The online racing simulator
Searching in All forums
(969 results)
Back after almost 15 years and LFS feels like home, also my thoughts about LFS
buedi
S3 licensed
Hi everyone,

since I have a few days off, I decided to give LFS a spin again, just out of curiosity. And after realizing that my last Online Laps where done in March 2019 I felt like I need to bake a cake to celebrate an anniversary... or to just post here in the Forum ;-)

What got me by surprise when I fired up LFS again after such a long time is, that I immediately felt at home when driving. It is insane how good it feels compared to all the other Sims I played in the last 15 years. I could not believe that after driving around for 10 minutes in Blackwood to get familiar with the controls again and then switching to the LX5 + BL Rallycross that I did not spin out a single time. I had a handfull of maneuvers in those few minutes that would have lead to crashes or spins in the other Sims, but in LFS I could catch them all, keep the drift angle, keep the correct steering angle and correct throttle inputs to get just around the track for multiple laps like I never did anything else. Of course I am not quick, but it all just felt... natural!

I can not believe I stopped playing LFS for so long, but there is one huge reason I did, something LFS is lacking that most other Sims have and (please don't kill me) is the Nordschleife. I need my weekly fix of Nordschleife and the other Sims can deliver it... but they are much worse in almost everything else.

There is hope for me, though that one day Scawen will open up LFS modding also for Tracks (maybe S4?) and this would have the potential to make LFS eternal in the Sim community.

What do I think makes LFS stand out from all the other competitors?
  • Physics! When coming back after 15 years, hopping into a Car / Track Combo like LX4 + BL Rallycross, which is probably not the easiest and SMILING the whole run without crashing a single time, feeling every bump, every movement the car makes, then you got Physics just right!
  • Scripting! Damn you all other Sims which force me to reassign controls when switching a car every single time! Scawen, you nailed that! LFS lets me configure my Setup for Paddle, Sequential and H-Shifter cars and switches automatically with the car. I miss this so much in every other Sim I played to date and I can not believe that a 20 year old Sim has this and nobody else felt the need to implement this too.
  • Simple UI! The UI might not be pretty on first sight, but it is functional, easy to navigate, intuitive and boy is it quick. No matter where you are in the game, everything is accessible super quick and easily.
  • Speed! Starting up the game always was super quick. Joining Multiplayer was always super quick. Navigating in the game no matter where you are was always super quick. I emphasise "always", because this is one of the things I remember from 15-20 years ago. It is not the modern hardware that makes it quicker than the competitors, it was always quicker than any competitor out there. Want to join a Multiplayer game in modded AC with a dozen of different cars? Yea, go and grab a coffee. In LFS? You do not even have time to sneeze and you are in!
  • Multiplayer Experience! This is also tied to Speed, but LFS allows setting up servers where basically every car is allowed and no matter when or how many people join mid-race, there is no hiccup (I know it was in the very early days, but this got improved quickly). In Assetto Corsa, if the car you want to drive on a specific server is "occupied", you have to drive with a car you don't like. In BeamNG, if somebody changes his car and you want the game to update that, you wait a few seconds (game frozen) until that happens. In LFS you do not even realize that someone joined a server or switched his car or skin until you see it.
  • Autocross! I do not even know if any other Sim has that... maybe BeamNG to some extend, but it is cumbersome to design a track there. LFS has Autocrossing since like forever and I remember that after memorizing all the Tracks, Autocrossing or modified Tracks with obstacles added so much fun.
What would make LFS the Eternal Sim (for me?)
  • Track Modding
I believe this is the only piece missing to level up into the eternal olymp of Racing sims. LFS does almost everything better than its competitors. And it did most of those things that well 20 years ago. And all that time nobody was able to reach that level yet. The advantage many other Sims have over LFS and that kept me away for so long is just modding. LFS opened up for modding a bit with S3 and Car mods, but there is one single piece missing. Getting my favourite track in the game, there would be no need for any other sim in my life ever... OK, maybe Richard Burns Rallye for pure Rallying, but this one lives because of the Mods ;-)


A little bit of a background about me, just in case you survived the wall of text above:
I got my hands on LFS back then the minute it was possible and I remember that it was by far the best Sim experience I ever had. I got S1 and I got S2 the minute it was released and when S3 was announced and the Scirocco and Rockingham I already played for years and I remember that I was a bit burned out. So I decided to come back when the Scirocco and Rockingham are released. Well... it's been a while now and sometimes you just have to give up on your promises and jump over your own shadow.

