The online racing simulator
Searching in All forums
(13 results)
DjFIL
S3 licensed
SimuCube w/ 20nM Small Mige. Feeling great with this update. Do notice extra detail with ffb and input. running 20 strength in-sim and 35% in simucube (along with recon 8, unltd tbw, 1% damp, 0.5% fric, 1% inert... identical as I run in rF2).
DjFIL
S3 licensed
I bought it for iRacing... I'd love it for LFS, but I don't want to pay twice.
DjFIL
S3 licensed
I do not drift... I'll test a lower setting and see how that feels. I do use a medium/high drift setting on my Karting games... but I guess for majority of LFS cars (exception maybe the MRT) it would be odd.

EDIT: Yup... Drift at 1 feels pretty good. But again if keeping sensitivity at 900, keep Compensation at 100 to ensure cars with lower wheel turn play correctly (don't need to change rotation setting for each car).
Last edited by DjFIL, .
DjFIL
S3 licensed
Just got a new Fanatec GT3 RS V2 my self... just looking thru these setting suggestions. I found that setting the in-game 'Wheel Turn Compensation' down to 0 will mess up the input for cars that have naturally a lower wheel rotation (like the Formula BMW and MRT). By setting that to 0, every car (no matter what) requires 900 degrees rotation to get full input.

My settings (which I'm pretty happy with so far) are...

My in-wheel settings are:
Sensitivity: 900
Force Feedback: 100
Drift mode: 3
ABS: OFF
Linearity: 0
Deadzone: 0
Spring: 0
Damper: 0

My in-game settings:
Wheel turn: 900°
Wheel turn compensation: 100
Force strength: 50

Also got FanaLEDs working on 'gear' mode... love it.
DjFIL
S3 licensed
That was it... thank you.
DjFIL
S3 licensed
Hello. New owner of a Fanatec GT3 RS V2. I'm having issues where FanaLEDs is causing issues with FFB. It's continuously trying to jerk the wheel left and right. The LED's work fine... but only if I disable FanaLEDs does the force feedback return to normal. Any suggestions?
DjFIL
S3 licensed
Really impressed with how smooth the oval actually is. I was expecting gaps or major bumps (due to height differences) everywhere... but it's really good. And it's interesting to read the comments regarding how you can really mess around (to create rails) when outside of the boundaries.
DjFIL
S3 licensed
Download in original post has been updated to version 1.1. Please re-download and update to the latest version.

Changes include addition of haybales at corners to assist with visibility, optimization of objects so I could add higher priority items, and adjustment of a few kerbs (at turn 10 [tight chichane] and turn 12 [sharp left turn]). Also a few adjustments on the checkpoints, you can cut corners within the walls... but since kerbs are there you will be punishing your self anyway.

On your provided example of the kerbs at the double apex right turn. I wanted the kerbs to be organized like that, so the bumps are in the direction you are coming from. And it was designed that the second apex is 'sharper' then the first corner.

Don't think there will be more updates to this... on to a new layout soon. More feedback is appreciated. Enjoy.
Last edited by DjFIL, .
DjFIL
S3 licensed
Thanks for the feedback. Much appreciated. I will consider doing some additions to help with more visual cues... just have to manage the number of objects I have... I'm very close to capacity (800) as you may have seen. Probably see an updated release soon, and hopefully more layouts too. I really enjoy making layouts, and the editor is fairly easy to use.
First Layout Attempt : "Kart GP"
DjFIL
S3 licensed
Thanks to all that helped providing tips about building layouts in my other thread. My first design is complete, and I'm pretty satisifed with my first attempt. Best played with the MRT, one of my favourite cars to drive with in LFS. My best (probably not the best) is just over 1:10 in the MRT. Hope you have fun with the layout, comments would be much appreciated.

!!EDITED!! Download linked is now for updated version 1.1, see post below for details regarding changes.
Last edited by DjFIL, . Reason : (note about updated download)
DjFIL
S3 licensed
Just figured out one other thing. Touching any object makes a hot lap invalid... so that rules out making speed bumps in to drivable racing curbs, at least in hot lap mode.
DjFIL
S3 licensed
Thanks for the tips. I think my next layout I'll start with cones or the pillars as a test (basic) layout before I go crazy with everything else. I noticed one disadvantage with using chalk everywhere... I didn't know about the 800 object maximum, and I was there pretty quickly as my full chalk outline put me past 50% of that limit.

Thanks for the replies. Hope to post a layout in the coming weeks.
Tips for new editors?
DjFIL
S3 licensed
Hello. It's been a long time (6-8 years), but I'm just getting back in to LFS and other PC racing sims. Really enjoying my time back with LFS and happy to see the autocross layout editor. I used to really love building tracks back with CART Precision Racing, the editor was so easy to use, and would love to build some enjoyable layouts for LFS.

Just wondering if people would be willing to give some tips/suggestions on how they make their layouts for LFS. Here's my three starter questions.

1) When you build a track, (after the doodle stage) what is the first objects you place to start the build? Do you do an entire chalk outline? Chalk only the corners? Place cones\tyres at the apex of corners? Just put up barricades everywhere? I went with the chalk everything route... but it's very time consuming.

2) What track width (to allow for racing) do you suggest? I built mine at 10m wide... I think it should be fine for GTI or MRT... but maybe not much bigger/faster.

3) Is there any way to build kerbs? Or is it just the speed bumps?

Any other tips, or common sticking points others ask about, would be appreciated.

Thanks.
FGED GREDG RDFGDR GSFDG