The online racing simulator
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rane_nbg
S3 licensed
Just so you know, if you buy S3 licence then you get an access to a hundreds of cars (mods), that will have a plenty of engine power so you can do wheel spin or drift as much as you want. I think even with S1 where you have XRT available is already much better for drifting than XRG.
rane_nbg
S3 licensed
Is this a troll question?

Anyway, you can't get a wheel spin on a car with low engine power like XRG. Just maybe you can pull it out for a very short time, with a very high gear ratio in the 1st gear.
rane_nbg
S3 licensed
I'm suggesting 2 quick and easy improvements:

- set default values for multiplayer server list to show empty servers
- set default graphical settings for all mip map bias to -0.5

Justification: 1st is to help beginner players be aware of all available servers, 2nd is to help beginner players not to be scared off by a very grainy look of road/grass textures.
rane_nbg
S3 licensed
You're not sick, we all have our internal deamons that hunt us in various ways. This is something to talk about at therapy session with a shrink if you can't handle it on your own.

Also consider doing something else, like a hobby or whatever. Be away from lfs game and forum for some time. A week or two, or more, depends on how you feel. You should not be doing something that you know is harming you.
rane_nbg
S3 licensed
Tnx very much for you hard work. The code is very readable, great job !
rane_nbg
S3 licensed
Yeah, I looked at it for a good 20 seconds, couldn't see any difference between dash textures, but I trust you. This is then due to image compression I guess. Don't worry about it, the mod is looking very good.

edit: oh I see it on the phone now, I didn't see it in my PC monitor, due to sun blasting at it Smile It's still fine.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Quote from Aleksandr_124rus :I'm wondering...the gradient looks stepped, is it possible to fix this so that it looks the same as in the LFS editor?

I feel like I'm in those games where you need to find a difference between two pictures and not see anything Smile

Are you talking about shading and reflections? If so, isn't this due to the new LFS lighting method that the Editor is using? It's still not available in-game, this will be in the upcoming future update.
rane_nbg
S3 licensed
Probably better to think about how much time have people all together spent in the cars. Then probably 60-80 million wouldn't sound that large. But yeah, it's known that statistically cars are the least safe means of transport.

Another interesting one - every year, worldwide there are 2 million lost suitcases from all airlines. It's a huge number, but not so much compared with the number of passengers and flights in the same interval (I have no idea about, but it's very big).
rane_nbg
S3 licensed
Hi Scawen, could this be done more simply, by not having anything to do with the actual server time?

For example, an estimate for server run time - "elapsed time since last restart", is displayed in the hosting panel on lfs.net. Like some sort of local timer that counts seconds since the last time when the server start button has been pressed. That way we can periodically check and restart our servers manually if required before 49.7 day mark.
rane_nbg
S3 licensed
Before it was possible to adjust deadzone with logitech gaming software (lgs) for each axis, but not anymore. Newer wheels or gamepads no longer have such otions, as everything is dumbed down to the max, leaving little to no adjustments what so ever.

What I see useful that it could be implemented in LFS - to remove the deadzone by software. How it should work, a deadzone setting in % would enable the user to compensate for axis deadzone around center. Many gamepads have this deadzone added in firmware due to sticks not returning perfectly to the center every time.

If it's something Scawen would consider, I can give more exact details about such a feature.
rane_nbg
S3 licensed
Quote from dh7938726 :Surely adding 2 more gears to LFS wouldnt take 3 months to add and honestly its a suggestion with actual irl applications, just cause its a racing simulator doesnt mean it should only have racing car gearboxes only

I'm quite sure it's not as simple as changing one variable in one line of code. If it were, Scawen would have already done it. However, the suggestion is reasonable and we need support from more people in community.

Anyway, start of April is very close and I'd rather Scawen gets his hands on tyre physics, than to get sidetracked again by these "small and quick updates". There's an infinite amount of them and there will allways be, can you "just do this one" before..
rane_nbg
S3 licensed
Trucks usually have many gears because the engine rpm range where it has best efficiency is very short. Therefore, many gears are required for the truck to cover wide moving speed range. F1 cars have 8 gears now days. Most modern road cars have up to 6 gears, some supercars have up to 7 gears. So, stats wise 6 is enough, but some odd balls need more.

