The online racing simulator
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TheNoobisonFire
S3 licensed
Honestly, I think this is a good idea. At least release it as a "Free to Play" and only have Demo. Then as time goes by, they can release the licenses after seeing how much people actually use the app. Like what happened with iRacing. Plus like I said, since the game has VR support, it can be featured and gain even more popularity.

I don't really know how this whole "Put game on Steam Greenlight" works but I really think the devs should at least consider it.
TheNoobisonFire
S3 licensed
Quote from lfsrm :Steam DLC system is good enough to split the game into s1, s2 etc, plus they can add a layer of online check for more security.

I think steam automaticly convert currency for differente countries, maybe they are playing with their prices share part too to increase or decrease prices per market, it's a good system to get more people into their platform games.

I completely agree about the actuale state of game, it's not ready yet.

Either that, or release it as a "Free to play' game and have the packs as "in-Game Purchases".
But as for the state of the game...They should probably have the "Full S3 Content"(I.E. The unfinished tracks and cars that was said to be in S3). Then they can consider putting it on Steam Greenlight.

Plus. Even though the game might become a "failure like the relaunched Rf1 on steam". At least the game will gain a popularity faster and would bring in an overwhelming cash boost, that would hopefully aid the devs to push out fresh and new content. For the reviews however would just simply be seen as something in the back of the head of everyone on the forums...

Plus...again. With the new integration of VR like the Oculus and the HTC Vive into the game, this will most likely bring in a bonus of opportunities for popularity and people that would buy licenses to try it in game. Hopefully if this happens, this ties in with my last paragraph that would, increase purchase rate and in turn give the devs enough money to buy this that would make the dev process much easier, and in turn; push out more and faster content.
Last edited by TheNoobisonFire, .
LFS Locked to 60 FPS on Vive
Seaweed
S3 licensed
Hi Guys, got my Vive last week and it's good to be back on LFS after so many years!

I am having a problem however, my game is locked to 60 fps when playing on my Vive.

The option for limit fps is unavailable when using VR so I am not sure what is causing it.

How do I fix this issue and get the game running at 90fps? My hardware should be more than capable.
Scawen
Developer
To run LFS in VR:

Options... View... 3D
Eddy5
S3 licensed
Brilliant work on getting this to work in VR. Just spent most of today playing on it with my Vive. Once I'd worked out how to get it setup and working (I was trying to use the keyboard instead of the wheel controller) it's been ace fun. I'd been trying Project Cars but that's got loads of pop-up and doesn't feel right yet, but this feels excellent. Forgotten how much fun this game is and the VR adds that dimension I was missing all those years back. Upgraded to S3 as well to get Rockingham. Keep up the good work.

(One thing I would like is to be able to move some of the HUD items around, some end up going through mirrors or A-pillars and break the immersion slightly).
Scawen
Developer
Quote from jasonmatthews :i was surprised the DSR didn't seem to help at all Shrug

I guess it's because LFS and all other VR programs have an extra stage where they render to a large render target texture which is subsequently distorted onto the final output screen.

Many of these effects you can apply, using driver settings, only affect that final step which outputs to the screen. But the things they affect aren't done in that stage so there is no effect. For example you might be able to force antialiasing, and that would have absolutely no effect whatsoever, because it only affects edges, and there are no edges when the render target texture is distorted to the final screen. Supersamping and other things will also have no effect at all. You can't get any more detail into that render target texture after it has already been drawn.

The only way to affect the VR graphics is to affect the stage where the game is rendering to the render target texture.

If you want to try things in a easier was without the headset on, you could enable the post-processing shader as that goes through a similar process (rendering to a render target which is then transferred to the screen). First edit the post-processing shader to have no effect, then switch it on. Now, any effects you can successfully apply to that will also affect the VR mode version.
Whiskey
S3 licensed
This is the guide they posted with 0.6K patch:


TIPS on using Live for Speed with a VR headset :
NOTE : For Oculus, Runtime 0.7 (or later) is required

1) How to enter VR mode in LFS :
- Start LFS and click 3D on the View Options Screen
- Select VR headset and click OK

2) To reset your seating position, the text command /rift reset is assigned by default to the F8 key.
- When a new driver takes over, ask them to look straight ahead then press F8
- Key assignments can be edited in Options - Game - F1 to F8

3) Accessing your desktop while LFS is in VR mode.
- You will find that your mouse cursor is confined to the LFS window
- Press CTRL+C to free the mouse and now the mouse can go onto the desktop
Scawen
Developer
Quote from Gutholz :-In some menus you first have to activate the virtual kb and then press the button.
(For example editing F-key binds)
That 'trick' does not work everywhere because sometimes the virtual kb blocks the textfield, making it unreachable to clicking.
(For example join-server dialog)

It is not normally a problem because when you have a VR headset on, the virtual keyboard always appears if there is a text dialog. The virtual keyboard key is really just to enable the virtual keyboard for other uses.

