The online racing simulator
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Scawen
Developer
U14 is now available.

I've been working on things to improve the prediction but they are mainly incompatible, so not included in this test patch.
This patch contains some compatible updates while I continue trying to improve the prediction system.

Changes from 0.6U13 to 0.6U14:

Multiplayer:

Command /showfuel (no/yes) allows remote car fuel load to be seen
Most admin commands with parameter omitted report current value
FIX: Car on pit speed limiter sent maximum packets per second
FIX: Remote car's tyre temperature over 200 appeared black (cold)
FIX: Remote tyre temperatures increased too slowly in skid or spin

MPR debug commands:

/mprlag X simulates online packet delay of X ms (+ no smoothing)
/mprsmooth X (0 or 1) to disable or enable input smoothing

CPU usage display:

In Graphics or Misc options (in-game) click the car icon then 'P'
You can now see CPU usage for Physics, Draw, Prediction, etc.
The "Pred" line shows CPU usage for prediction of remote cars
Prediction time also shows up in an MPR if /mprlag is set

Support for live multiplayer replays:

Replay identified as live when starting to watch an unfinished MPR
Does not exit replay after fast forwarding to current time
Catch up to live position by clicking >| button
Skins can be downloaded while watching a live replay
Save replay while temp_mpr is being viewed - copy instead of rename
Start new mpr while temp_mpr is in use - tries temp_mpr_1 (up to 9)
/mprflush X to flush mpr to file every X seconds (0 = disable)

VR:

Virtual keyboard is shown at dialog height if no dialog is visible
Space bar VR click auto disabled when you type with real keyboard

Misc:

Increased distance for car subobjects to become invisible
FIX: Free view roll is now reported in InSim IS_CPP packet

https://www.lfs.net/forum/thread/93185
milek7
S3 licensed
After investigation, it turns out that the problem is that LFS is D3D9 application, while OpenVR requires D3D11. To workaround this problem LFS uses DXGI shared resources feature, sharing texture from D3D9 to separate D3D11 device created inside LFSOpenVR.dll. Shared resources are sadly not implemented in DXVK.

I'm not familiar enough with DXVK codebase to add proper support for shared resources, but workaround is possible: note that the only thing done with shared texture on the D3D11 side is passing to IVRCompositor::Submit, which on Linux side just pulls real Vulkan texture from it and bridges call to real OpenVR library on the host. Thus whether texture originated from D3D9 or D3D11 doesn't really matter.

To take advantage of this, we need to do:

Add Vulkan COM interop interfaces to DXVK D3D9 texture object, so Proton OpenVR bridge can just read Vulkan image data from it the same way it does with D3D11 textures: https://github.com/Milek7/dxvk/commit/1fbeab2bc7be7465ed8cec0d97bb156ff7b86903

With these modifications LFS could now just pass D3D9 texture handle directly into OpenVR, hovewer it doesn't know about this and tries to use unimplemented shared resource API. One issue is that pointer passed to LFSOpenVR.dll comes from pSharedHandle argument from D3D9DeviceEx::CreateTexture, which DXVK sets to NULL. LFS.exe would need to be patched to use ppTexture instead, or as we already compile modified DXVK, just add workaround for this: https://github.com/Milek7/dxvk/commit/96f21f613d114a03c4c6c2ba1c4c295afee877c6

Last issue is that LFSOpenVR.dll still tries to create D3D11 device and use handle obtained from unimplemented GetSharedHandle. We need to inhibit this behaviour, and it seems LFSOpenVR.dll already supports using texture directly without additional D3D11 device. To use this feature we could create interposer DLL that tweaks structure passed into LFSVR_QueryHMD by writing non-zero value into (int*)arg+8. Alternatively we can patch LFSOpenVR.dll, and I went with this approach: inside LFSVR_QueryHMD I replaced JZ instruction with bytes 0F 84 B2 02 00 00 with appropriately sized NOP (eg. 66 0F 1F 44 00 00).

With above modifications LFS VR works on Proton. Smile

EDIT: One more thing. LFSVR_AcceptSharedTexture in LFSOpenVR.dll tries to read texture size for writing into log file from what it thinks is ID3D11Texture2D, but after our changes it's IDirect3DTexture9. It seems to luckily only print junk into log file, but for correctness it should be patched to return early there. Patch EB 68 to E9 FB 00 00 00 (overwrite trailing bytes). SHA256 after patches is 0012e00e604379821b977df784917ed1d944ae8bcfd09dfe353ec38849e359f5.

