Awesome, tnx so much for this iconic car The engine seems to be a bit strong for a stock 45, it's more close to a race-spec 55, but still fine.
edit: would love to see the stock 55 or 60 version, with 5 gears, wider tires, and ALU wheel rims and no roof thingy, that would be just fantastic. In the interior one can't see the speedometer due to the wheel rim, I'm pretty sure I could see it entirely when I was driving it in real life, also if you can make speedo to max out at 180km/h. The engine sound and the model in general needs a little tweaking, but the suspension seems ok and it handles well. I had the rotten cherry color, a bit darker than this one, RGB 56 10 10 seems about right. Great job !
If you ask me, even S2 licence has enough tracks and cars. No one so far has mastered all of them, let alone S3 and introductions of mods where sky is the limit. The collection of very good mods will increase over time, as people get more familiar and comfortable with lfs editor. Your idea is nice, no question about that, just that Scawen has something else in mind. I think we should just let him do as he feels and great things will come for LFS.
Are you forgetting about licensing? One can't just add a real car or track just like that, even if he could make a model of it from scratch to perfection. I'm quite against the DLC crap or making it into steam, then LFS would lose its identity completely which makes it so different from everything else with much larger dev team and budgets..
I often have to press shift+c to get the ffb back after alt+tabing from the game, pretty much every time. Especially if I open the thrustmaster control panel and make some changes to wheel properties, while game is minimized.
Yeah, I always wondered how Eric or Scawen made all the tracks and cars back in the past. The answer is simple - Scawen made the car and track editors first. We are lucky that he decided to upgrate car editor a little bit and publish it. Same thing might happen for track editor as well. What I'm afraid of is that many moons may pass before we see someone make a track that is anywhere near as good as the LFS tracks..
Well, first of all, install the Thrustmaster drivers and update the wheel firmware if you bought the wheel a year or later. The old fw in PC has the led on the wheel glowing orange and new fw makes it into green, but that's not the only change.
Then go in tm control panel and set 1080 deg, put all ffb forces to 100%, turn off ffb boost and select autocenter set by the game.
In lfs set wheel turn to 1080, wheel turn compensation to 1.0, ffb strength to 15% for start, ffb steps to 10000, ffb rate to 100Hz. When you move wheel X-axis or other ones by pressing pedals you should see a movement in the right lower part of lfs controler settings. Assign your axis to lfs controls and you're good to go.
I don't think there is any way to increase the clutch-grabbing range, this is hard coded in the LFS. You can only manipulate the axis calibration limits to replicate the feel you're after.
Yes, it is possible to change the corresponding DDS files for wheel texture and so on, but that would apply the change to your PC only.
The best way is indeed to get S3 lic and look through the many versions of XFGs available, there must be some that you like.
Yeah, that is super wierd, I do not see how screen/gfx settings have anything to do with game controler.
It's probably that joystick-look functions to move in-car camera is mapped to some of the G29 analog pedal axes. Go in options controls and try to remap all axes. In view you can set an instant button look for a view and map some wheel rim buttons for it.
Isn't there some kind of object one can place in a custom layout that AI's can use for path generation? I remember in cs 1.3 and latter there was some kind of bot checkpoints one could place there must be something similar in LFS. I mean, what makes a standard track different than a custom one, with regards to AI?
Oh ok, I got what you mean. Yeah, this python library adds another abstraction layer between InSim and your app so they can call the functions inside whatever they like. Naming functions correctly can be a very difficult task
You do realize that an OutSim is just one of the packets inside the InSim which is a general term for this entire structure/protocol. So when you say that you will use OutSim instead of InSim it makes no sense.
I do not think that with InSim you can access any other car parameter than what is already contained in the OutSim or OutGauge packets.
[1] set that AI uses player colors and setup
[2] go in single player and select your track, car and car setup
[3] join race - with your car
[4] add AI
[5] leave race - only your car, leave AI
[6] start race
Then an AI path generation process should take place. When it's done a *.knw file will be generated in some of LFS data folders and a race should start. I'm not sure what are the requirements for your layout, it has to have some basic references like start end and maybe something else, not sure.