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Scawen
Developer
The "Wheel turn" setting in LFS must exactly match the actual amount your game controller wheel can turn. It's not really a user preference, it's either right or wrong. So for a G27 that should be 900 degrees (if the wheel is set to allow 900 degrees in the driver software). Otherwise there is no hope of LFS matching up your wheel with the in game car wheels.
Scawen
Developer
Quote from Flame CZE :Does this mean the marshalls are about 1.6 meters tall? Tongue

Not really! Just from memory I think their eyes are slightly higher than 1.6 metres and the top of their head is somewhere above that - 15 cm or so. I guess they are around 1.75 metres in height.

EDIT: Gutholz probably got a more accurate measurement.
Test Patch 0.6P2 (now P9)
Scawen
Developer
WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS OR ANY NEW CONTENT

PLEASE TEST BEFORE YOU POST

PLEASE AVOID : OFF-TOPIC FEATURE REQUESTS / UNRELATED COMMENTS


Hello Racers,

Here is a new TEST PATCH : 0.6P9

- Realistic mirrors rendered from separate viewpoints
- Stereoscopic mirrors in VR and other 3D modes
- Controller improvements including a steering wheel turn limiter
- A new "walk" option for free view mode (SHIFT+U)
- Please read the change log below

0.6P9 is fully compatible with 0.6P

- You can connect online with 0.6P
- You can play replays from 0.6P

You cannot upload hotlaps made with this test patch because it is only a test patch, not an official patch.

Please keep a backup of your LFS.exe from 0.6P so you can easily go back if there are any problems.


Changes from 0.6P8 to 0.6P9 :

Mirrors :

Mirror offset sliders only shown if a car has an interior mirror

Graphics :

Improved detection of nearby objects that should be shadowed

Fixes :

Unassigned controls regained default key or button on restart


Changes from 0.6P7 to 0.6P8 :

Mirrors :

Increased resolution of mirror texture
Accurate view frustum for object culling in mirrors
Increased virtual mirror width from 0.3 to 0.333

Graphics :

Improved lighting on tyres and drivers - noticeable in dark places
Smoothed downward ambient lighting colour to avoid flickering

Misc :

New text command /horn X to set horn type (X = 1 to 5)

Fixes :

Your own car's shadow was not visible in the mirrors


Changes from 0.6P6 to 0.6P7 :

Mirrors :

Mirror adjustment and other view settings change with driver side
Reduced mirror up/down adjustment range to 20 degrees each way

Graphics :

Car shadow is now drawn when you are in an internal view

Fixes :

Mirror views could become corrupted when the car was damaged
Extreme adjustment of one mirror could corrupt other mirror views
Added checks to avoid a crash in LFS after a graphics driver error

Misc :

More translation updates - thank you translators


Changes from 0.6P5 to 0.6P6 :

Mirrors :

Increased vertical adjustment range for central mirror position
Added a "Default position" button to restore moved mirrors
Improved shape of interior mirror for XR road cars

Fixes :

Audio devices were sometimes displayed using the wrong code page

Misc :

Various translations updated - thank you translators


Changes from 0.6P4 to 0.6P5 :

Mirrors :

Adjustment values are now displayed and can be typed in
Additional translation strings for left and right mirrors

Fixes :

Objects could disappear with extreme up or down mirror adjustment


Changes from 0.6P3 to 0.6P4 :

Mirrors :

Mirror adjustment is now possible (in View Options)

Fixes :

Raceabout passenger seated positions were missing
Various steering animations included some unwanted leg movement
Internal mirror setting was overwritten by external setting on load
Helmet in mirror no longer moves with view when using a custom view


Changes from 0.6P2 to 0.6P3 :

Mirrors :

Mirrors are now realistic and include your own car in the image
A separate viewpoint is used to draw each mirror's view
Minor updates to some car models to improve visibility
Mirrors now use the same LOD setting as the main view
Virtual mirror is now available in follow view

VR :

Mirrors now use a full 3D view

Minor graphical updates :

Corrected downward ambient lighting colour (was too bright)
Slight reduction in near clipping plane distance

Multiplayer :

Increased UDP send buffer size from 12KB to 32KB


Changes from 0.6P to 0.6P2 :

Free view (SHIFT+U mode) :

Free view is now shown as an option in the Escape Menu
New walk mode which is good for wandering around in VR

Controllers :

Exit controller screen warning is not shown for real ESC key press
FF device is automatically assigned (if two or more are connected)
A single controller can now be selected (if two or more connected)
LFS tries to move force feedback wheel to centre when car is reset
Button and axis numbers now start at 1 (affects /button and /axis)
Assigned arrow keys work better (e.g. movement in free view mode)

Force feedback steering wheel turn limitation :

In your wheel settings use a large turn amount e.g. 900 degrees
In LFS Options - Controls set "Wheel turn" slider to match that
In LFS Options - Controls set "Wheel turn compensation" to 1.00
You should now find your wheel is correctly limited in all cars

VR :

Mouse look in free view mode in VR avoids pitch (stays horizontal)
Rift errors "display lost" and "HMD not present" shown as message