PS: Patches described above were tested on 0.6U13.
Last edited by milek7, .
Tazka
S3 licensed
Quote from Scawen :
I have had this "pressing space in chat mistakenly presses buttons using VR crosshairs" on my notes for a while so would like to sort it out. I'm struggling to think of a solution though. Sometimes people actually type a word or two with the virtual keyboard (because they can't see the real keyboard) so I think VR click needs to be active by default when text box opens.

But when typing with the real keyboard, that's when the space bar becomes as issue. I remember a suggestion to have a small minimum time to hold the VR click to make it act but I think that would make the VR space bar too much trouble. It needs to be fast. And don't really want it working differently when there is a chat box open.

How about if "VR click by space bar" could be temporarily disabled if you start typing with the real keyboard, when the chat dialog is open? Maybe as soon as the first character is added to the text by a real keypress?

That sounds like it could work, as you can press enter or escape to get out of the dialog. So usually you don't need VR click at that point. But you might want to click other buttons on the chat dialog, so maybe the VR click function should switch on again after a few seconds? Or should it be manually enabled somehow if you want to use VR click again? Or do we rely on the mouse (or assigned controller button) for clicks, if "VR click by space bar" has been disabled by typing on the real keyboard and don't switch on "VR click by space bar" again at all until the dialog exits?

I always use mouse for clicks, so for me personally the option to disable "VR click by space bar" or the ability to reconfig the hotkey to some other button on keyboard would be the best solution.

But if there's people that use the crosshair+space in the menu and the real keyboard to type messages with that doesn't solve the problem for them.

Other than that it's by far the best VR experience i've had in a racing simulator so good job with that.
Scawen
Developer
Thanks all for the comments. I'll go through this thread and make two separate sheets of notes about compatible and incompatible changes I could possibly do.

I'm not replying to everyone but will check the posts again. It's supposed to be a really quick update as I have to get back to the development version. But some changes are important and they all carry through to the development version anyway so it's worth trying to get a few things right.

Quote from redbot_ :I would like to suggest something about the changes made with F12 menu during pitstops.

When you are changing tyre pressures with F12 menu for a pitstop and you change the compounds or change a worn tyre to a new one, it still takes extra time saying setup changes. So, it would be nice if no extra time is spent on pits when getting new tyres fitted.
...

That sounds kind of like a bug. Not a bug in code but in logic. So it would be good to look at that. I don't think I can go into the planned strategy system at the moment.

Quote from Tazka :This. I use real keyboard to type while in VR and i always accidentally click the buttons when pressing space.

I have had this "pressing space in chat mistakenly presses buttons using VR crosshairs" on my notes for a while so would like to sort it out. I'm struggling to think of a solution though. Sometimes people actually type a word or two with the virtual keyboard (because they can't see the real keyboard) so I think VR click needs to be active by default when text box opens.

But when typing with the real keyboard, that's when the space bar becomes as issue. I remember a suggestion to have a small minimum time to hold the VR click to make it act but I think that would make the VR space bar too much trouble. It needs to be fast. And don't really want it working differently when there is a chat box open.

How about if "VR click by space bar" could be temporarily disabled if you start typing with the real keyboard, when the chat dialog is open? Maybe as soon as the first character is added to the text by a real keypress?

That sounds like it could work, as you can press enter or escape to get out of the dialog. So usually you don't need VR click at that point. But you might want to click other buttons on the chat dialog, so maybe the VR click function should switch on again after a few seconds? Or should it be manually enabled somehow if you want to use VR click again? Or do we rely on the mouse (or assigned controller button) for clicks, if "VR click by space bar" has been disabled by typing on the real keyboard and don't switch on "VR click by space bar" again at all until the dialog exits?
Tazka
S3 licensed
Quote from mbutcher :
Maybe I should also take this time to remind you of the space click issue I always run into while typing on my actual keyboard in VR while in text-entry mode. While typing with the chat dialog open, sometimes the gaze-cursor can trigger ok/cancel/specials when typing and pressing space, which means I have to make sure the crosshair isn't anywhere near the dialog, which just feels (and looks) ridiculous!