I did that a bit in March 2023 when modding was released and I got myself an S3 license. In 2023 I just looked into LFS a bit with a Gamepad, tried a few car mods and hoped that one day Track Mods will be allowed too.
Of course this did not happen yet, unfortunately.

Why did I not come back sooner? LFS is lacking one thing for me that many other sims can deliver: My weekly fix of the Nordschleife. This might never happen officially due to licensing and labour involved to create such a massive track, but if modding would be allowed in the future, I am sure that all other sims turn obsolete (at least for me).


Thank you SO MUCH for keeping LFS alive, updating it (it got VR support a while ago too!) and improving it still. For me, it is still the best Sim out there that I ever played. And I am Sim racing since Sims exist :-)
Black screen / screen freezing
Lcee
S3 licensed
Hello,

Since a long time I came back and wanted to play LFS again.

Downloaded, tried to run but I had a black screen and I could hear the introduction going. I tried to minimize the game and open it up again, I had one frame of the game but it instantly froze again on that frame while I could hear the introduction still going. Basically I'm trying to say, the game doesn't visually load.

I'm running
AMD Ryzen 9 5900HX with Radeon Graphic 32GB RAM
Nvidia GeForce RTX 3080 Laptop GPU

This is as detailed as possible as I can describe it, is there anyone who could have an idea what is wrong?
Normally I never have any issue with games.

Thank you in advance


Edit:
Here's a log from start to end
Mar 12 22:58:25 LFS : 0.7E
Mar 12 22:58:25 timer resolution 1 ms
Mar 12 22:58:25 read config
Mar 12 22:58:25 get command line
Mar 12 22:58:25 preinit d3d
Mar 12 22:58:25 started Direct3D 9Ex
Mar 12 22:58:25 number of adapters : 1
Mar 12 22:58:25 adapter 0 - valid modes : 18
Mar 12 22:58:25 load font
Mar 12 22:58:25 -----
Mar 12 22:58:25 Init: SetPresentParams (1)
Mar 12 22:58:25 Init: CreateDevice
Mar 12 22:58:25 Init: GetRenderTarget
Mar 12 22:58:25 Init: GetDepthStencilSurface
Mar 12 22:58:25 Init: return
Mar 12 22:58:25 max texture size 16384
Mar 12 22:58:25 can do shadows
Mar 12 22:58:25 can do multi tex
Mar 12 22:58:25 load language
Mar 12 22:58:25 initialisations
Mar 12 22:58:25 tables
Mar 12 22:58:25 human system
Mar 12 22:58:26 helmet
Mar 12 22:58:26 controllers
Mar 12 22:58:26 load objects
Mar 12 22:58:26 start intro
Mar 12 22:58:26 end of initialisation
Mar 12 22:58:26 Blackwood
Mar 12 22:58:30 Next LOD
Mar 12 22:58:30 Next LOD
Mar 12 22:58:30 Next LOD
Mar 12 22:58:30 Meshes : 40
Mar 12 22:58:31 init sound
Mar 12 23:00:08 shutting down
Mar 12 23:00:08 free objects
Mar 12 23:00:08 free languages
Mar 12 23:00:08 free controllers
Mar 12 23:00:08 clear light map
Mar 12 23:00:08 close sound
Mar 12 23:00:08 close VR
Mar 12 23:00:08 free humans
Mar 12 23:00:08 free font
Mar 12 23:00:08 free helmet
Mar 12 23:00:08 kill graphics
Mar 12 23:00:08 save controls
Mar 12 23:00:08 save views
Mar 12 23:00:08 save config
Mar 12 23:00:08 free mouse
Mar 12 23:00:08 EXIT

EDIT:
Restored BIOS options to default
Downloaded latest Nvidia drivers
Checked 'dxdiag' in cmd center for problems (none)
Tried to remove cfg.txt from LFS folder and restart
Tried to run it compatibility mode (suggested by troubleshooting)

Nothing worked so far
Last edited by Lcee, .
Scawen
Developer
I don't think it is related to VR support, but there is multi monitor support that goes some way to support a curved screen, in an imperfect way.

