Difference between revisions of "Options"

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This menu allows you to change the volume of the music and the various sounds.
 
This menu allows you to change the volume of the music and the various sounds.
  
'''Car Sound Volume:''' Controls volume of all car sounds relative to music and interface sounds
+
'''Car sound volume:'''<br>
 +
Controls volume of all car sounds relative to music and interface sounds. If you experience a crackling engine sound in-game, lower this value. Default since Version S2 X is 15.0.
  
'''Skid Volume Boost:''' Multiplies the realistic skid volume to make it easier to hear. Set to 1 for 'realistic' volume level.
+
'''Skid volume boost:''' <br>
 +
Multiplies the realistic skid volume to make it easier to hear. Set to 0.0 for 'realistic' and 1.0 for the 'boosted' volume level. Default since Version S2 X is 0.5.
  
'''Wind Volume Boost:''' As above but for wind effects. Note that regardless of this setting, wind noise will be much louder in open topped cars than tin-tops.
+
'''Wind volume boost:'''<br>
 +
As above but for wind effects. Note that regardless of this setting, wind noise will be much louder in open topped cars than tin-tops. Default and 'realistic' setting is 0.0. Default since Version S2 X is 0.5.
  
'''Echo volume boost:''' This determines the volume of the echo effect. The default value of 2.0 should be realistic but you can of course alter it to your likings.
+
'''Echo volume boost:''' <br>
 +
This determines the volume of the echo effect. The default value of 0.0 should be realistic but you can of course alter it to your likings. However, higher values can increase crackling issues. Default since Version S2 X is 0.5.
  
'''Music volume:''' Volume of the menue and the in-game music.
+
'''Music volume:''' <br>
 +
Volume of the menu and the in-game music. Default since Version S2 X is 5.0.
  
'''Music in setup screens:''' Switches the music in the setup screens on or off.
+
'''Interface volume:''' <br>
 +
Volume of the interface sounds, like button clicks, etc. Default since Version S2 X is 10.0.
  
'''Music while racing:''' Switches the music that is played during racing on or off.
+
'''Music in setup screens:''' <br>
 +
Switches the music in the setup screens on or off.
  
'''Music during replays:''' Switches the music that is played during the replays on or off.
+
'''Music while racing:''' <br>
 +
Switches the music that is played during racing on or off.
  
'''Song choice:''' Using the buttons 'Skip' and 'Select' you can choose the song that should be played.
+
'''Music during replays:''' <br>
 +
Switches the music that is played during the replays on or off.
  
'''In-game music:''' LFS supports playlists and here you can see and change which playlist is being used at the moment. Using 'Skip' you can advance one song and using 'Select' you can directly choose a song.
+
'''Song choice:''' <br>
 +
Using the buttons 'Skip' and 'Select' you can choose the song that should be played.
  
'''Channels:''' Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equaly often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.
+
'''In-game music:''' <br>
 +
LFS supports playlists and here you can see and change which playlist is being used at the moment. Using 'Skip' you can advance one song and using 'Select' you can directly choose a song.
  
''TIPP:'' The music files of LFS are in Ogg Vorbis format. You can create your own music files using a freeware encoder available at www.vorbis.com or using Audacity. To play the songs back within LFS they have to be in the ..\Data\Ogg directory.
+
'''Channels:''' <br>
 +
Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equally often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.
 +
 
 +
''TIP:'' The music files of LFS are in OGG Vorbis format. You can convert your own music files using a freeware encoder available at [http://www.vorbis.com www.vorbis.com] or using [http://audacity.sourceforge.net/ Audacity] or a similar audio editor. To play the songs back within LFS they have to be in the ..\data\ogg directory.
  
 
== Screen ==
 
== Screen ==
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In this menu you can choose the desired resolution, colour depth and refresh rate and assign key commands for different screen configurations.
 
In this menu you can choose the desired resolution, colour depth and refresh rate and assign key commands for different screen configurations.
  
'''Show non-square modes:''' This allows you to choose resolutions with a different aspect ratio than 4:3 which can be used for widescreen displays for example.
+
'''Wide screen effect:''' <br>
 
+
This simulates the effect when watching a movie on a normal 4:3 TV by displaying black bars at the top and the bottom of the screen.
'''Show 32.bit modes:''' This shows the modes with 32bit of colour depth. The standard colour depth is 16bit.
+
 
+
'''Wide screen effect:''' This simulates the effect when watching a movie on a normal 4:3 TV by displaying black bars at the top and the bottom of the screen.
+
  
'''Clip mouse to window:''' If you are using LFS in a windowed you can leave the LFS window with the mouse pointer. This can be a real problem if you are steering the car with the mouse. This option prevents the mouse pointer from leaving the LFS window. The option can also be enabled and disabled by pressing Ctrl+C.
+
'''Clip mouse to screen:''' <br>
 +
If you are using LFS in windowed mode, you can leave the LFS window with the mouse pointer. This can be a real problem if you are steering the car with the mouse. This option prevents the mouse pointer from leaving the LFS window. The option can also be enabled and disabled by pressing Ctrl+C.
  
'''Key assign:''' This allows you to assign the resolution, colour depth and refresh rate to one of the four available key commands Shift+F9 – Shift+F12. Just choose the desired setting and then klick on one of the buttons on the right side.
+
'''Key assign:''' <br>
 +
This allows you to assign the resolution, colour depth and refresh rate to one of the four available key commands Shift+F9 – Shift+F12. Just choose the desired setting and then click on one of the buttons on the right side.
  
 
== Graphics ==
 
== Graphics ==
[[image:Graphicsmax.jpg|thumb|Maximum graphic settings]]
+
[[Image:Graphicsmax.jpg|thumb|Maximum graphic settings in LFS Patch Z]]
[[image:Graphicsmin.jpg|thumb|Minimum graphic settings]]
+
[[image:Graphicsmin.jpg|thumb|Minimum graphic settings in LFS Patch Z]]
The options in this setup screen bear all the secret-settings for the graphics quality. Fine tuning of these options can raise the framerate or improve the image-quality. Turning of some of the options can vastly improve the gaming experience on some Computers that are not quite 'up-to-date'.
+
The options in this setup screen allow you to control the graphics quality. Fine tuning of these options can raise the frame rate or improve the image-quality. Turning off some of the options can vastly improve the gaming experience on some computers that are not quite 'up-to-date'.
  
'''User LOD:''' This option influences the 'Level Of Detail' meaning the quality of the objects and textures and the drawing distance. The tyres will, for example, look angularly on a Computer with a low detail level.<br>
+
'''User LOD:''' <br>
 +
This option influences the 'Level Of Detail' meaning the quality of the objects, textures and the drawing distance. The tyres will, for example, look angularly on a Computer with a low detail level.<br>
 
''Performance: 0.25 | Quality: 1.00''
 
''Performance: 0.25 | Quality: 1.00''
  
'''Dust LOD:''' This influences the quality of dust as well as smoke.<br>
+
'''Mirror LOD:'''<br>
 +
This influences the quality of the picture displayed in the mirrors just like the User LOD.<br>
 +
''Performance: 0.20 | Quality: 0.30''
  
 +
'''Dust LOD:''' <br>
 +
This influences the quality of dust as well as smoke.<br>
 
''Performance: 0.25 | Quality: 1.00''
 
''Performance: 0.25 | Quality: 1.00''
  
'''Mirror LOD:''' This influences the quality of the picture displayed in the mirrors just like the User LOD does for the Cockpit view.<br>
+
'''Haze effect:''' [no / yes] <br>
''Performance: 0.25 | Quality: 1.00''
+
Turns the haze effect on or off. When on, objects in the far distance are drawn like behind a very slight layer of mist or fog, increasing the depth feel. Like drawing the sky, has almost no effect on performance unless on very old systems.
  
'''Screen width affects LOD:''' This indicates if the resolution influences the detail level of the picture. This means that the level of detail is raised when a screen resolution higher than 1024x768 is used.<br>
+
'''Draw sky:''' [off / 16 bit / 32 bit] <br>
''Resolution > 1024x768 – Performance: Off | Quality: On, Resolution < 1024x768 – Performance: On | Quality: Off''
+
Sets whether the sky should be drawn or not, and if it is in 16 or 32 bit resolution. Turning the sky off can increase performance on very old systems.
  
'''Track LOD reduction:''' This Option can vastly improve the performance as invisible objects are no longer drawn and some details are reduced. The picture quality is not affected too much and thus this option should always stay turned on.<br>
+
'''Shadow type:''' [off / low res / high res] <br>
''Performance: On | Quality: Off''
+
Sets the type of shadow used for the cars. 'Off' disables the shadows completely, 'low res' displays shadows, but at a low resolution to increase performance, 'high res' displays full detail shadows. Medium and even (in today's standards) low end systems shouldn't have a problem with the high resolution option.
  
