U Can use Trinus Vr and (depending on if your phone has gyroscope or not ) either use phone to track your mouse movements and just apply settings in LFS to move ur head with mouse axis , or just use it on Freetrack setttings with a phone that has gyro , works well for me with htc one m9
I'm afraid nothing much can be done, but do read on...
Well you're probably correct on that, and there's also probably nothing anyone except your country can do on improving online payment methods.
Well as a community we (or I, myself) accept every single member. It's a racing/sim community, and racing/cruising is what we do. However, playing on the cracked S2/3 servers means the developers of LFS itself aren't... well, getting rice on their bowls.
Accessibility comes from people who get cracked licences and provide cracked servers, correct? And the popularity is stemmed from lack of legit racers populating the legit servers, as well as spreading the ideology that cracked servers are simply... better.
TC has "nothing on cracked cruise servers" (I'll take it as you mean it can't match them). Right, but that's only because TC aren't competing against a market of cracked servers. Think of it as two different worlds, and TC is fairing well on their side. Wasn't a need to compete and there still isn't a need now.
If it's coming from slight annoyance and rage, I feel you. (And I don't really get your point here)
Legit servers (I'm guessing Cruise, Racing) base themselves on InSim. InSim should be updated, yes. But it can't just happen like that. Research, development, all that kind of stuff takes time and then there's figuring out whether it'll be widely accepted by the community.
Hiring better staff erm... I won't touch on that... I'll leave this bit to Scawen and his lads to clarify if you really think it's needed.
We get it that LFS updates come slowly. Yes, indeed, Westhill update is the "newest" thing we got. Unless you want to bring in the VR, mirrors and all those small things that make sim-racing more acceptable, then your point is invalid.
The LFS developers take time to well, develop stuff. If you want it nicely complete and spot on, it takes time. Quality over quantity. That's why LFS is still a very good Racing simulator until now. (By this I mean purely on driving simulation).
Scratch-made track mods. They may take much lesser time than an official track like Rockingham. But after all, does it match up to Rockingham? If everything was thrown in with a "that'll do for now" attitude, we'd end up with the never ending patch shambles like F1 2015. Or LFS becomes another rFactor.
Well, it's a well-made racing simulator. And it has a fixed price. For a permanant membership.
If you compare it to iRacing, they charge seasonaly/annually.
We can't really compare it to rFactor 2 either, that's way ahead in terms of development and advancement.
Project Cars isn't a sim, and Assesto Corsa isn't a hard-on racing simulator either.
Basically range and target market.[/quote]
Now I'm not here to berate or shove your opinion aside. I as a Demo racer understand your frustration too. 36 pounds for an S3 licence is 65 dollars where I live. But I just don't purchase it. It's the understanding that "not buying it" and pirating it is a totally different story.
And of course the better side of the LFS community welcome you guys to race alongside us. We all share the same passion, so let's do it right.
hello.that was young guys never buy it. this kid dont have money for buy nothing, was like "mom you can give-me a ice cream? -no....first you have to study kid. - f**k school i go steal ppl" . just no brain,dont lost time with that. ppl in brazil can buy gopro, thrustmaster/logitech wheels, VR, blablabla..The best attitude is to let them cry alone.. scawen already delete thread, i think. btw Brazilian have "hacker blood" like russians. no way to stop that
Years ago, at least before the Westhill update. Same concerning tyre physics update talks.. That people can get excited again just by mentioning it for the millionth time is beyond me. But at least it's no VR talk
Well think of it this way, phone nubs use phone and phone VR the cheapest, console nubs use console VR which is somewhere in the middle and pc master race use pc master race vr the best
Mostly, price... Vive 900 eulo, and you need a phat PC 1000 eulo.
PSVR, 400 eulo, and you need a ps4 300 eulo.. Also people who claim to have tried all 3, vive occu and psvr say psvr is most comfortable to wear, doesn't have godrays and due to the subpixxels has the least screendoor effect.
What the occu and vive do better is tracking, and the vive allows roomscalle (if you have the room).