I don't know how good the final effect is in reality but you can specify up to 5 "left screens" and up to 5 "right screens". This can represent a cylinder as several planes. I don't know how bad it is at the seams between the planes.

I did /window 1800 600 on my LFS and set 5 left and 5 right screens, the result is attached. You can set the FOV of the centre screen and the angle between screens, and LFS works out the total FOV. If the angle between screens isn't too high then the seams aren't very noticeable.

But the seams are visible and it look pretty heavy to draw the main view using 11 renders. It might be best done using a post processing shader to produce the correct distortion, conceptually similar to what we do in VR.
RealistAdam
S3 licensed
I know it supports VR. Since it supports VR, it is compatible with the monitor you specify. I hope I didn't misunderstand what you said. Oh those translations.
Scawen
Developer
I remembered a couple of suggestions I have for Steam VR:

[ In Steam VR Settings... Video... ]

Switch OFF: Motion Smoothing (causes a bad image warping effect if frame rate drops)
Set "Render Resolution" to Custom instead of Auto (set to 100% then use the in-game setting)

Not so sure about this one but I switched it off as a saving:

Switch OFF: Advanced Supersample Filtering (couldn't see visible difference)
KingOfIce
S3 licensed
Online at :
LFSFrance.org #1
I didn't specify that I play in VR (I don't know if that makes any difference).
Live for speed VR Render Bug in PSVR
Goncalokiller06
S3 licensed
Good afternoon,
I was trying to get my VR headset to work in Live for speed, But when i went to vr mode the screen gets very deformed, I can only play my VR in "Virtual-mode"/"Extended-mode" and Live for speed Renders a wider image than it is suppost to, i only can change the both width and heigth at the same time and not separately
It renders 4328X1217 when my VR headset is only 1920X1080, the only possible cause is the game merges my monitor resolution and my Vr headseat resolution too, both are 1920X1080
I use a program called psms to be able to play psvr in pc in all other games works well
Any help is welcome!
Scawen
Developer
I think it would be best to post in "Technical Assistance" section and I suggest your title should include the name of your VR headset.

The idea is that someone with the same headset may advise you on the correct settings for use with LFS.

https://www.lfs.net/forum/5-Technical-Assistance
Live for speed VR Render Bug
Goncalokiller06
S3 licensed
Good afternoon,
I was trying to get my VR headset to work in Live for speed, But when i went to vr mode the screen gets very deformed, I can only play my VR in "Virtual-mode"/"Extended-mode" and Live for speed Renders a wider image than it is suppost to, i only can change the both width and heigth at the same time and not separately
It renders 4328X1217 when my VR headset is only 1920X1080, the only possible cause is the game merges my monitor resolution and my Vr headseat resolution too, both are 1920X1080
Last edited by Goncalokiller06, .
gu3st
S3 licensed
Its not even the motor, it's just being belt driven gives it good smoothness and a good level of dampening, not to mention an increased slew rate making it a bit easier to catch slides/drift (again, nowhere near a DD, but still 6/10 rather than 2/10)

Nobody's saying it's as good as a DD, but it's still far superior to the non-DD Logitech G wheels which are still using gears driving the wheel shaft which just feels notchy.

Back when I sold my Logitech wheel (after using my T300 for a year), I gave it a test drive just to make sure it worked and I couldn't believe I used it at all. It wasn't a great experience.

This year I was gonna make the step to a DD, but based on iR increasing VRAM requirements and impending rain, GPU upgrade seems to be next on the table to keep me running smooth in VR.
Head tracking using android phone.
bayanofmansorofisky
S3 licensed
head tracking tutorial
  • About:

    Budget VR... No need for any tracking hardware like IR or a webcam..
    This method uses phone's gyroscope and accelerometer and sends it over UDP so pc client can process it.
  • How it will work ?

    you need to have your phone placed on top of your head! may look silly but its worth it.


    before you go deep, this will not work if your phone doesn't have a gyroscope and a accelerometer sensors.