== View ==
+
'''Draw trees:''' [off / main / + mirror] <br>
[[image:View.jpg|thumb|VIew]]
+
Sets how trees should be rendered. Affects only those trees which would sway if wind is enabled.
The options in the View category will adjust camera sight in the game. Making a personal prefered setting is recommended as what you see in the game is most important. Let's go through the options available from top to bottom.
+
  
'''Field of view:''' The width of the view you are presented in game, also known as the amount of zoom. A smaller field of view will result in a closer look at what's in front, but will show less of what's beside you wich is also important. A larger field of view will result in good view around you but a distant view what's in front of you. It's up to you to define a balance here, try and adjust the slider till it comforts you. The default value is around 90°.
+
'''Draw flags:''' [off / main / + mirror] <br>
 +
Sets if the flags around the track should be rendered. These can be for example used to determine the direction and strength of wind. Has a rather small impact on performance, otherwise the same logic as for the 'Draw trees' option applies.
  
'''The 1g tilt/shift options:''' These options define how much the view standard view and the custom view is shifted and tilted with the G forces. With all of these options set to 0, the camera remains staticly at its position. As a human head and body moves along with G forces applied to it, the head and thus view moves along as well. For a realistic setting, set these options between 0 and 50% of their maximum value.
+
'''Draw rubber:''' [off / main / + mirror] <br>
 +
Sets if tyre marks should be drawn. Usually has a rather small impact on performance during a normal race, the only exception being if there are lots of tyre marks drawn in a small area, like when doing donuts or burnouts. Same logic as for the 'Draw trees' option applies.
  
'''Default Driver view:''' You can have 2 static cameras in-game, either the standard view which is the most realistic, or the custom view wich can be placed anywhere. How to set up a custom view will be explained later on. Selecting one of these here will result in that being the standard view wich is selected automatically when you start up LFS, at the beginning of races and can be accessed by pressing SHIFT + F1. Select the view here wich you will be using most of the time, in car or custom.
+
'''Full-scene antialiasing:''' [none / 2x / 4x / 8x] <br>
 +
Smooths the jagged edges. Highly recommended if your system can handle it.
  
'''Pitch view:''' The vertical direction of the camera can be selected here, it can aim upwards with a positive value, or it can aim downwards with a negative value.
+
'''Texture filtering / AF:''' [none / 1x / 2x / 4x / 8x / 16x] <br>
 +
'''Mip bias ... interface / text:''' <br>
 +
'''Mip bias ... objects / walls:''' <br>
 +
'''Mip bias ... grass / gravel:''' <br>
 +
'''Mip bias ... road surfaces:''' <br>
  
'''Rotate view:''' The horizontal direction of the camera. It can aim left with a negative value or aim right with a positive value.
+
The question mark next to this option explains what these options do.<br>
 +
In short, a sort of blurring effect is applied at a distance set by the sliders.
  
'''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.
+
'''Textures (excluding skins):''' [low res / high res] <br>
 +
Sets if textures should be used in full resolution or downsized. Selecting 'low res' will decrease texture usage considerably and can help increasing performance on older graphics cards.
  
'''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, real shows them on the car's dashboard and virtual shows them on your display.
+
'''Car and helmet skins:''' [compressed / full] <br>
 +
Sets whether car and helmet skins should be compressed or left at full quality. Using compression decreases the skin quality, but can greatly increase performance if many cars are on the screen.
  
'''Move view with animation:''' This option allows you to select whether the incar camera moves along with the driver when it steers left and right, which does look realistic, but it's personal whether it should be on or off.
+
'''Z-Buffer Depth:''' [15 / 16 / 24 / 32] <br>
 +
Basically sets how big the vertex depth buffer used by the graphics card is. The higher the bit amount, the more depth information can be stored. A lower value means that on distant objects that are close together the graphics card may not be able to discern which object is in front of the other, usually causing a striped texture overlap. Not all buffer depths are available on all graphics cards. The best idea is to simply set it to the highest selectable amount.
  
'''Draw driver / wheel:''' This changes what you see in the incar view. The driver with the steering wheel, only the steering wheel, or nothing at all. Some people who use a steering wheel in LFS are known to use display no steering wheel in LFS because it looks awkward seeing a steering wheel move the same as the one you are controlling.
+
<!--<span style="color:red">''Outdated stuff below, should be removed?'' <br> [[User:Not Sure|Not Sure]] 21:52, 19 May 2009 (BST)
  
'''Look function:''' With this option, you can set up additional ways to look left and right beside the look left and right buttons. The Axis option will move the camera left and right with an axis specified in the Controls menu. Read that to get to know how to set an axis for the axis look option. The steer option will move with your steering. Steering left will result in the camera moving left as well. This can be pretty usefull as when you steer left, you will want to go in that direction and a view looking into that direction shows more of what to come. The amount the camera looks into the steering direction can be adjusted with Look sensitivity. To find a good value for the sensitivity, steer all the way to one side and adjust the Look sensitivity to what is the maximum allowed amount of movement to one side. Ms X will move the camera left and right along with the mouse. Look sensitivity does the same as described above. Look centre reduction will alow you to define how easily the camera should stay in the forward looking position. Setting it at a high value will result in having to move the mouse alot to move it out of the forward looking position. At a low value, it will move exactly like the mouse with no centre movement reduction. Ms XY does the same except the camera moves up and down with your mouse as well, making it more adjustable.
+
'''Texture mip bias:''' <br>
 +
Sets how sharp textures in the distance are drawn. 0.0 means the textures are rather blurry, while -4.0 draws them sharper. However, sharper textures can make the overall picture grainy and unsteady, and can on some graphics cards cause 'shimmering'. Set up to own preference.
  
'''Button look:''' Setting this option will define how the camera should look left and right when you press the Look left and Look right buttons specified in the Controls menu. Smooth will pan the camera gently to the side when you press the button, instant will show you the side inmediately without movement.
+
'''Enable dither:''' [Yes / No] <br>
 +
Sets whether [http://en.wikipedia.org/wiki/Dithering dithering] is enabled.
  
=== Setting up a custom camera ===
+
'''Enable mip filter:''' [Yes / No] <br>
(Note: every custom camera you set up is saved per car. This way you can make a different custom camera in every car.)
+
Turns mip filtering on or off. ***Need someone who actually knows what this does to explain it***
 +
</span>-->
  
Go to the View options and click on custom in the Default driver view option. Notice that new options are available now called Settings for custom view.
+
== View ==
 +
[[image:View.jpg|thumb|View (in-car mode)]]
 +
The options in the View category will adjust camera sight in the game. Making a personal preferred setting is recommended as what you see in the game is most important. Let's go through the options available from top to bottom. Note that all view options until 'Acceleration shifts viewpoint' are stored per car, allowing for maximum customizability. <!-- is that even a word? -->
  
The Style option adjusts how the car itself is displayed. No draw shows no car at all, wheels shows only the wheels, external always shows the car wich is the most realistic and ext.2 is the same as external but it does not show the car when you look left or right with the look left and right buttons.
+
'''Default Driver view:''' [In car / Custom] <br>
 +
You can have 2 static cameras in-game, either the standard view which is the most realistic, or the custom view which can be placed anywhere. How to set up a custom view will be explained later on. Selecting one of these here will result in that being the standard view which is selected automatically when you start up LFS, at the beginning of races and can be accessed by pressing SHIFT + F1. Select the view here which you will be using most of the time, in car or custom.
  
'''Clocks mode:''' This defines how the car's gauges and meters are displayed. Off displays nothing, Real shows them on the car's dashboard and Virtual shows them on your display.
+
'''Field of view:''' <br>
 +
The width of the view you are presented in game, also known as the amount of zoom. A smaller field of view will result in a closer look at what's in front, but will show less of what's beside you which is also important. A larger field of view will result in good view around you but a distant view what's in front of you. It's up to you to define a balance here, try and adjust the slider till it comforts you. The default value is around 90°.
  