This. I use real keyboard to type while in VR and i always accidentally click the buttons when pressing space.
mbutcher
S3 licensed
Quote from Scawen :The problem with the virtual keyboard location is, other dialogs.

Face -> palm I should've realised that's why.

Quote from Scawen :The only thing that comes to mind is if the vkb could have its top at ordinary dialog height, if there is no other dialog visible. It sounds easy enough though I haven't looked in the code yet. But would that be of any use?

If this is possible, I would be in favour. Could even be given its own layout option: Dialog layout [fixed|centred] (idea attached).

Maybe I should also take this time to remind you of the space click issue I always run into while typing on my actual keyboard in VR while in text-entry mode. While typing with the chat dialog open, sometimes the gaze-cursor can trigger ok/cancel/specials when typing and pressing space, which means I have to make sure the crosshair isn't anywhere near the dialog, which just feels (and looks) ridiculous!
Last edited by mbutcher, .
mbutcher
S3 licensed
Flame reminded me of a small feature request I made in a VR demo video I made a couple of years ago surrounding the VR keyboard (@2:20). I wonder whether you could move it, or give the option to move it around (maybe directional arrows next to it like the mirror adjustment gimble?)

Just jumping on the tweaks bandwagon here. Cheers.
bberger
S3 licensed
I just wanted to say thank you for picking up working on LFS again. I've been around here since god knows how long and LFS is still the first thing I fire up when testing new equipment.

It's also my absolute VR benchmark, nobody does head movement and mirrors better than LFS - and all of that while being very light on graphics.

So - thank you!
gu3st
S3 licensed
Quote from THE WIZARD DK :i suppose they coded that in the screensaver.

what is more nonsense is you quote something i know.
but glad to know someone actually checks it out.
im sure many new systems or ways of doing has come since.
as said. it wouldnt be a difficult thing for devs to do.
so really dont get why you even bothered to reply to that?
also your eye cant see more than around 35 FPS anyways.
(we been through that talk with Scawen even).
FPS isnt everything.
happy new year

If something means 5 FPS lost for a high end computer, it probably means 15 or more for a low spec computer.

FPS matters. There's a reason why 60hz is the "minimum" for a monitor and not 30. There's a reason why VR demands 90+ hz displays. There's also a reason why people can notice a very clear difference between 60/144/244hz displays. Humans can definitely perceive much higher rates of change than "35" or else we would just set like.. 40 as a target and call it a day.

I still don't actually know what your point was for the screensavers. It's not a feature that would make LFS better in the ways that matter, nor would it be something that most people even leave enabled as it's just a waste of computing power that could be used for things that matter.
nacim
S3 licensed
Hello,

I'm bumping up this topic as I took some time to try out the U12 patch today, with its improved detection for 32:9 screens, the result are in the attachements. LFS properly detects the screen as a single one and sets the menu in 16:9 as expected. Smile

I'm a bit frustrated that the HUD is clamped in 16:9 though. @Scawen could it be possible to add an option to change the aspect ratio of the HUD from 16:9 to 21:9 to "unclamped" (so 32:9 or other) ? A bit like in VR mode. Thumbs up
It'll help the immersion having the HUD closer to the edges of the screen for me (21:9 mode, not 32:9 as I would need to turn my head to see it otherwise)

Thanks Smile
bishtop
S3 licensed
Lighting system looks amazing, looking forward to trying in VR
Kid222
S3 licensed
Im gonna take the liberty here and pop in with some unrequested tips for BF1. I watched the stream and while there are some experienced drivers on the grid, who know what to expect from the car and partially from the cars around them, there is also few cars on the grid with (to me) rather less known names and seemingly not enough experience with this fast, grippy, yet sometimes unpredictable car as well.

I acknowledge, that some of you take this series as learning of the car, or that majority just try to hang on to it and finish as cleanly as possible, but to be predictable, safe and really clean, you need to know some basics of this highly specific car. Being an annoying obstacle and, at worst, ruining someone elses race, is not fun. I will try to lay the tips out in hopefully understandable manner.

It is an F1 car.
"Yeah duh, genius.", i hear you say. Yes. But to really understand what that exactly means, you have to know, the speed, the grip and the low weight of the car are so far ahead of ANYTHING, that you can find in LFS. You might have some experience with F1 cars from other sims, but still, nothing compares.

