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rane_nbg
S3 licensed
Yeah, 7% ffb in LFS is normal for fast cars like GTs and open wheelers. For GTi cars I use max of 26% for XFG and about 20% for XRG. You should set what ever feels good for you such that you can still know what the car is doing and not to have to fight against the wheel.
rane_nbg
S3 licensed
I didn't know you can run LFS from steam in Ubuntu Smile
rane_nbg
S3 licensed
If you are thinking of buying a DD wheel, consider the following.

They are all very good and very much good value for the money. Think about how much you will be using it and if you actually have that much free time to spend on it. Also, due to increased available torque, you may want to upgrade to a better desk or even a cockpit with a seat, and at that point, things can go sky-high with the price if one gets too carried away. It's an addiction, so big caution there Smile it can easily seriously endanger friendships, relationships, or marriages.
rane_nbg
S3 licensed
You are welcome.

You are correct about clipping, in LFS ffb strength should be set to give a max signal with little to no clipping, independent of a wheel. This depends very much on your driving style car and track. Then the desired ffb strength you can set with wheel settings in driver. Think of LFS ffb strength setting as a volume slider for an audio card in Windows. You always want this to max available but without any clipping or distortion, it just so happens that for most sound cards in Windows this is at 100%, while it LFS Scawen chose that this is around 20% or so. It's just about scaling, maybe he will make this number different when we have new tire physics, but for now, the sweet spot is 10-20%. After that, you adjust the volume of your music to your liking in the settings of your audio amplifier - the wheel itself.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Yes, any direct drive wheel will work fine in LFS. There aren't many options to configure in LFS, except for overall ffb strength of about 20% (depending on the car and track), ffb rate which should be set at 100Hz and ffb resolution set to 10k. The rest you can play with in the driver settings of a particular wheel if you need to fine-tune the final torque and other stuff to your liking.

Yes, direct-drive (DD) wheels are very good. Comparison between G29 and DD is like comparing small plastic PC speakers with a high-end Hi-Fi speaker with 3 drivers. The AC servo motor of 1kW can reproduce pretty much everything from an ffb signal, down to the tiniest detail, so you can feel everything LFS has to offer. Because ffb signal is not really a true replica of forces that come through a steering wheel of a race car, there is a big freedom in what needs to be felt there and every sim developer has implemented their idea of, call it an ffb flavor. In my opinion, LFS has the best ffb in that sense, it gives you exactly what you need in order to understand how the car behaves and it also gives some sense of G-forces, that would normally come through the car seat in real life, but without too much high-frequency road noise and other unnecessary and distracting vibrations.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
True that Smile Just note that Eric is not doing anything regarding game engine programming, that's all on Scawen. We will thank Eric once we fully see his outstanding work, which I'm sure will be awesome and everyone's eyes will be pleased (judging from the previews).
rane_nbg
S3 licensed
If you can only do 1 19 in BL1 with FBM, you must be doing something very wrong. Even with the default setup a 1 15 is achievable after a few days of practice. I assume you're using a mouse for driving, try reducing the button rate for the throttle down to about 6 or 7, that should help with oversteer. Generally, you want to be very smooth with every input, think about brake points, corner entry, apex, and corner exit. Always brake in a straight line, then turn in, wait for the apex, and hit the throttle after it, try not to carry too much speed into the corner. Remember, going slower will make you faster. Pay very close attention to the sound of tire scraping, and try to minimize it, sliding = losing time.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
It should be sometime this year. Probably...

edit. I just don't understand why you guys are asking about this all the time. It will arrive when it arrives, as simple as that. Scawen is only 1 guy, he is working his ass off to bring all these new updates and to finalize them in the new official update. Don't expect anything groundbreaking with the lighting/gfx update, it's still gonna be the same sim with a little bit of makeup. Tire physics, on the other hand, is the holy grail. That one should be significant and it's something to be very excited about Smile
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Is this a statement, question or a suggestion? Smile
rane_nbg
S3 licensed
Unfortunately, we are no longer in contact with him.
rane_nbg
S3 licensed
If your entire pc freezes, that sounds like some idle state issue with a disk drive, that it's not able to wake from once it activates. Not sure how to fix it, try to look for some power-saving options for HDD in bios and disable it.
rane_nbg
S3 licensed
Yes, set outGauge ID to 1. Delay should be set to 10-15ms, because simhub can't run faster than 60Hz anyway, that's in a paid mode, free is only 10Hz. You can completely disable the outSim because simhub doesn't read any data from it, it only uses dash data from outGauge.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Hi, you should first check if your clutch pedal axis on your wheel is working properly, it could just be a dirty pot that causes noisy input. There is nothing wrong in LFS regarding of any axis from any controler. If you let us know the model and make of your wheel and how old it is, might help to pinpoint the issue faster.