The '''X offset, Y offset and Z offset''', the most important settings of a custom view, define the custom camera's position. X offset moves the camera left and right, Y offset moves the camera forwards and backwards and Z offset moves the camera up and down.
+
'''Pitch view:''' <br>
 +
The vertical direction of the camera can be selected here, it can aim upwards with a positive value, or it can aim downwards with a negative value.
 +
 
 +
'''Rotate view:''' <br>
 +
The horizontal direction of the camera. It can aim left with a negative value or aim right with a positive value.
 +
 
 +
'''Move view with animation:''' [Yes / No] <br>
 +
This option allows you to select whether the in-car camera moves along with the driver when it steers left and right, which does look realistic, but it's personal whether it should be on or off.
 +
 
 +
'''The mirror offsets:''' <br>
 +
Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.
 +
 
 +
'''Draw driver / wheel:''' <br>
 +
This changes what you see in the in-car view. The driver with the steering wheel, only the steering wheel, or nothing at all. Some people who use a steering wheel in LFS are known to use display no steering wheel in LFS because it looks awkward seeing a steering wheel move the same as the one you are controlling.
 +
 
 +
'''Mirror mode:''' [Off / Real / Virtual / All] <br>
 +
Sets how mirrors are rendered. 'Off' disables mirrors, 'real' shows the image on the car's mirrors, 'virtual' displays a artificial mirror in the top middle of the screen and 'all' combines real and virtual mirror modes.
 +
 
 +
'''Clocks mode:''' [Off / Real / Virtual / All] <br>
 +
This defines how the car's gauges and meters are displayed. 'Off' displays nothing, 'real' shows them on the car's dashboard, 'virtual' shows them on your display and 'all' shows them both on dashboard and display.
 +
 
 +
'''The 'Acceleration shifts viewpoint' options:''' <br>
 +
These options define how much the standard view and the custom view is shifted and tilted with the G forces. With all of these options set to 0, the camera remains statically at its position. As a human head and body moves along with G forces applied to it, the head and thus view moves along as well. For a realistic setting, set these options between 0 and 50% of their maximum value.
 +
 
 +
'''Look function:''' [Axis / Steer / MS X / MS XY] <br>
 +
With this option, you can set up additional ways to look left and right beside the look left and right buttons. The Axis option will move the camera left and right with an axis specified in the Controls menu. Read that to get to know how to set an axis for the axis look option. The steer option will move with your steering. Steering left will result in the camera moving left as well. This can be pretty useful as when you steer left, you will want to go in that direction and a view looking into that direction shows more of what to come. The amount the camera looks into the steering direction can be adjusted with Look sensitivity. To find a good value for the sensitivity, steer all the way to one side and adjust the Look sensitivity to what is the maximum allowed amount of movement to one side. Ms X will move the camera left and right along with the mouse. Look sensitivity does the same as described above. Look centre reduction will allow you to define how easily the camera should stay in the forward looking position. Setting it at a high value will result in having to move the mouse a lot to move it out of the forward looking position. At a low value, it will move exactly like the mouse with no centre movement reduction. Ms XY does the same except the camera moves up and down with your mouse as well, making it more adjustable.
 +
 
 +
'''Button look:''' [Smooth / Instant] <br>
 +
Setting this option will define how the camera should look left and right when you press the Look left and Look right buttons specified in the Controls menu. Smooth will pan the camera gently to the side when you press the button, instant will show you the side immediately without movement.
 +
 
 +
=== Setting up a custom camera ===
 +
[[image:ViewCustom.jpg|thumb|View (custom mode)]]
 +
(Note: every custom camera you set up is saved per car. This way you can make a different custom camera in every car.)
  
'''Pitch view:''' The horizontal direction of the camera can be selected here, it can aim upwards with a positive amount, or it can aim downwards with a negative amount.
+
Go to the View options and click on custom in the Default driver view option. Notice that new options are available now called Settings for custom view and have changed a little.
  
'''Rotate view:''' The vertical direction of the camera. It can aim left with a negative value or aim right with a positive value.
+
'''Draw (main):''' [None / Wheels / Body] <br>
 +
Sets how the car around you should be drawn. 'None' means nothing is drawn, 'wheels' draws - you probably guessed it - only the wheels and 'body' draws the whole car interior.
  
'''The mirror offsets:''' Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.<br>
+
'''Acceleration shifts viewpoint:''' [On / Off] <br>
''An example of a nice view in the XF GTI:<br>
+
This extra option to turn off the viewpoint shifting under acceleration allows you to have a fixed camera for custom view, while still allowing a moving camera for the in-car view.
  
Style set to external, X offset to -0.315, Y offset to 0.547, Z offset to 0, Pitch and Rotate to 0.''
+
The '''X offset, Y offset and Z offset:''' <br>
 +
The most important settings of a custom view, define the custom camera's position. X offset moves the camera left and right, Y offset moves the camera forwards and backwards and Z offset moves the camera up and down. If you adjust this while the car is on track, two extra buttons will appear, namely 'Centre view' and 'Eye position'. Clicking the former will reset the offsets to 0.0, while pressing the latter will set them to the values similar to what you see in in-car view.
  
 
When you are done setting up a custom camera, click in car again in the Default driver view option if you want the default view to be used as the standard view. Though, if you are happy with the new custom view, keep it on custom so it will always be used as the primary view.
 
When you are done setting up a custom camera, click in car again in the Default driver view option if you want the default view to be used as the standard view. Though, if you are happy with the new custom view, keep it on custom so it will always be used as the primary view.
Line 126: Line 195:
 
Here we can change the speedo, type of mirror used, add a map of where we are on the track.
 
Here we can change the speedo, type of mirror used, add a map of where we are on the track.
  
'''Frame rate display:''' You can choose to have your rate displayed or not
+
'''Frame rate display:''' [Off / Left / Right] <br>
 +
You can choose to have your frame rate (fps) displayed or not, and on which side of the screen.
  
'''Digital speedo:''' Yes or No toggle
+
'''Show virtual start lights:''' [Off / Left / Right] <br>
 +
Sets whether the start lights at the beginning of a race should be displayed in an extra box. This can help when starting from the back of larger fields where the start lights might be hard to see.
  
'''Mirrors & clocks:''' Off means none displayed. Virtual means a virtual display on screen, not on the mirror itself or dash. Real means display where they should be, mirrors on mirrors, speedo etc. on dash.
+
'''Show small map:''' [Off / Left / Right] <br>
 +
Controls if the small overview track map should be displayed, and on which side.
  
'''Drop shadows:''' None = Off, Text = Text only, All = everything
+
'''Rotate small map:''' [Yes / No] <br>
 +
Sets whether the small track map rotates so the triangle of your car always points upwards, or if it is stationary.
  
'''Message size:''' Adjusts the text displayed in game etc, 0.70 is about the right size to start with.
+
'''Digital speedo:''' [Yes / No] <br>
 +
Sets if the speedo is digital or analogue. Note that the speed is measured at the wheels, which means it is not 100% accurate. For example when doing a burnout or when locking the wheels during braking, the speedo can show too high or too low (respectively) values.
  
'''Display results:''' Shows a transparent panel that updates and shows lap time differences etc, you can turn on or off here or toggle with Strg + Tab toggle
+
'''Show pedals:''' [Yes / No] <br>
 +
Enables or disables the displaying of the virtual 'pedals' in the lower right corner. These can be useful for wheels with calibration problems, so you can see if depressing your pedal fully is also recognized as 100% in-game. A little white bar at the top of the pedal bar signalizes 100% controller input. The colours for the bars are: Green = throttle, Red = brakes, Blue = clutch, Gray = handbrake.
  
'''Overall times display:''' Absolute shows most recent gap time for each car compared to each other car. Relative shows the individual gap between each car relative to the lead car.
+
'''Virtual steering gauge:''' [Yes / No] <br>
 +
Turns the virtual steering gauge (white curved bar with a red rectangle showing the current wheel position) at the middle bottom of the screen on or off. Can be useful to determine if the wheel is calibrated correctly.
  
'''Manual shift indicator:''' Set to show upshifts only, downshifts only or leave to show all shifts or not display them at all.
+
'''Show position list:''' [Yes / No] <br>
 +
Sets if the driver position list in the lower right corner should be displayed during the race.
  
== Player ==
+
'''Drop shadows:''' [Yes / No] <br>
[[image:Player.jpg|thumb|Player]]
+
Enables or disables shadows behind the text to improve readability.
In this menu, details such as screen name, number plate text, country personalised and preferred language etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, you can also change helmet and helmet colours.
+
 
 +
'''Message text size:''' <br>
 +
Adjusts the text displayed in game etc. Default: 0.040
 +
 
 +
'''Overall times display:''' [Relative / Absolute] <br>
 +
Affects the race results display. Sets whether the 'Total' time should be absolute for each driver, or relative to the winner of the race. For example, on 'absolute' setting it would look like this
 +
:AI 1: 3:05.27<br>AI 2: 3:07.56<br>AI 3: 3:11.46
 +
and with 'relative' setting for the same times like this
 +
:AI 1: 3:05.27<br>AI 2: +0:02.29<br>AI 3: +0:06.19
 +
 
 +
'''Manual shift indicator:''' [Yes / No] <br>
 +
Enables or disables the shift indicator. If enabled, a small red light near the tachometer will light up when the ideal shift point is reached (which is once the next gear would yield more torque than the current gear). Only works on upshifts.
 +
 
 +
'''Various colours:''' <br>
 +
Lets you set up a variety of dashboard related colours. Even more colours can be set up in the 'Interface' menu.
 +
 
 +
'''Interface:''' <br>
 +
This button opens a new list of options which allow you to control and customise the colours and opacities of the buttons and text used throughout Live for Speed.
 +
 