The approaching speed of the car to a corner/obstacle is very fast, your reaction times must be faster than that. Going 320kph down the straight (for comparison, next fastest car in LFS normally does 270 - 290-ish kph and people also rarely drive it - FO8) and not seeing beyond the next turn, sometimes not even at the end of the straight, requires you to be super aware as well.

And not only of what is ahead, but especially around you. If you use virtual mirrors, it is probably advantage and also a good thing, if you are unsure and do not want to cause trouble. If you use cockpit view though, you are entering the problematic ground.
The view from the car is EXTREMELY limited. The mirrors are tiny, shaking with the car, the cockpit is obstructing the view massively and if you turn your wheel 90 degrees to any side, you partially do not see what is in front of you as well. Taking all that into account, it is another difficult part of what you definitely need to handle, if you want to be safe. Flying into unsighted car can ruin not only your race.
Thing that might help with this is LFS Lazy, which has very useful radar feature, showing you the cars in close vicinity of yourself. Try to not rely on it too much though.
You may also use wider FOV, which takes some adjusting to, but might help. Or drive with VR, but that is a different matter. Smile

Next thing is weight, which i already mentioned, but now in different meaning. Count in the fuel. The car weighs 530 kg empty. You can put in 120 litres of fuel, which is more than 1/5 of the cars weight extra and you guessed right, it changes the balance of the car and suddenly it drives very differently. Learn the car on empty tank for quali, drive around on full tank for one stint, so you feel the difference and also try different sets of tyres for race (R3/R4), so you know what to expect.

Aero. This car sticks to the black stuff like glue. Well, mostly, if you are going really fast. If you are slow, the throttle and steering must be handled gently, until you are familiar with how the car handles in low speeds. Thankfully, traction control helps with that, but learn to set it up according to your liking. At high speeds, be aware of the loss of aero behind another car. In short, if you are under 0,3s behind someone, you are going to experience it in some way. The closer you are, the bigger is the draft on straight, but in turns you are going to lose majority of your grip and slide off. Plan according to that. Cathing up a slow car ahead just before entering the turn? Mind your gap. Are you battling with car ahead? Plan your overtake, so you do not lose time and perhaps position(s) to better prepared car(s) behind you. Defending from another car? Use the loss of aero on his car in turns and make him back off. Just do not necessarily rush for your first opportunity (unless it is obvious there is no unnecessary risk). The race is over 1 hour long. You will get your chance.
Another thing to remember here is that in draft you lose braking efficiency. If you are following another car closely, you MUST brake earlier, if you are not going for the overtake, otherwise you will not be able to slow down in time, that i guarantee you.

Fragility
This goes especially for the suspension. This car does not take much to break. Remember that when going over kerbs or so called "sleeping policemen". If you keep hitting them too hard too often, your suspension is going to break, you will have to pit and lose time.
Your wheels are also prone to damage. Even very slight contact might throw your race into shambles, as the car will become hard or impossible to handle.

Overtaking. I have one moment in front of my eyes from the first race. End of S/F straight, one car drafting another and at the last second diving to the inside, but too late. His speed was too high and T1 is not a good place for two BF1 to go side by side as well. Crash happened and noone was happy. Plan the place of your overtake. LFS tracks tend to have fast turns, where overtaking is not easy in this car, but also big braking points, where it is more suitable. As i said earlier, plan your move and wait for it. Do not be unnecessarily aggressive. Same goes for defending. One unnecessary move, cars touch and hoo boy they go spinning around sooo easy.
Also, in this car, usually very wide tracks seem much narrower. Train yourself to work with this knowledge.

Being lapped. A lot of you experienced this in the first race. If you know you are slower than the top guns, find good places where to let them pass and let them pass there. Do not do unpredictable and risky moves. If possible, make sure they know you are letting them by, but NEVER hit the brakes in front of anyone faster. You can move over to the side, but with enough time before the car behind passes you. Long straights, where you can slow down a bit, are the best. You do not even have to slow down too much, lifting the throttle only a little bit will slow the car down enough. Just do not lift the throttle fully, that is like hitting brakes in normal car! You can also use wide or slow turns after braking, where you can move over as well.

