The online racing simulator
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rane_nbg
S3 licensed
Rather than thinking what's next, I'd focus my attention to the updates that are already cooking in the pot. Scawen mentioned that after this last patch E9 he released today, he will work on tire physics, so we're closer than ever to the big one.

But if I had to play a fortune teller a bit, I have to say the next big thing would be track editor, not counting all sorts of small quality of life updates for LFS that will take place along side it. It's just a guess.
rane_nbg
S3 licensed
It's not because Xbox controller reports the 2 triggers under a single Z axis. We explained in more details above.

LFS has the option to combine 2 axis into one, but not the vice versa.
rane_nbg
S3 licensed
It has already been suggested before and it's in the summed up list. This is still far away due to level of difficulty on the game engine side.
rane_nbg
S3 licensed
First of all, thank you very much Scawen for considering my suggestion, and also big thanks for asking us for our thoughts about it.

As someone who developed an FFB wheel firmware and also my own GUI, where I had to deal with exactly these questions how to make it transparent for the user and how to make it simple and intuitive to use.

It seems that working in % of axis range is best for setting calibration ranges. So instead of having +-1000 I would go with +-100%, with a step of 1% adjustment, which should be ok.

About axis sensitivity (non-linearity), I would leave this out and simply keep a linear axis between the user-defined min and max limits in %. If you really want you can add a 3rd point - center, but not really necessary at all. Can be done with a 3rd party software like DxTweak.

In principle, whether you choose +-1, +-100% or +-1000 I don't mind, as long as in this range there are as many steps as controller reports by HID.

It would be good to see somewhere the raw axis value as reported by DirectInput. It should fit into graphics in FF/axes, I got used to it and it is simple and effective, so I don't think any changes are needed there. So instead of showing a momentary value of the axis between -1000 to 1000, I would put there a raw HID value for that axis, like 0-65535, or 0-4095, 0-1023, 0-255. With this, a user can directly see the resolution of his controller for each axis and at the same time an axis value.
rane_nbg
S3 licensed
Quote from UnknownMaster21 :...but why not discussing about these settings on a new thread?

We did, it was nice, then it was not nice due to off-topic and personal disputes, and then it was closed.
rane_nbg
S3 licensed
Hmm, not sure man, I'd say probably no cars with TC in S1.
rane_nbg
S3 licensed
You're quite new here, but just browse around a forum and you will find an infinite amount of suggestions, discussions, and whatever about LFS updates and future development.

Our guy is Scawen - game developer, team lead, manager, PR, tech support, director of LFS, name it however you want, the guy does it all. Eric is a 3D artist, and creator of cars (demo, S1, S2) and all tracks. Victor is working on the internet side of things, LFS world, and more.

So you see, a very small independent team, but they do great stuff.
rane_nbg
S3 licensed
Quote from linglanglong :What cars have traction control?

Can't really name them all, but many in S2 and much more in S3.
rane_nbg
S3 licensed
We have suggested this many many years ago and much more, but there is only one developer doing all these things, so it's going there eventually. At least we hope Smile
rane_nbg
S3 licensed
Quote from linglanglong :a car that is as fast if not faster than the redbull x2010 for s1 and above if...

You do realize that there exists an entire car mods system with 800+ cars and objects in S3?
rane_nbg
S3 licensed
Welcome to the club.
rane_nbg
S3 licensed
What I'm asking is equivalent to: my monitor is Full HD and supports 1920x1080. In the game, I can set screen res only to 1280x720, so I ask to implement support for whatever my monitor is maximally capable of -just in the game controller world.
rane_nbg
S3 licensed
Tnx for support.

Here's a simple explanation of how the two are different.

Let's say your car is stationary and the wheel is centered, you are not touching it at all. Then, from the side comes another car at a moderate speed that hits your car. Physics does its magic, calculates all the forces, and sends the FFB to a wheel. The resolution of that FFB signal has nothing to do with the game controller, it's inherent to LFS physics. Now, what the FFB wheel will do with that signal is another thing and it is very important for a final FFB feel. In the same way, you would hear a better sound with better and more powerful speakers. The song is the same, but what you hear in the end depends on the device you listen to.

Now, let's say FFB is set to 0. You drive a car around, there the resolution of the steering axis dictates what will be the minimal input you can give that the game can still sense and act upon. LFS can still send the full res of FFB even if the steering axis is very low res. But we talk here about how sensitive the car is to the steering input. It may be ok for a GTi car to have 2000 steps, but something more serious like a BF1 or similar will benefit from utilizing the full available res of the controller (16bit usually for wheel, 8 or 10bit for gamepads).

FFB consists of many effects (forces), some are dependent on the steering input, some not. For example, track shape and all imperfections get picked up by a tire and suspension system, and that causes some forces to act on a steering column and a steering wheel. Whether you move it or not, they're gonna be there as long as the car is moving.
rane_nbg
S3 licensed
FFB resolution is fine, Scawen increased it to a full range a while ago.

It's about controller input resolution, it's fixed in LFS at 2000.
rane_nbg
S3 licensed
One note, once you set keyboard stabilized controls, the in-car steering wheel can actually do these sub-pixel rotations, so the issue is only for game controllers like FFB wheels and some high-end joysticks.
rane_nbg
S3 licensed
No, unfortunately it's not. You can have a look in axis calibration range in lfs. It is +-1000, giving only 2000 for all axis. This is fine for pedal axis, but for steering axis is a major no-no. I didn't escalate this earlier, because it is not so urgent with with curent physics. But once we get new phys, I will insist on it until I see it implemented.

If you pay attention to the incar steering wheel, you will notice quite a jump when you move wheel with as tiny steps as possible. Compare it with for example any other sim where you will see tiny sub pixel angular movements that correspond to full 16bit steering axis if the wheel supports it (logi, thrustmuster do, some DD's have even more than 16bits).

Some math for minimal angular step: 900deg/2000=0.45deg, while 900/65536 is less than 0.014deg.
rane_nbg
S3 licensed
I agree that there are more specific sprays for electrical contact cleaning like WD60, however I've been using WD40 on old and noisy pots for about 10 years now, no issues what so ever.
rane_nbg
S3 licensed
Give WD40 a shot, and spray it well into the pedal pots, should be fine.
rane_nbg
S3 licensed
Let's revive it. I'll start:

- full 16bit resolution (65536 steps) support for all analog axes of game controllers (if they report it by HID)
rane_nbg
S3 licensed
One of the first rules of posting in any forum is not to quite a large post if your reply is just below or very near it. If you really must quote, then only take a small chunk.
rane_nbg
S3 licensed
Sometimes, explaining what needs to be done to a new person can take much more time and energy then doing things by yourself. Not even mention the process of finding that 1 special guy that has the skills to do it.

Scawen is an old school programer that does things the correct way - the hard way. Many young programers simply don't have this in their mindset. You can blame education system and culture of fast life we have today.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Shh, that was totally not my plan at all Smile
rane_nbg
S3 licensed
I talked with the developers of RBR - Rally SimFan update, where they have this feature implemented.

They said Xinput has to be implemented, as with it this controller already reports triggered as a separate axis.
rane_nbg
S3 licensed
Quote from Scawen :As if I don't already have piles of notes of things to do on paper all around my desk. Face -> palm

I think most of us would like to see what your desk (workplace) looks like Smile
rane_nbg
S3 licensed
I'm too lazy to make that Smile It may be that I even put it in entirely wrong thread, sorry if it was someone else who I promised it to. Anyway, there it is.
FGED GREDG RDFGDR GSFDG