The online racing simulator
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NENE87
S3 licensed
Why i can't see the "Patch test" threads on the forum? Blue text color on vr is fixed.
Last edited by NENE87, .
stuchlo
S3 licensed
Quote from 7ajus :Can we get rid of the logo on the steering wheel?

I am sad, that people do not like the logo, but I am adding this suggestion to my todo list. It will be a part of a larger update (I do not want to waste disk space of players by such small cosmetic changes if I do not have to), when I will get more written feedback from the community (especially about physics and suitability for events and derivatives). As a temporary hotfix, you can locally modify the dds texture file (the model is optimized for online and VR use and has only one texture sheet).

Edit: It is optimized, but is not true that it has a single texture sheet. It has one simple (for mat materials) and one ALP texture sheet (for shiny and alpha materials and effects). The logo is located in the ALP texture.
Last edited by stuchlo, .
Scawen
Developer
Thanks for your patience!

I have finally done something about this, as I have been in the development version dealing with VR and projection matrices recently.

The new option is available for testing in the test patch forum, which I have left hidden for now to try and avoid distraction from people making random off-topic requests.
https://www.lfs.net/forum/thread/110607

I will be happy to know if the VR support is fixed when you are able to test it.
Last edited by Scawen, . Reason : typos
Scawen
Developer
The new option is available for testing in the test patch forum, which I have left hidden for now.
https://www.lfs.net/forum/thread/110607

The trouble with test patch threads is too many people get a strange idea in their head that it is a general off topic request thread. But I'm far too busy on the development version, and cannot be distracted. If I get off topic requests on that thread, I will close it.

I will be happy to hear about any problems with the new option, or the VR update.
LFS Test Patch 0.7F15
Scawen
Developer
WARNING: THIS IS A TEST

THIS DOES NOT CONTAIN NEW TYRE PHYSICS OR THE NEW GRAPHICS SYSTEM

PLEASE TEST BEFORE YOU POST

PLEASE... NO OFF TOPIC FEATURE REQUESTS!


Hello Racers,

Here is a new test patch: 0.7F15

It contains support for a security update.
Most notably, you now use a generated "Unlock code" instead of the old "GAME password".
This patch is more informative about that and helpful if you have to type in the new code.
For more information, please see the thread in the main forum section: https://www.lfs.net/forum/thread/111994

Please read the list of changes below.

0.7F15 is COMPATIBLE with 0.7F

- You CAN connect online with 0.7F
- You CAN play single player replays from 0.7F


Changes in F15:

Clickable links to account details page in unlock error messages
More translations updated. Thank you translators! Smile


Changes in F14:

More informative if unlock code needs to be set or is wrong
Also more helpful if license has been upgraded since the last unlock
- Info about license level and unlock code detected on entry screen
- Flashes the "Unlock" or "Licensed" button if attention is required
- An appropriate message and link is displayed on the unlock screen
- For license upgrade (when code is correct) the unlock button flashes
17 translations are now updated - thanks to all the translators


Changes in F13:

Improved support for the new "unlock code" (replacement for old GAME password)
- removed the EYE button - the unlock code is visible when you enter a new code
- error messages if there is any problem getting text from the clipboard
- 11 translations updated - thank you translators!


Changes in F12:

Improved support for the new "unlock code" (replacement for old GAME password)
- Correctly named field (for unlock code) in unlock screen
- EYE button beside the unlock code (see what you have entered)
- Informative message if your unlock code is not 20 characters
- Automatic exit from unlock screen after successful unlock message


Changes in F11:

Search button in mods screen now allows searching by Skin ID or the non-unique 4-character name


Changes in F10:

List of Hosts now has 30 lines and does not show the obsolete status text
Hover text with description when the mouse cursor is above a blob in the IP column
FIX: Stopped on "Join Specific Host" page after "Start New Host" (should immediately join)


Changes in F9:

Privacy update: Warning if you are joining a host that will log your IP address
- Your decision to trust that host is remembered, to avoid asking you again
- You can remove the "trusted" status by clicking the "trusted" button
- List of Hosts has a new IP column to indicate hosts that log your IP address

Stops on "Join Specific Host" after you click a join link on calendar or website
- You will need to click the "GO" button as if you had clicked in List of Hosts


Changes in F8:

Forces view mode is no longer applied to object mods (e.g. track mods)
FIX: Fuel and damage settings were always default on non-route configs


Changes in F7:

Improved vehicle view radius calculation (bounding sphere)
- LFS can more accurately detect if a vehicle is currently visible

LOD distance refers to distance from bounding sphere instead of object centre
- previous version did not work well for large objects, e.g. "track mods"


Changes in F6:

Force feedback:

Some steering wheels have a bug in their drivers, that cause them to seen as "First person controller" devices.
In this case, LFS does not know they are a steering wheel, so it does not enable the steering wheel bump stops.
There is a new option, in "Axes / FF" section to Enable steering wheel bump stops.
Do not use this if your controller is not a steering wheel.

