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Scawen
Developer
Quote from ctuchik :It does look like the "Automatic" FOV setting is wrong for CV1.

Excellent bug finding. I had noticed something was up but you led me straight to the fault. Thank you and I've uploaded a new version 0.6N6 Smile
Scawen
Developer
Just uploaded a fix for an error in calculation of the vertical FOV (that affected the Rift).
Scawen
Developer
Test Patch 0.6N5 is available with more Rift support. In particular, VR focus management, so if you press the button to go to the Oculus home, LFS pauses itself as required, and disables the crosshairs to avoid erroneous clicking.

https://www.lfs.net/forum/thread/89352
Scawen
Developer
Test Patch 0.6N5: https://www.lfs.net/forum/thread/89352

Please test this if you have a Rift or Vive. It may be the final test patch before Saturday's full version.

If you have not already, you may wish to test the automatic controller button / axis assignments. It should do a reasonable job with Logitech and Thrustmaster wheels and game controllers. To test, move or rename the relevant .con file in your data\misc folder before starting LFS so LFS does not read your existing controller setup.

Thanks for the testing!

Changes from 0.6N4 to 0.6N5 :

Translations :

Various translations updated. Thank you translators!

VR :

The intro replay is avoided if LFS is started in VR mode
LFS now pauses and hides crosshairs when Rift focus is lost
OpenVR support updated to 0.9.19

Controllers :

RGT wheel should now be identified as a Thrustmaster

Misc :

Added left and right arrows to the "Look function" option
Music in setup screens is no longer enabled by default
Scawen
Developer
Thank you for that. I see the main problem is that the internally reported name does not include "Thrustmaster" so LFS attempted a Logitech style setup.

When you say "all axes seem good" I assume they are actually inverted, and it says "invert 1" beside the axes? So, they are inverted and that is OK because LFS knows that? Smile

I suppose I'll include "RGT" as a Thrustmaster identifier and it should be OK then. I guess it will not default to axis clutch because I suppose your drivers are not reporting the text "clutch" in the axis enumeration.

EDIT: Anyone else who has a a Thrustmaster, please do test with N4 and let me know how the name appears in LFS, so I can attempt to identify it properly. Currently Thrustmaster wheels will only be identified if their name (as seen in LFS) contains "Thrustmaster" or "RGT".
Last edited by Scawen, .
Scawen
Developer
Thank you all for the testing. Pleased it seems to be working for most wheels / controllers and no actual bugs reported.

Quote from MadCatX :Since you implemented some wheel-specific options in LFS, is there any chance you can look into supporting the LED lights on G27 & G29 so I can stop maintaining my horrible hack that makes them work with LFS?Smile

Thanks for that code. I would be interested in looking at that but I not this time round. I have to work on the final VR updates today so we can release a full version on Saturday.

Quote from MandulAA :Hey, tried out the new automatic config (by deleting my old con files) and the axes weren't correctly assigned.
  • My throttle pedal (axis 2) was assigned to Brake function
  • My brake pedal (axis 1) was assigned to Throttle function
  • My clutch pedal (axis 3) wasn't assigned to any fucntion at all.
My wheel is a Thrustmaster RGT FFB with Clutch.

Thanks for the test. I should be able to add an auto setup for this wheel.

I need more info though:

- What are the axis names, e.g. X / RZ / Slider0 - I need these rather than the number
- Are the axes inverted?
- What is the name of the wheel as seen in the list of controllers in Controls Options?
- Were the button mappings OK?

Quote from Amynue :Few years ago Scawen tried to implement that but something about Logitech's SDK was messed up and he wasn't able to do it, can't remember the details.

I can't remember what it was I didn't like about it. I quess it wasn't messed up but maybe there was code to link to and I thought they should use an escape interface (like the code MadCatX posted). I'll have to look at the SDK again (but not now).
Scawen
Developer
I have also noticed that many of the modern sim community members have never heard of LFS. And some don't think it is even possible to try it because it is not on Steam, and the thought of using an installer just makes them say "WTF" and that seems very strange to me.

