The online racing simulator
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w126
S3 licensed
This snap is outdated anyway.
https://snapcraft.io/liveforspeed
w126
S3 licensed
It could be done by slightly delaying (1 second or a bit less) the action shown when spectating in multiplayer mode and thanks to it doing it in a way similar to showing multiplayer replays because the game would know 'future' states. With such approach interpolation of steering inputs would be possible and car movement would look smoother, too.
w126
S3 licensed
It's a known problem that is going to be solved by the big graphics and physics update being developed.
Here is a good description of the reason:
Quote :The current public version of LFS runs the physics at 100 steps per second. When displayed at 60 frames per second (typical on a monitor) or at 90 fps (typical on a VR headset) the number of physics steps per graphical frame is not constant. Some graphical frames show a single physics step while others show two physics steps. For example at 60 fps there is a 2,2,1 pattern of physics steps per graphical frame. This mismatch produces a visible stutter that is particularly noticeable when objects are moving sideways across the screen. For example when looking to the side or when turning a tight corner at lower speeds. The stutter effect is especially noticeable in VR. We are experimenting with a new physics update rate of 1000Hz. The number of physics steps is a lot closer between subsequent graphical frames, so things look smoother. For example at 60 fps there is a 17,17,16 pattern of physics steps per graphical frame.

https://www.lfs.net/20th-anniversary
w126
S3 licensed
Quote from rane_nbg :This Linux crap

But LFS can run very well on Linux, for example: https://www.lfs.net/forum/thread/98925

This strange graphics from the videos above is probably a result of replaced game textures to get it suitable to some rare high perception level, to get advantage in hotlapping or to run it on very old or poor performing hardware.
Last edited by w126, .
w126
S3 licensed
I'm not sure if I understand the description. Maybe it's something similar to the 'cpu occupancy > 99 %' warning in Assetto Corsa when the game is not able to perform all the calculations in real time. When this happens, players may have the impression of time slowing down sometimes when driving in the game.

However, LFS has very low hardware requirements, so it seems less likely, unless you use very old hardware or use drivers which are not able to achieve full hardware's performance, for example nouveau with Nvidia GPU.

LFS is complex software, so I can imagine situations where depending on how something is initialized some additional calculations are performed or not during driving session even when their results are not displayed, so it is not seen as a bug, but may lead to the behaviour you described.
w126
S3 licensed
Looks like protontricks version is too old and not compatible with some Steam file.
It may be tricky to install newer protontricks, because it has many dependencies. Actually, you can use winetricks too like that:

WINEPREFIX=<path to steam library>/steamapps/compatdata/<app id>/pfx winetricks

You just need to find the Wine prefix that is used to run LFS (maybe by its creation time) and replace the parts marked with <> above. Wine prefix is a place with Windows directory structure used by Wine. In Steam every game executed with Proton has its own Wine prefix.
Winetricks is just a shell script, so it's easier to install and there are less things that may go wrong with it.
w126
S3 licensed
I think I was able to fix this. At least these red/green rectangles at the bottom changed into arrows (triangles).
I installed cjkfonts using winetricks. Protontricks should do the same in case you run LFS through Steam.
Then in LFS options when you change languages into East Asian ones you can select fonts for them. I changed the font to Arial Unicode MS for 4 languages. Maybe it will work with another font too. Maybe even installing cjkfonts was not necessary.
w126
S3 licensed
You use Wine from Ubuntu repository, which is quite old (6.0.3). Current stable version of Wine is 8.0.2. You can uninstall the one you have and install Wine from WineHQ repository.
https://wiki.winehq.org/Ubuntu (instructions)

LFS used to work with Wine 6.* and earlier, but it was probably some older LFS version, maybe before official mods support.

However, if you are not advanced enough Linux/Ubuntu user and because you might also need to add DXVK, then maybe it will be easier to run LFS through Steam/Proton. That is, if you already use Steam. Smile
Use this or search for more up-to-date instructions on how to do it:
https://www.reddit.com/r/linux_gaming/comments/pvzn03/running_nonsteam_games_using_proton/?rdt=44731
w126
S3 licensed
Quote from CozmicDragon :Perhaps now, with South City receiving a major revamp, this area could see the light of day in a different way

