The online racing simulator
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Scawen
Developer
In your third screenshot, if you press the pedals, do the axes (blue and yellow) move?

If they do then you just need to assign them to the correct input.

EDIT: I see your axes are set to "con botones" - it should be 'separate'.
Scawen
Developer
Have you tried to setup according to the guide?
https://en.lfsmanual.net/wiki/Options#Controls
Questions / Tips
Scawen
Developer
Hi, I see there were some threads in the 2023 forum section so I hope it's OK to create a thread here. If not, someone can delete it. Smile

My question is about directions, I have a vague memory that last year one of the rounds (that I didn't enter) was run in both directions around the track. Is that happening this year, or maybe not now that the two races are of unequal length?

Thanks!
Scawen
Developer
Thanks for that detailed description of the guide lines based on trace. I wonder if it could actually be initialised from a trace. I'm trying to keep the interface simple to implement. So you would make a trace then click a button to keep it as reference line data, until cleared.
[EDIT: I have done this now, works well - see attached image]

About the centering, I've thought more a bit today. I think a good way would be if I enabled ALT+click on the number (to the right of r/f/u buttons). Then the dialog that is initialised would be similar to the existing dialog but with some different text. And the outcome of that would be that all the selected points acquired that value.

So...

1) You could use that to achieve what you are saying, like this:
ALT+click the number. Enter 0.

2) You could make all points match the green point, like this:
ALT+click the number. Press enter.

3) Set all to some other value:
ALT+click the number. Enter a new number.


[I'm also looking back at the other suggestions]
Last edited by Scawen, .
Scawen
Developer
It's really not on topic as it's a completely different interface.

By the way, my own Xbox controller reports separate axes through Direct Input.

The problem you report is really a Microsoft bug.

I can't imagine that it would be easy to implement the new interface, maybe even impossible with the old compiler used for the public version. Anyway, it's a really big task and I'm 99% certain this will never be implemented into the old version of LFS.
Scawen
Developer
Nice to see a dragster approved. I have an improvement suggestion.
In version 23, I believe the engine rotation direction is wrong. For nearly all RWD cars, when you blip the throttle, the left side should lift (car rocks clockwise from driver's viewpoint as engine revs increase).
This is confirmed at least in this video.
https://www.youtube.com/watch?v=ywDgpkWas8k

To fix: 'Object Positions' -> Rotation (from front) -> clockwise.
Scawen
Developer
I want to have a day on the editor tomorrow.

Quote from bayanofmansorofisky :Static Line : Draw a line either from selecting multiple points (as trace function) or hold and drag mouse. Similar to select box. But only its job is to give a guide line thats helpful to see tris edge, heading or pitch when in 2D view.

I am a bit tired now, but I'll ask you to make this clearer for me to understand.

Is it really something that behaves like the 2D drag box, only it is separate from that and doesn't select points? Can you write a bit more description and a couple of use cases so I can visualise it better?

Quote from bayanofmansorofisky :Snap to : edit the existing button Center, but have an option to snap selected points to one of the axis, 0 the value of X, Y or Z
currently only available for X

I think I thought of something like this before, but more related to typing in a number for X, Y or Z. But instead of preserving all the points value relative to the green selected point, it would set all of those points to that exact value that you typed in.

If that makes sense, would it achieve what you are suggesting? I think your description is what I've said but you type in '0'.
Scawen
Developer
Thanks, I decided not to add that one as it is not available in the new physics version.
Scawen
Developer
Quote from racerss :The range is not customizable also.

It's an interesting thought.

First to say that, apart from the bug that is now fixed, nothing has changed with the mouse axes. Their range can only be set by the multipliers on the right, and not by using numbers in the range columns that the other axes use.

But I'm wondering now if they should be changed to use the same system as the other axes, and delete the extra multipliers.

I don't really know why they are different, it's probably do do with the order of development back ion the past. But maybe they should be unified now, it might be quite simple. But maybe people are happy with the multipliers and I could just leave it.
Scawen
Developer
Thanks, the invert mouse axis bug is fixed in E10:
https://www.lfs.net/forum/thread/106967
Scawen
Developer
OK, in Test Patch E9 the in-game axes display now matches the the one in the controller screen.

The dead zones I described are included by default but are now user controllable.

https://www.lfs.net/forum/thread/106967
Scawen
Developer
Test Patch E9 includes input range improvements:

The full resolution reported by the controller is now supported
- previously drivers were instructed to report -1000 to 1000
- controllers we tested report values 0 to 65535
- so steering wheel moves in smaller steps

The range adjusters in controller options now use percentage values
- the range defaults replicate previously default in-game behaviour
- previously brake/throttle/handbrake/clutch axes had a dead zone
- the dead zones were not adjustable by the user but now are
- the axes visible in game now match the options screen

Download: https://www.lfs.net/forum/thread/106967
Scawen
Developer
Test Patch E9 includes updated controller support.