We can't afford advertising so as ever before we will have to rely on word of mouth (or word of text). There was a quiet time in development (probably inevitable after many years of hard work) but we are really working hard again now to produce more content and update the code. So I believe in time it will pick up again and we are making our best efforts to make that happen. But no matter what we do, it will only spread if the community tells people about it.
Scawen
Developer
Quote from T3charmy :Works good on my XBox One Controller now, detects the 5 axes. the Joystick look is really nice. Without axis calibration the car pulls a little to the right now, how do I go about fixing that? X axis value is between 30 and 50. I assume I'd increase the max range by 80 or so to correct that(that works, but is there a better/proper way to do that?).

For example, if the axis naturally settles at 40 on average but you want LFS to think that is the "zero" point then what you need to do is set the min and max values such that 40 is in the centre.

So in this case you could choose -920 min to 1000 max - then 40 is the centre point. Or you could increase the max to 1080 as you said, but you will never reach absolute maximum then. The controller will only ever report a value between -1000 and 1000.
Scawen
Developer
Quote from Ripley :So (for example) "..\LFS\data\misc\Logitech_Driving_Force_GT_USB.con" should be renamed/moved to what?

Yes, that file just contains your axis and button assignments. You can just delete that file and LFS will attempt an auto-setup when you start it. But just in case LFS sets it up all wrong for you, you might want to rename or move it (wherever you want to) instead of deleting it. Smile
Scawen
Developer
Quote from MrSam :This is not a bug but I think an oversight.

That is because that estimate uses the AI path but there is no AI path for those combinations.

Quote from Whiskey :The look function button wasn't obvious to me. Was looking for the 'steer' option for a while before trying to click it. Am I the only one?

I'm not sure what you mean. But the Look function is in the same place it has always been, at the bottom of the View Options page. Only now there is a new option "joystick" and the options are not squashed into one line, but selected in a dialog.
Last edited by Scawen, .
Scawen
Developer
0.6N4 is now available with more controller support!

Please read the list of changes.

Please could some of you test the automatic wheel / game controller setup?
To do that, rename or move the relevant .con file in LFS\data\misc before starting LFS.

https://www.lfs.net/forum/thread/89352

Changes from 0.6N3 to 0.6N4 :

Controllers :

Controllers with 5 axes now default to combined brake / throttle
Combined brake / throttle axis now defaults to correct direction
Automatically set Clutch setting to axis if wheel has clutch pedal
Automatic preset is now attempted on first of multiple controllers
Controller screen in game now shows correct pedals and steer gauge
New joystick look mode using two axes to control look direction
Arrow keys can now be assigned to wheel buttons (default D-pad)
Default 900 degrees turn for Logitech G25 / G27 / Driving Force
Attempted reasonable presets for Thrustmaster and DFGT wheels
A scroll bar appears if there are more than 16 available axes
Removed axis calibration system that had various problems
You can now type in the active range of an axis function
Typed range can exceed input range to reduce axis effect
Look Roll axis function now has a full 360 degree range
Scawen
Developer
The 1.3 software is so bugged it is quite absurd. I can't even start to describe the frustration. Even if you can get a reply from them, they normally ask for for several GB of logs then ignore you after that. In some rare cases they may claim they have fixed the bug and if you wait eventually you will get the fix at a random time of their choosing. Then when you get an update 12 days later, the bug is still there.

Anyway, if you have a slightly older CPU, it's possible you may have the bug I get. That is if your CPU does not support the popcnt instruction. This one occurs when the Rift is plugged in, with USB and HDMI.

Despite the thread title, this bug is not related to DK2:
https://forums.oculus.com/community/discussion/32690

If you want to see what problems people are getting, have a laugh at this:
https://forums.oculus.com/community/categories/support
Scawen
Developer
Quote from RaZMorocco :ALSO, i think there should be some kind of public chat in the server lobby to invite/add/party with people to play together

There is!

