lol, I do not think the guys coding LFS are willing to keep their improvment on their HDD forever (and would take pleasure showing what they are doing through reports )
Otherwise what would be the point on keep doing evolutions to the sim ? They should have quit a long time ago or do another sim like so many other did/do/will do even if many areas in their product are still broken !
Replying to you and the guys above. So about the center reduction - yes I got it right, but the steering sensitive is too much for me, slowed down my mouse speed from windows for now and it kinda works, but the animation itself is a game changer too. Also I can't get used to it, still 1sec or more slower than my PBs
South City is Eric's baby, he wants it to be perfect . According to the reports, he may have spent a year and a half on it (according to https://www.lfs.net/report-dec2019-so : since July 2019), maybe "not only" let's suppose, but frankly he has spent a lots of time on it. From the snapshots, it is clearly a great added-value for S1 licence ... If he spends third or half the time on Fernbay, it can do serious magic on it (assuming the quatity of off-roads things is a lot less than South City) ... Kepp faith , I am sure Eric is willing to spend some times on the two new unrevealed tracks for S3 after the graphical update is released, and get back to cars
edit : @Eric, if you want to surprise us on Fernbay by adding a dirt/gravel/sand Oval with some outfield track of the same, do not hesitate
Viper cake, you've used this thread to insult the developers, one by one, repeatedly, since page one. You are the cause of a lot of the bad feeling. So I've banned you for 3 months. We don't want people here spreading bad feeling for no reason. I suggest you get outside a bit.
Gosh the new Autocross looks so good seeing it again. I just scrolled through some other old progress reports and I mostly forgot about them. Can't wait to see more!
uhhh. you know. As far as I can tell Jamaica doesn't have a railway. I never seen one there. I mean they might. The island is big enough. But I didn't see one. Also on Fern Bay and South City the roads are too nice. What about expansion joints? Pot holes? Filled pot holes? Uneven tarmac surfaces? There are places in Jamaica that's a lot like here. The ground is a little soft and shifty. Roads have all these black streaks on them. Its filler material for the cracks. And as far as dressing up Fern Bay. Eric ought to know this: They have a ton of churches there. Somebody told me they had more churches per capita than anywhere else. You'd think you'd at least see one on fern black/gold. You see a train track that may or may not be there. Why not a building that is?
It's just low pressure in tyres. And car is shown standing on ground. Press spacebar to "drop" the car,you'll see tures flexing due hitting the ground.
In the new update (0.6V) tyre deformation is dynamic depending on tyre pressure in real time, without the need of 'dropping' the car like before.
I like it.
its possible make steer animation independent from car wheels degree? or match it with the wheel usb device degree? example g27 turns 900, but if i use XRT with 45ΒΊ lock the steer turns 1080 degrees.
Hi guys, first of all, thank you very much Scawen and Eric for your efforts to improve the sim, it's highly appreciated.
I'm extremely pleased with the increased resolution and refresh rate of FFB, it really does make a noticeable difference even on G29. However, there are still a few tiny and easy features that need to be implemented which I really miss.
[1] minimal force adjustment (advanced: FFB mapping or LUT option)
[2] FFB clipping indicator (advanced: FFB real-time monitor)
Pretty much all non Direct Drive wheels have the problem of low forces being covered in the wheel's inherent friction. Unfortunately, manufacturers do not care about this and do not offer such corrections. As a basic version, the minimal force slider (Fig 2) would solve this once and for all so that we can enjoy the sim even more. The advanced version would include more points so that we would even be able to map the FFB to our wheel and compensate for its force nonlinearity, similar to what they did with the look-up table in Assetto Corsa.
I do not even want to stress how important is not to clip the FFB. As very basic, an FFB clipping LED indicator is enough. An advanced option, allowing to visually inspect the forces being sent to the wheel would be immensely helpful. Something like fps real-time monitor (Fig 1) is more than enough, nothing fancy.
I hope that Scawen will seriously consider this and implement at least the basic versions of such features, as their value for all wheel users will be enormous. If needed, I can offer more details and also some example code, since I have already implemented these features in my DIY FFB wheel.
This would be very easy to implement as a mod. All you need is to proxy dinput8.dll and intercept the force feedback calls. Once you have that, you can do whatever you want with the force commands that get uploaded to the wheel.