VR:

It is possible for some VR headsets to have a FOV aspect ratio that is different from their pixel aspect ratio.
Until now, LFS did not deal with that case correctly, and this was apparent with the HTC Vive Pro 2.
Now, LFS uses the left, right, up, down FOV values more directly which should solve the problem.


Changes in F5:

InSim:

System to allow AI drivers to be directly controlled by a local InSim program.
Discussed here: https://www.lfs.net/forum/post/2114897#post2114897

AI drivers:

AI can now spawn in a config with an AI path even if knw has not been generated
FIX: AI now spawn in game with full fuel load if there is no path (or no knw)
FIX: Rare crash in AI code after another car spawned outside path


INSTALLATION:

Live for Speed LFS 0.7F must already be installed!


- Run the installer

NOTE: You can see if the patch is correctly installed when you run LFS.
Check the version number at the bottom of the entry screen.


DOWNLOAD:

IF YOU ALREADY HAVE 0.7F:
PATCH 0.7F TO 0.7F15 (installer)
https://www.lfs.net/file_lfs.p ... ATCH_7F_TO_7F15_setup.exe (1.7 MB)
Last edited by Scawen, .
Scawen
Developer
I hope to release a test patch this afternoon. In the development version I've been fixing various issues to get to the release and one thing was about Z buffers, according to a recent recommendation by Bokujishin which took me into the projection matrix. I had been doing other VR fixes recently, including something about lighting exposure, which I have recently updated for the regular monitor version too. I'll probably do a report about some of the updates, but haven't been in a mind to slow down.

Now with VR and projection matrix in my mind, I was reminded of a bug report by vRenegade and I've been looking at that.

So hopefully this afternoon I can release a VR fix and an option for user to override the controller device type.
FAIK TEMPURA TURBO
TheStigUSA
S3 licensed
FAIK TEMPURA TURBO


Original modeling by me:
-> Grooming original model into Coupe body. Focused interior and exterior reconstruction.
-> The Brazilian variant of the Tempra had a completely different dash than the Turkish variant, as such I modeled an ALL new dashboard within LFS Editor.
-> Modeled gauges and created textures for them
-> Modeled center stack and created textures for these. Textures on the radio headunit will come later on.
-> Modeled rims from scratch in LFS Editor
-> A few new logo objects
-> New LOD2 and massaging

To-do:
-> Some mesh clean-up, but it's passable for now.
-> Texture for radio headunit (superfluous things but is good for VR)
-> Some cleanup on climate control textures; fine for now.
-> Perhaps a Stage 1 version of this car. The power figure is low (but is lore accurate).

Dev Screens:














































stuchlo
S3 licensed
Hello, here is another artistic stylized shader for LFS, this time inspired by historic etching technique. For best results, edit line 18 to match your preferred resolution:
float2 resolution = float2(2560.0, 1600.0);

Definitely not suitable for VR Rofl

stuchlo
S3 licensed
I did not backup that shader and lost it, so I did one similar from scratch. It is very simple, because I have zero experience with HLSL, but can be further improved.

The shader can be downloaded here:
https://www.lfs.net/attachment/636407

Copy the shader into shaders folder. Open it in a text editor and change resolution defined in line 18 to your preferred resolution. Enable post-processing shader in game menu. Warning: not suitable for VR headsets.

stuchlo
S3 licensed
Hello, here is my custom Live for Speed cartoon post-processing shader. It is very simple because I am a complete newbie in HLSL language. For best results, edit line 18 to match your preferred resolution:
float2 resolution = float2(2560.0, 1600.0);

Not suitable for VR.

Last edited by stuchlo, .
vRenegade
S3 licensed
It seems the aspect ratio is correct as per openvr.log, not sure why I never even considered to look for files in relation to openvr during my own investigation haha but you're right, the aspect ratio is not the issue.