A big button "meeting room" at the top right on List of Hosts. Big grin
Scawen
Developer
Quote from RaZMorocco :Hey, just logged on to check some racing servers, all i find is cruise and drift, where the hell are the actual racing servers?

At quiet times like when you looked, there are some other racers looking at the list of hosts, just like you. Now if one of you had actually joined a host with a combination you wanted to race, then there would be a racing host that wasn't empty, and then there would be two of you, then three.

Someone has to be the first to join a server!
Scawen
Developer
Thanks for the test! Think that's all I need for now.

Close to having that manual calibration system finished - it works well. I'll release it tomorrow if all goes to plan.
Scawen
Developer
Quote from Degats :Would it be feasible to be able to set a hands off "centre" point?

I think so just by setting the min and max values, probably with a little trial and error.
Scawen
Developer
Quote from vitaly_m :I remember using calibration to make my clutch pedal working a bit sharper Wink

Quote from DarkKostas :Now that im thinking of that. Calibration was useful to manually set the maximum value of an axis. For example you could have a joystick to work as an e-brake.

Good examples. I'm convinced. I'm working on doing it a new way now. A way that gives you full control and doesn't get lost if you start LFS without a controller attached. By default, it will simply use the full range. But there will be a way to type in the min and max value, on the actual axis control (e.g. Handbrake or Clutch) rather than the input axis itself. It will then be saved along with the axis assignment information in the .con file.
Scawen
Developer
Quote from Skytrill :L-Trigger axe RY Axis +
R-Trigger axe RY Axis -

Quote from Scawen :I guess you got the L and R the wrong way round.

Quote from Skytrill :Oups! sorry about that!

I think I've found the reason for this and it turns out to be an LFS bug.

I think you really reported it correctly, as you were probably looking at the yellow/blue axis display on the right of the controls screen.

Sorry for the confusion.

TEST REQUEST 1:

If anyone is around who has a game controller with combined trigger axes, please can you confirm this - if you use the triggers, the yellow/blue bar on the LFS screen moves in the 'wrong' direction. To the left when you use the right trigger, and right when you use the left trigger.

To be clear - that strange result is the TRUE value reported by DirectInput. The LFS bug was in the interpretation of that value, so in fact the combined axis should be Inverted after all (which will be correct with my bug fix).

TEST REQUEST 2:

Also, does anyone have a joystick? Please can you tell me which way the yellow/blue axis moves when you move the joystick forward or back?

Thanks!
Scawen
Developer
Is everyone OK about losing the calibration thing?

A few posts above: https://www.lfs.net/forum/post/1906954#post1906954
Scawen
Developer
Quote from Degats :SI'll test the Thrustmaster defaults tomorrow.

I'll try to release N4 tomorrow afternoon so you can test them. Smile
Scawen
Developer
Quote from Gutholz :However all buttons were set to "none" in options.
Restarted LFS and everything was okay again. (all buttons worked, rotation okay)

In N3 there is a refresh button on controller setup screen so you should never need to restart LFS any more for controllers.

Quote from Gutholz :When I adjust rotation (going from roadcar to formular etc) I always set it in all places 'just to be sure.' Looking

You don't need to do that, because LFS does that automatically.

Set it like this:

Logitech settings : 900
LFS "Wheel Turn" : 900 <-- This must match the game controller's wheel turn!
LFS "Wheel Turn compensation" : 1.0

Now don't change anything at all when you change car. You will find the wheel turns exactly the same as the in-game car wheel, regardless of which car you drive. That's the easy way.

Of course, Logitech driver will then not stop your wheel turning past the limit of the in-game car. For me that's no problem. But if you want your wheel to hit the stoppers then you'll have to change it in Logitech settings and LFS "Wheel turn" to match.
Last edited by Scawen, .
Scawen
Developer
I've been on the case, making various improvements.