Crashing. A lot of you experienced this in the first race as well. It sucks, when this happens, but this has to be said. And i am going to talk only about crashing through your own fault, because everyone has read what i wrote above and nobody will crash with anyone else anymore. Tilt
Number one thing - if you spin out of control, HIT THE BRAKES. This will make your trajectory predictable to others and they will avoid you more easily. Not doing so will not help anyone.
Second thing - going to the graveltrap is the worst thing, because you risk getting stuck and retiring or losing lots of time. If you know you will head in that direction, look around and see how you can make this situation suck less for you. Is there a grass strip before the barrier somewhere? Aim for that. Tarmac? Even better.
Losing control of the car does not have to always end up badly. If you can control the car when off track, try to aim head on to the barriers, or with your back first. Avoid hitting them with your sides. Hitting the wall head on will save you suspension damage repairs and if you are lucky, the car is not damaged so much, that you would drag your wing on the ground and had no steering, meaning you can continue the race without pitting, thanks to the LFS damage model.

Race length
I will say it again - the race is over 1 hour long. You have plenty of time to gain positions. If you try to "plow" through the field in first lap, you are rarely going to succeed. 15 out of 28 people retired in the first race. If you stay patient and keep the car on track, you will get up the order eventually. Remember that.

Formation lap, VSC, SC and restarts
These very specific situations, also specific to only a few organised series, require you to watch out also for what race control has to say. In both cases, keep safe distance from others. If someone is not doing the same for you, do not be aggressive towards them, but try to maintain your gap and be really careful of what you do and when you do it. Damaging your car before the race even starts through fault that might/might not be your own is not a good start.
On formation lap, remember your starting slot. The smoothness of the event relies on that, any delays might and will people nervous, which does not help, especially in BF1.
On restarts, keep sufficient gap around you, so you have plenty of time to react to anything that might occur in the upcoming seconds. Preferably do not use this gap to gain an advantage. This advantage might cause carnage, if misjudged by you, or by someone else. As with everything else, the outcome of your race is not entirely in your hands.
And finally, listen carefully to what the race control has to say. Not obeying race control might get you slapped with penalty. You do not want that. Wink

Tyre warming
This is vital part of your race on the warmup lap and during the VSC and SC phases as well. You do not want to be stuck with cold tyres upon (re)start, so you have to weave to get some heat into them. In LFS, it unfortunately takes a LOT of weaving to get some heat, so it is essential to have big enough gap to everyone around you. DO NOT warm up your tyres, if you have no safe gap. DO NOT accelerate and brake unpredictably, as it will only cause problems for everyone behind you. Be smooth and predictable.

Finally, some things from this guide come with practice. Try and get as much practice as you can. To put it bluntly, this is not FXO, where you hit the track and go fast within 10 laps. With BF1, staying on the track and driving consistent laps takes a lot practice. Being fast takes more than that. With enough practice, you might not even get close to being fast. But being safe for you and for the drivers around is what is important in these big races.
Also, listen to your admins. Wink

I might have not covered every aspect of the basics, but this is in my opinion the absolute basic stuff. Hope it helps you improve and perhaps even score some good results. Smile

For further general driving tips, you might find these guides helpful.
https://en.lfsmanual.net/wiki/Basic_driving_guides
https://en.lfsmanual.net/wiki/Advanced_driving_guide
Some of these are very useful here.

I wish you best of luck and see you on track in the next race. Smile
Last edited by Kid222, .
Ross Burton
S3 licensed
Quote from Dannyleelee :This is my first post in about 15 years. Team, just wanted to say thanks for all your amazing work since the LFS project ever began, LFS is responsible for getting me into sim racing and remains to this day a cherished point in time. Brilliant job, all of you.

+1 on this sentiment... I'm sure there are plenty of us lurkers who pop in from time to time. When my kids want to play on the 'driving VR' they want LFS. It's much more accessible to go and hot-lap, and the first game I've managed to get them to learn the brake pedal. My 9yo has even been practicing a bit without auto-clutch, it is becoming inter-generational!