 +
=== Interface ===
 +
[[image:Interface.jpg|thumb|Interface]]
 +
 
 +
'''Big opacity:''' <br>
 +
This controls the opacity (transparency) of the large buttons, e.g. on the main menu.
 +
 
 +
'''Big colour:''' <br>
 +
The underlying colour of the main buttons.
 +
 
 +
'''Big text:''' <br>
 +
The colour of the text (not affected by opacity).
 +
 
 +
'''Button opacity:''' <br>
 +
Affects smaller buttons.
 +
 
 +
'''Button colour:''' <br>
 +
Affects smaller buttons.
 +
 
 +
'''Text unselected:''' <br>
 +
The colour of text on menus where highlighting occurs (e.g. options or garage).
 +
 
 +
'''Text selected:''' <br>
 +
The selected colour of text, as above.
 +
 
 +
'''Text unavailable:''' <br>
 +
Visible text that cannot be selected.
 +
 
 +
'''Text string:''' <br>
 +
Used on some buttons with user-editable text (like hostname or password), or for example for available but not yet completed training lessons.
 +
 
 +
'''Title colour:''' <br>
 +
The colour of the text in the top left of the menus. Also controls highlighting of fastest laps etc in race result lists.
 +
 
 +
'''Button green:''' <br>
 +
Shade for 'green' buttons.
 +
 
 +
'''Button red:''' <br>
 +
Shade for 'red' buttons.
 +
 
 +
'''Button alternate:''' <br>
 +
Shade for buttons used to indicate that pressing the button has no effect, or if an alternate third colour is needed. For example when going to the track selection screen, as long as you don't select a different track than currently loaded, the OK button will have this colour.
 +
 
 +
'''Small map light:''' <br>
 +
Colour of the small track map, when drawn against a most likely dark background (used for example at in-car view if the car has a roof).
 +
 
 +
'''Small map dark:''' <br>
 +
Colour of the small track map, when drawn against a most likely light background (used for example at in-car view if the car has no roof, or for the TV camera view)
 +
 
 +
'''Car 1 lap ahead:''' <br>
 +
Colour of a car more than one lap ahead (on the small track map).
 +
 
 +
'''Car ahead:''' <br>
 +
Colour of a car ahead of you.
 +
 
 +
'''AI ahead:''' <br>
 +
Colour of an AI car ahead of you.
 +
 
 +
'''Own car:''' <br>
 +
Colour of your own car.
 +
 
 +
'''AI behind:''' <br>
 +
Colour of an AI car behind you.
 +
 
 +
'''Car behind:''' <br>
 +
Colour of a car behind you.
 +
 
 +
'''Car 1 lap behind:''' <br>
 +
Colour of a car more than one lap behind you.
 +
 
 +
== Driver ==
 +
[[image:Driver.jpg|thumb|Driver]]
 +
In this menu, details such as screen name, number plate text, etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, and you can also change helmet and helmet colors.
 +
 
 +
'''Brake help:''' [Yes / No] <br>
 +
Turns brake help on or off. If turned on, a very simple form of ABS tries to help keeping the car under control while braking, but it can increase the overall braking distance.
 +
 
 +
'''Gear shift mode:''' [Auto / Sequential / Shifter] <br>
 +
Sets the shift mode. 'Auto' makes the computer change gears for you, which is good for beginners, but rather slow. 'Sequential' means you use paddles or a sequential gearstick and 'shifter' should be selected when you use a custom built shifter, or for example the one that comes with the Logitech G25 wheel.
 +
 
 +
''Only available if 'sequential' or 'shifter' are selected:''
 +
 
 +
'''Auto clutch:''' [Yes / No] <br>
 +
Sets if the clutch should be operated automatically during shifting or if you have to do the footwork yourself. If you let the revs drop too low, the engine will stall. BMW Sauber is an exception to this, as it has a computer controlled clutch.
  
 
== Controls ==
 
== Controls ==
 
[[image:Controls.jpg|thumb|Controls]]
 
[[image:Controls.jpg|thumb|Controls]]
 
=== Mouse/Keyboard ===
 
=== Mouse/Keyboard ===
'''Button control rate:''' This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster.
+
'''Keyboard steer:''' [Keyboard - no help / Keyboard - stabilised / Mouse steer] <br>
 +
This is how you select your input method:
  
'''Keyboard steer:''' keyboard - no help / keyboard - stabilised / mouse steer toggle. This is how you select your input method:
+
:'''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definitely not recommended, since it is impractically difficult to race with.
  
'''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse).
+
:'''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic counter-steering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference.
  
'''Keyboard - no help''' directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definately not recommended, since it is impractically difficult to race with.
+
:'''Mouse steer''' (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse).
  
'''Keyboard - stabilised''' has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference.
+
'''Auto gear shift:''' [Yes / No] <br>
 +
If enabled, the computer will change gear for you (and probably at the wrong time too).
 +
 
 +
'''Button control rate:''' <br>
 +
This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster.
  
'''Auto gear shift:''' Yes or No toggle. If enabled, the computer will change gear for you (and probably at the wrong time too).
 
  
 
''Mouse steer only:''
 
''Mouse steer only:''
  
'''Steer centre reduction:''' This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended.
+
'''Steer centre reduction:''' <br>
 +
This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended.
 +
 
  
 
''Keyboard steer only:''
 
''Keyboard steer only:''
  
'''Steer rate:''' The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa.
+
'''Steer rate:''' <br>
 +
The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa.
  
'''Return rate:''' The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate.
+
'''Return rate:''' <br>
 +
The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate.
  
'''Fast steer multiplier:''' When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when countersteering. Chances are you're going to crash anyway so this option is of limited helpfulness.
+
'''Fast steer multiplier:''' <br>
 +
When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when counter-steering. Chances are you're going to crash anyway so this option is of limited helpfulness.
  
'''Slow steer multiplier:''' When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway.
+
'''Slow steer multiplier:'''<br>
 +
When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway.
  
'''Limit multiplier:''' A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed. (available with Keyboard - stabilised only)
+
'''Limit multiplier:''' (Only available with 'Keyboard - stabilised')<br>
 +
A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed.  
  
 
In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc.
 
In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc.
Line 186: Line 375:
 
After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes.
 
After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes.
  
'''Steer center reduction:''' Adjusts the turn ratio of the users wheel to the LFS car.
+
'''Wheel turn:''' <br>
 +
Adjusts the sensitivity of the virtual driver's animation when turning the virtual steering wheel. Set to the actual degrees of rotation of your steering wheel controller for best results.<br/>
 +
For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]].
  
'''Force strength:''' For FF users, higher settings mean more feedback. Just try what suits best to you.
+
'''Wheel turn compensation:''' <br>
 +
Adjusts the turn ratio of the users wheel to the LFS car.
  
'''Throttle/brake axis:''' Can be one of three different states:<br>
+
'''Force strength:''' <br>
 +
For FF users, higher settings mean more feedback. Just try what suits best to you.
 +
 
 +
'''Throttle/brake axis:''' <br>
 +
Can be one of three different states:<br>
  
 
Combined: The brake and throttle use the same axis<br>
 
Combined: The brake and throttle use the same axis<br>
Seperate: The brake and throttle use one axis each for their settings<br>
+
Separate: The brake and throttle use one axis each for their settings<br>
 
Button: The brake and throttle use can be assigned to a button or a paddle
 
Button: The brake and throttle use can be assigned to a button or a paddle
  
'''Shift type:''' We have discussed earlier the three types and their use.
+
'''Gear shift mode:''' <br>
 +
We have discussed earlier the three types and their use.
 +
 
 +
'''Clutch & Handbrake:''' <br>
 +
Can be assigned to any spare axis or button if you wish.
  
'''Clutch & Handbrake:''' Can be assigned to any spare axis or button if you wish.
+
'''Button control rate:''' <br>
 +
Sets the sensitivity of the buttons when mapped to analog inputs. For example, the higher the rate, the faster the handbrake is applied when assigned to a button. Choose Display>Show pedals in order to see this option affect the speed at the which the handbrake (grey bar) is applied.
  
'''Throttle/brake centre reduction:''' Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply.
+
'''Throttle/brake centre reduction:''' <br>
 +
Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply.
  
 
=== Setting up the wheel ===
 
=== Setting up the wheel ===
 
[[image:HowToAssignAxis_Ani.gif|thumb|How to assign functions to controller axes (Animation)]]
 
[[image:HowToAssignAxis_Ani.gif|thumb|How to assign functions to controller axes (Animation)]]
This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely a click and set type button. Firstly please make sure your equipment is attached to the computer and windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at a windows level if needed. Calibrate using windows software before attempting to setup in LFS.
+
This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely click-and-set buttons.
  