So for me it was cost price, and if this thing will become fully functional on PC... Well can't beat that price for LFS VR experience
1.10
- New Porsche 718 Boxster S Manual gearbox (Porsche Pack #2 DLC)
- New Porsche 718 Boxster S PDK gearbox (Porsche Pack #2 DLC)
- New Porsche Cayman GT4 (street version) (Porsche Pack #2 DLC)
- New Porsche 911 GT3 RS (street 991 version) (Porsche Pack #2 DLC)
- New Porsche 718 Spyder RS60 1960 (Porsche Pack #2 DLC)
- New Porsche 962C Short Tail 1985 (Porsche Pack #2 DLC)
- New Porsche 962C Long Tail 1987 (Porsche Pack #2 DLC)
- New Porsche 911 GT1-98 1998 (Porsche Pack #2 DLC)
- New Porsche 919 Hybrid 2015 (Porsche Pack #2 DLC)
- New Porsche Cayenne Turbo S (free bonus car)
- Improved Porsche 911 Carrera S electronics
- Improved Porsche 918 Spyder electronics
- V10 street tyres for BMW M4 and Corvette C7 Stingray for comparison reasons (v10 still beta)
- V10 street tyres performance improvements
- V10 tyres for McLaren F1 GTR
- V10 tyres for Mercedes C9
- Improved Porsche 917/30 physics with more accurate data from homologation papers.
- Corrected typos on Porsche Cayman GT4 Clubsport rear suspension toe link
- Added vertical wing ("fin") simulation in Porsche 917/30
- VR: now cockpit camera position is always on the driver eye position (this is overridden by the onboard camera settings)
- Fixed WBCAR_TOP_FRONT not being modified by RIM_OFFSET
- Fixed CX_MULT only using the last value in the INI for every compound
- Added BRAKE_DX_MOD parameter to have slip ratio vs FX curve different on the brake side
- Fixed some too low turbo volumes
- Improved FXX K downshift sound
- Added electronics tab in the car setup
- Fixed ERS energy deployment wasn't resetting in Hotlap mode
- Body work has now some flexibility when colliding with ground
- Improved tyre load formula
- Fixed Lock Controls penalty when player is AFK during race start
- Added brake pressure setup options for all cars
- Added vertical wings ("Fins") simulation
- Added Energy deployment limit from a single front MGU
- Added majorly IMO tyres temperature to shared memory
- Fixed Porsche Panamera wrong alignment setup options
- Fixed Lamborghini Miura long pitstop refueling time
- Fixed Lamborghini Countach S1 long pitstop refueling time
- Fixed rear damping ratio in Car Engineer app
- Fixed Autoshifter shifting too early in race start
- python new functions and members
- getTrackLength()
- Fixed Default ABS/TC and current ABS/TC level not being synchronized
- Tyre explosion temperature is now configurable by modders by using the optional section in tyres.ini :
[EXPLOSION]
TEMPERATURE=350
- Gamepad can now use legacy code for vibrations and speed sensitivity by setting USE_LEGACY_CODE=1 in system/cfg/assetto_corsa.ini
- Enabled camera shake and g-force movements for OculusVR
For Christmas, I'd be happy with a big announcement on how tires physics are going, a preview of the future tracks, maybe in a video
And today I finally had the opportunity to try LFS with the Oculus Rift, and damn, it was fun!
I didn't had a wheel nor my own LFS installation with mod, but it was still really fun !
The new mirrors are on a whole new level in VR, and the possibility to see ourself in it is just mad, even my teacher had fun doing it!
BTW, it seems that VR really helps people figure out the handling in LFS, I made my friend and teacher try it, and in less than 30 seconds they got the basics where I'm sure no one would have survived with a standard display!
The only complains I can make are:
- The low resolution of the headset is really visible on LFS, I can't even distinguish things that are far away, it just look like a pixel mess. I think using supersamping and a temporal filter would greatly help
- The UI is a bit hard to aim, adding a hover to the buttons and a bit of aim assist would be great
- Adding gamepad controls out of the box is really awesome, but damn, why the analog steering smoothing is not enabled by default with it ? Just like I requested before, please make this parameter controller dependent and not global, and set it to max for the default controller setup
Anyway, that was fun, and I hope that I could try it on the HTC Vive in two weeks. Keep you updated! Keep it up ScaViEr!