  • How to set up the connection:

    after installing both apps on both devices, we need to configure them so they can connect with each other.
    but first, make sure both PC and Phone are connected to the same Network (WIFI or you can use tethering Hotspot from your phone and connect to it from pc)

    - on your PC:

    Click on your keyboard WINDOWS + R keys, a cmd will appear.
    type: ipconfig then click enter.
    Locate the IPV4 address (looks like this : 192.168.1.12) and save it for next step

    - on your Phone:

    launch the app and scroll down, you must see a field for the IP,
    enter your PC IP there.
    Set port to 4242.

    Now if you hit start tracking on both apps a movement should be detected, however we are not done.
  • How to set up OpenTrack on PC:

    on the main interface:

    set the Input to : UDP over network
    click the hammer icon and set the same port that u typed inside the android app (in our case it was 4242)

    set the Output to : freetrack 2.0 Enhanced

    set the Filter to : Accela
    click the hammer icon and set the same values as shown in this image:
    https://imgur.com/olvL2eM

    Next step: Click Options:

    in the shortcut tab , you can set keybinding
    i just used:
    Center : numberpad 5
    Toggle : numberpad +

    Check both Center at startup and Never translate the application interface

    in the Output tab , set settings as shown in image below
    https://imgur.com/vLPyiLs

    in the Game detectiontab, locate and add LFS.exe
    now close options.

    Next step: Click Mappings:

    set Yaw as shown below:
    https://imgur.com/v0zceoZ

    set Pitch as shown below:
    https://imgur.com/wVLyvke

    set Roll as shown below:
    https://imgur.com/7MG27sf
  • How to set up the phone app:

    simple setup. just apply as below:
    https://imgur.com/aFZwCaS
    i found these values are the best after 2 hour tweaking.
now you are done!

Notes:

- the android app doesn't seem to keep working when screen is locked/off so just turn brightness to lowest to safe battery and prompt the app to use intensive battery or what i mean is allow to run in background, its actually very battery friendly.

- Face your phone towards the screen and click Calibrate for the app to use these coordinates as the origin, make sure its placed flat as possible, as if u set it on table.. Actually just set it on table in front of screen. Yes do that.

- You can center the screen using the binded key and it will use the new center as origin

- everything can work offline as long as they connected to same wireless network

- values for sensors may not work for all devices depending on the gyroscope and accelerometer sensitivity of your device

- You may feel neck pain due to the device weight on your head, remember to take a break sometimes
  • What you can use to set the phone still on your head?

    i used:

    - old headphones.
    - old selfie stick phone holder, took the part out of the stick.
    - some straps.
    - tape.
    aaaaaaaaaaand the vey pro design is : https://imgur.com/dpjfH2D


here's an actual footage of how it works, lag is from recording
https://youtu.be/RtKJpUjY9XE

feel free to ask me any questions related to this thread

ENJOY YOUR CHEAP VR EXPERIACNE!
Last edited by bayanofmansorofisky, . Reason : Links weren't linking
Motion sick in VR
toby_d
Demo licensed
Trying lfs in VR for the first time, while I'm getting solid 90FPS, I felt noticeably sick, the trees in the background looked like they were stuttering when turning. Am I doing something wrong?
Bose321
S3 licensed
Just wanted to chime in on the update for bikes. It feels amazing now compared to D44. I can actually do a few laps without falling in every corner. Big grin

Now I get super 'scary' stoppies under braking and some drifting that's actually recoverable. So yeah, I really enjoy riding a bike now. The 'horizon' locked view is also insane, feels like VR almost.