When you arrive at the controls screen shown above you be able to choose a range of options from those available to make your wheel or joystick work best with LFS. To select an axis click on the button lets start with Steer: Highlight steer and you will notice the panel available axis will light up from there you can choose which of the axes to use. The bar next to the axis will show you the range of motion of the mapped device and is used to calibrate. Highlight and select as many or as few as you wish.
+
<!-- If anyone knows how to use headers and exclude them from the TOC, edit this please -->
 +
<div style="font-size:116%; font-weight: bold; padding-bottom:0.17em; padding-top:0.5em;">
 +
Before you start</div>
  
For those with a force feedback controller you must enable the Force Feedback to allow any previous settings to take effect – when finished you will need to test that each axis is correct and not reversed as sometimes controllers are wired different to normal and your brake or accelerator may be on all the time. If you then choose recalibrate you can then turn the wheel or joystick left & right to determine the maximum limits and see if you have maximum settings on throttle etc. If the settings are indeed reversed use the invert button next to the selected device to reverse polarity. Have a play with these settings and you’ll soon get the hang of the controls.
+
Please make sure your equipment is attached to the computer and Windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at driver level if necessary (for example: [[Wheels#Correctly_setting_up_a_Logitech_Wheel|Logitech Profiler]]). Calibrate using Windows software before attempting to setup in LFS. It is essential you have the latest wheel drivers and DirectX version installed, or the wheel might not work properly.
  
For the steering wheel turns for each car, see [[Cars#Car_Steering_Wheel_Lock_Angles|this page]]
+
<div style="font-size:116%; font-weight: bold; padding-bottom:0.17em; padding-top:0.5em;">
 +
1) Wheel settings</div>
 +
:Set the controller mode to "wheel / js"<br/>
 +
:[[image:Controls_mode.jpg|Controller mode set to "wheel / js"]]
 +
 
 +
:Set throttle and brake axes to "separate", or "combined" if your wheel doesn't support the former<br/>
 +
:(You may have to change this setting in the wheel software, too! See the "Before you start" section)<br/>
 +
:[[image:Controls_throttlebrake.jpg|Throttle / brake axes set to "separate"]]
 +
 
 +
:If you have a clutch pedal, set the clutch option to "axis", otherwise "button"<br/>
 +
:[[image:Controls_clutch.jpg|Clutch set to "axis"]]
 +
 
 +
<div style="font-size:116%; font-weight: bold; padding-bottom:0.17em; padding-top:0.5em;">
 +
2) Verify axes are correctly detected by LFS</div>
 +
:First, click on the "Axes / FF" button to open the axis assignment view<br/>
 +
:[[image:Controls_axes.jpg|"Axes / FF" selected]]
 +
 
 +
:In the middle of the screen a list of functions, and on the right a list of available axes will show up. Start rotating the wheel and pressing the pedals on your controller. If everything has been set up correctly so far, the blue/yellow bars on the far right will begin to move, representing the current controller input. If this is NOT the case, the fault is somewhere outside of LFS - see the "Before you start" section above.
 +
 
 +
<div style="font-size:116%; font-weight: bold; padding-bottom:0.17em; padding-top:0.5em;">
 +
3) Assign axes</div>
 +
:With the axes list still open, you can now start assigning the different functions to the available axes. To do this, first click on the function you want to assign (e.g. "Steer"), then click on the axis you want to assign it to (e.g. "X axis"). Unlike in many other games, pressing the pedal or rotating the wheel after clicking on the function button will '''NOT''' assign the axis automatically!
 +
 
 +
:After all necessary functions have been assigned, check if LFS reads the input correctly by rotating the wheel and pressing the pedals again. Now the steering indicator and pedal bars will move, too. If an axis/function operates the opposite way it should, click on the "invert" button found to the right of the function in question.
 +
 
 +
:See also: [[:Image:HowToAssignAxis_Ani.gif|How to assign functions to controller axes]] (animated gif)
 +
 
 +
 
 +
=== Setting up clutch & H-Shifter ===
 +
# Set up wheel as described above. Assign clutch to seperate axis as you did with throttle and brake.
 +
# In Options - Controlls: set '''Gear shift mode: shifter'''
 +
# In Options - Controlls: go to Shifter tab and '''assign all gears.'''
 +
## Click gear button in list then shift into that on shifter.
 +
## When done, go through all gears again: If you did it correctly then the button of engaged gear lights up.
 +
# In Options - Driver: Set '''Gear shift mode: shifter''', too. In same menu set '''Auto-Clutch: No'''
 +
 
 +
[[:Image:G27_shifter_config.png|Click for a screenshot compilation of all the above options]]
 +
 
 +
 
 +
'''How to shift gears:'''
 +
# Press clutch
 +
# move shifter to new gear
 +
# Lift foot of clutch
 +
If you can shift gears in the Options menu but not in the car, then you are not pressing the clutch far enough.
  
 
== Game ==
 
== Game ==
Line 218: Line 465:
 
On the right side of this page you can select the language used in LFS.<br><br>
 
On the right side of this page you can select the language used in LFS.<br><br>
  
'''Single player replay save:''' Not enabled / Enabled / Auto save. Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything.
+
'''Single player replay save:''' [Not enabled / Enabled / Auto save] <br>
 +
Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything.
  
'''Multiplayer replay save:''' See single player replay save.
+
'''Multiplayer replay save:''' <br>
 +
See single player replay save.
  
'''Non-qualifying race restart:''' Sets how race (re)starts that had no prior qualifying should be handeled. The options are self explanatory.
+
'''Non-qualifying race restart:''' <br>
 +
Sets how race (re)starts that had no prior qualifying should be handled. The options are self explanatory.
  
'''Edit AI names / F keys:'''<br>
+
'''Edit AI names / F keys:'''
''AI names'' - Self explanatory.<br>
+
''F1 to F8'' - Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.<br>
+
  
''CTRL +'' - Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here.
+
:'''AI names:''' Self explanatory.
 +
 
 +
:'''F1 to F8:''' Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.
 +
 
 +
:'''CTRL +:''' Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here.
 +
 
 +
:'''ALT +:''' See 'CTRL +', but instead with the ALT key.
  
 
== Misc ==
 
== Misc ==
 
[[image:Misc.jpg|thumb|Misc]]
 
[[image:Misc.jpg|thumb|Misc]]
There are seventeen (17) different options here! Including some things that make a difference to game play and frame rates.
+
There are twenty different options here! Including some things that make a difference to game play and frame rates.
 +
 
 +
'''Full screen vertical sync:''' [Yes / No] <br>
 +
Turns [http://en.wikipedia.org/wiki/Vsync VSync] on or off.
 +
 
 +
'''Limit frame rate in game:''' [Yes / No] <br>
 +
This is used in conjunction with the next option to set what max frame rate to use.
 +
 
 +
'''Maximum frame rate:''' <br>
 +
Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable.
 +
 
 +
'''Minimum sleep:''' <br>
 +
This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will also limit your maximum framerate.
  
'''Full screen vertical sync:''' On/Off toggle
+
'''Sound lag:''' <br>
 +
Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound.
  
'''Limit frame rate in game:''' On/Off toggle, this is used in conjunction with the next option to set what max frame rate to use.
+
'''AI use player setup:''' [Yes / No] <br>
 +
Self Explanatory
  
'''Maximum frame rate:''' Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable.
+
'''AI use player colours:''' [Yes / No]<br>
 +
Self Explanatory
  
'''Minimum sleep:''' You select time value. This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will limit your maximum framerate.
+
'''Update path:''' [Off / User car / All cars] <br>
 +
This determines which cars update the racing groove on the track.
  
'''Screen clear type:''' Ellipsoid and Clr+Sky are the same quality but just drawn in a different way to allow for what’s best with different cards. Usually it makes no difference but choose the one which gives the better frame rate. Plain draws no sky, which can increase your framerate on older systems.
+
'''Gearshift debounce:''' <br>
 +
Sets the time in milliseconds that must elapse before another (sequential) gear change is accepted. On some wheels when they get old, the paddles start to sometimes report two very quick presses instead of one. This setting tries to cure the annoying behaviour by ignoring quick shift commands. If you suffer from these so called double shifts, increase this value - if on the other hand you seem to miss gear shifts when quickly shifting yourself, decrease it.
  
'''Log messages:''' On/Off toggle - this option will keep a log of all the text chatter between players.
+
'''Analogue steer smooth:''' <br>
 +
Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly.
  