Changes in E9:

Input range improvements:

The full resolution reported by the controller is now supported
- previously drivers were instructed to report -1000 to 1000
- controllers we tested report values 0 to 65535
- so steering wheel moves in smaller steps
The range adjusters in controller options now use percentage values
- the range defaults replicate previously default in-game behaviour
- previously brake/throttle/handbrake/clutch axes had a dead zone
- the dead zones were not adjustable by the user but now are
- the axes visible in game now match the options screen

Support for mod approval:

WIP filter is available on the mod selection screen

Translations:

More translations updated! Thanks to the translators Thumbs up

Download: https://www.lfs.net/forum/thread/106967
Scawen
Developer
That could be the case if a position packet from the pink car was delayed, so the instance of that car on your computer still hadn't put its brakes on, even though that driver did use the brakes in reality.
Scawen
Developer
I'm trying to get the patch completed. I had hope the weekend before last, then last weekend. But I had to work on website for a couple of weeks. Now I'm trying to get the last LFS fixes done. So I hope in a week or two.

There's no point asking me for an ETA really. I'm working as fast as possible and every time I give an ETA, it doesn't happen because there;s always more stuff happening that means I can't do my work.
Scawen
Developer
Quote from subUwU :I recently went on the forum to check out new activities and was upset because of some particular threads that had disrespectful and hate comments towards the developers regarding development on the updates.

Thank you for your kind comments. Smile

Quote from Viperakecske :We respect but servers are dying we cant race whitout timing out and such yes

That's a bit much to say really, after a single race was disrupted by a DDoS attack and we made some changes to reduce the chance of such occurrences in future. Your comment is ill-informed, incorrect and unwelcome. Also you are giving the attackers the attention they crave.


OK, the trolls can smell blood and are starting to come in for the kill, so let's close the thread before it gets any worse. Thumbs up
Scawen
Developer
Where can you see that? If I search for you with "Find user online" I don't see you anywhere.
Scawen
Developer
OK, I see it's [LCS] Cruise Server 2

It displays symptoms of the 49.7 day bug so I've just shut it down. That should free the stuck players.

I hesitate to restart it as I don't know if InSim programs will reconnect. I'll leave that to the server owner.
Scawen
Developer
Quote from johneysvk :is there any fix on the way for that?

One of the other problems with LFS forum is that people always ask me the same question. They seem to want their own personalised essay. It seems to me I spend so much time repeating myself that it impacts development.

For a test, I searched 49.7 to see what comes up. It's there in the search.

Quote from Pukyy :I've contacted the server owner, no response yet, but other more regular players...

I can shut it down but I'm just trying to see if I can first get any more information about it from server side.
Scawen
Developer
OK now you have provided some information.

It's probably the 49.7 day bug.
Scawen
Developer
Thread started by a guy saying positive things.

Thank you buedi - it was really nice to hear how you enjoyed coming back to LFS. Thumbs up

I'm sorry that the validity of your post had to be refuted by people desperate to paint a negative picture.

Thread has now been derailed badly and it's time to close it.

Some people have a very strange attitude. Shrug Ya right Schwitz Looney Face -> palm
Scawen
Developer
Quote from karamurat1004 :We need to test before we dieFrown

Strange use of the word 'need' for something that is supposed to be a fun game.

Please avoid the desperation. We're working on it. Do you need constant reassurance?
Scawen
Developer
37/Scawen/Scawen Roberts/England/Live for Speed
Scawen
Developer
Thanks for the feedback.

I've continued thinking about it, and think I start to understand how a variation on the current system - option (1) above - might work.

This in conjunction with another post I've made today on a bug report that is not really a bug.
https://www.lfs.net/forum/post/2085863#post2085863

The point in the other thread is that the axes other than steering already operate over a limited amount of the controller axis output, in a way that cannot be controlled by the user.

Brake, throttle, handbrake : 0 to 1 over 5% to 95% of controller value.
Clutch: 0 to 1 over 5% to 65% of controller value.

So what I'm thinking now is that the confusing "-1000 to +1000" range might be converted to a simple percentage, and the default values could cover the other non-adjustable values described in the other thread (that would be removed).

So instead of -1000 to 1000 in the range section, the defaults would be:

Brake / throttle / handbrake : default min 5% / max 95%
Clutch : default min 5% / max 65%
Steering : default min -100% / max 100%

These defaults would replicate how LFS already works. As far as I can understand, these min and max values do not need to go outside 0% and 100% except for the steering which should be allowed outside this range (allowed range -200% to 200%).

I think this is quite obscure and my explanation might be insufficient and confusing. But anyway that's where I am so far. When looking in the code there could be further complications that make me backtrack and change my mind, but that is the nature of game development.
Scawen
Developer
It's not actually an overlap or graphical error.

For better or for worse, the actual explanation is this:

In game, the value displayed is the value sent to the car as an input, while in the options screen the value displayed is a sort of raw value.

Here's the part that might be controversial: The value sent to the car only uses 90% of the pedal's range. That is, the value sent into the car goes from 0 to 1 as the controller axis goes from 5% to 95%.

This is the case for Throttle, Brake and Handbrake. The 5% margins may sound quite large but I think this was set a very long time ago to avoid any possibility of an issue from controllers not producing the full output range. I don't know about these days but that was common in the past.

For Clutch it's different, it goes from 0 to 1 as the controller goes from 5% to 65%. This is to make sure the biting point is a significant distance away from fully floored clutch pedal. So the clutch must be lifted 35% to start pulling. Again, set a very long time ago to make the clutch have a reasonably realistic characteristic, although in reality the biting point varies between vehicles.


Final statement:

It's not really a bug at all, but there may be a case for an improvement suggestion to be made.

For purposes of checking your potentiometers I think you should look only in the controls screen, not in game.
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