I look forward to when these improvements come through, perhaps consider polling your audience with some ideas on bringing this to GA? Personally I would be happy to pay for offline Open Beta access and test for example. Whilst I much appreciate not being fleeced for additional creative like the mainstream, and recognise you don't want to be driven by consumer demands, if it helps fund ongoing development to ensure continuity then please, monetise us Smile

It doesn't make sense to merge with public release if there is additional overhead, you're already constrained on time, so you should just make us wait - but could be a 'best of both' approach?
46th RTFR XL
Eclipsed
S3 licensed


A reminder - server will be password protected 1 hour before qualifying start to keep not knowing crowded server jumpers out of way,pass will be always the same: green

Pitting rules:

Race requires a minimum time spent in pitstall of 10 seconds. That can be done either with single pitstop or sum of multiple pitstops. Driver who has spent less time will receive penalty time added to his finish time,which will be calculated by tripling the missing time to complete neccesary minimum time and adding additional 5 seconds. Drivers failing to pit at all will receive 1 minute penalty added to finish time (10s*3 + additional 30s).

Some historic stats:
Last race won by: S1DUS*Botsi
Last BF1 race won by: Litti VR (32nd RTFR XL - KY National Reversed)
Most BF1 race wins: only 1 race so far
Last Kyoto race won by: Litti VR (32nd RTFR XL - BF1 @ KY National Reversed)
Most Kyoto race wins: 5 races,5 different winners (Finland - 2 wins)
Current rating leader: S1DUS*Botsi (+9 points)

2020 standings after 9 of 12 races:
[MRc] Michal - 85
RGˆRony - 81
S1DUS*Botsi - 78
Event rating and other statistics


Server link: Ronys Tuesdays Fun Race
Race Green Discord: https://discord.gg/E37R5vD
Scawen
Developer
Quote from Evolution_R :The other major thing was:
[graphics and physics on separate threads]

But I guess that is maybe after the graphics are done. Shrug

Yes this would be helpful for maintaining high frame rate as the CPU still has do do a lot of work asking the graphics card to draw things. So I will be thinking about this probably when I'm on the physics.

Quote from nacim :Wow, I'm really impressed by the ammount of work put into South City, good job !

@Scawen: You moved histogram generation on the GPU, that's nice to see, and looking at the settings that you got to tweak it, I feel like we saw similar papers for it. Smile
Did you had to move to feature level 11 for it or did you found a way to make it work in feature level 10.0 ? Uhmm

I did have to use 11 because InterlockedAdd was not allowed in feature level 10 and I couldn't think of another way to add to the histogram buffer.

Some possibilities here, the old 'read back a small texture and analyse on CPU' is still there for test purposes, so could be resurrected for Direct3D 10 GPUs. But I was thinking maybe feature level 10 could use the SDR mode and use time-based exposure instead. That would allow D3D10 graphics cards to use LFS but some things wouldn't be much good, e.g. it would be very dark in a car park.

But I don't know how many people have a Direct3D 10 graphics card as D3D10 was out a relatively short time before D3D11 was available. I think for now I'll keep trying to make sure it can run on them using SDR.

Quote from Aleksandr_124rus :Nice, but i remember there has problems with merging code of the two LFS builds, how progress is going on now of merging builds with tire physics and graphics, or it is done now?

The new tyre physics is in this new version. So the situation is that it might be a bit hard to try to copy the old tyre physics from the public version, into this new version. I am more motivated to try and update the new tyre physics to an acceptable level. It is nice to drive with but needs some good work on load sensitivity, pressure and temperatures which are not correct.

Quote from MagicFr :Always nice to see improvements in LFS Smile Well done.
my 2 cents for VR as a only-VR user. and having tested auto-exposure in iRacing.
It doesn't work well in VR as the whole view is taken by the game, opposite to when looking at a game on a monitor ( or triple ) that take only , maybe 25%, of your FOV.

Yes, I found in VR the exposure is calculated as dark if you use the whole view, because so much of the view is the car interior, so then it overexposed the image. So in LFS it limits the exposure check to a smaller square in each eye (both added together for a single exposure histogram). This limited square is 30 degrees each way, equivalent to a 60 degree FOV on a square monitor.
MagicFr
S3 licensed
Always nice to see improvements in LFS Smile Well done.
my 2 cents for VR as a only-VR user. and having tested auto-exposure in iRacing.
It doesn't work well in VR as the whole view is taken by the game, opposite to when looking at a game on a monitor ( or triple ) that take only , maybe 25%, of your FOV.
Knowing LFS I am pretty sure the level of exposure will be tunable in the options so I don't really worry about it Smile
I hoped we could have so previous of the sound for the echo, the system looks really nice and real-time echo is a huge improvement in sound immersion and perceived quality
Cheers.
Ross Burton
S3 licensed
My first LFS experience was 0.2 Alpha back in 2002 I think? The same year I got my driving license! I finally got S2 in 2005 and went from there... I haven't played the game much in the last 10 years but more so lately in VR.