Misc :

You can now select a specific audio device in Audio Options screen
D3DCompiler_43.dll and D3DX9_43.dll are now supplied in dll folder
The card_cfg.txt file is no longer used - options moved to cfg.txt


INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6P must already be installed


To install the PATCH using the SELF EXTRACTING ARCHIVE :

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
4) Now you can start LFS in the normal way

NOTE : You can see if the patch is correctly installed when you run
the program (LFS.exe). At the bottom of the entry screen : 0.6P9


DOWNLOADS :

PATCH 0.6P TO 0.6P9 (SELF EXTRACTING ARCHIVE) (if you already have 0.6P) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6P_TO_6P9.exe (3.0 MB)

PATCH 0.6P TO 0.6P9 (ALTERNATIVE ZIP) (if you already have 0.6P) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6P_TO_6P9.zip (3.9 MB)


FOR HOSTING ONLY

DEDICATED HOST 0.6P9 (non-graphical version for hosting only) :
www.lfs.net/file_lfs.php?name=LFS_S3_DCON_6P9.zip (1.8 MB)
Last edited by Scawen, . Reason : 0.6P9
Scawen
Developer
Bye, old thread!
Scawen
Developer
Thanks! I've passed on the message to Victor.
Scawen
Developer
I've made them save in the config file, cleaned up the code and re-tested all the updates. I hope to release an update tomorrow (Friday).

Changes from 0.6P to 0.6P2 :

Free view (SHIFT+U mode) :

Free view is now shown as an option in the Escape Menu
New walk mode which is good for wandering around in VR mode

Controllers :

Exit controller screen warning is not shown for real ESC key press
FF device is automatically assigned (if two or more are connected)
A single controller can now be selected (if two or more connected)
LFS tries to move force feedback wheel to centre when car is reset
Button and axis numbers now start at 1 (affects /button and /axis)
Assigned arrow keys work better (e.g. movement in free view mode)

Misc :

You can now select a specific audio device in Audio Options screen

Quote from Degats :While you're working in this area of code, how easy would it be to implement a soft-stop at full lock? (Useful when using turn compensation for a 1:1 wheel turn in any car without messing with settings)

I'll try to have a go at this tomorrow, though there are also a couple of other things I want to do.
Scawen
Developer
Thanks, I've corrected that.
Scawen
Developer
Sorry for the delay getting back to you. Victor has done some updates.

He says he had to extract the texts again and created a new translation file, so the things you reported will work properly and be translatable.

Except for the footer things you mentioned. There's lot that's not translatable as he only focussed on the registration pages.

If you do any remaining updates, please let us known when you are done, so Victor can include your updates on the website? As they don't show up automatically.

Thanks!
Scawen
Developer
Now the audio device selection is also done.
Scawen
Developer
Today I did the auto-centering function.

If a force feedback wheel is in use, LFS tries to move it to the centre during the two seconds after the car is reset (including race start or leaving the pits).

I think this will be helpful as it does often happen that the wheel is rotated 360 degrees. I've tested on the G27. It will be interesting to know how it works with a variety of wheels.
Scawen
Developer
The single controller selection is now done and is easy to use, as you can see in the attached screenshots. I'll get onto the other things tomorrow.

Quote from SimulatorRental.com :Anyone have one of the larger i7 processors?
Like the 6950x...
How many instances of LFS running a full grid race of AI, can you run on this chip, before the frame rates start tanking?

I don't really know but I guess it is about the number of cores. Each instance of LFS with a lot of AI drivers might use up one core.
Scawen
Developer
Quote from Sobis :Thank you for the report! It's always nice to see development regardless of the scale Smile. Sorry for the useless post but I feel like encouraging you to write even these small reports.

No problem, sometimes I find a break is needed then getting back into work with a few useful features is a good start. As you know, I want to get some serious progress done on the tyre physics as it will allow a lot of possibilities for LFS in the future.

Quote from lfsrm :It's true that a nearly dead community is a motivation killer for a dev.

But still am happy to see some new stuff even if it's irrelevant for the major part of users.

I don't see a "nearly dead" community. Obviously there is less activity than there was in the past, but death isn't the word that springs to mind if you actually look at what's going on. Looking at the lfsworld graphs there is still an *average* of around 150 *licensed* people online at any time and the number of licensed people online often goes above 250. Yeah, quite a few of these are drifting or cruising but there is racing going on every day, if you choose to join a server.

We are not lacking in motivation. Actually work has picked up a lot since those quiet years and I see a good future in LFS. I work at a more sustainable rate and also have a hobby and a family, so that's quite balanced really.

I believe that the things we add to LFS in the future will be good fun and there will be ups and downs in the online activity.
Scawen
Developer
Hi, sorry about the delay with this. It took me a long time to get going. In fact I didn't do much work in May, it turned out to be a recovery from the last few months (full version releases in February, March and April). I caught up with some cycling and implemented a 'walking around' mode for SHIFT+U mode which is fun, particularly in VR, and useful for Eric as he often uses his Rift for a close-up view on his work.

