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
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)
You can now select a specific audio device in Audio Options screen
I'll try to have a go at this tomorrow, though there are also a couple of other things I want to do.
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.
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.
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.
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.
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.
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!
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.
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.
First, I renamed the files to xxx_Suomi.txt as I think this is needed (because Finnish is known as Suomi in LFS).
I've attached the renamed files.
Now, when saved into data\training folder, they can load on the training lesson screen but there are problems with some characters. It seems to appear fine in notepad but I guess it is saved with a different type of character encoding, not using the single byte Windows code pages. It seems to use double byte characters (is that UTF-8?) so LFS can't interpret them correctly.
I haven't investigated further. Can I just leave that with you for now. If you can't find the answer easily then let me know and I can try to find out how to change the character encoding.