I was just wondering; can we separate the views for cars now? I like the horizon lock on bikes, but I don't like it that much in cars. And I can't always position the driver enough backwards to get the cockpit in view a bit with the speedo. Like with the FoV slider, seems like all vehicles are in the same type of view.
NENE87
S3 licensed
If it help: I've raced against JayDeM, if connection is laggy, i've saw the bike falled and sound too, it a bite dissapointing. I have a G27 with vr, for the bike i use the laptop of my girlfriend with a XBOX controller, "A" button is for rear brake, B button is for up gear, X for down gear, LB clutch, RT gaz, RB brake. If steer bike begin to move at break, you need reduce brake, small rear brake and gaz, you can also begin to break with rear before front brake, in high speed, if you brake too late, keep your angle and light rear brake Smile with the new patch, that more stable. Maybe add a new sound when you fall with bike? Bike is a new dimension and i love it! Tyres after 5 laps is over.
Last edited by NENE87, .
loopingz
S3 licensed
Yes but that is not my point or request. I can go to LFS world and see all of my pbs...
But no I want my same button /w pb to adapt to the situation. I am spectating there is only one car type I want my pb with this car. Or if there is various cars I want my pb with the car I follow.
I usually play in VR and if it is not on a button it doesn't exist to me...

Also mod car name are funny to remember. Peace of cake for rain man
I would say!
Scawen
Developer
It would be very hard and far beyond the scope of this test patch to make the AI generation work in a separate thread so it doesn't hang between updates while it iterates the path improvements. You should generate offline (and outside of VR) any AI paths you want to use. Maybe you could use a separate LFS instance.

About the speed of AI, it's not your fault but I'm getting a bit tired of explaining so many times, the AI's driving ability (handling of one car, nothing to do with the overtaking) is all specific to the tyre model in question and has already been improved to some extent in the development version, but I will not be working on that for the public version, as it would be pure wasted time.

Nothing about their speed has got worse in the test patches, as I haven't worked on that. But you could verify by starting an earlier exe, run a single AI and see if the lap times are the same. That's your job as a tester really. Smile I assert that their lone car driving ability is not changed. You are welcome to prove me wrong.
Pasci
S3 licensed
In VR mode, the sound and image stall extremely while the path for the (mod) AI is being generated. I noticed this the day before yesterday during a test race with the AI (12 AI vehicles - levels 3 - 5) with version D41. Perhaps this depend on used VR headset (but I don't think so).

BTW: With the N.400S GT mod (https://www.lfs.net/files/vehmods/F1A4EF), even at level 5 the AI is massively (>10s per round) slower than me (and I'm really not the best driver). Is this a "general" vehicle mod problem (to whatever extent) or perhaps related to the latest AI adjustments? Shrug

But regardless: Thank you very much for the many improvements in the AI! This makes it (again) much more fun with the AI. However, it would be desirable if the AI paths could also be generated directly in multiplayer mode. Smile
rane_nbg
S3 licensed
While we're at it, how about adding guns and weapons, such that we can use those tanks, planes, and submarines and recreate historical battles in a more immersive experience? Smile

No tnx, this is not a good idea. Just the thought of all the technical challenges of animating a driver character makes my brain hurt.

edit: in VR you can actually step outside of your car and lie next to it for example Smile
Zopiac
S3 licensed
Quote from Pelle79 :Regarding VR, none of you guys here seem to understand how VR works. First of all, LFS can't adjust Quest 2 refresh rate. I must select refresh rate in the Oculus app, prior to connecting Quest 2 via link cable. Also, in VR mode, LFS greyes out vsync and frame limiter options.

Quote from rane_nbg :We do understand well how it works Smile It is pretty much the same as any other monitor.

I think the point Pelle is trying to make with this statement is that once you start a VR session with a Quest 2, the headset's refresh rate cannot be changed without backing out of LFS (and the SteamVR connection) entirely. It's the same on the Pico 4 -- standalone headsets which connect to PCs via a video stream simply cannot (currently) change resolution and refresh rate variables on the fly, so there's no way for LFS to "take care" of the refresh rate, unless you are referring to something other than what I am understand as "letting LFS adjust the setting".

----

That force readout looks great! I mean, it looks very simple and barebones, but it's very welcome especially being as unobtrusive as it is. I've used a large graph via SimHub but that's quite a bit less elegant of a solution, although the force-over-time view of a graph has been helpful in diagnosing some odd force/suspension glitches of mods. I think ideally a toggle between showing instantaneous L/R force (as depicted) and a more comprehensive force/time graph would be present, but either's good.
rane_nbg
S3 licensed
Quote from Pelle79 :
Will try again 10000/100, but I remember getting absolutely no effects with these settings. Can't tell why. I will certainly test them again on the same track.