One thing: As I knew the axis calibration system was a bit annoying and usually forgets calibrations (e.g. if you ever started without your wheel connected) I started to try and code it so it saved a separate calibration setup per controller file. I ran into a little difficulty because of the way it was coded. Then I thought, why not just delete the calibration system? I am thinking that the wheel / gamepad / joystick / pedal manufacturers probably do calibration, so there is no need for the extra annoying calibration code in LFS.

So now I've commented it out of existence and it just assumes the full pedal range is available from the outset. So you don't have to move all axes to their full extent or click calibration lock.

Thought I'd better run this by you first, in case I'm missing something. In short, my general thought is that may be code that was needed in the past but is just a little annoying now.

Updates so far (in my version) :

Combined brake / throttle axis now defaults to correct direction
Controllers with 5 axes now default to combined brake / throttle
Automatically set Clutch setting to axis if wheel has clutch pedal
Automatic preset is now attempted on first of multiple controllers
Arrow keys can now be assigned to wheel buttons (default D-pad)
Default 900 degrees turn for Logitech G25 / G27 / Driving Force
Attempted sensible presets for Thrustmaster steering wheels
Removed axis calibration system that didn't work well
Scawen
Developer
Quote from T3charmy :Since we're working on the controller, Would it be possible we could add something for the steering axis similar to what you can do with keyboard(steer rate/return rate) for those of us playing with handheld controllers such as PS4, Xbox controllers.

I think this goes a bit further than what I can get into this week. I feel time is short because we need a full version up there that supports the new Rift. Many people can't or don't want to install a test patch so I think we need to go for a full version next weekend.

Quote from T3charmy :Edit 2: and if possible on top of the first point(which at that alone would be very much appreciated!), possibly add it to where we are able to adjust the multiplier/sensitivity for all axes not just the steering. kind of like how Mouse X and Mouse Y work where you're able to.

This sounds a bit like the existing "Thr / brk centre reduction" option.

Quote from T3charmy :Another thing that could be useful would be to map the right joystick to being the look heading, but being able to set a limit for it, like all the way left is 90, all the way right is 90, and pressing the joystick down would be look behind

I thought some more about this, and I'm not sure if this is just obvious or not (maybe is how it is in other games, I don't know) but I thought the two axes of the right stick could be useful to make a full 360 degree look system.

How it could work :

- X and Y axes are assigned
- A new "joystick" look function (probably default)
- Centre dead zone, nothing happens up to around 25% movement
- Moving stick to the edge in any direction will look that way
- Moving stick partially will provide an intermediate position

This way, moving the stick left or right would look 90 degrees left and right. You could look more forward or back from that position by moving the stick forward or back. I think you could quite quickly or smoothly look in any direction you wanted to. I haven't tried it yet but it seems the combined use of two axes to control look heading in this way could work well.
Scawen
Developer
Thanks for the info. I'll be working tomorrow and will try some Thrustmaster presets.

Thank you everyone for the testing. It is a great help.

I could do a little better with multiple controller setups, with a small change. If I put the wheel device at the top of the list, followed by game pads, and put "unknown controller" further down the list, then it could do the standard automatic setup on the wheel or game pad. So e.g. Cargame's setup would automatically be reasonable for the DFGT wheel and he would then just have to set up the axes on his external pedals and some preferred buttons.

So what I'm saying is it should prioritise them a better and do the auto setup on the first device in the list. It can ignore the other devices as it really wouldn't know what to do with them.
Scawen
Developer
On the DFGT subject, I wonder if you see the same bug I see with the G27. And do G27 owners get this bug too? The BUG: unplug the wheel's USB before you start LFS. Start LFS, plug in the USB. The wheel does its centering thing and when it is done, I can click "refresh" in LFS to get access to the wheel. All is good but one thing. The wheel only turns 90 degrees each way. The only way to get the full range is by clicking on another window. Suddenly the wheel can turn 900 degrees again and I can click back to LFS and all is OK. This happens regardless of the "input when window is inactive" setting, so it doesn't seem like an LFS bug. I couldn't find any way round this other than doing the window clicking...
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