The online racing simulator
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PeterN
S3 licensed
Playing this in VR, it's very noticeable that 1) it's massive! 2) it's draughty as there's a large gap all around the doors...
loopingz
S3 licensed
I tried it yesterday night at FE rallyxgreen.
I don't know how are the power curves IRL but it is not very easy on engine driveability. I mean not much torque and then big kick around 5K rpm, that kind of spins the wheels all the time. Again it might be my poor driving skills, might be interesting for better pilots.
The grill works OK in VR but I am glad I can remove it, I feel better without.
I should try again maybe at blackwood rallycross where I feel the track better.
Nice work anyway.
Small Update 1
Jake_Blasted
S3 licensed
New update guys! Didn't get around to fixing the animation or texturing the interior yet :/ got very side tracked with new exterior features lol
Going to try and get the rest sorted tomorrow, hate having the interior still unfinished as it makes for a rough VR experience.





Rally default setup and visual additions! The original and TransAm setups have been adjusted too. The stock car setup has been made even more default and looks like normal low spec traffic.

New steering wheel WIP... basically just a placeholder cause im unsure if ill keep this one as is. Im probably going to try and make a larger steering wheel maybe something more wood grain?

k_badam
S3 licensed
Quote from NENE87 :@k_badam, i have already make different configuration (cross/hillclimb/cross without grill), i confirm : grill with vr is not a problem Wink thx for your opinion btw

Yeah exactly, grill with VR is not a problem as I said, it's very annoying on a screen though. Thanks for making configs without the grill though Smile
NENE87
S3 licensed
@k_badam, i have already make different configuration (cross/hillclimb/cross without grill), i confirm : grill with vr is not a problem Wink thx for your opinion btw
k_badam
S3 licensed
If I were you I would get rid of the sort of 'grill' thing. In real life and in VR you are able to focus your eyes past it, but on a screen you literally can't focus past it, it's always there in your view getting in the way. I suggest if you want to keep the grill, that you give us two options in the garage, like some other mods have done with the halo, one with the grill and one without.
Xenix74
S3 licensed
Quote from Federico Testa :you're right. I did not know how to model them properly. I'm going to replace the body with a better one with roof now as well.

If you can do it, let's keep a convertible version too.
Because we only have the MRT & UFR as convertibles.
And in VR, the convertibles give us a nice view of the race and the track.
loopingz
S3 licensed
As for the mod loading, an option to load them all would be nice. I understand that some people want to keep their install light. On my side I am used to 50go flight simulator update or rockstar update and I am ok with that.
Other than that, in mod menu is there a touch or an easy way to scroll down the car list? In VR I can't get the mouse to lock and I have to VR click the arrow to go down one car. Doesn't feel smooth at all.
I also enjoyed some random 3 laps races with a wide selection of cars. I was missing them. I hope more people sticks online!!!
Zopiac
S3 licensed
Loving it so far! Two issues, however:

- Driver position is pretty bad (for VR) and I had to move Y +0.14 and z -.05. This is fine except that the mirrors become fairly useless at this point.

- This may be a "me" issue, "default setup" issue, or "this car would try to kill me IRL too" issue, but steering feel in oversteer conditions is extremely vague and pretty difficult to control. Certainly adds character, heh.

Very nice to see this car in LFS, though.
Zopiac
S3 licensed
The steering wheel is a good 10cm closer to me than I care for, which is a shame since you can't set the view further back from default, only forward (and in most cars I do have to set the view closer to the dash). Really makes it feel claustrophobic to drive in VR.

Especially odd since I'd have to lean forward to even touch the shift knob (which of course isn't actually needed, but hey, immersion!)
Zopiac
S3 licensed
Not sure if this is a limitation of the mod or LFS, but in VR I can tell that when I'm looking slightly left, the right mirror "turns off" (turns grey) and vice versa, making checking mirrors with peripheral bothersome. At the very least, it's distracting to see it happen.

As for the car itself, I'm enjoying it! (as someone who prefers street cars)
bishtop
S3 licensed
Looks great in VR, and drives great
Cimanu
S3 licensed
Quote from Tazka :Just tested this out in VR today. Very well made, felt like i was actually driving a truck, the interior looks great in VR. The handling reminds me of MB Atego that is very agile for it's size. Good job.

Thanks dude - glad it's fun.

I did all the setup work in VR and it's fun to feel it lean.

Interior should be better now, went through it fully this afternoon. Big difference when you look back.
Last edited by Cimanu, .
Tazka
S3 licensed
Just tested this out in VR today. Very well made, felt like i was actually driving a truck, the interior looks great in VR. The handling reminds me of MB Atego that is very agile for it's size. Good job.
5tag
S3 licensed
I don't think anything is planned in that regard, but I agree it's one of the next big projects that LFS devs should focus on. From what I heard VR support is pretty much unrivaled among driving sims, but so much immersion is lost due to the underwhelming soundscape.
t1ger
S3 licensed
Is there an active community: yes, I would say so
Is it as active as it used to be: erm, sadly not, no
Is there an active drift/cruise community: strangely, yes, although I don't personally see the fun of it - I prefer racing
Are there multiple, fun, crowded, pick up and race options: no
Are there scheduled, organised events you can join if you have the time: yes, there are a few and they seem good options with reasonable numbers
Are the physics still the best: in my opinion, yes
Is the VR implementation the best: again, in my opinion, yes
Are the graphics the best: no, but I value physics over eye candy
Are the sounds the best: no, but I value physics over ear candy
Do I play LFS as much as the other sims I own: no*
What the hell is that all about: search me!

* technically, in the last few weeks, the answer to this is yes, but over the last few years, its no.
Cimanu
S3 licensed
Only quickly moved it with keyboard yesterday, jumped in VR and drove it properly today just to work on simple setup and gearing.