Given the variety of mods, there seems to be the need for more than 6 gears to replicate transmission systems. My oppinion is that allowing 8 gears should cover mostly everything, but it's up to Scawen to decide.
rane_nbg
S3 licensed
These pedals have their own usb game cotroller, so if you plug them directly into a PC, you should see a separate controller in LFS. If you were to plug them into the TM wheelbase then everything is detected as one controller. You can give it a try, although I don't recommend as you will only have 10bit pedals. To utilize full 12bit res of your pedals, you have to plug them in PC. Especialy now that LFS supports high res controllers (patch E9 and above), this is a no brainer.

The trick for getting them to work is not to select any controller as a primary one. You just have to bind all axis to your LFS controls. You may need to locate TM controller profiles in LFS folder and delete them first.
rane_nbg
S3 licensed
In a normal car, this kind of smooth start is a real art. The more you drive the smoother you get. Once you start paying for your own fuel, then you also start to learn all possible ways of gentle driving and fuel saving.
rane_nbg
S3 licensed
What are the units of values in Y-axis? This is a prediction of what exactly? Smile
rane_nbg
S3 licensed
Well, yeah, it is what it is at the moment.

I think we should let Scawen to start working on other things. The clutch bite point is not of a big priority anyway and it's not related to this test patch. It's an old legacy thing, we can disscus it in another thread for "launch control".
rane_nbg
S3 licensed
Just change the upper limit to 100%, the default value is 65%. That should streach the bite point a little bit.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
For mouse steering all you need is sensitivity adjustment.That you have already with multipliers, just allow range of values like from 0.1 to 10.0 at least. Mouse is different than controller axis, no need to unify it. Its sensitivity depends on many things, DPI, screen resolution, windows sensitivity slider. Having independent X,Y mouse multipliers in LFS is more than enough.
Last edited by rane_nbg, .
rane_nbg
S3 licensed
Tnx for these skins, both look very good. I'd pick black if I had to choose only one.
rane_nbg
S3 licensed
Rather than thinking what's next, I'd focus my attention to the updates that are already cooking in the pot. Scawen mentioned that after this last patch E9 he released today, he will work on tire physics, so we're closer than ever to the big one.

But if I had to play a fortune teller a bit, I have to say the next big thing would be track editor, not counting all sorts of small quality of life updates for LFS that will take place along side it. It's just a guess.
rane_nbg
S3 licensed
It's not because Xbox controller reports the 2 triggers under a single Z axis. We explained in more details above.

LFS has the option to combine 2 axis into one, but not the vice versa.
rane_nbg
S3 licensed
It has already been suggested before and it's in the summed up list. This is still far away due to level of difficulty on the game engine side.
rane_nbg
S3 licensed
First of all, thank you very much Scawen for considering my suggestion, and also big thanks for asking us for our thoughts about it.

As someone who developed an FFB wheel firmware and also my own GUI, where I had to deal with exactly these questions how to make it transparent for the user and how to make it simple and intuitive to use.

It seems that working in % of axis range is best for setting calibration ranges. So instead of having +-1000 I would go with +-100%, with a step of 1% adjustment, which should be ok.

About axis sensitivity (non-linearity), I would leave this out and simply keep a linear axis between the user-defined min and max limits in %. If you really want you can add a 3rd point - center, but not really necessary at all. Can be done with a 3rd party software like DxTweak.

In principle, whether you choose +-1, +-100% or +-1000 I don't mind, as long as in this range there are as many steps as controller reports by HID.

It would be good to see somewhere the raw axis value as reported by DirectInput. It should fit into graphics in FF/axes, I got used to it and it is simple and effective, so I don't think any changes are needed there. So instead of showing a momentary value of the axis between -1000 to 1000, I would put there a raw HID value for that axis, like 0-65535, or 0-4095, 0-1023, 0-255. With this, a user can directly see the resolution of his controller for each axis and at the same time an axis value.
rane_nbg
S3 licensed
Quote from UnknownMaster21 :...but why not discussing about these settings on a new thread?

We did, it was nice, then it was not nice due to off-topic and personal disputes, and then it was closed.
rane_nbg
S3 licensed
Hmm, not sure man, I'd say probably no cars with TC in S1.
FGED GREDG RDFGDR GSFDG