Yes, it will. Smile
https://imx.tc-g.uk/20th/37
w126
S3 licensed
If Tatra passenger cars used the same solution that is in their trucks then what is between shafts connected to wheels is not the actual differential. The differential is shifted longitudinally and it is some variation of spur-gear design, in which one output shaft rotates inside the other.
https://www.youtube.com/watch?v=Nmew5gyt5ow
https://en.wikipedia.org/wiki/Differential_(mechanical_device)#Spur-gear_design
w126
S3 licensed
It seems it's the second variant (from the above description) of swing axle suspension. I must say I have some trouble imagining these mechanical joints in action.Big grin
http://skoda-katalog.eu/ekatalog-105-120/images/velke/02_09.jpg
http://skoda-katalog.eu/ekatalog-105-120/images/velke/03_01.jpg
w126
S3 licensed
I would like to ask what is the variant of swing axle suspension used in these Škoda cars. Is it like in the Tatras where the output shafts actually swing inside the differential? Or is it like one in some old VW Beetles that has more typical differential and joints just outside of it allowing the output shafts to change their orientation?
If maybe it is the second case, then the double wishbone approximation should have pivot placement like in the picture. Still, I cannot tell if it could help make the handling more pleasant. I have only made some simple tests on modified XR GT and it would take serious tuning with the rest of car's parameters to draw conclusions.
w126
S3 licensed
Quote from Flame CZE :Interesting idea, I can try it. Here’s a picture of the real suspension of the original version (left) and the upgraded M version (right)

For the swing axle version I think it's better to try stuchlo's solution.
The M version seems to have semi-trailing arm suspension. I don't know what is the best way to do it with current LFS suspension options.
w126
S3 licensed
Quote from stuchlo :If the toe value is constant, which are benefits of approximation using McPherson over an approximation using double-wishbone (for example this mod)? Asking, because I have made some mods with swing axles and if McPherson is more accurate, I will gladly rework them Smile

Now I see that I was not entirely right with the suggestion to use MacPherson strut. The solution in Hadimrska Sport is better for this purpose with its specific geometry, that is lower and upper arms being of equal lengths and going to the differential.
w126
S3 licensed
Quote from stuchlo :This is an interesting idea. Will it ensure changes of toe-in as well as camber during suspension travel?

I was thinking mainly of camber changes with suspension travel. I'm not even aware of any method to see dynamic toe information in LFS. I checked some old data from RAF file for XRT (with MacPherson strut at the rear) and wheel steer component is a constant value equal to toe from car's setup. This component is commented as "including Ackermann and toe" in RAF format description.
w126
S3 licensed
Very nice car, obviously well know in my country. Smile
From what I could find, this car (a real one) has swing axle rear suspension. Wouldn't it be better approximated in LFS by MacPherson strut with a very long lower arm?
w126
S3 licensed
I wonder why Sim Broadcasts producers don't use live multiplayer replays to make their streams smoother.
I hope one day there is more seamless equivalent of this feature in LFS. I mean, it probably wouldn't hurt if the action was delayed by around 1 second when spectating in multiplayer mode and then the game could interpolate steering inputs and maybe do other things that make playing mprs smoother looking than live action. This way every LFS event streamed to yt/twitch (not while driving, obviously) would look better.
w126
S3 licensed
Maybe try using DXVK.
https://github.com/doitsujin/dxvk - see "How to use" section.
w126
S3 licensed
LFS is mentioned in a comparison of how various simulators model engine torque vs throttle amount when the latter is less than 100 %.
Might be useful in future development, if what the video says about LFS is correct.

w126
S3 licensed
I don't think preaching is necessary, because the need for limited setups was recognized by LFS devs a long time ago.
https://www.lfs.net/forum/post/1316543#post1316543
w126
S3 licensed
Look under Options - Controls - Axes / FF. Maybe you have some controller axis assigned to Joystick Look X.
w126
S3 licensed
I have just reproduced probably the same problem with standard Wine 7.0.1 (current stable version). It does not happen regularly, only sometimes after some navigation in the UI.

What should help (and I use that normally with LFS) is installing DXVK to your Wine prefix.
https://github.com/doitsujin/dxvk
Last edited by w126, .
w126
S3 licensed
You may use XInputPlus software to get separate throttle and brake. It also has FF emulation, but it's probably just FF force translated into vibration intensity, so it will be different from vibration effects created by some other driving games (on gear changes, wheel slip etc.). Another useful feature is that it allows to set a deadzone for a stick used for steering.
w126
S3 licensed
It sure would be nice to celebrate 20 years of Live for Speed by browsing some new screenshots from the development version. Smile
https://en.lfsmanual.net/wiki/Version_History#0.04k
w126
S3 licensed
I would like to see features allowing for more realistic mods, including stuff that was described in Scawen's plans many years ago: more general suspension geometry to achieve anti-dive and anti-squat effects and limited setup system. In addition to that, more suspension types, especially rigid axle.
I also think that configurations are abused now, probably because of their limitations. For example, there are mods where adding a roll cage doesn't change total mass or adding wings does not change aerodynamic properties in itself, only as a result of changing wing angles.
FGED GREDG RDFGDR GSFDG