edit: you can use DXtweak2, DIviewer to check if your controler input axis are working correctly.
rane_nbg
S3 licensed
Just a clarification for the 32768 thing. Usually one only has to model 1 half of the car and the other half is just a mirrored copy. A full car model has to fit into a 16bit integer. I guess that Scawen can make an option in LFS editor to enable/disable a planar symmetry with 32k limit. When disabled a 65k limit for the whole car would be allowed. I'm not using the editor so I may be wrong as this feature might already be implemented.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Yeah, 16-bit unsigned integer, has a range 0-65535. I think he asks if there is any other technical limitation that LFS cannot handle 32-bit integers.

I'll try to answer. Well, most probably the reason is once you increase to 32-bit mesh models the frame rate will start to suffer greatly if you want to display all those polys with a full grid. So Scawen decided to make a compromise of good enough quality. But you have a very good point, in LFS editor one should be able to play with 32-bit models and at the time of export make it into 16-bit, similar to how people do with car skins when they make them in 4096x4096 and then export to 1024 as a final skin for upload.
rane_nbg
S3 licensed
Yes, you are entirely correct. All I can say is that at this moment, LFS devs probably already have things like that at the very bottom of their priority list. I hope eventually in due time, it will come, so patience Smile
rane_nbg
S3 licensed
I also never had this happen, lfs allways remembers my view settings for each car. Could be that lfs has no permition to write the files, so you may want to run lfs as administrator. Not sure if some data is also stored in cfg txt.
rane_nbg
S3 licensed
You should just replace the original lfs dds files with the ones provided in the zip, but please first make sure to find all the original ones and back them up shall you decide to go back to original models. I think it should be in dds folder. If not, then just do a search in lfs folders for the files names you have in the zip, you should be able to find original files quickly.
rane_nbg
S3 licensed
How about the ideal gas equation, pV=nRT. This tells us that pressure is a linear function of the temperature for a gas in a closed constant volume. So, basically by looking at temperature, you are also reading the pressure up to a constant multiplier. The two quantities are in very close relation.
rane_nbg
S3 licensed
Hi dude, to answer your questions:
1. yes
2. yes

Have a look here, I've made an Arduino Leonardo-based firmware for an FFB wheel, you have all the details and instructions in my GitHub.
https://github.com/ranenbg/Arduino-FFB-wheel
https://github.com/ranenbg/Arduino-FFB-gui
rane_nbg
S3 licensed
Hi, I don't own any of the 2 DD wheels you mentioned, but from what I saw over the years from many different people that use it and from reviews from youtube, it seems that Chinese MOZA is an excellent deal. Any DD you get will provide you with extremely high fidelity of FFB compared to G27, to an extent that will blow your mind Smile Because the reproduction of the FFB signal is very similar to the audio signal, some guys give the following analogy for comparison. All gear and belt-driven wheels are like an old style of the magnetic audio tape played on a handheld music box system, while a DD wheel is more like a CD played on a reasonably powerful Hi-Fi audio system.

Don't be deceived by low amounts of FFB in LFS. That is actually for most cars the maximum strength of the FFB signal that the game can send, not counting the GTi cars, which need about 35% or so for clipping. All downforce cars start to show FFB clipping already at about 10%. It's just how Scawen scaled the forces and he did it way back in the past when FFB wheels were so low-res that one had to boost FFB above the point of clipping, just to be able to feel anything at least in the range of small forces, at the expense of pretty much nonexistent details in mid and high range of forces due to severe clipping.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Oh, I see, tnx for the explanation dude.
rane_nbg
S3 licensed
Did you try to unplug wheel, open lfs start a race, plug the wheel and press ctrl+c? I know this is somewhat pain to do every time, but it's better than a PC restart.
rane_nbg
S3 licensed
I casted my vote Smile
rane_nbg
S3 licensed
I believe that new AIs in LFS are implemented using some machine learning algorithms, but don't quote me on that. There were attempts to decode the AI path files, but no one succeeded so far and devs are quite silent about their inner workings. We don't really know how they work at all.

What I saw is that once you start racing against them, they do get slightly better, but only by a small margin. This is still nothing close to racing against humans, but it does provide some sort of single-player fun. To add "spacial awareness" to AI is probably the task that needs scientific research, I mean this is an extremely complex topic and one can do many implementations from simple to more advanced. Again, this is something that LFS devs don't have time to work on, so I don't think it will be any better than what we have now.
FGED GREDG RDFGDR GSFDG