For anyone reading, the front wheel drive cars in LFS have more limited steering angle than the rear wheel drive cars. This is because in real life there is a drive shaft and the CV joint can only turn a limited amount.
I'm sure the limits in LFS can be improved. I would like to have some more examples of front wheel car steering angles, with reference links. So that in a future version we could make some changes.
1) Actual turn angle of the front wheels.
2) Wheelbase of the car and turning circle (and car width if available)
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Thank you, I'd be interested to hear when you are ready. No rush, I know that when moving house, this won't be the highest priority!
There's nothing in particular to test, only whether it is working properly, looking 3D and visible in both eyes. Because of the definite fault on MagicFr's computer and the apparent scale issue on bberger's one, it's good to get an idea if other people get the same problems.
Hi, I have got a feeling you are selecting one of the controllers at the top right, but actually the individual controller selection is only for if you want to select one individual controller and not use any others. (For example it is possible to have two instances of LFS of LFS on one computer - one of them uses steering wheel A and the other uses steering wheel B).
In your case, you want all the axes of all the controllers to be available, so you need to select "other controllers" at the top so they are all available, and not only one particular controller is selected.
At that point you should see *all* the axes from all the controllers, up the bottom right of the screen (if the axes tab is open).
Then, you most probably need to manually assign functions to axes. LFS makes a reasonable attempt at automatically connecting axes when only one controller is connected, but doesn't know what to do with multiple controllers. But you should find it easy enough to manually assign them. Click each function, identify the axis (by moving the physical controller and seeing which axis moves) and select. As there are only a few axes it shouldn't take long. Then do similar with the buttons, select the function and press the button until it's all set up how you want it.
Thank you for that. It's good to hear there is no serious issue with your Reverb G2. But it makes MagicFr's case even more puzzling.
The stuttering is probably due to a fundamental limitation of LFS at the moment, that the physics runs at 100Hz. So each 10th of a second, you see 8 graphical frames that are 1 step apart, then the 9th graphical frame has 2 physics steps. This particular type of stutter is more noticeable when you look sideways as you are driving along.
The other thing is that it's not as good as it could be, due to being rendered in Direct3D 9 then passing a texture to Direct3D 11. This causes certain difficulty with timing and is better in the development version of LFS.
As we have two users reporting problems with HP Reverb G2, but LFS seems fully reliable with all other headsets, I wanted to ask if anyone else has experience with the Reverb G2. Maybe also let us know if have the HP Reverb (not G2).
I am in contact with HP support so that's why I'm asking for more information.
Yeah but if LFS works with 100% of VR headsets except yours, what can I think?
LFS isn't responsible for what happens to the image, after submitting it to OpenVR. It cannot influence that in any way. You've already posted a screenshot of the correctly rendered texture. That is what is submitted to the software. The software does what it wants with that.
LFS doesn't hook into the drivers after that point, so can't affect the way the submitted render target is presented to the VR screens.
Hmm, I have to say it looks to me like some kind of bug in WMR. You know I don't run away from bugs but this is different. Specially as Microsoft is involved, it seems likely to have bugs. Though of course is could be in the HP software too.
LFS goes though OpenVR and has been working correctly for a long time. Now a new headset comes out and Microsoft has something to do with the interface, if I understand correctly, and now it doesn't work in one particular headset.
From your screenshot, you already show that LFS is generating the correct image. But some part of the interface or driver software is not projecting that correctly onto the final screen.
I think the best thing would be to ask HP or Microsoft if they can recognise the problem. Maybe their software makes certain assumptions. For example do they assume each eye's view is rendered onto a different texture? Some programs do that, but LFS renders both eyes onto a single texture (left and right side) which is allowed by the specification.
I'm not saying that's the problem, I'm just making the point that some programs may do things in a slightly different way and maybe their software assumes one way.
One more thing we could do, if you would post the OpenVR.log here I could have a quick look in there and see if anything looks strange.
The scrub radius is increased because offset is added when you reduce the tyre width. So the wheels roll quite a bit as you turn them and therefore braking makes the wheels harder to turn. Watch in F mode.
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.
Continuing the off topic, I have a super HP printer which is a monochrome laser printer. It has kept going for 15 years so far, never needed a new cartridge. Obviously don't use it much but as it doesn't have ink, it doesn't dry up and get stuck. Before that I had an awful colour Epson which drank ink like hell and then broke down. So in my case I will never buy an Epson.