as it sounds New one is cool when just having good time with racing etc though
When im in any gear, at the red line point you get the little red dot appear, but if you touch the clutch pedel, even slightly, the red dot goes out even though you are still jumping off the rev limiter.
My understanding is that the red dot should come on and stay on at the required shift point weather the clutch is engaged or not?
If it's a gear change indicator then you depressing the clutch is indicating that you are about to change gear. I don't think that it's a rev limiter, which is what you are intumating, if it was then the engine would stop revving at that point. If my memory serves me correctly you can over rev from the point the light comes on.
So what do you want? A rev limiter set at the change gear point. (Not ideal as it forces you to change regardless of situation) or an indicator of ideal gear change (Which is what you have). The engine still has revs in it with power, just not peak power. Maybe in RL the gear change light would stay on untill the revs dropped the maximum rev limit being governed by an engine management system but LFS obviously uses the clutch as a trigger for the light to go out.
LFS's gear change indicator is more intelligent than a normal shift-light. It doesn't simply start glowing at a given rpm. For example it never starts while you are spinning your wheels. So I would say that this is a feature rather than a bug. Usual gear change indicators in real cars (unless you're driving F1, I guess) will indicate at a given rpm. Every time. It's more like a lightbulp that indicates when you've reached a certain rpm and not a "this is the ideal gear change rpm"-indicator like in LFS.
sorry mate, I may have been misinterpreted...? I had no issue with telling folk to read the posts Just pointing out that although you said you didn't want requests, realistic and relevant ones seemed to be seeing a pretty good hit ratio...
As a lot of people have mentioned an opinion on the speedo option request, I will add my comment. I don't favour adding an option. I like to avoid adding options, if at all possible - because : they mean more code to maintain and more that can go wrong. I only add options if it's very important. In this case I can't see any reason to add an option, it's close enough to the real speed and as a car simulator it should be as close as possible to driving a real car. Hotlappers will need to adjust to reading 103 mph instead of 102 mph or whatever. I haven't heard of GPS based speedos or similar in a real car.
The only suggestion that seems to me worth considering is what Nikimere said a few pages back http://www.lfsforum.net/showthread.php?p=159438#post159438 - a more accurate speedo on race cars by taking the speed from non-driving wheels. Though possibly this may be only found on cars with ABS, so they already have wheel speed sensors?
Only problem with this is locked wheel before a turn means 0mph??? I like the current system taken from drive shaft, as far as I'm aware, the racing cars I have the chance to look round, take their speed from the rear axle....
Generally it should be possible to read the speed from any wheel with all methods. The wire we use for measurement can be fixed to any wheel. But usually you don't do that because undriven wheels like to lock up more than driven wheels. Slightly exaggerated locking up a inner wheel while braking into a corner is somewhat of a necessity to make good times (Ky Nat, from oval to infield in XFR, f.e., you usually lock up a tyre for several seconds). Also the connection to the driven wheels indicates spinning tyres very good.
That's propably the reason why in real life the measurement is mostly taken from the driven wheels. Newer cars might be able to combine the readouts from all wheelspeed sensors and acceleration sensors into a 'real' speed, excluding all errors from slipping. But that's black magic.
But what I want to ask: Is the pit speed limiter connected to the driveshaft-speed or the 'true' speed over ground? With pit limiter on the speedo-needle can nicely go over the pitlane speed with spinning tyres. It looks like the limiter only reacts when the true speed reaches the pit lane speed.
I like the new speedo. Since I started racing LFS I've always relied too much on the speedo and spent a lot of time staring at it, so anything you can do to make it less useful is fine by me.
somehow i managed after recording a lap to a raf file to stop at the the background screen.
i cant type anything, the only things that work are the shortcut buttons ((strg +) F1 - F8) and the sound, when pressing some false keys.
when i press the shortcuts it also displays the name of the driver i was recording and not mine. i had to kill lfs using the taskmanager.
Is this reproducable? If it's rare I won't worry about it. If it's 100% reproducable I must fix it (and it will be easy to).
BTW I think you didn't need to use the task manager - you could have pressed SHIFT+F4 to a window, then click the X box (bad way to leave LFS normally but easier than task manager).
Dunno if it has anything to do with this, but something similar happens when you pause during replay and then restart the replay; The game pauses on the blank loading background screen, which can be a bit confusing sometimes. Simply unpausing will continue it though.
The biggest problem with leaving a multiplayer race via the red X is that it *CAN* cause massive "lag" for other players, resulting in the inability to join, pit or leave, for several seconds.