Each time you ALT+TAB from lfs and open TM control panel to adjust wheel settings, you have to press SHIFT+c in lfs to reinitialize controllers and reset the ffb protocol.

Quote from Pelle79 :
Regarding VR, none of you guys here seem to understand how VR works. First of all, LFS can't adjust Quest 2

We do understand well how it works Smile It is pretty much the same as any other monitor. After all, every VR headset has those same screens inside, with a little bit different specs regarding resolution and pixel size, and refresh rate (but very similar to mobile phone displays). They operate at a certain refresh rate and each app must match it, that's why you get the best results in LFS at its native 90Hz. You are correct about lfs engine running at 100Hz, this is indeed the cause of microstuttering. It's a synchronization problem. Once we have a new update, the lfs engine will run at 1000Hz and then the stuttering will probably not be noticeable at all, hopefully.
Last edited by rane_nbg, .
Pelle79
S3 licensed
Quote from rane_nbg :Hi Pelle, zemljače, you did the right thing by buying S3, it's well worth it.

I have the same wheel as you, the settings are everything to 100% in the driver, in LFS you should set FFB rate 100Hz, FFB steps to 10000, for most details (with 200 you had before, it's extremely low res, you can't feel anything). In LFS, you should set FFB strength for each car differently, but generally around 20% for GTi and TBO and about 10% for GTR and fast openwheelers. You have to experiment and set a comfortable level for each car, but these are a rough baseline. I use XFG 22%, XRG 17%, RB4 14%, XRR 7% and so on..

As for VR, you should have LFS take care of the fps and screen refresh rate. Ideally, you want vsinc for this as that way lfs will set 90Hz or whatever is the optimal refresh rate for your display, this will minimize stuttering, but may also introduce some input lag. It will be noticeable at 60Hz (16ms), but already at 90Hz it's somewhat more than 10ms which is very little to be bothered about.

Once more, we have a situation where a wheel user is struggling to set FFB correctly because we don't have any way of visualizing the FFB signal sent to the wheel. At the same time this makes me angry, but also more motivated to continue my efforts to develop a stand-alone app that will utilize outSim packets for the real-time FFB monitor.

Hvala za info. Smile
Thank you for the info Rane :)_

Will try again 10000/100, but I remember getting absolutely no effects with these settings. Can't tell why. I will certainly test them again on the same track.

Regarding VR, none of you guys here seem to understand how VR works. First of all, LFS can't adjust Quest 2 refresh rate. I must select refresh rate in the Oculus app, prior to connecting Quest 2 via link cable. Also, in VR mode, LFS greyes out vsync and frame limiter options.

So, VR doesn't work like the monitor whatsoever. Means, I can't see significant micro stuttering on my 60hz monitor, at 60, 75, 90, 120, or 200fps. Doesn't matter. Yes, 200fps vsync off is smoother than 60 with vsync on, because LFS engine works at 100hz, and simple math doing its thing (2x or 1/2x). Smile
LFS is the only sim that I can't have smooth results with vsync on, simply because 100hz doesn't match 60hz/60fps, again vsync on or off. But again, 200fps is closest to vsync on, and I will keep that in 2D.

Stuttering is multiplied in a VR headset. It has two screens that must match the refresh rate, so I guess amount of stuttering is doubled. I tried 72hz, 80hz, 90hz and 120hz, and logically smoothest results are at 90hz, simply because it's the closest number to 100hz. I see a lot of frame skipping, but no suttering, that happens when your fps is close to refresh rate. The best result I'd have at 50hz, 150 or 200hz, but no headset supports that. Actually, luckily no headset support 50hz, as my eyes would melt. I tried 60hz couple of times in the Quest 2, couldn't stand it for more than 2 minutes. Smile
Last edited by Pelle79, .
rane_nbg
S3 licensed
Hi Pelle, zemljače, you did the right thing by buying S3, it's well worth it.

