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Flame CZE
S3 licensed
Moderator
There is a detailed explanation of the process in the manual I linked above, I'm not sure if you've read it:

Quote :3) Assign axes

With the axes list still open, you can now start assigning the different functions to the available axes. To do this, first click on the function you want to assign (e.g. "Steer"), then click on the axis you want to assign it to (e.g. "X axis"). Unlike in many other games, pressing the pedal or rotating the wheel after clicking on the function button will NOT assign the axis automatically!

After all necessary functions have been assigned, check if LFS reads the input correctly by rotating the wheel and pressing the pedals again. Now the steering indicator and pedal bars will move, too. If an axis/function operates the opposite way it should, click on the "invert" button found to the right of the function in question. If, for some reason you need to limit the range of some axes, you can do so by adjusting the range values (0-100% for both range ends).

There's even an animation of that:

Flame CZE
S3 licensed
Moderator
You get an additional unlock every Friday. Usually you don't need to unlock the game more than 2 times per week. Anyhow this is not a bug.
Flame CZE
S3 licensed
Moderator
As Scawen suggested, read controls section in the manual page, especially the Wheel/Joystick and Setting up the wheel sections.

Basically you need to assign your functions on the left to the corresponding axes on the right.
Flame CZE
S3 licensed
Moderator
I have re-uploaded his screenshot from the other thread he created, which got auto-ignored
Flame CZE
S3 licensed
Moderator
Please send an e-mail to the LFS support and provide details: https://www.lfs.net/mailus
Flame CZE
S3 licensed
Moderator
Modelling proofs belong to a thread in the Work in Progress forum, which you then link in the mod submission form. I have moved this thread to the correct forum in the "Development thread URL / ID" field.
Flame CZE
S3 licensed
Moderator
Thanks for posting this, I think he explains everything very well and in detail. I also recommend watching his videos on suspension where he talks about roll centre. This might be helpful for people building suspension for their mods.


Flame CZE
S3 licensed
Moderator
You can try running a fresh LFS installation in a different folder and try it there. You don't have to delete your original LFS installation.
Flame CZE
S3 licensed
Moderator
I just tested it with my LFS installation and it worked fine.

Does C:\LFS\cfg.txt really exist?
Flame CZE
S3 licensed
Moderator
Do not add Autocross Start object but Start Position objects.
Flame CZE
S3 licensed
Moderator
It was done this way to prevent people from creating illegal cracked servers using the latest versions.
Flame CZE
S3 licensed
Moderator
I don't think demo players have any free skin slots to start with, they need to buy them.
Flame CZE
S3 licensed
Moderator
Can you explain in more detail what you mean by that?
Flame CZE
S3 licensed
Moderator
Not sure what the point of this thread is, there's no in progress stuff
Flame CZE
S3 licensed
Moderator
InSim and OutSim are different protocols. OutSim packets will only be sent to the currently viewed car from cockpit view.

To set up OutSim, edit these lines in cfg.txt:

OutSim Mode 0 :0-off 1-driving 2-driving+replay
OutSim Delay 1 :minimum delay between packets (100ths of a sec)
OutSim IP 0.0.0.0 :IP address to send the UDP packet (127.0.0.1 for local host)
OutSim Port 0 :IP port
OutSim ID 0 :if not zero, adds an identifier to the packet
OutSim Opts 0 : a hexadecimal number to send various OutSim data - see docs/OutSimPack.txt

Then the library you're using must support receiving OutSim data from a given port.
Flame CZE
S3 licensed
Moderator
Shame the indicator sounds are not in sync with the visuals, that would drive me crazy Big grin
Flame CZE
S3 licensed
Moderator
No longer welcome means they are banned from the forum, not LFS multiplayer.
Flame CZE
S3 licensed
Moderator
Maybe I'm wrong but that 1 second debounce time seems to be there to prevent exploits by creating scripts which would automatically adjust the brake balance in real time or very quickly based on the brake input, effectively giving an advantage over those who don't use it. Similarly, a clever program could analyze live OutSim data and adjust the them to counteract oversteer or understeer mid-corner.
Flame CZE
S3 licensed
Moderator
You could use the "Touching" property too and measure the time when none of the wheels are touching the ground.
Flame CZE
S3 licensed
Moderator
Quoting stuchlo's mod description:

Quote :To be more versatile for LFS players, all tire compounds are allowed for personal setups, however, slicks should be used only in a combination with stiffened and lowered setups to prevent rolling the car.

Flame CZE
S3 licensed
Moderator
You can post the comment in the mod comment thread https://www.lfs.net/forum/thread/110869
Flame CZE
S3 licensed
Moderator
Quote from Drifteris :i noticed street lamps don't cast dynamic shadows inside the car (like sun does), is that for performance or will there be an option to have it?

This makes me wonder how the car's headlights will behave in this regard. For example, if they shine at a wall, will the light be visible on the ground behind the wall as well? I assume it will be like that based on Scawen's answer to Drifteris.

Of course, it's totally fine if it's not so advanced in the upcoming update - it's still gonna be way better than what we have now Big grin
Last edited by Flame CZE, .
What does /out X do?
Flame CZE
S3 licensed
Moderator
There's this command listed in Commands.txt:
Quote :/out X :only seen by external programs

What does it actually do? Is it the same as /o mentioned in the InSim docs?

InSim.txt:
Quote :// NOTE: Typing "/o MESSAGE" into LFS will send an IS_MSO with UserType = MSO_O

Flame CZE
S3 licensed
Moderator
You're right, making use of the existing open config areas would be nice as well. There's one issue though - they are designed for left side driving only, so in order to support right side driving too, the road markings and signs would need to be updated in the layout.

I've already got a simple traffic light system in place so I can put them into the layout.

I think I'll start with a single player local InSim app for now and maybe extend it to multiplayer later.
Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
I've been thinking about a similar idea: Car driving lessons on a multiplayer server (WIP)

I think having a local offline version of this would work as well.
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