Quote from openvr.log :LFSOpenVR Apr 10 2020
ProductName: VIVE Pro 2
Manufacturer: HTC
LFSVR_QueryHMD
Recommended RT size: 4920 x 2460
Left eye:
GetProjectionRaw___: Left -1.635 Right 0.833 Top -1.118 Bottom 1.122
GetProjectionMatrix: Left -1.635 Right 0.833 Top -1.118 Bottom 1.122
GetEyeToHeadTransform:
1.000 0.000 0.000 -0.030
0.000 1.000 0.000 0.000
0.000 0.000 1.000 0.015
Right eye:
GetProjectionRaw___: Left -0.835 Right 1.630 Top -1.125 Bottom 1.123
GetProjectionMatrix: Left -0.835 Right 1.630 Top -1.125 Bottom 1.123
GetEyeToHeadTransform:
1.000 0.000 0.000 0.030
0.000 1.000 0.000 0.000
0.000 0.000 1.000 0.015
IPD: 0.061
LFSVR_AcceptSharedTexture
RT size: 4920 x 2460 / format: DXGI_FORMAT_B8G8R8A8_UNORM
LFSVR_Close

I can never get the resolution of the headset bang on 2448x2448 as I get a random number each time steam vr opens and performs it's brief hardware check upon intialization, during this session it was running at 2460x2460 per-eye.

I'm in the process of capturing footage through the headset using my phone camera however it's difficult to stablize the footage in order to fully portray the issue I'm seeing. The skewing does not seem to appear within the LFS window on my desktop or Steam's VR Display feature D:

The roll-skewing is present everywhere, but especially noticable at the main menu where the rectangle UI contrasts against the black background whenever I roll my head to the right or left. If I had to describe it, the image skews horizontally and vertically into a sort of parallelogram in relation to the amount of roll inside the headset, even as little as 5-10 deg of roll. No percivable warping or skewing is present with pitch and yaw movements as well as movement forwards, backwards, left and right, it just seems like it's the roll axis doing something funky.

It looks like a cobination of this type of skew whenever I roll my head with horizontal skew being the more noticable one of the two.


Thank you for getting back to me, I'm glad we could clear up that it's not a resolution/aspect ratio issue Smile

The skew persists whilever any roll is present. I could hold any amount of roll and the rectangle-shaped UI looks like a parallelogram I just can't wrap my head around it haha

-

Edit: I found this thread that describes a very similar issue I'm having but on another game, the screenshots are helpful as they portray almost the exact same issue I'm having here in LFS
Last edited by vRenegade, .
NENE87
S3 licensed
Glad to hear it, I'll probably do the same for my BUS license with my VR headset.
HTC Vive Pro 2 - OpenVR Image Skew Issue
vRenegade
S3 licensed
Hi there, I upgraded my headset about 18 months ago from my original HTC Vive to my current HTC Vive Pro 2 and noticed a slight image skewing issue when rolling my head left and right.

I run LFS in OpenVR of course, and what I think could be causing my issue is an incorrect resoultion or aspect ratio being forced onto my Vive Pro 2's panel. My previous headset worked flawlessly, everything felt 1 to 1. I notice that the resolution of the original Vive is 1080x1200 (per-eye), an aspect ratio of 0.9:1, wheras the newer HTC Vive Pro 2 has a resolution of 2448x2448 (per-eye), a 1:1 aspect ratio. Could this be the cause of my issues? Could the game be identifying my Vive Pro 2 headset as an original Vive and forcing an incorrect aspect ratio? Am I able to force a certain resolution or aspect ratio in VR?

Apart from the skewing, LFS still has the best VR implementation imo, the true 3d mirrors are second to none. I really wanna jump back into some LFS as it's been a few years but this issue is bugging me as I don't think I can fix it.

Cheers
Last edited by vRenegade, .
turbofan
S3 licensed
Online at :
Just a Ride
Another author worth following.