Also checked it at every track - it fits in all the garages.. just Smile
NENE87
S3 licensed
KRT CR V5.0

#Removed ugly DASH
#Add grill (from raceabout, i've removed some pixels)
#New color
#Hillclimb-Cross configuration for remove Grill (but try it in VR ^^)
lfsrm
S3 licensed
Quote from Eric :I have to say, lfsrm, I'm pretty impressed with the car design and the speed of your progress so far! For constructing a fictional car, you really have a natural feel for it.

Car interiors can be fiddly to build without any frame of reference, but I've found that viewing your progress in VR can help.

I'm watching this project with interest. Smile

Thank you,It means a lot to me! I literally grow up playing LFS, the game never left my hard drive!, you guys are an inspiration for many of us!

And thank you guys for letting us experiment with the game engine, there isn't many games that offers such accessible modding tools! it's definitively a great thing for the community Smile!

The interior is trickier than I thought, especially since the model needs to be driveable in-game, I have only a rigged human body shape and some pictures for (rough) references, VR would definitely help (since it's also compatible with blender) if it was available for sale over here..

But again this is a great learning opportunity ! Smile

Quote from Flotch :The master has spoken Wink
I agree, impressive

glad you like it Big grin!

Quote from fatalunfair :I don't think I could do this if I had a gun to my head and 10 years of time, wicked stuff man.

Thanks for the compliment, I think with the amount of resources around the net now, it's easier and faster to learn something new compared to some years ago.

Finding time and motivation is still a big obstacle...
Eric
Developer
I have to say, lfsrm, I'm pretty impressed with the car design and the speed of your progress so far! For constructing a fictional car, you really have a natural feel for it.

Car interiors can be fiddly to build without any frame of reference, but I've found that viewing your progress in VR can help.

I'm watching this project with interest. Smile
xspeedasx
S3 licensed
Hi, I would like use another game's user-created content management as a reference to LFS mod system.

There's this game called Beat Saber (maybe you've heard about it, idk Big grin):

You slash some boxes in VR to the rhythm of a song.

There's a huge modding community for it, since original content is considerably boring.
Although all mods (custom songs/maps) break the copyright and are borderline illegal, just hear me out about it Big grin

There's this "underground" leaderboard (scoresaber.com) that only includes results from modded songs.
But the interesting part is that not all modded songs count to your "total score".
There's a ranking team that approves maps if they conform to the criteria and follow guidelines.

So the takeaway from this would be a 2-tier mod list - verified and unverified mods.

Servers could choose if they want to enable none, only verified or all mods.
There would be minimal requirements (legality, profanity, etc) to submit mod as "unverified" - later the creator could be guided how to improve it to reach a "verified" status.
So a small team could focus more on whether mods are worthy of being officially verified, and the unverified mods can still be accessed by masses and receive votes.

When the system settles, there could be some changes made to it according to how it goes.

That's my 2 cents. Thank you for reading Smile
farcar
S3 licensed
Quote from VladM :vws was just a promotional piece that fell off. for reasons that only scawen knows, i doubt we'll ever see it.

If I remember correctly, the VWS lead Scawen down the tyre physics rabbit hole all those years ago.
He didn't think the VWS would be up to standard on the current physics and decided not release it until the new tyres were ready.

Fast forward 12 years, and there has been progress, but the new physics are still not released yet. And I can understand why things like VR support and Mod support would delay them.

But when the new tyre physics are released, I'd be expecting the VWS to be released as well.
iixVorTeX
S3 licensed
My HP Reverb G2 FOV seems to be off as well, but the fov in assetto corsa is spot on. if anybody could help with the vr fov being wrong in LFS it would be greatly appreciated since LFS physics are was better then AC
MandulAA
S3 licensed
Hi! Try pressing Backspace. That's the hotkey for the on-screen virtual keyboard (for VR, mainly).
gu3st
S3 licensed
Honestly... The Quest 2 is a decent step up, although the Facebook requirement is less than desirable. The resolution more or less removes the "screen door" effect. The FOV is still lower than ideal, but it also means that you don't need a monster PC to handle it. The slight reduction in FPS (82 by default, but supports up to 120) helps negate the increase in resolution.

I race exclusively in VR, and have for the last 3 years (mostly iRacing), and I started with a CV1 and moved to a Quest 2 about 4 months ago. Nice part about Quest 2 is that the requirements are still fairly reasonable, with my 1660Ti handling AC, LFS and iRacing with ease. Upgrading my CPU from a Intel 4770k to Ryzen 5600x was the difference in iRacing between "usually 90fps with some dips" to "always 90fps"

With some of the higher tier headsets (Valve Index, Reverb G2, PiMax), you're basically required to have a 30 series nVidia GPU which are hard to come by (I'm checking my local retailer daily). These headsets have better graphical fidelity and have the benefit of being unencumbered by Facebook.

Personally I find VR to be the main reason why I got back into sim racing as everything feels natural. A single monitor is too constraining, especially at some tracks like COTA where having the freedom to look towards the apex is vital.

As for VR implementation, I agree that LFS is the best as things like mirrors feel the most natural. iRacing does a pretty good job, but constrains the player to a fairly tight .5 metre cube and will instead shift the viewport entirely rather than allow you to escape that cube, which is fine while racing.

The iRacing mirrors leave a bit to be desired as I don't think they're properly rendered from both eyes, and instead share a single rendering, but for the most part that's fine and only is a real issue with cars where the mirror is close to your face (MX5). iRacing does support some good technology like SPS to improve frame rates on compatible GPUs (20 series GPUs which includes the 1660Ti).
FGED GREDG RDFGDR GSFDG