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[Live for Speed S2] LFS Patch T Released Post new topicReply to topic 
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 BHMS NEWS
 
 

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 Joined: 31 Jul 2002
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PostPosted: Sat Apr 22, 08:43 Reply to topicReply with quote
posted by: Jure Zagoricnik

- Included the BMW Sauber racing car
- Improved the slipstream simulation
- Improvements in tyre and car physics
- Graphics option : Use compressed skins
- Included Spanish training translations
- Replay speed (F2) minimum is now 0.125
- Traction control added to FZ50 road car
- Updated translator names on credits page
- Longer start delay if more players in race
- Gear shift levers no longer hold the clutch
- Pit speed limiter now visible on remote cars
- Better dashboard on Formula XR and Formula V8
- French and Russian keys guides (in docs folder)
- InSim NLP and MCI packets now support 2000 laps
- Small changes to the mass and power of some cars
- 15:4 screen ratio now detected as a 3-screen mode

FIX : Wing angle bug causing physics exploit
FIX : Command line /hours=x is now implemented
FIX : Bug in haze effect, now usable in tv cameras
FIX : Bug in demo /ban function with coloured names
FIX : After driver change - timing info not visible
FIX : Qualifying could end up to 6 seconds too early
FIX : Pasting long line of text would make LFS crash
FIX : LFSW lap times bounded to 1 hour to avoid wrap
FIX : Could sometimes teleport after a driver change
FIX : Changing tyre type, warmed to wrong temperature
FIX : Could get stuck in pits when changing fuel load
FIX : Mudguards and brakes vanish when changing plate

link : https://bhms.racesimcentral.net/download/13008

 

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 BWX
 
 

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PostPosted: Sun Apr 23, 05:31 Reply to topicReply with quote
It's a good patch... the physics aren't "perfect" yet.. but they are damn good.. and damn FUN..

I will start playing LFS again because of it, it makes that much of a difference for me. Playing LFS on newer hardware is cool, you can run it at very high resolutions, turn AA and AF up all the way and enjoy the textures at 100+ FPS.
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 ///M Power
 
 

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PostPosted: Mon Apr 24, 17:32 Reply to topicReply with quote
I agree. Good update. The new car is pretty cool, but I'm partial to the tin-top cars. LFS lives!
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 BWX
 
 

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PostPosted: Mon Apr 24, 19:26 Reply to topicReply with quote
Yeah the new F1 car is insane- VERY fun too.. very accurate looking and I imagine feeling too- I have never driven an F1 car, LOL.. It's pretty cool though.

I like the tintops best too- the XRR, FZR, etc... Loads of fun too now with the new tire physics and force feedback.
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 Marc Collins
 
 

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PostPosted: Wed Apr 26, 01:02 Reply to topicReply with quote
FFB is still sporadic...just not there at times if you aren't turning the wheel. ISI sims have nailed the FFB at least in terms of it working with iForce-based wheels (e.g., Logitech).
 

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 BWX
 
 

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PostPosted: Wed Apr 26, 04:13 Reply to topicReply with quote
LFS FF is much better...

-the technique they use to produce the FF is just a better way to do it.. I like rF, don't get me wrong, but LFS does FF like RBR does FF.. It is just better.
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 tristancliffe
 
 

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PostPosted: Wed Apr 26, 11:38 Reply to topicReply with quote
ISI's FFB is better in some regards - the results are very profound. The downside is that, being a canned effect rather than a simulated force means that ISI FFB may bear no resemblance to what the car is actually doing...

But with ISI physics maybe that's a good thing Wink
 

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 caporegime
 
 

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PostPosted: Wed Apr 26, 13:34 Reply to topicReply with quote
Lots of canned and random effects doesn't mean you feel more.

I still though prefer RBR FF system as the best, LFS is good 2nd of course. Smile
 

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 ///M Power
 
 

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PostPosted: Wed Apr 26, 16:55 Reply to topicReply with quote
How is RBR's FFB the best? Err..I mean its good (in the sense that there isn't a lot of twitching and random spazzing out) but you're on dirt most of the time, and there is practically no feedback at all.
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...and my Miata will be cut up and turned into a Westfield kit car. Mmmm...life'll be good.
 

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 BWX
 
 

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PostPosted: Wed Apr 26, 22:32 Reply to topicReply with quote
RBR and LFS FF is very similar actually..
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 Marc Collins
 
 

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PostPosted: Thu Apr 27, 02:47 Reply to topicReply with quote
ISI (GTR, GTL, rFactor) FFB isn't canned at all on my computer with Logitech MOMO Force wheel.
 

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 BWX
 
 

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PostPosted: Thu Apr 27, 03:09 Reply to topicReply with quote
What he means by canned is that the FF is not directly connected to the physics engine as it is in LFS and RBR (and NetKar I guess- but that felt like crap to me).. I didn't give it enough time I am sure though.. because of all the bugs. I found out later that apparently the FF slider does nothing- tat is probably why the FF sucks.
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 caporegime
 
 

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PostPosted: Thu Apr 27, 10:50 Reply to topicReply with quote
///M Power wrote:
How is RBR's FFB the best? Err..I mean its good (in the sense that there isn't a lot of twitching and random spazzing out) but you're on dirt most of the time, and there is practically no feedback at all.

Of course it's hard to compare RBR's rally cars with modern power steering to normal race cars on tarmac (in other games) but if you didn't get any feedback from RBR I think your settings were messed up or wrong. And I recommended the so called "steering lag fix" for everyone that plays RBR and haven't done it already. Instructions here how to do it and make FF in RBR even better: https://torttu.net/temp/rbr/steering_lag_fix.txt

The big difference between ISI engine based games (rFac, GTL, GTR) and e.g. LFS/RBR's FF system is the way that FF is produced. In RBR/LFS/netKar Pro the FF is taken straightly from the (front?) tyres' steering column torque. Correspondingly in GTL/GTR/rFactor the FF is completely effects based system. In those you probably "feel" more FF effects but you don't feel accurately what the car is actually doing, because the effects have no real connection to the car's tyres. That's why the "canned and random effects" term.

BWX wrote:
What he means by canned is that the FF is not directly connected to the physics engine as it is in LFS and RBR (and NetKar I guess- but that felt like crap to me).. I didn't give it enough time I am sure though.. because of all the bugs. I found out later that apparently the FF slider does nothing- tat is probably why the FF sucks.

netKar has similar FF system, I think the FF definatelly doesn't suck but it feels too rough, I have feeling all the time that my wheel is breaking apart. Needs some kidn of smoothening. And the FF slider bug is fixed in the patch. That was very ridiculous bug.
 

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 Roma
 
 

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PostPosted: Fri Apr 28, 19:52 Reply to topicReply with quote
When you race in real life you feel what the car are doin in your feet and ass Very Happy. But in a sim you can't, thats why I want to feel what the car are up to in my wheel. I don't feel that in LFS and thats a pity cause I like this game. But in ISI:s games I have a better control. This is very personal I think if like this or that.
 

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 BWX
 
 

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PostPosted: Fri Apr 28, 21:05 Reply to topicReply with quote
Roma wrote:
When you race in real life you feel what the car are doin in your feet and ass Very Happy. But in a sim you can't, thats why I want to feel what the car are up to in my wheel. I don't feel that in LFS and thats a pity cause I like this game. But in ISI:s games I have a better control. This is very personal I think if like this or that.


You are right it is a personal and subjective thing..

The thing for me is this:
In a real car you do get feedback in the wheel.. no question there are forces at work.. and an accurate sim will convey those forces more accurately to the FF wheel..
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