I have the same wheel as you, the settings are everything to 100% in the driver, in LFS you should set FFB rate 100Hz, FFB steps to 10000, for most details (with 200 you had before, it's extremely low res, you can't feel anything). In LFS, you should set FFB strength for each car differently, but generally around 20% for GTi and TBO and about 10% for GTR and fast openwheelers. You have to experiment and set a comfortable level for each car, but these are a rough baseline. I use XFG 22%, XRG 17%, RB4 14%, XRR 7% and so on..

As for VR, you should have LFS take care of the fps and screen refresh rate. Ideally, you want vsinc for this as that way lfs will set 90Hz or whatever is the optimal refresh rate for your display, this will minimize stuttering, but may also introduce some input lag. It will be noticeable at 60Hz (16ms), but already at 90Hz it's somewhat more than 10ms which is very little to be bothered about.

Once more, we have a situation where a wheel user is struggling to set FFB correctly because we don't have any way of visualizing the FFB signal sent to the wheel. At the same time this makes me angry, but also more motivated to continue my efforts to develop a stand-alone app that will utilize outSim packets for the real-time FFB monitor.
Last edited by rane_nbg, .
Got S3 after many years, have couple of questions....
Pelle79
S3 licensed
Hi!

Got into LFS many many years ago (probably around 2006-2008), when I even was driving a bit using the mouse hehe. Then I got Logitech cheap wheel (with a spring, no FF), then Momo, then G25, and finally now I have Thrustmaster T300 coupled with G25 pedals. I also drive all sims in VR, with Quest 2.

I really struggle to find ANY info on FF settings, especially regarding FF Steps and FF Rate. I'm currently using 200/100, but I can only feel the wheel resistance, almost no effects like bumps, rumble shaking, etc etc, especially if I reduce FF to 20-30%. I can barely feel fumble strip FX when I bump up FF to 80%, but then I must fight with a wheel pretty hard. MAybe I tested it on wrong tracks, can't tell.
So, what are the best settings for T300, in both Thrustmaster app and in LFS? Any CFG file where I can fine tune FF effects?

Regarding VR, I'm quite familiar with 100hz LFS rate creating stuttering in VR (not matching FPS in the headset). I can see stuttering even on my monitor, vsync or not at 60hz. I limited the game FPS to 200fps to minimize the stuttering, it's almost as smooth as other sims with vsync.
In VR I tested 72hz and 120hz, both produced really bad micro stuttering, and my eyes can't stand that. Frown Tonight I will test 90hz, as it's closest number to 100hz that LFS uses. Wish me luck. If not, I will use 2D exclusively, which is a shame.

My second question is for Scawen - when will LFS be updated to 1000hz? I'm seeing replies mentioning 1000hz in summer 2022. Any update on that is welcomed.

Thank you!
Last edited by Pelle79, .
versiu
S3 licensed
Quote from Eastslider :Hi, could you increase the suspenion motion-range to .250m.

The rear suspenion is easily damaged over jumps, hopefully more suspenion travel can mend that.

My friend reworked suspension to make it closer to suspension in real LanEVO but it's not perfect and I have some incoming updates in mind. Change position of CoG because sometimes it want to roll when driving on slicks, maybe rework aero and I will check problem u mentioned.

Quote from Eastslider :Also I wish the steering-wheel didnt block the dash so much; cant really see the rpm & speed dials (even with view Z-offset at -0.050m).

Thank you in advance & nice mod by the way.

Driver position is kinda layzy work because I just used position from GTR car and fitted surroundings to it. I'm still just to lazy to make it from scrath and TBH for me it was fine (VR driver) and I like that lower camera position than in Rubie MEMOLUTION.
RPM dial is pretty useless with this engine. It's group N engine so it can rev to over 7k rpm but peak power is before 5k rpm and reving it beyond 5500rpm is usefull only when u would change to next gear for like 0.2s before braking zone so u can rev engine more, still have some acceleration and don't lose time on changing gear.
There is visible shift light. Thats all what I need to drive this car.
I would like to add OPTIONAL race/ADU style dash but currently I can't use s_clock and s_clock_formula elements in the same car ;/

Of course, I will thing about that.
BTW derivatives are open and feel free to modify this car for ur personal liking Wink
CJDA9
S3 licensed
Dope car, would be awesome to be able to have both left and right hand drive, I only play in vr.
FGED GREDG RDFGDR GSFDG