Quote from Gutholz :-When on track, does the virtual kb button have any other use beside typing chat messages? If not, virtual-kb button could also open the chat dialog. (One buttonpress instead of two)

Yes, it's useful for anything that is not bound to a controller button, e.g. car reset or ignition, F9 to F12, clicking any assigned F keys and so on.

There is a separate 'T' assignment to open the chat dialog with a single button press.

Quote from jasonmatthews :Any tips on getting better image quality Scawen on the Vive? I see alot of aliasing in the distance, like a shimmmering effect. I tried settings dsr to maximum, didn't seem to make a difference.

What about clamp/allow options? Any tips?

I don't really have a suggestion at the moment, specially as the antialiasing to the render target texture is fixed at 4x. I have it on my VR notes to allow this to be an option, as in non-VR modes. I guess this might help. I know the problem you are talking about, most particularly on armco barriers because of the stripey appearance.
Racer X NZ
S2 licensed


The whole VR thing is very 'First Gen' atm. It's all new and who knows what will be the 'thing' in a year from now ........

I'm waiting for 'gen 3/4' for a great replacement for Track IR for Rise of Flight/IL2 (latest) flight sim's, and a decent VR for racing games.

The current bitch-fest is just so funny, I must be getting old and past it ...... Smile

Last edited by Racer X NZ, .
yoyoML
S3 licensed
Quote from bobloblaw :
Bikes are different than cars in that there is a lot more athletic talent required to be fast. We can't really have the user provide these movements because they require so much info from the bike/road that can't currently be conveyed though a sim rig (yet).

I think, with the recent renaissance of VR, it's going to be easier for users to provide the movements. Perhaps the user also gets more feedback from stereoscopic HMD's.
Racer X NZ
S2 licensed
Probably the closest thread.

There's a bit of a melt down on reddit atm regarding Occ Rift, Palmer Luckey, shipping dates, cost, etc

All fun and games..........

"Good grief, does nobody hire PR reps or get media coaching anymore? You pay the nice PR person, they stop your communications with customers from turning into a dumpster fire."
and
"I think he's kind of hilarious. He seems totally unprofessional, but sometimes it's kind of refreshing to see someone talking shit to some of the entitled consumers out there. I think it's a horrible decision of someone in his position, but it makes for good drama. It's like when GabeN comes down from the heavens to talk some shit to people. People are so emotionally invested in these products and have such high levels of entitlement, so it makes a good shitstorm when a CEO comes down and says "Shut up fanboy.""
https://www.reddit.com/r/SubredditDrama/comments/4ghxwr/kernals_hit_popping_temperature_as_the_inventor/
https://np.reddit.com/r/oculus/comments/4gfpjk/palmer_luckey_on_twitter_i_prefer_production_that/d2h9uud?context=3

http://uploadvr.com/facebook-oculus-privacy/
The above is probably a major part of it.

"It turns out that when you install the software to run Facebook’s Oculus Rift it creates a process with full system permissions called “OVRServer_x64.exe.” This process is always on, and regularly sends updates back to Facebook’s servers.

The process’ main purpose is to help detect when the Rift is turned on and on your face so that it can launch Oculus Home, but the further reaching implications of it are potentially much more salacious.

Digging into the Oculus Rift’s Privacy Policy that users agree to when checking “Agree” on the Terms and Conditions there are a couple of interesting bits that may prove to be concerning (if not completely expected).

A section of the privacy policy outlines “information automatically collected about you when you use our services” including when, where, and how you interact with content on the platform even going as far as tracking your movements in virtual space."

"Virtual reality offers an unparalleled level of access to data for advertisers. Before metrics were measured in how long someone watched a video or how many times a link was clicked, but with VR you can get far more granular. An ad executive at Coke, for instance, could tell just how long you stared at the Coke bottle cleverly placed inside your favorite game as an in-game ad and use that data to better place it in the game for you next time."
Last edited by Racer X NZ, .
Scawen
Developer
Yes, we announced it but did not release it because we didn't like the way the car had to be set up. It showed up flaws in the tyre physics. I went into a massive push to sort out the tyre physics but it turned out more difficult the more I found out about it as the months went by. That time was also at the end of a period of many years of very hard work. We also moved house to a different part of the country after our children were born and work ended up slowing, except for vital updates.

Eventually I got into cross country cycling and stopped smoking which is good because I am healthier and will hopefully live longer. The VR support was a boost for us and now I'm well beyond stage 1 of my cycling hobby. I'm able to work a lot and still do a few rides each week. I've been trying to get this stage of VR development sorted so I can get back to the tyre physics which will allow more types of vehicle to be simulated.