It's the same problem with the Rift CV1. I'm a bit bummed out about this, because I bought the S3 version of LFS based upon the phenomenal mirror implementation in VR and because the driving physics along with the force feedback implementation felt great. Unfortunately, I only did time trials in the demo version, but once I fired up AI races in the full version, the 90fps/100Hz problem became apparent immediately. The driving of one's own car is fine, but the other cars are not animated smoothly. Only after noticing this did I stumble across several forum postings (on the oculus boards and here) discussing the issue, unfortunately I didn't see those when I googled for known problems before buying.
Until this is fixed, if it can be fixed (it sounds as if the 100Hz simulation cycle has been the backbone of LFS for a long time), it seems LFS will be reduced to only a time trialing racing game for me in VR, sadly.
It's perfectly usable on a machine that is far below spec... I recently upgraded to a 1070 but I had 2 670s before (SLi is useless in VR for now though) and I could run most things fine. The Climb had some serious loading time issues due to lack of vram but it eventually worked ok.
However, given the $$$$ of new processor, Motherboard, Ram, Graphics Card, OS, then choosing between Occ Ripoff or Valve, etc, etc, etc we are at $4000 NZ minimum.
That is a large chunk of disposable $$$ that I don't need to pay if I don't want some VR system that will need to be replaced in 2 to 3 years time.
I'd rather run my current, perfectly capable system for 2 or 3 years and then upgrade when the tech actually starts to work to my expected level of performance.
I'm sure that VR is the way Racing/Flying sims will go, I'm really keen to use the tech. I've just got other things to spend 4 grand on ATM.
It's great to see Scrawen embracing the new tech, It leaves me optomistic for the future.
The visible home software (shop) doesn't open usually until you put the Rift on, but you should find a process "OVRServer_x64.exe" is running all the time. It is connected to facebook servers and exchanges packets with it every few minutes, even if you don't put your Rift on. Normally this is simply checking for updates but the agreement allows them to send any information about your use of the PC.
The black screens are not an LFS bug. They happen with any software including Oculus software, e.g. Dreamdeck. I like the Dreamdeck demo as it's a good quick selection to show people when they try VR the first time. Frustrating that during the 2nd or 3rd person, the screen will go black. I suppose I should just restart the OVRServer each time a new person gets on.
If you don't want OVRServer to run all the time, connected to facebook, here's how to stop it.
1) I suggest creating an "Oculus" folder for these 3 shortcuts.
2) Create a shortcut called something like "OVRServiceLauncher uninstall"
Target: "C:\Program Files (x86)\Oculus\Support\oculus-runtime\OVRServiceLauncher.exe" -uninstall
Start in: "C:\Program Files (x86)\Oculus\Support\oculus-runtime"
That doesn't really uninstall anything, but stops the Oculus services starting when your computer starts up. You may only need to use this once.
3) Create a shortcut like "OVRServiceLauncher install"
Target: "C:\Program Files (x86)\Oculus\Support\oculus-runtime\OVRServiceLauncher.exe" -install -start
Start in: "C:\Program Files (x86)\Oculus\Support\oculus-runtime"
That simply reverses the effect of the "uninstall" shortcut. You might never use this one.
4) Create a shortcut named "OVRServer"
Target: "C:\Program Files (x86)\Oculus\Support\oculus-runtime\OVRServer_x64.exe"
Start in: "C:\Program Files (x86)\Oculus\Support\oculus-runtime"
This is the one you use to start OVRServer any time you want to use the Rift. Interestingly, it is visibly displayed when you run it this way and you can see a live log on the console window of all the checks for updates, error messages and so on.
I've attached the shortcuts to this post, in case that may help.
How to use:
1) Run the shortcut "OVRServiceLauncher uninstall. Now your computer no longer starts the OVRServer when your computer starts
2) When you want to use the Rift, run the shortcut "OVRServer"
The above is completely relevant here, like VR, you just have to understand how....
VR is a newborn, these are it's first cries. It is attempting to make sense of the world, and the world is attempting to find a place for VR.
In other words, it's still pointless for most of us. Yes, Racing Sims and Flight Sim's are probably where it will find a home while it matures and grows but while that happens it will continue to be an expensive Beta, full of promise but short on delivery.
For people with a large amount of disposable income then it will be a cool toy. For the rest of us, it's an interesting stage that will lead to the future.
But we may well choose to wait for the upcoming working tech.
