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JasonJ
S2 licensed
Noticed this a long time ago. I thinks it's already reported and there's no fix at the moment.
JasonJ
S2 licensed
Do you even know how Track-IR even works? Reverse look is no good in Track IR unless it's a smooth rotate look.


Anyway, the latest test patches have re-introduced full 360 degree free rotate view the way it used to be. It's only restricted to 90 degrees only in FCV (Forced cockpit view) enabled servers only.
JasonJ
S2 licensed
Quote from R1K89 :
[snip]
also want to be able to set my preferred buttons for it (for on
keyboard,joystick,wheel,game-pad) also the hazard lights and blinkers able to set my preferred buttons.

You can assign wheel buttons to bind commands for example:
Bind Ctrl+F1 /press 3
Bind Ctrl+F2 /press 7
Bind Ctrl+F3 /press 8
Bind Ctrl+F4 /press 9
Bind Ctrl+F5 /press 0

Also here >>> Advanced Script control
JasonJ
S2 licensed
Quote from logitekg25 :~screen size not in interface anywhere

in LFS, Press Esc key >> options >> screen menu

Last edited by JasonJ, .
JasonJ
S2 licensed
Everyone over the age of 40 that plays on it get motion sickness
JasonJ
S2 licensed
Screenshot it please or it's just guessing on our end.


What resolution are you using in Options >> Screen? Is it the same as your LCD panel?
JasonJ
S2 licensed
With Analogue Steer Smooth = 0 this makes the steering response fast yes, but waaay to twitchy. Using 0 requires that you have the finger accuracy of an android.

Believe me 0.88 is a good number. I used to use about 0.8. Much higher and you notice the wheel lag behind compared to what your stick inputs are.

Also Wheel turn compensation should be at 1.00. Anything like 0 for that and the centre steer area is very over-reactive.

Wheel turn compensation at lowest = 90 degrees. If it's higher the wheel can reach full lock at 3/4 stick input.



Also Xbox controllers seem much more twitchy on the lower part of the input curve compared to PS2 types. I've owned both types and I am not able to even use Xbox types because they are too twitchy. This is okay for console arcade games but for a sim... well it's pretty difficult to be accurate with steering.



Edit:

The fantastic thing about LFS is you can bring up the controllers/misc menu, hold the cotroller in one hand and tilt the steering stick about half way, then at the same time with your mouse hand drag the sliders around on the Steer Smooth/Wheel Turn/ Wheel compensation options and see actually how they affect the steering responses.

[OT]
Never before seen another game allow such flexible live adjustments. Even changing AA/resolutions etc does not require a restart.
Last edited by JasonJ, .
JasonJ
S2 licensed
Looks like a huge effort to get in and out of. Not much room in the opening there. If you go this route then might I suggest a forward & up tilting/hinged wheel plate mount.

Perhaps just widen the whole thing a bit and then you wouldnt need the holes, (which I thought looked really ok)
But hey, I'm not telling you how to design it.

Also if I didn't have easy access to my keyboard & mouse then playing PC games is pretty impossible.




Even my cockpit's open design is still a bit of an effort to get into and out of. I must slide the seat back anytime I want to get in or out.
Last edited by JasonJ, .
JasonJ
S2 licensed
Shift-M is Mirrors Toggle.

If this happens.. My thoughts is <space bar> would be logical because it's space bar in the Shift-U view
JasonJ
S2 licensed
SS has no headlights....
JasonJ
S2 licensed
Does the FPS indicator stay stuck to 60 when you move your head?

I dunno though, maybe your graphics card is overwriting LFS's vsync setting and it is set to ALWAYS OFF in your graphics driver profile.

Maybe the Track IR software is causing some issue. Does it happen when you don't use (disable) Track IR and just use the mouse to move your head in the cockpit view?
JasonJ
S2 licensed
Sorry if this seems like a stupid question, but does patch alert include test patches or only official patches?
JasonJ
S2 licensed
More commonly known as "moon barriers" bug
Last edited by JasonJ, .
JasonJ
S2 licensed
Nobody thinks around here?