Top mod here. Graphics, handling, sound, this is a pearl, a gold nugget, a diamond, whatever is rare and noble.
Get in that mod and you can feel the classic vibe of the era. Must be amazing in VR.
gu3st
S3 licensed
Quote from Ripkutku :Bonjour j'ai bien le logiciel oculus s'appelle méta horizon maintenant depuis le casque sa lance automatique Steam VR je ne pense pouvoir passer par un autre logiciel pour jouer en vr sur LFS pour ma part ça fonctionne très bien
PS: j'ai le méta quest 3 pour ce qui pourrait se poser la question sa fonctionne très bien sur LFS

For SteamVR to work on PC with Oculus while wired or wirelessly with Oculus Link, you'll have the Oculus software installed as well. If you're using something like Virtual Desktop or Steam Link to do wireless VR from your PC to Oculus then you won't have Oculus software installed and SteamVR would be your only option.
Last edited by gu3st, .
Ripkutku
S3 licensed
Bonjour j'ai bien le logiciel oculus s'appelle méta horizon maintenant depuis le casque sa lance automatique Steam VR je ne pense pouvoir passer par un autre logiciel pour jouer en vr sur LFS pour ma part ça fonctionne très bien
PS: j'ai le méta quest 3 pour ce qui pourrait se poser la question sa fonctionne très bien sur LFS
Scawen
Developer
I may be wrong as I have not installed Oculus software in recent times. But I would have guessed that to run your Oculus device, you must have installed the Oculus software.

If that is the case, then it should be possible for LFS to enter VR without using Steam VR at all.

You would simply select:

Options - View - 3D

In the dialog "Options for 3D device" you select "VR system : Oculus Rift"

I'd be interested to know if that works for you.
Ripkutku
S3 licensed
Je vous remercie du conseil mais je ne connais pas api oculus
Mais avec Steam VR ça fonctionne très bien mais si vous pouvez m'en dire plus sur api oculus pourquoi pas essayer votre technique
Ripkutku
S3 licensed
Salut pour ma part je ne connais absolument pas le HP reverb g2 mais j'ai acheté récemment un quest 3 et pour jouer en vr c'est très simple pour ma part il suffit de connecter le casque au pc et de lancé lfs et d'aller dans les options de lfs mettre vu 3d et Steam vr se lancer sur mon pc j'ai juste a lancer steamvr dans le casque cliquez ok pour lancer le menu pour confirmer la position et ça fonctionne nickel
mherczeg
S3 licensed
Quote from calders :Hello all...

Is there any experience, that after I switch to VR, the VR picture appears on PC screen, controlled by Quest 3, but nothing visible in headset.
sinanju
S3 licensed
Quote from Bass-Driver :Very nice looking layout and fun to drive. I like how the minimap looks on this layout.....Big grin

Hi.
Just saw you've taken the top spots on the list Smile

Glad you like the layout. I tend to drive in VR now, so cars and track stuff looks good.

As for curbs - I'd need to get rid of a tree or two, to have enough curb objects. And if there were more objects, I'd probably put in more other 'stuff' round the track first, to break up the background a bit more.

Overlapping buttons - this is my 'little people' messages. Likely I'll have to either totally overhaul whole lot, or simplify it to one message.
Lower VR keyboard
sinanju
S3 licensed
Can the VR keyboard be lowered? It's up at top of screen, which I find slightly awkward.

Maybe top edge of keyboard centre of vertical height, or whole keyboard at least centred?

The red cross in the image is where you look straight on, so would be better if keyboard was in that area.
pärtan
S3 licensed
Quote from OmegaX :This gen civic was my first car. Incredible to sit in this mod in vr. I can almost smell it.

I don't think the handling is quite right but that may be the engine more than the mod.

Thanks, I do wanna try it in VR myself. I haven't done that yet Smile
Gutholz
S3 licensed
I think Track Editor is not planned anytime soon or at all.
There was a screenshot that showed the editor but with an explanation that it is only usable for internal use.

I do not remember any posts about dynamic weather or rain.
Day/Night cycle is planned but iirc no weather.

By my reading, LFS is currently developed in two separate versions.
One version with the big changes, and one version that we are currently playing. Both get developed in parallel.
Sometimes changes from the "new" version seem to bleed over into the "public" version, for example the moving subojects. (pop-up headlights etc) or changes to dust effect. However the big plan is to combine into one version.

That version includes changes like:
-new tire physics
-new graphics systems:
--less stutter, especially in VR, by better syncing physics and graphics updates at 1000Hz (or something like that)
--day/night, dynamic lights
-new objects (signs with editable letters, more chalk marks, curbs etc)


Other updates in progress are:
-overhaul existing tracks
-larger area for South City
-two new tracks (Airfield Racetrack & Testing Ground)
-higher resolution for analog input
Last edited by Gutholz, .
OmegaX
S3 licensed
This gen civic was my first car. Incredible to sit in this mod in vr. I can almost smell it.

I don't think the handling is quite right but that may be the engine more than the mod.
FGED GREDG RDFGDR GSFDG