EDIT: Removed the final part, the explanation is above. We made some decisions that weren't the best but I believe we are getting back on track. The new tyre physics will really help, along with new content.
Last edited by Scawen, .
lfsrm
S3 licensed
There is nothing weird, the dev found himself stuck in a huge and complex task called tires physics, that practically delayed the whole things that was supposed to be released with the new and shiny s3, but things went different and the dev lost his motivation from 2009 to 2014 when he start suddenly to return slowly into lfs development because of his VR interest.

You are new into LFS so its only natural that you don't know what really happened, and If I was Scawen I will be glade and motivated to see someone new with a good impression about lfs development.

But well you are pretty lucky, he's more active now so you don't have to wait for updates like we used to.
Yasashii
S3 licensed
Well, to be honest I expected to be told that a deal with VW went sour or something.

I find the responses rather shocking. I mean I get it that there can be development issues that can delay a new car but... 2008? That's just plain weird. It's ONE car we're talking about here.

I refuse to believe that it's the devs' fault. They have shown that they are capable of writing damn good software. And it's not like they've been lazy with development. Just recently, we got performance and stability improvements as well as VR support even before there's a decent amount of people who actually have VR headsets.

Here's my theory: VW wanted the Scirocco in LFS to advertise it but they couldn't swallow the hard fact that perhaps it's not all that brilliant of a car compared to the other cars in LFS so they've been delaying it until the public's opinion on the Scirocco is no longer relevant. Either that or VW's been pushing the devs to give the car unrealistically good performance so that it looks impressive in the eyes of the public and the devs have been shutting them down consistently.


...or maybe I should lay off Sherlock for a while. Still, I find the whole situation weird.
Gutholz
S3 licensed
Some random notes on virtual keyboard:
-It does not work for saving replays (entering file name.. press button but virtual kb does not come up)
-In some menus you first have to activate the virtual kb and then press the button.
(For example editing F-key binds)
That 'trick' does not work everywhere because sometimes the virtual kb blocks the textfield, making it unreachable to clicking.
(For example join-server dialog)
-When on track, does the virtual kb button have any other use beside typing chat messages? If not, virtual-kb button could also open the chat dialog. (One buttonpress instead of two)

(No idea how critical those actually are with a vr headset, since I do not have one. I clicked with mouse, not with "vr click". Just after update I found that function mapped to a wheel button)
pasibrzuch
S3 licensed
Well, obviously this topic was discussed over 9000 times, and bears the hallmarks of spam, but please don't be rude and exalt yourself over new LFS user.

After some time in LFS I have learned the thing, that LFS Devs goes their own way and I am OK with that.
For example, announced GTR interiors: nope, RallyPack: nope, open configs? All 'pro licensed' guys was like 'engine does not support this gtfo you shit demo noob' etc. And what? Open configs came.
Or, do you imagine if someone suggest 'I want two separate sections for rims to colour them how I want.'
Shitstorm for 100%, but it is in LFS from the beginning or so, coz devs just put it in.

The latest patches: new shaders, sirens, VR support; all out of nowhere. But OK, I paid for a license, so I got it after Devs worked on it.
So don't be surprised if variable weather just pops out some day Smile
GAVD999
S3 licensed
Quote from bobloblaw :Of course it turns into a thread about steam. LFS is a sim, and if its one of the best sims, then people looking for a racing sim will buy it. We're looking for racers, not gamers.

On topic: I don't think I've ever raced with 3+ people on a US/Canadian server. There are enough of us here, we should setup an informal time to race!

It turns to Steam as that is probably the most used game service there is and therefore an easy way to access lots of newcomers, love it or hate it you can't argue with their customer base.

At this point in time it is not just hardcore racers lfs needs, it needs gamers, casual users, drifters, VR users, It really doesn't matter, and for that it needs publicity and people talking about to get the servers busy. Obviously it is a sim, but it has never just been hardcore racers, it's always had a mix of abilities and interests within its users even from the early days. Everyone always just found a server that suited them.
lfsrm
S3 licensed
Quote from spyshagg :whats the current state? everything worked last time i picked the game some 5 years ago. Honest question.

consumers trash broken games ratings on steam (deservingly so!), but not perfectly functional games. Not liking the graphics/sounds hardly warrants that kind of review, least of all on Indy titles like this one certainly classifies as.

Sometimes you need to face the truth and say that LFS is very poor graphics wise and it's a real immersion breaker not only for me but alot of people will say the same, fictional cars/tracks are fine but the content is very unequal quality wise and we lack some other racing categories, physics are good tbh but has many flaws that some guys exploit to get a completely laughable pb which will discourage many people getting into serious and close racing servers or leagues, also apart from multiplayer LFS has no many features for a good single player experience.