I recall getting my first Shifter, then analog clutch; I made an analog handbrake and pretty sure this (and Viper Racing) were the only titles that supported it. Generally this was the title for "cutting edge" functionality. The new tyre physics updates, now more recently VR, keep it relevant.

My kids now have their first memories driving "the Mr Bean car" and learning how to drift... at the age of 9.
Tracking problem with HTC Vive Cosmos
raceroom
S3 licensed
Hi,

We're running a 10 player VR setup with Live for Speed (which is working super great!).

Up until now we've used HTC Vive and then HTC Vive Pro. The Pro is very expensive and we therefore purchased two HTC Vive Cosmos Elite which is almost half the price. They are both SteamVR headsets and use Lighthouse 2.0 tracking.

However when we run the game with the Cosmos Elite, there is something wrong with the tracking in LFS. We tested it in Project Cars where the problems seems absent.

The problem is that it seems like the coordinates when rotating your head are calculated way too far from your head. So when you turn your head the viewport moves sideways, making it look like the whole car is "wobbling" to the sides and up down depending on if you look up, down or to the sides.

Said in another way: If you imagine a point an arms length in front of your head. Then imagine what happens to that point if you rotate your head. This point will move on the xyz plane where in your center of your head you will only change your pitch and yaw while the xyz absolute position stays almost still.

Hope that makes sense?

Do anyone know if you can manipulate the calculations for this?
Last edited by raceroom, .
Rocket-Racer
S2 licensed
BeamNG is a great game and you can compare it to LFS in many things.

- small indie team
- great physics
- for excited niche players
- loooong alpha status
- all about driving Smile

I only wait for VR but I guess this will take much longer.
The game performance is not ready for VR.

But it will be a blast! Imagine the crashes or falling from a cliff Big grin

Oh and you can race in BeamNG but it´s more a sandbox now.
Increasing ingame cockpit view steering rotation?
huberutu
S3 licensed
Hi,
I started using VR a couple weeks ago and the only thing that bothers me is cockpit steering rotation.

I mean on my controller (T300) I have 1080 degrees of rotation and in cockpit view of street cars is just 720, thats really putting me off.

Is there any way to increase cockpit view steering rotation to match the rotation of the steering wheel in my hands?
MilanFIN
S2 licensed
First off I haven't owned that processor or a similar one with the same integrated gpu, so the following is simply a guess, but assuming a single monitor and no vr I would tell you to not stress about fps.

I was able to run dual screens in LFS with a radeon hd5450 with at least 60fps. Never bothered to check the exact number as it ran so well. If that CPU has the integrated vega 8, that a quick google search would suggest, it should be faster than the GPU I had.
NEW PLAYER CREATING A LEAGUE
ridapo
S1 licensed
Dear friends,

We are a Spanish e-sports company with simulators in our shop. We want to prepare an on-line competition system for our customers and offer a sim-racing service for beginners and introduce them to the world of sim-racing (playing with WASD keyboard, without peripherals).
This is our first time in LFS, and we don't know very well how to create a server that allows us to gather our clients from their homes to enjoy two weeks of fun.
We are looking for someone who can give us technical support in the world of LFS helping us in the management of the tournament/league.
Any help is good, and we want to be part of the LFS family. Don't hesitate to write me an e-mail, we will be happy to learn from you.

Thank you very much

Sergio ([email protected])
vr zone - esportscenter barcelona
BerdyGaming
S3 licensed
You can always try VR in a place where you can demo VR headsets, but they probably don't have Live for Speed.
Evolution_R
S3 licensed
I will buy a cheap VR BOX which will use with my smartphone - just to try the VR feeling.

- EDIT -

Just ordered it - more information when I get it - will post a link with the model of the VR glasses and how to make it work with LFS.
Last edited by Evolution_R, .
sinanju
S3 licensed
I know your graphix card won't be enough.

I have GTX1060 6Gb with HDMI connector, and that works ok.

Look HERE for good idea of what's required for VR.

One thing I didn't realise when I got Oculus Rift CV1, was that 3 x USB3.0 ports are required. I had to buy external powered 4xUSB3.0 hub for all the connections.
FGED GREDG RDFGDR GSFDG