'''AI use player setup:''' Self Explanatory
+
'''Car skins download:''' [Off / 512 / 1024] <br>
 +
Controls the automatic downloading of car skins for licensed users.  The 1024 option requires you to have money credits on your Live For Speed account, and costs £1 for 2000 'hi-res' skins.  If you run out of credit LFS will give a warning message, and then stop downloading skins. It will not resort to 512 mode. Default: 512
  
'''AI use player colours:''' Self Explanatory
+
'''Helmet skins download:''' [Off / 256 / 512] <br>
 +
Controls the automatic downloading of helmet skins for licensed users.  The 512 option requires you to have money credits on your Live For Speed account, and costs £1 for 2000 'hi-res' skins.  If you run out of credit LFS will give a warning message, and then stop downloading skins. It will not resort to 256 mode. Default: 256
  
'''Sound lag:''' Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound.
+
'''Download skins for replays:''' [Never / Ask / Always] <br>
 +
Sets whether the program will never download skins in replay files, will prompt if you do not have the skin, or always download missing skins automatically. Default: Ask
  
'''Analogue steer smooth:''' Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly.
+
'''Multiplayer speedup option:''' [Yes / No] <br>
 +
This option makes the distant cars use less CPU power by not updating their physics or drawing them at all.
  
'''Multiplayer speedup option:''' This options makes the distant cars use less cpu by not updating their physics or drawing them at all. It’s disabled when you view from the TV cameras because frame rate isn’t so important then..
+
'''Multiplayer car draw:''' (Only visible when 'Multiplayer speedup option' is enabled) <br>
 +
Sets the distance the cars are drawn. Use a lower value for better performance.
  
'''Multiplayer car draw:''' Only visible when the above option is enabled. Sets the distance  the cars are drawn. Use a lower value for increased framerates.
+
'''Dynamic LOD reduction:''' <br>
 +
Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible.<br>
 +
''Performance: 1.00 | Quality: 0.00''
  
'''Dynamic LOD reduction:''' Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible.
+
'''Load track when starting:''' [Yes / No] <br>
 +
If disabled, the startup time of LFS will be considerably decreased.
  
'''Update path:''' 3 options – Off, User car or All cars - This determines which cars update the rubber mark on the track - the racing line rubber.
+
'''Local time in 12 hour format:''' [Yes / No] <br>
 +
Self Explanatory
  
'''Load track when starting:''' Yes/No toggle. If disabled, the startup time of LFS will be considerably decreased.
+
'''Show time instead of FPS:''' [Yes / No] <br>
 +
If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time.
  
'''Local time in 12 hour format:''' Self Explanatory
+
'''Show flags in SHIFT+F mode:''' [Yes / No] <br>
 +
If enabled, blue and yellow flags are still displayed if the interface rendering has been disabled with Shift+F.
  
'''Show time instead of FPS:''' Yes/No toggle. If on, the FPS display (see [[Options#Display|Options - Display]]) will be replaced with the local time.
+
==External links==
 +
*[http://www.google.com/search?q=cache:6eFxU3W6oIMJ:forum.rscnet.org/archive/index.php%3Ft-207151.html Custom music in LFS] guide at RSC forums
  
 
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Latest revision as of 09:32, 30 July 2015

Audio

Audio

This menu allows you to change the volume of the music and the various sounds.

Car sound volume:
Controls volume of all car sounds relative to music and interface sounds. If you experience a crackling engine sound in-game, lower this value. Default since Version S2 X is 15.0.

Skid volume boost:
Multiplies the realistic skid volume to make it easier to hear. Set to 0.0 for 'realistic' and 1.0 for the 'boosted' volume level. Default since Version S2 X is 0.5.

Wind volume boost:
As above but for wind effects. Note that regardless of this setting, wind noise will be much louder in open topped cars than tin-tops. Default and 'realistic' setting is 0.0. Default since Version S2 X is 0.5.

Echo volume boost:
This determines the volume of the echo effect. The default value of 0.0 should be realistic but you can of course alter it to your likings. However, higher values can increase crackling issues. Default since Version S2 X is 0.5.

Music volume:
Volume of the menu and the in-game music. Default since Version S2 X is 5.0.

Interface volume:
Volume of the interface sounds, like button clicks, etc. Default since Version S2 X is 10.0.

Music in setup screens:
Switches the music in the setup screens on or off.

Music while racing:
Switches the music that is played during racing on or off.

Music during replays:
Switches the music that is played during the replays on or off.

Song choice:
Using the buttons 'Skip' and 'Select' you can choose the song that should be played.

In-game music:
LFS supports playlists and here you can see and change which playlist is being used at the moment. Using 'Skip' you can advance one song and using 'Select' you can directly choose a song.

Channels:
Using this button you will enter the interface for playlist creation and editing. Channel 1 is the standard for all setup screens and can not be deleted. You can add, rename and delete playlist on the left of the screen. On the right you can add tracks assign a song to each track and delete tracks. To ensure that a track will be played back you have to its priority with 3 being the highest priority, 1 the lowest priority and – the setting to prevent a track from being played. The higher the priority of a song the more likely it is that it is being played back. This means that if you have two song of the same priority you will hear both song equally often but if the one song has a priority of 3 and the other a priority of 1 you will hear the first song much more frequently.

TIP: The music files of LFS are in OGG Vorbis format. You can convert your own music files using a freeware encoder available at www.vorbis.com or using Audacity or a similar audio editor. To play the songs back within LFS they have to be in the ..\data\ogg directory.

Screen

Screen

In this menu you can choose the desired resolution, colour depth and refresh rate and assign key commands for different screen configurations.

Wide screen effect:
This simulates the effect when watching a movie on a normal 4:3 TV by displaying black bars at the top and the bottom of the screen.

Clip mouse to screen:
If you are using LFS in windowed mode, you can leave the LFS window with the mouse pointer. This can be a real problem if you are steering the car with the mouse. This option prevents the mouse pointer from leaving the LFS window. The option can also be enabled and disabled by pressing Ctrl+C.

Key assign:
This allows you to assign the resolution, colour depth and refresh rate to one of the four available key commands Shift+F9 – Shift+F12. Just choose the desired setting and then click on one of the buttons on the right side.

Graphics

Maximum graphic settings in LFS Patch Z
Minimum graphic settings in LFS Patch Z

The options in this setup screen allow you to control the graphics quality. Fine tuning of these options can raise the frame rate or improve the image-quality. Turning off some of the options can vastly improve the gaming experience on some computers that are not quite 'up-to-date'.

User LOD:
This option influences the 'Level Of Detail' meaning the quality of the objects, textures and the drawing distance. The tyres will, for example, look angularly on a Computer with a low detail level.
Performance: 0.25 | Quality: 1.00

Mirror LOD:
This influences the quality of the picture displayed in the mirrors just like the User LOD.
Performance: 0.20 | Quality: 0.30

Dust LOD:
This influences the quality of dust as well as smoke.
Performance: 0.25 | Quality: 1.00

Haze effect: [no / yes]
Turns the haze effect on or off. When on, objects in the far distance are drawn like behind a very slight layer of mist or fog, increasing the depth feel. Like drawing the sky, has almost no effect on performance unless on very old systems.

Draw sky: [off / 16 bit / 32 bit]
Sets whether the sky should be drawn or not, and if it is in 16 or 32 bit resolution. Turning the sky off can increase performance on very old systems.

Shadow type: [off / low res / high res]
Sets the type of shadow used for the cars. 'Off' disables the shadows completely, 'low res' displays shadows, but at a low resolution to increase performance, 'high res' displays full detail shadows. Medium and even (in today's standards) low end systems shouldn't have a problem with the high resolution option.

Draw trees: [off / main / + mirror]
Sets how trees should be rendered. Affects only those trees which would sway if wind is enabled.

Draw flags: [off / main / + mirror]
Sets if the flags around the track should be rendered. These can be for example used to determine the direction and strength of wind. Has a rather small impact on performance, otherwise the same logic as for the 'Draw trees' option applies.

Draw rubber: [off / main / + mirror]
Sets if tyre marks should be drawn. Usually has a rather small impact on performance during a normal race, the only exception being if there are lots of tyre marks drawn in a small area, like when doing donuts or burnouts. Same logic as for the 'Draw trees' option applies.

Full-scene antialiasing: [none / 2x / 4x / 8x]
Smooths the jagged edges. Highly recommended if your system can handle it.

Texture filtering / AF: [none / 1x / 2x / 4x / 8x / 16x]
Mip bias ... interface / text:
Mip bias ... objects / walls:
Mip bias ... grass / gravel:
Mip bias ... road surfaces:

The question mark next to this option explains what these options do.
In short, a sort of blurring effect is applied at a distance set by the sliders.

Textures (excluding skins): [low res / high res]
Sets if textures should be used in full resolution or downsized. Selecting 'low res' will decrease texture usage considerably and can help increasing performance on older graphics cards.

Car and helmet skins: [compressed / full]
Sets whether car and helmet skins should be compressed or left at full quality. Using compression decreases the skin quality, but can greatly increase performance if many cars are on the screen.

