As expected, a lot has been happening in the background. Aside from the fact that I only understand half of it (technically), it's very impressive how much goes into it.
I wasn't expecting a possible release date for the test patch, but rather exactly what you told us. It's great, of course, that problems were resolved and not just new ones that emerged!
Very impressive, and I wish you both continued success!
I'm wondering if there have been any new problems and/or new challenges for Scawen in the last two months. Perhaps we'll get a glimpse into the current status of the "retro version"?
I'd certainly appreciate it... and if you don't have the time (or inclination), that's OK too.
Demand remains "poor"! Next attempt to get the business up and running is: splitting up the "Sim Racing Introduction" and the "Race Events." The long events (3.25h) weren't ideal (presumably?), so I split the events. This way, it's still possible to do qualifying and races (~2h) after the introduction (~1.25h).
I also plan special race events, for example on holidays.
I've also modernized the equipment. I hope this will provide further incentive. I'll keep you updated.
Will try your mod next. Really nice looking car and cockpit.
But a stupid question anyway: Why the car speedometer display does have such ugly "square" displays?
That ruins the really cool cockpit. Otherwise, you paid attention to a lot of details; why not the three gauges? Is that a deliberate design? Perhaps it's just more noticeable (to me) because of the chrome around the gauges. A few more polygons would significantly improve the look, at least in my opinion.
Let him finish what's already there for release. After that, there's still a lot for Scawen to do, to improve, and to engage with the community. He only has two hands, after all.
The new version will be a huge step for LFS. Whether such details are implemented or not, there will ALWAYS be something to improve... especially with such a complex program! And Scawen himself sets the bar pretty high (code optimization, resource-efficient handling, and so on). I find his work truly impressive and look forward to every update, no matter how small it may seem.
But that is not a solution (or only for parts of the request).
Updating/adapting any files is not very efficient and doing so for every possible car is not either. It is very cumbersome.
For me that means that it is currently not 100% feasible. Let's see, maybe Scawen can include the current FF value in a suitable Insim package (for reading; to change the value, the solution with the command is sufficient).
Since I started driving with my new Moza steering wheel, I've noticed that I have to (should) adjust the force feedback strength depending on the vehicle in order to prevent clipping. And yes, that was actually the case with the Logitech G27 too.
I haven't found any information in the insim.txt that would allow me to read or even set the force feedback value. And yes, you can set an FF value using the /ff command, but first I want to know - from a program perspective - what is currently set/adjusted in order to be able to save this information.
My goal would be to be able to automatically set a previously used/saved value depending on the vehicle selected, without having to manually make this adjustment every time I change vehicles. I would also have to manually note down the current setting somewhere in order to set this setting again in the same way.
Are there already Insim packages for this that I just haven't discovered yet?
Maybe you can create an example for using the lib in Java? Are you planning an update for the mod vehicle support (correct display of vehicle names) and the implementation of other packages that have been added in the meantime?
My knowledge is rather poor. I can "get by" with Java, but have not worked with Kotlin yet (maybe I'll have time for that at some point).
An additional goodie would be a new video with a simple 3 lap race (or something similar) with a few AIs and a new track or layout? I would be happy... and probably one or two people here would be too. In the evening or at night would also be nice, of course... but sunshine is fine too.
How can I assign the increase or decrease of force feedback to steering wheel buttons? The "/press" command does not support these keys/characters (. and ,).
Do I have to use scripts for this or is there an easier way?
Alternatively, it would of course be cool if you could also use the /ff command for the increase/decrease and not just have to specify fixed FF values.
Ups: I think this is the wrong area for my question. Sorry
Unfortunately, interest in the service is - to put it diplomatically - very limited.
But I'm not giving up yet. I'm revising the offer. Let's see if it gets better then.
In the meantime, I was able to try out the Moza R5. Compared to the G27, it's in a different league (at least for my taste). The driving experience is much more intense than with the old G27! The many setting options compared to the G27 are challenging, but it's also fun to find out what effects they have.
Probably a stupid question, but what is the point of an expensive DirectDrive steering wheel and the load cell technology for the brakes?
I drive decent times with my old-fashioned G27. Does it make sense to switch to another product (apart from the fact that the available drivers are ancient). I am currently not using 100% of the available force feedback steering wheel strength (which should be around 3nm at most). So what do I get out of it if the future steering wheel is 2-3x as strong (nm)? I am not the youngest anymore and I don't want to put unnecessary strain on my wrists.
And yes, so far the best I can get is a G27! I haven't had the chance to try out another steering wheel yet. The price of the "better" steering wheels also puts me off. Because I don't see any added value (apart from the driver issue) in such an investment.
So far I have looked at the technical data of the following steering wheels:
- Logitech G Pro Wheel & Pedals
- Turtle Beach Veolocity One Race
- Moza R5 Set
To be honest, I am a bit overwhelmed by the selection of other products!
Now I'll probably be inundated with information and feedback...
Most things now work as intended. The current parts look like this.
Next I will upload the 3D files. The link (thingiverse.com) will follow at the next opportunity.
If anyone is wondering why the parts are so strangely colored: There is currently a "Rainbow" filament inserted in the printer and I didn't feel like changing it.