I say bug ridden because of what you can see with a quick glance at the Oculus Support Forum. In my case, the Rift starts getting one-second black screen events after a few minutes, until eventually the screen goes black and does not recover. The only cure then is to restart the Oculus runtime. So that sadly makes the Rift unusable for anything but a quick demo. Also it allows me to test things I've worked on, so that's great but actual racing is not possible.
I say bloatware because you have to download over 1GB to use the Rift at all. Then if you want to run anything in VR, it always starts the Oculus home shop program in the background and that cannot be closed or the Rift doesn't work.
Other things I don't like about it are that there is no option to avoid Oculus software starting when your computer starts, and constantly accessing the internet every few minutes even if you are not using your Rift. I've found a way to disable this so I can start it when I want to but it is bad that they don't provide a simple option for that.
Another bug is that if the Oculus software is running (which is is, if you turn on your computer) then the Rift gets hot even if you are not using it. So something is wrong there. If you shut down the Oculus software (after quite a bit of research and investigation and writing an appropriate shortcut with command line options) then the Rift doesn't get hot.
So... there are good reasons for some DK2 owners to stick with the old runtime!
Developers know about this problem, it affects everyone with a VR headset as none of the headsets use 100Hz. Unfortunately there is no solution available yet. As I understand from Scawen's posts it will take some work to solve this problem and he is now doing tyre physics and not doing updates to graphics.
My dad, who is new to racing sims and gaming in general, went instantly quicker in VR than he could 'driving the TV'. In trying to set up a multiplayer LAN game using two PC's and two nearly identical wheels G25/G27, he was over a second per lap quicker in the identical car and setup when in the Oculus, to the point it meant we couldn't really fairly race each other. More than that though, it was far more consistent in VR, where as in 2D, he could sometimes luck into an equally fast lap almost from muscle memory.
I could have eventually gotten the exact same laptime out of the 2D setup that I could from 3D, but it would have been from a lot of circulating and getting a feel for car placement from pure repetitive experience. In VR you're just 'there' and turning points and car placement is obvious from the first lap. You can literally look further up the track at where you want to be and just drive that line, rather than having to learn through repetition where to turn in and what line to drive for the best exit. I find being able to look far ahead crucial for finding the line, even with DK2's poor resolution it helps me. The view turn with wheel turn 2D compromise makes it harder for me to feel which way the car is going. Using the buttons to look is clunky as you don't get to chose which part of the side window you're looking through.
I don't want to go back to a monitor after using VR, just like I don't want to go back to my original LFS joystick throttle and mouse steering setup after using a FF wheel!
You can learn to be fast on any equipment, a mouse and keyboard with a 12" CRT monitor, in a game with weird feedback etc. But I think a decent force-feedback wheel is more intuitive to someone used to driving a car, and a decent VR setup is more intuitive for someone used to having two eyes and a neck.
Indeed. And a lot of us won't use a monitor for sims now we've experienced it. Apart from the 'being in the car' aspect rather than watching, the sense of speed on a monitor is so distorted as you slow down it jars.
xxxxEdited out a bit about 3D mirrors not being in the other sims: they are there, but just don't look as convincing.xxx
The only negative about LFS' VR is that the "screen door effect" always adds a kind of aggregate greyness to the scene, and LFS does look rather grey to start with - which normally looks quite serious and professional IMO . Certainly compared with rF2, which looks like a 4 year-old's colouring book. But then ISI's graphics guy did stamp his feet and state that although he'd never tried VR, he knew he didn't want it, so there! LOL So that's not really a surprise.
One physics question that has always intrigued me is how Scawen managed to make the cars seem like the front tyres are actually connected to the track whereas In rF1, rF2, iRacing, AC, pCars, they don't. E.g. when the rear slides in other sims, it feels like the front becomes disconnected too and you're guessing what to do with the steering. iRacing is probably the worst. It's particularly visible in a tankslapper, where in other sims, cars seem to rotate about the centre instead of the rear swinging back around an axis at the front of the car. Externally, it looks like the front tyres are going one way and rears the other, Iike it's on ice. Got one in IRacing the other day, and watching the replay onboard with the Rift it looked like I was sitting in the middle of a merry-go-round. Can't be right. I'd be interested in Scawen's opinion on this difference.