Z-Buffer Depth: [15 / 16 / 24 / 32]
Basically sets how big the vertex depth buffer used by the graphics card is. The higher the bit amount, the more depth information can be stored. A lower value means that on distant objects that are close together the graphics card may not be able to discern which object is in front of the other, usually causing a striped texture overlap. Not all buffer depths are available on all graphics cards. The best idea is to simply set it to the highest selectable amount.


View

View (in-car mode)

The options in the View category will adjust camera sight in the game. Making a personal preferred setting is recommended as what you see in the game is most important. Let's go through the options available from top to bottom. Note that all view options until 'Acceleration shifts viewpoint' are stored per car, allowing for maximum customizability.

Default Driver view: [In car / Custom]
You can have 2 static cameras in-game, either the standard view which is the most realistic, or the custom view which can be placed anywhere. How to set up a custom view will be explained later on. Selecting one of these here will result in that being the standard view which is selected automatically when you start up LFS, at the beginning of races and can be accessed by pressing SHIFT + F1. Select the view here which you will be using most of the time, in car or custom.

Field of view:
The width of the view you are presented in game, also known as the amount of zoom. A smaller field of view will result in a closer look at what's in front, but will show less of what's beside you which is also important. A larger field of view will result in good view around you but a distant view what's in front of you. It's up to you to define a balance here, try and adjust the slider till it comforts you. The default value is around 90°.

Pitch view:
The vertical direction of the camera can be selected here, it can aim upwards with a positive value, or it can aim downwards with a negative value.

Rotate view:
The horizontal direction of the camera. It can aim left with a negative value or aim right with a positive value.

Move view with animation: [Yes / No]
This option allows you to select whether the in-car camera moves along with the driver when it steers left and right, which does look realistic, but it's personal whether it should be on or off.

The mirror offsets:
Adjusting these will position the front mirror horizontally (mirror offset lateral) and vertically (mirror offset vertical). Make sure it's visible as it's useful tool to notice cars behind you.

Draw driver / wheel:
This changes what you see in the in-car view. The driver with the steering wheel, only the steering wheel, or nothing at all. Some people who use a steering wheel in LFS are known to use display no steering wheel in LFS because it looks awkward seeing a steering wheel move the same as the one you are controlling.

Mirror mode: [Off / Real / Virtual / All]
Sets how mirrors are rendered. 'Off' disables mirrors, 'real' shows the image on the car's mirrors, 'virtual' displays a artificial mirror in the top middle of the screen and 'all' combines real and virtual mirror modes.

Clocks mode: [Off / Real / Virtual / All]
This defines how the car's gauges and meters are displayed. 'Off' displays nothing, 'real' shows them on the car's dashboard, 'virtual' shows them on your display and 'all' shows them both on dashboard and display.

The 'Acceleration shifts viewpoint' options:
These options define how much the standard view and the custom view is shifted and tilted with the G forces. With all of these options set to 0, the camera remains statically at its position. As a human head and body moves along with G forces applied to it, the head and thus view moves along as well. For a realistic setting, set these options between 0 and 50% of their maximum value.

Look function: [Axis / Steer / MS X / MS XY]
With this option, you can set up additional ways to look left and right beside the look left and right buttons. The Axis option will move the camera left and right with an axis specified in the Controls menu. Read that to get to know how to set an axis for the axis look option. The steer option will move with your steering. Steering left will result in the camera moving left as well. This can be pretty useful as when you steer left, you will want to go in that direction and a view looking into that direction shows more of what to come. The amount the camera looks into the steering direction can be adjusted with Look sensitivity. To find a good value for the sensitivity, steer all the way to one side and adjust the Look sensitivity to what is the maximum allowed amount of movement to one side. Ms X will move the camera left and right along with the mouse. Look sensitivity does the same as described above. Look centre reduction will allow you to define how easily the camera should stay in the forward looking position. Setting it at a high value will result in having to move the mouse a lot to move it out of the forward looking position. At a low value, it will move exactly like the mouse with no centre movement reduction. Ms XY does the same except the camera moves up and down with your mouse as well, making it more adjustable.

Button look: [Smooth / Instant]
Setting this option will define how the camera should look left and right when you press the Look left and Look right buttons specified in the Controls menu. Smooth will pan the camera gently to the side when you press the button, instant will show you the side immediately without movement.

Setting up a custom camera

View (custom mode)

(Note: every custom camera you set up is saved per car. This way you can make a different custom camera in every car.)

Go to the View options and click on custom in the Default driver view option. Notice that new options are available now called Settings for custom view and have changed a little.

Draw (main): [None / Wheels / Body]
Sets how the car around you should be drawn. 'None' means nothing is drawn, 'wheels' draws - you probably guessed it - only the wheels and 'body' draws the whole car interior.

Acceleration shifts viewpoint: [On / Off]
This extra option to turn off the viewpoint shifting under acceleration allows you to have a fixed camera for custom view, while still allowing a moving camera for the in-car view.

The X offset, Y offset and Z offset:
The most important settings of a custom view, define the custom camera's position. X offset moves the camera left and right, Y offset moves the camera forwards and backwards and Z offset moves the camera up and down. If you adjust this while the car is on track, two extra buttons will appear, namely 'Centre view' and 'Eye position'. Clicking the former will reset the offsets to 0.0, while pressing the latter will set them to the values similar to what you see in in-car view.

When you are done setting up a custom camera, click in car again in the Default driver view option if you want the default view to be used as the standard view. Though, if you are happy with the new custom view, keep it on custom so it will always be used as the primary view.

View buttons and shortcuts

V : Switches through the cameras.
SHIFT + V : Switches back through the cameras.
TAB : Switches to the next car.
SHIFT + TAB : Switches to the previous car.
HOME : Switches to your own car.
SHIFT + F1 : Returns to the default view specified in the View options.

SHIFT + F : Removes the display showing only graphics and text messages.
SHIFT + M : Changes between mirror modes. (No mirrors, only real mirrors or real mirrors + a virtual mirror.)
SHIFT + U : Switches to the AutoX editor/Free view -mode.

Display

Display

Here we can change the speedo, type of mirror used, add a map of where we are on the track.

Frame rate display: [Off / Left / Right]
You can choose to have your frame rate (fps) displayed or not, and on which side of the screen.

Show virtual start lights: [Off / Left / Right]
Sets whether the start lights at the beginning of a race should be displayed in an extra box. This can help when starting from the back of larger fields where the start lights might be hard to see.

Show small map: [Off / Left / Right]
Controls if the small overview track map should be displayed, and on which side.

Rotate small map: [Yes / No]
Sets whether the small track map rotates so the triangle of your car always points upwards, or if it is stationary.

Digital speedo: [Yes / No]
Sets if the speedo is digital or analogue. Note that the speed is measured at the wheels, which means it is not 100% accurate. For example when doing a burnout or when locking the wheels during braking, the speedo can show too high or too low (respectively) values.

Show pedals: [Yes / No]
Enables or disables the displaying of the virtual 'pedals' in the lower right corner. These can be useful for wheels with calibration problems, so you can see if depressing your pedal fully is also recognized as 100% in-game. A little white bar at the top of the pedal bar signalizes 100% controller input. The colours for the bars are: Green = throttle, Red = brakes, Blue = clutch, Gray = handbrake.

Virtual steering gauge: [Yes / No]
Turns the virtual steering gauge (white curved bar with a red rectangle showing the current wheel position) at the middle bottom of the screen on or off. Can be useful to determine if the wheel is calibrated correctly.

Show position list: [Yes / No]
Sets if the driver position list in the lower right corner should be displayed during the race.

Drop shadows: [Yes / No]
Enables or disables shadows behind the text to improve readability.

Message text size:
Adjusts the text displayed in game etc. Default: 0.040

Overall times display: [Relative / Absolute]
Affects the race results display. Sets whether the 'Total' time should be absolute for each driver, or relative to the winner of the race. For example, on 'absolute' setting it would look like this

AI 1: 3:05.27
AI 2: 3:07.56
AI 3: 3:11.46

and with 'relative' setting for the same times like this

AI 1: 3:05.27
AI 2: +0:02.29
AI 3: +0:06.19

Manual shift indicator: [Yes / No]
Enables or disables the shift indicator. If enabled, a small red light near the tachometer will light up when the ideal shift point is reached (which is once the next gear would yield more torque than the current gear). Only works on upshifts.

Various colours:
Lets you set up a variety of dashboard related colours. Even more colours can be set up in the 'Interface' menu.

Interface:
This button opens a new list of options which allow you to control and customise the colours and opacities of the buttons and text used throughout Live for Speed.

Interface

Interface

Big opacity:
This controls the opacity (transparency) of the large buttons, e.g. on the main menu.

Big colour:
The underlying colour of the main buttons.

Big text:
The colour of the text (not affected by opacity).

Button opacity:
Affects smaller buttons.

Button colour:
Affects smaller buttons.

Text unselected:
The colour of text on menus where highlighting occurs (e.g. options or garage).

Text selected:
The selected colour of text, as above.

