The online racing simulator
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Fonnybone
S3 licensed
Quote from BlackSpider :
In my opinion, this hits the realism-factor with a big hammer. Serious anti-realism there. True-speed (Not wheel-speed) indicators are arcade-style, not sim-style.

I never understood this argument, what the hell does it have to do with
realism ?!? I mean, speedometers in our cars work as they do because of
various circumstances. Nothing is stopping anyone from reading actual
spacial velocity like in LFS, but that would take MORE work irl, LFS is simply
one step ahead real life on this one. That some people can't see this
amazes me.
Fonnybone
S3 licensed
Quote from Lible :S2 wil be cracked anyway, by :moped: , so there is no different.

Ok, you want to take that outside, or do you want me to do it ?!
Fonnybone
S3 licensed
I have to agree with the above post. If you don't like the idea, AT LEAST
have the decency to come up with some intelligent post with arguments
as to why it's not a good idea FOR LFS. When someone makes a post with
suggestions, it doesn't mean LFS will be like that tommorow, so no fear.
This is a suggestion forum for LFS, i don't see how mentionning the possibility
to have an option has anything to do with that SimVsArcade argument (the
purist's last resort, as hollow as Jessica Simpson). Having more free time, we
could go through every single feature in LFS and define what is Sim and what is
not. the funny thing is, 1-a LOT of stuff in LFS isn't that realistic, and 2-a lot of
people would still be crying 'no fair'.

As for the 'notes', it could easily be implemented using the In/Out-Sim data
to get the location of the car relative to the track and using that, displaying
some text on a background (white with blue lines comes to mind..) within
the LFS window. It isn't something hard to implement for a third-party
programmer with a little experience really. Bitblt anyone ? :P
Fonnybone
S3 licensed
Quote from Killer K :I think IF a night time option comes to LFS...well, there's going to be alot more accidents, as SOME people have enough trouble seeing where they're going in full day light!!

That aside, night racing would be alot of fun, and very scary!

I don't think it's a matter of 'if', but a matter of 'when'. I'm pretty much the
'when' is when the projected lights will be added, making it night isn't a problem,
but coding the lighting, on the other hand, could take a while.
Fonnybone
S3 licensed
Quote from SabersKunk :101 = one on one

as in one to one training, as in one instructor and one pupil

imo

Wrong. It was a good try, but it's not at all the meaning as it is used
in 'america'. I simply refers to the entry-level course of a subject, the
basics. Most courses here are assigned numeric identifiers and 101 is the
very first ID, there is no courses before it, it's n00b-ville. 102+ would be
following courses of the same level, whereas 201 represents the next level.

Sooo, "Standing Starts 101" would be the entry-level course of standing
starts, learning the basics.
Fonnybone
S3 licensed
Quote from Unclefloug :thanks for those settings Fonnybone, ive been using a ps2 pad since s1, but in s2 the sensitivity seemed to be greater and drving in a straight line was very tricky at high speed. these settings hav sure helped alot!
thanks floug

Yes, i think 'everyone' using a PSX-style analog pad has noticed this, myself
included. However, there's never been an official confirmation that it was the
case, in fact, i remember reading that no changes were made to LFS to
explain this, so i'm not sure if it's something else, or simply because of the
default settings. I for one do not find the current "Wheel turn compensation"
as effective as the old "Steer reduction", but apparently, it's the same thing.

It might also have to do with DirectX and the deadzone setting which seems
totally gone, whereas before (although you couldn't adjust it either), it
seemed like the deadzone was a big bigger.

Another theory would be that changes were made to improve the on/off
center feel of the wheels which have had an inherent problem with the
FF constantly over-throwing the actual center since the beta days.
Fonnybone
S3 licensed
I use the exact same setup and it works as well as it ever did if only for
the small sensitivity increase. There's been many posts like this on, eh,
past forums. It's all been answered but i'll repeat.
It all comes down to 3 settings:

1- "Wheel turn" ; set this to 180°

This setting is for wheel users and anything over 180 makes steering
go full lock much earlier. Keep this at it's lowest setting.

2- "Wheel turn compensation" ; set this to 1.00

This setting is the same as the old "steering center reduction".
It's basically a Linear/Progressive sensitivity setting. This setting
should be viewed as a compromise. Low setting increases initial sensitivity
(deadzone), while a higher setting increases sensitivity as you approach
full lock while reducing the initial sensitivity.

3- "Analog Steer Smooth" ; set to prefered setting.

Now this is an interesting setting. It adjusts the time it takes
for the wheels to steer to match your input. Lower setting makes
steering 'instant', while a higher setting smooths/slows down
steering reaction. I prefer a setting around 50% (0.50).

Then there's always the DirectX tweaker app which allows you to
manually set an initial deadzone. I've never had problems with it myself.
I set my deadzones to around 12-15% as my PSX pads are quite old,
they aren't PS2 pads for one, and it works fine.
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