People driving using mouse would have a hard time steering if every mode had the mouse interacting with the interface.

JasonJ
S2 licensed
Some of these look like you need to be Harry Houdini to get in/out of them.
JasonJ
S2 licensed
I know it's no where near as good as a 40". I just wanted to see how it looked now that LFS supports it properly now. It was a bit hard to tell from Bob's CRT setup.
JasonJ
S2 licensed
Quote from Glenn67 :I'd need a fish eye lens for that well maybe I could pause a screen and shoot a panoramic shot

[Edit]
Well I took a few shots...
[snip]

Indeed looks awesome. The horizontal lines now line up by the looks of it. It would be freaky sitting in that rig. Pretty close to real life. You got the dash in the right spot for the wheel to mate. Nice 1


I have a 40" so I don't need to use this new feature, but when LCD's with tiny bevels are affordable, I can go this way to. Something to look forward to.
Last edited by JasonJ, .
JasonJ
S2 licensed
Quote from shiny_red_cobra :Hmmm why only a 9600GT Jason?

Just upgraded to a Sapphire HD4890 OC 1GB 256-bit GDDR5
And added 2 GB RAM
Post updated
Last edited by JasonJ, .
JasonJ
S2 licensed
The only way to chat in MSN and facebook at the same time as driving is have another laptop or separate PC next to you.



[OT] would love to see a picture of someone using the new patch Z features with a photo taken from the correct viewing point to see what it looks like with the multi monitor features. ie: like your shot Bob, except the camera needs to be about 3 feet closer

would be cool to see it.
JasonJ
S2 licensed
I can confirm (using fraps) that the "flickering angled shift-U" bug only happens when the FPS rises over 100 FPS. (vsync off of course)
I have a 60Hz LCD.

edit: Minimum Sleep time will affect FPS as well, but this depends on the track situation. Generally speaking, if the fps goes above 100FPS then the flickering occurs.

Looking into this I found another thing:
If you set the Maximum Frame Rate to 100, LFS only produces 92 FPS. (my game is capable of much more)

I will test if this is the case in Z15.

edit: It also drops to 92 FPS in Z and Z15 when Max Frame Rate is set 100, so this is an old bug I was not aware of, sorry.


(All info here in regards to Full Screen mode as windowed mode just reverts to 60Hz for me)
Last edited by JasonJ, .
JasonJ
S2 licensed
hmmm I guess it's good to know in case you actually forget if your setup has ABS on or off after leaving pits.
(i don't really mind, some might)

Just to clarify; here is the ABS light in action in patch Z15 (only lit up when engaging ABS)


It also is the same light as the handbrake indicator in Z15
Last edited by JasonJ, .
JasonJ
S2 licensed
Most other games I paid top price for last for about 2-3 weeks and then end up on the shelf.
JasonJ
S2 licensed
ok, so everything has a click ID.
/me walks away

<<<< pwnd
JasonJ
S2 licensed
I just upgraded from an MSI N9600GT 512MB to a Sapphire Radeon HD4890 OC 1GB
JasonJ
S2 licensed
The script to cycle through the F9-F12 keys mapped to a wheel button is here..
http://en.lfsmanual.net/wiki/S ... .3E_F12_.3E_Off.22_Toggle
That example uses Button 0, so you will have to figure out which button number your wheel arrow butttons is: Go to the controls menu in LFS and press the wheel button, LFS will tell you what button is being pressed as it will light up in the menu as you press it.

True, this script binds one button to cycle one direction F9-F12, but you can understand it to make another set of scripts to go the other direction F12-F9 with the another wheel button.





For Restart and Pit, just bind the commands:
/shift p

AND
/shift r

to a couple free binds in Controls >> Alt + or Ctrl + menus. You can make those binds activate with a wheel button press in the same menu.
Last edited by JasonJ, .
FGED GREDG RDFGDR GSFDG