Just look to steam version of Rfactor 1 and the other Rf mod called automobilista, they don't have many attraction because of that.

For a simulator with nearly full of fictional contents who was released since 12+ years, people will except a little more polished product, especially with the ferocious competition that we have now on steam/pc, multiplayer experience is not enough if people can't enjoy the contents with a perfect condition and many features, I suggest for scawen to drop a bit about this VR euphoria and concentrate on the core game to improve contents and feature into a equal state, and why not implementing real time weather or other fancy stuff to attract crowds.

But knowing scawen through his various forum posts, with him it's all about motivation, I think he's not taking lfs as serious business but rather like a free time hobby, if he don't feel like coding into lfs he can drop the things for many years, now he have motivation to develope VR stuff, but after that we are not sure about not entering again into those years of dead development.

And I perfectly understand his situation, as I have same time consuming hobby ( cars design, 3d modeling ) and if you can't have the motivation to start or continuing things you simply can't face them again.

It's only MY opinion with my poor english, I don't force you to be okay with my reasoning.
Sp!tfire
S3 licensed
I am having the time of my life right now. Excellent support for the Oculus 1.3 Runtime, running on an i7 6700k + R9 390X on Windows 10 (14316).

If this video is somehow inappropriate due to the unsupported modifications I have done to my game client I have no problems with removing the video link from my post.

Thanks for this VR experience.

https://www.youtube.com/watch?v=flvX35KfXao
SimulatorRental.com
S3 licensed
What I was envisioning is if you clicked the FF device button, it would automatically select the 4 to 6 axis that go with it. Less button pushing. Especially when I have to setup 8 to 24 wheels.

Heck the button could be larger, and be a part of, or at least use the text from, the devices found list as well. I really wish I could go by serial number on the device so I knew what device went with what physical wheel with out having to turn each wheel... then maybe each driver name in the game could be "Saved" with a wheel memorized too it. So I just have to load a game with driver name Machine 1 Machine 2... etc... then have the wheel, monitor, and audio output device saved to it. Then if I lose power or system needs to be rebooted in the middle of a 2 hour event I do not have to spend a half hour setting it all back up again.

REALLY need something with the audio device selection. Smile But that can wait until after the VR stuff... although it might help when selecting VR audio output.



Can the wheel be programed to automatically return to TRUE center?

After a crash that needs to reset the car, or reset the race, kids often have the wheel rotated 360 degrees when they start, thinking the wheel is straight on, but its not.. sot hey go slamming sideways into the wall or other cars. This may also be required for VR!!! as someone may have the wheel upside down but it might feel right with out looking at it.

So, maybe something like...

If race restarts - wheel to center
If car resets - wheel to center


Once the Audio and Wheel selection is setup right, and I get the trailer built to haul the simulators around, I can finally start doing simulator events. The image is of the current trailer concept that I hope the trailer builder can actually build.
Scawen
Developer
Quote from bfedorov91 :How do I get it to work with the Vive? When I go into view to enable it for openvr I get, "could not initialise openvr system."

Is there a setting I need to enable or disable somewhere else? Does steamvr have to be running? The headset is working. I can launch a game in steamvr right after it fails.

It should just work, if the latest Steam VR is installed. Steam VR doesn't have to be running but it can be. Sometimes with the Vive, it seems I have to try a few times before it starts.

Quote from grammatonfeather :Supposed to work with 1.3 runtime? The sim doesn't start in VR at all for me and I see no option in game.

LFS doesn't decide what you want to do. You tell LFS what to do. In this case, Options... View... 3D.
grammatonfeather
Demo licensed
Supposed to work with 1.3 runtime? The sim doesn't start in VR at all for me and I see no option in game.
New version 0.6P - Updates in VR and controller support
Scawen
Developer
Hello Racers,

It has been an interesting month for Virtual Reality, with the Oculus Rift and HTC Vive headsets now being shipped to customers. Live for Speed is so good to use in VR, it was our top priority to make sure it works with the new headsets and latest software. The result is our latest version, 0.6P, which you can now download. We also worked a lot on controller support. More game controllers and steering wheels are now set up automatically and multiple controller setups are also much better supported.

Read the list of changes and how to get the update on the 0.6P information page.

- LFS Developers
Scawen
Developer
One more test patch with a few more VR refinements ready for tomorrow's official version: https://www.lfs.net/forum/thread/89352
felplacerad
S3 licensed

Swedish-speaking people: I've added translations for the new (mainly VR) strings. If you have any comments please let me know here (or via PM) and we'll sort it out.
Last edited by felplacerad, .
FGED GREDG RDFGDR GSFDG