The online racing simulator
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marty-bett
S3 licensed
I fixed the problem, at some stage I must have accidentally clicked "Widescreen effect" on the screen tab which puts black bars at the top and bottom.... D'oh! Only realised when I went to play without the rift and noticed that.

Now it is perfect! Awesome!

Thanks Scawen for replying, keep up the awesome work!
Incorrect vertical rendering?
marty-bett
S3 licensed
Hmmm, I can see the edge of the screen vertically when I look straight ahead.

When I have it on 1920x1080 with aspect ratio correction OFF I can't see the edges, but when I tilt my head, the image gets warped. Can anyone else with a rift confirm this? I've tried a fair few resolutions in LFS, and whenever the aspect ratio correction is on, the image looks fine when I tilt my head. But I can see the edge at the bottom (only just, but enough for it to be immersion breaking.) With a native resolution (1280x800 or 1920x1200) the aspect ratio correction doesn't change anything (which it shouldn't I believe) but the black border down the bottom and top is still there.

I've tried changing the hardware setup (extended/duplicate, even have the rift as my sole monitor), and scaling settings (gpu/display, aspect/fullscreen/none) and I get the same result. I'm not ruling out that it's something on my end though, that's why I want to know if people can see the same thing. I use the A cups, and the dial is set to about halfway in.

Or is this just something that's yet to be implemented yet? I just realised the new SDK 0.3.1 has an option for how close your eyes are to the lenses which probably has something to do with the FOV restriction. If this is the case apologies for my ignorance!

Didn't stop me from spending 6 hours straight in virtual reality LFS on the weekend! Was in another world!

EDIT: It appears that the new SDK 0.3.1 doesn't seem to change anything in LFS, i.e. if I change the IPD in it, LFS keeps the old value. Is this because it's a "preview" SDK or because LFS doesn't use it? Thanks!
Last edited by marty-bett, .
marty-bett
S3 licensed
Quote from Scawen :Thank you for the test. Sorry about that, my mistake leaving some debug values in there. Here is the fixed version, hope it works.

Yep values are working now. Left is positive yaw, looking up is positive pitch, and rolling my head anti-clockwise (or tilting my neck to the left) is positive roll.

http://imgur.com/DbPMYcq
marty-bett
S3 licensed
http://imgur.com/dF573xl

Values don't seem to change even though I moved the rift around. I loaded up one of the tech demo's and the tracking was working fine. Tried removing any other usb controllers still no luck.

Also if you want to crowdsource your testing to rift owners, head over to www.reddit.com/r/oculus The community there is pretty good and willing to help out.
marty-bett
S3 licensed
Quote from Scawen :

The only thing I don't get in your description - when you tried to use the 3D adjustment slider (which did not solve the divergence problem) in fact that should have made the problem even worse. Because the current version moves the right eye image more to the right and the left eye one to the left, to give the horizon some depth on a monitor or TV.

You are correct. I realised that was confusing, the slider needed to go more negative.
0.6E4 with Rift
marty-bett
S3 licensed
Hey so I just tried this with the Oculus Rift DK, and it works pretty well! Wow!

I had to make it windowed and scaled the screen down a bit to get the images to converge. I'm guessing that the IPD of the rift (or my eyes ) is too narrow for your current settings, such that in full screen, my eyes would have to diverge to get the images to line up. When I used the sliders, I could bring the two images closer, but it wasn't enough (the slider ran out of values before it started to converge. I'm guessing this is to do with the 7" screen (rather than the 5.5" one.)

You can use Oculus Overlay to add in the distortion, but it actually looks OK without it. Problem is when you add in head tracking (via opentrack), without the distortion, you get some funkadelic warping when you look around haha. It's not too bad, and Oculus Overlay has a bit of lag, so I actually prefer it without the overlay.

If you just add in other slider for the offset, introduce the warping (not sure how hard this is) and maybe increase the range of the 3D slider, it would be (more) awesome on the rift.

In the meantime, I will just play windowed and slightly distorted!
marty-bett
S3 licensed
Does this place have a firewall that needs to be fixed? if you cant change it for instance it is a school firewall that settings cant be changed get a tunnel program... yourfreedom is one... just google tunnel software..

if you have kept the same unlock it might be that because the ip has changed that it thinks you are doing something wrong... lock it then unlock it... check your status to get one of your other unlocks

soz man if those ideas work. i havn't been with LFS for very long and i dont know much
S3??
marty-bett
S3 licensed
Does anyone know when S3 is comming out? i reckon it's gonna be sick!!! i mean the different between S1 and S2 was amazing so S3 should be awsome!!! Anddoes anyone know what the new cars will be???
marty-bett
S3 licensed
I know this may just be my opinion but LFS offers no kind of TC, i have played many other good games that allow you to take TC on and off. And in most cases (most realistic games) the moment i take off TC on a F1 it is uncannily similar to the behaviour of the F1 in LFS. SO i don't believe there is any sort of TC in the F1.
P.S. if you say that you dont spin out going around corners at 200k/m, that is because F1 cars are very light and therefore less velocity pushing it off the track.

AS for ABS in the game all brake help does is not lock the wheels i believe and puts the brake on and off very quickly, Correct me if i'm wrong but that is basically ABS.
FGED GREDG RDFGDR GSFDG