The online racing simulator
what hardware do the devs use?
1
(27 posts, started )
what hardware do the devs use?
i wanna know what steering wheels, pedals and other LFS related hardware the devs use when making this fine game?

because i have a hunger for knowledge

so come on scavier, tell us your setup please.

p.s. i use a driving force pro made by logitech
I think Scawen has the red Momo.
#3 - Krane
Correct.

Red MOMO
3 x some HP 21" monitor
ATI Radeon 9800 Pro. Edit: scratch that, Radeon is a spare part, and a Matrox Parhelia is the one in use apparently Or I just got it wrong again, what do I know
A never cleaned Keytronic coated with nicotine and tar


http://www.lfsforum.net/showth ... Radeon+9800+pro#post81276
kool!
scawen has a great setup!

what about eric and victor?
#6 - Lible
well you really think they would use a wheel like this?

but i like the idea of it because it looks not that hard to build but to get the parts at all could be a problem.

btw. since i own a black and i was not able to get a red momo anymore i really would like know the differences between red and black momo, i mean not visual but the feeling in-game ya know.
Quote from 510N3D :
btw. since i own a black and i was not able to get a red momo anymore I really would like know the differences between red and black momo, I mean not visual but the feeling in-game ya know.

I have used both and the differences are small when it comes to FF feeling but with real leather wheel vs foam rubber , metal paddles vs plastic , IMO theres a less notchy feel to the red and slightly better pedal design on the red too (of course I have put a squashball where my Brk spring used to be) IIRC the black uses a digital optical sensor for the steer axis and the red uses an analogue pot .

SD.
Quote from SparkyDave :I have used both and the differences are small when it comes to FF feeling but with real leather wheel vs foam rubber , metal paddles vs plastic , IMO theres a less notchy feel to the red and slightly better pedal design on the red too (of course I have put a squashball where my Brk spring used to be) IIRC the black uses a digital optical sensor for the steer axis and the red uses an analogue pot .

SD.

ah thx for that infos...which makes me think logitech must be stupid or so and i dont understand why the quality is that bad compared to the red one. question of money maybe ?! who knows...
http://www.lfsforum.net/attach ... tid=6548&d=1141420210

I'm really terrified about Scawen's audio setup... maybe that's the reason for LFS's lousy sounds. I don't mean I'd have the greatest audio setup in the world but I bet that my 10 year old stereos beats those 15 cm PC speakers.
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(thisnameistaken) DELETED by thisnameistaken
Why do you assume those are the only speakers? Just because you can't see the bass driver on the floor?

Do you really think the reason the LFS sounds could do with improving is because I can't hear them in some way? The LFS sounds are awaiting a major rewrite of the engine code at some point and better sound simulation. That is not new info, I've said the same thing for years.

Sound generation is very difficult. The sound is less than realistic but it's not because I am deaf or have bad speakers. It's because it requires months of development, devoted entirely to sounds.
Actually Scawen, not all the cars sound bad anyway...

My advise to anyone who doesn't like the sound of LFS is to set the engine volume to max and race TBO's Personally i've a set of Wharfedales especially for the purpose and they sound great !

@Scawen, when you do rewrite the audio can you make the message beep configurable please - and by configurable, I meen let me turn it off
#13 - Vain
Darn, no "next patch" in Scawen's reply. Darn!


Vain
Quote from Becky Rose :@Scawen, when you do rewrite the audio can you make the message beep configurable please - and by configurable, I meen let me turn it off

I think you can safely rename the sound files in data\snd folder.

Message.raw
SysMessage.raw
InvalidKey.raw

etc...
Quote from Scawen :Do you really think the reason the LFS sounds could do with improving is because I can't hear them in some way?

Or course not. But I thought the smile in my previous reply was enough to mark it as a joke.

Quote from Scawen :I think you can safely rename the sound files in data\snd folder.

Message.raw
SysMessage.raw
InvalidKey.raw

etc...

One question... from what sounds files are that, sorry to say but really annoying, "crashing sound" generated? The sound effect that comes e.g. usually when the cars takes some air after crash and then lands on the ground, that sound clearly comes from the tyres. At least it isnt' ScrapeHard.raw so it's generated from the tyre skid sounds files? It's not possible to get rid off that sound without loosing tyre sounds? I would call this a sound issue, and very annoying one. It's not nice to hear that when your using headphones with max volume.
Quote from Scawen :The LFS sounds are awaiting a major rewrite of the engine code at some point and better sound simulation. That is not new info, I've said the same thing for years.

Sound generation is very difficult. The sound is less than realistic but it's not because I am deaf or have bad speakers. It's because it requires months of development, devoted entirely to sounds.

1) fzr sound is very cute
2) do you consider worth exposing sound engine parameters into cfg file (or sound data to files)? i mean make it possible to mod car sounds? you see, there are a lot of technical people into lfs community and more than once someone had proved to do useful analysis (i.e. tire analysis by androidxp, etc.), so ithink that would bring useful feedback before you start to rework the sound engine...hopefully that would end in saving much time for development
Quote from deggis :One question... from what sounds files are that, sorry to say but really annoying, "crashing sound" generated? The sound effect that comes e.g. usually when the cars takes some air after crash and then lands on the ground, that sound clearly comes from the tyres. At least it isnt' ScrapeHard.raw so it's generated from the tyre skid sounds files? It's not possible to get rid off that sound without loosing tyre sounds? I would call this a sound issue, and very annoying one. It's not nice to hear that when your using headphones with max volume.

Is it possible to give me a short MPR that reproduces that? It must be a MPR so I can run it in a debug version (SPR goes OOS instantly in the special debug compile). And if there are very few cars on track (preferably only the one car) and the replay is short that would be very helpful as well, so I can run it several times, locate the problem and limit the volume appropriately.
Here's what I think he means, when using incar view that sound kills your ears even if you aren't using headphones.
Attached files
scr.mpr - 7.7 KB - 328 views
Yes, I mean exactly that. I'm sure Scawen knows that, maybe I was just a bit confusing because I used a word "issue".
Ditto... It's an ear popper, no doubt related to the tyre noise! Excellent example.
With several crashes, the tires would pop on impact anyway.
Quote from deggis :http://www.lfsforum.net/attach ... tid=6548&d=1141420210

I'm really terrified about Scawen's audio setup... maybe that's the reason for LFS's lousy sounds. I don't mean I'd have the greatest audio setup in the world but I bet that my 10 year old stereos beats those 15 cm PC speakers.

Logis sound amazing for their small size. Not exactly Bose, but they still sound great
Lol Devs Have Computers *boner*
Quote from 96 GTS :Logis sound amazing for their small size. Not exactly Bose, but they still sound great

Oh, come on. They are 100% crap!

(joke)

EDIT: About the "skreetch!"-sound. I still remember when I first played LFS (S1 demo something) and everytime I hit the wall I heard that "Squirch"-sound. Which was quite often as I am very slow to learn new tracks, especially in new sim... I was living with my parents at the time and after a while, my mother came to my room to see what the hell I was doing. "What was that horrible noise. Turn it down!" Squirch! "I can't help it!" *SLAP*... (not really... )
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what hardware do the devs use?
(27 posts, started )
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