This week since Wednesday I have finally been working on the controller updates! For a start I cleaned up the DirectInput initialisation code and made it so that the "FF device" automatically uses the same device that contains the steering axis so the FF device no longer needs to be manually selected.

The next step is to allow the list of controllers to be clickable, to select a single device. That will be like clicking the refresh button except that only the selected device will be initialised. That will then naturally use the appropriate configuration (default or saved) for that device. So that should solve your problems with controllers.

Hopefully that should be done on Monday and then I'll look into the selection of the audio device and the automatic recentering of the steering wheel when the car is reset.
Scawen
Developer
I don't know what you mean, when you say you can't play online with it. Is there some kind of error message ot just no servers visible? Maybe you are using an old version of Live for Speed?

What you need to do, is use the new version of Live for Speed (0.6P) that allows you to connect online with everyone else.

Then, to use the Oculus 0.8 runtime after installing LFS 0.6P, you just need to update a DLL in your LFS\dll folder. That is available here:
https://www.lfs.net/forum/thread/89572
Scawen
Developer
I don't really think having absurd amounts of money is a really good aim. Personally I think independence is a better thing to have. I sometimes feel quite sad for Palmer that he is now controlled by people like Zuckerberg and they override the things he has promised. It's his own fault of course but he could have been so much more than a rich figurehead whose promises are constantly overridden by people trying to make money by questionable means.
Scawen
Developer
Well yeah it has always been obvious that it was a "disaster" when the independent and much loved Oculus sold out to the data collector Facebook. It has always looked to me like a failure of judgement by Palmer Luckey, due to his lack of real world experience. They did manage to get to the DK2 stage without such a backer and could have sold that as the CV1 as originally planned, and got right on with their CV2. Rift could have been a fantastic monitor on new types of game worlds, instead of Oculus trying to become a software shop. It all seems obvious to me, but then Palmer is a billionaire and I'm not even a millionaire so maybe I should just STFU. Big grin
Scawen
Developer
Quote from loopingz :I canceled my rift preorder for various reasons. Only way I have found to punish them for all the hiccups and political stuff I disagree with.

Two things I found on reddit today, which I had a look at after learning that their latest attempt to block Vive users running Rift exclusives has already been cracked (within one day, I think).

1) Quite funny, the definition of the word "rift":
http://www.merriam-webster.com/dictionary/rift

2) A PC World article that seems about right:
http://www.pcworld.com/article/3073587
Scawen
Developer
It's usual to feel motion sickness in some situations at first, but most people can get used to it when they learn just how their inputs will affect the car's motion. As you get used to it, the remaining moments of sickness will be at times such as when the car changes its angle a lot, e.g. driving up a grass bank.

I think the best advice is to drive a little per day, preferably quite gently, and just stop if you feel sick, then have a good break or try the next day. People can get used to being on boats and not being sick. At least with a simulator you can stop at any time. Not advisable to jump out of the boat if you get sea sick! Big grin
Scawen
Developer
Thanks for mentioning the InSim buttons. My post about the issues didn't even include a thought about buttons added by external programs!

Ideally headsets would have better resolution and the HUD could be smaller in VR, e.g. nearer the size of a monitor. I did recently reduce the default HUD FOV to 70 degrees (from 75). You can make it narrower, switch to a 16:9 aspect ratio, move it up a bit, bring it nearer but none of these really solve all the problems and may cause others.

It may be a good idea to switch off as many HUD elements as you can in VR mode, if you don't need them.
Scawen
Developer
Yeah some of the things are just fun but obviously unrealistic. For example the list of racer names in their current positions, there just isn't such a thing in reality. But in reality there is no mid race join or teleport to pits, and you are more likely to recognise the other cars. In a racing sim the joining and leaving is so fast compared with reality that the race position list is just a good thing to have. Also people like the track map. In reality you don't jump from one track to another in a few seconds. You would have days or weeks to study a track that you were going to. So again this unrealistic thing is just useful and good fun, but there's not really much space for it in many of the cockpits.

Unfortunately, allowing the elements to be positioned is not a really easy thing. The automatic system that exists at the moment does various things like hiding things or shrinking things depending on the situation. I do agree though, it's a bit visually disturbing when some virtual text, that is visible, is further away than some part of the car that should be obscuring it.

I'd have to start thinking about grouping hud elements into bounded groups and allowing the user to position them in some non-overlapping way. I can't consider it a very high priority at the moment though it is on my list and I'll keep thinking about it.
Scawen
Developer
Thanks. I'll ask Victor about this.
Scawen
Developer
That "Modified car" message means that the car has been modified in the guest's exe.
Scawen
Developer
Is there any server log of the event that might give some more information?

When I said "Any OOS or CPW disconnection would be clearly visible" I might be wrong - it might not be visible on all the guests, but in that case I think it should be clear on the server.
Scawen
Developer
No, that looks like an admin kick or text command (typed or InSim).

Any OOS or CPW disconnection would be clearly visible.

It could also be the same user name trying to join two hosts at the same time, so it gets kicked from one of them.
Last edited by Scawen, .
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