Text unavailable:
Visible text that cannot be selected.

Text string:
Used on some buttons with user-editable text (like hostname or password), or for example for available but not yet completed training lessons.

Title colour:
The colour of the text in the top left of the menus. Also controls highlighting of fastest laps etc in race result lists.

Button green:
Shade for 'green' buttons.

Button red:
Shade for 'red' buttons.

Button alternate:
Shade for buttons used to indicate that pressing the button has no effect, or if an alternate third colour is needed. For example when going to the track selection screen, as long as you don't select a different track than currently loaded, the OK button will have this colour.

Small map light:
Colour of the small track map, when drawn against a most likely dark background (used for example at in-car view if the car has a roof).

Small map dark:
Colour of the small track map, when drawn against a most likely light background (used for example at in-car view if the car has no roof, or for the TV camera view)

Car 1 lap ahead:
Colour of a car more than one lap ahead (on the small track map).

Car ahead:
Colour of a car ahead of you.

AI ahead:
Colour of an AI car ahead of you.

Own car:
Colour of your own car.

AI behind:
Colour of an AI car behind you.

Car behind:
Colour of a car behind you.

Car 1 lap behind:
Colour of a car more than one lap behind you.

Driver

Driver

In this menu, details such as screen name, number plate text, etc. can be added. Here you can also select your driver, Male or Female, complete with helmet and racing suit and add to your car’s cockpit. Your selected screen name will always appear next to the player button, and you can also change helmet and helmet colors.

Brake help: [Yes / No]
Turns brake help on or off. If turned on, a very simple form of ABS tries to help keeping the car under control while braking, but it can increase the overall braking distance.

Gear shift mode: [Auto / Sequential / Shifter]
Sets the shift mode. 'Auto' makes the computer change gears for you, which is good for beginners, but rather slow. 'Sequential' means you use paddles or a sequential gearstick and 'shifter' should be selected when you use a custom built shifter, or for example the one that comes with the Logitech G25 wheel.

Only available if 'sequential' or 'shifter' are selected:

Auto clutch: [Yes / No]
Sets if the clutch should be operated automatically during shifting or if you have to do the footwork yourself. If you let the revs drop too low, the engine will stall. BMW Sauber is an exception to this, as it has a computer controlled clutch.

Controls

Controls

Mouse/Keyboard

Keyboard steer: [Keyboard - no help / Keyboard - stabilised / Mouse steer]
This is how you select your input method:

Keyboard - no help directly translates button presses into wheel movement. So long as the button is held down, the wheel will continue turning until it reaches maximum lock. There is an auto return to centre function when no steering keys are pressed. Both rates are configurable. Also, pressing both left and right will hold the wheel in its current position. This steering method is definitely not recommended, since it is impractically difficult to race with.
Keyboard - stabilised has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic counter-steering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference.
Mouse steer (rather obviously) lets you use the mouse for steering and assign throttle and brake to buttons (be they on your keyboard or your mouse).

Auto gear shift: [Yes / No]
If enabled, the computer will change gear for you (and probably at the wrong time too).

Button control rate:
This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster.


Mouse steer only:

Steer centre reduction:
This is a non-linearity slider and is designed to make it easier to control the car buy reducing straight line twitchyness. A setting of 0.0 gives fully linear steering whereas a setting of 1.0 gives fully non-linear steering. A setting of 0.4 to 0.6 is recommended.


Keyboard steer only:

Steer rate:
The speed the wheel turns when you press the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa.

Return rate:
The speed the wheel turns when you depress the left or right steer buttons. Higher values will make the car more responsive but less stable, and vice versa. It is usual to use a lower value for the return rate, between 50 to 75% of the steer rate.

Fast steer multiplier:
When holding the "Steer Fast" key, the steer rate will be temporarily increased. This slider controls by what percentage it will be increased. With the default setting of 2.00, the steer rate will be doubled. This fast steering option can be useful when quick corrections are needed, such as when counter-steering. Chances are you're going to crash anyway so this option is of limited helpfulness.

Slow steer multiplier:
When holding the "Steer Slow" key, the steer rate will be temporarily reduced. This slider controls by what percentage it will be reduced. With the default setting of 0.50, the steer rate will be halved. This slow steering option is most useful at higher speeds when finer control over the vehicle is needed. However the keyboard steering is automatically speed sensitive, so there is really no need to ever use this anyway.

Limit multiplier: (Only available with 'Keyboard - stabilised')
A setting of 1.0 limits the wheel turn to that of the available grip of the tyres. Settings higher than this allow you to turn further, to induce understeer. Settings lower than 1.0 means you won't get so close to the limits of the car, so control is retained. The further you reduce this setting, the easier the car will be to drive, at the sacrifice of cornering speed.

In the Buttons 1 subsection you select which button to assign to the function labelled to the right of the button. To choose and lock in your selection, simply click on the button to highlight it, a text message with instructions will appear at bottom of screen, Click desired button or key you wish to associate with this button etc. Do this for all Button 1 selections, then move on to Button 2 section using the same method to select and assign your desired keys or buttons to control the views etc.

When you have completed this, mouse users and keyboard users are finished, and may want to skip the section on wheels and joysticks. And go directly to the far right of this screen and look closely at the various key sequences and what they do. i.e. (Reserved keys) and Shift + combinations.

Wheel/Joystick

This section provides different options additional to the previous section. Existing keyboard and mouse settings can still be used just by clicking on the Mouse/KB button. This is useful if your wheel breaks or springs in pedal fall apart.

After selecting to enable your wheel you will need to set it up for maximum efficiency depending on the make and whether is has force feedback functions etc some options will not be needed or may be used if desired. Please note that you might have to change some settings in the drivers of your wheel manufacturer, e.g. to enable split axes.

Wheel turn:
Adjusts the sensitivity of the virtual driver's animation when turning the virtual steering wheel. Set to the actual degrees of rotation of your steering wheel controller for best results.
For the steering wheel turns for each car, see this page.

Wheel turn compensation:
Adjusts the turn ratio of the users wheel to the LFS car.

Force strength:
For FF users, higher settings mean more feedback. Just try what suits best to you.

Throttle/brake axis:
Can be one of three different states:

Combined: The brake and throttle use the same axis
Separate: The brake and throttle use one axis each for their settings
Button: The brake and throttle use can be assigned to a button or a paddle

Gear shift mode:
We have discussed earlier the three types and their use.

Clutch & Handbrake:
Can be assigned to any spare axis or button if you wish.

Button control rate:
Sets the sensitivity of the buttons when mapped to analog inputs. For example, the higher the rate, the faster the handbrake is applied when assigned to a button. Choose Display>Show pedals in order to see this option affect the speed at the which the handbrake (grey bar) is applied.

Throttle/brake centre reduction:
Adjusts the sensitivity of the throttle and brake and the point at which it starts to apply.

Setting up the wheel

How to assign functions to controller axes (Animation)

This is the area where wheel and joystick users get to assign the axis. Again most of these options are largely click-and-set buttons.

Before you start

Please make sure your equipment is attached to the computer and Windows has found the device and it has been set up in Control Panel / Game Controller area. Run your profiler software if needed and deselect combined axis at driver level if necessary (for example: Logitech Profiler). Calibrate using Windows software before attempting to setup in LFS. It is essential you have the latest wheel drivers and DirectX version installed, or the wheel might not work properly.

1) Wheel settings
Set the controller mode to "wheel / js"
Controller mode set to "wheel / js"
Set throttle and brake axes to "separate", or "combined" if your wheel doesn't support the former
(You may have to change this setting in the wheel software, too! See the "Before you start" section)
Throttle / brake axes set to "separate"
If you have a clutch pedal, set the clutch option to "axis", otherwise "button"
Clutch set to "axis"
2) Verify axes are correctly detected by LFS
First, click on the "Axes / FF" button to open the axis assignment view
"Axes / FF" selected
In the middle of the screen a list of functions, and on the right a list of available axes will show up. Start rotating the wheel and pressing the pedals on your controller. If everything has been set up correctly so far, the blue/yellow bars on the far right will begin to move, representing the current controller input. If this is NOT the case, the fault is somewhere outside of LFS - see the "Before you start" section above.
3) Assign axes
With the axes list still open, you can now start assigning the different functions to the available axes. To do this, first click on the function you want to assign (e.g. "Steer"), then click on the axis you want to assign it to (e.g. "X axis"). Unlike in many other games, pressing the pedal or rotating the wheel after clicking on the function button will NOT assign the axis automatically!
After all necessary functions have been assigned, check if LFS reads the input correctly by rotating the wheel and pressing the pedals again. Now the steering indicator and pedal bars will move, too. If an axis/function operates the opposite way it should, click on the "invert" button found to the right of the function in question.
See also: How to assign functions to controller axes (animated gif)


Setting up clutch & H-Shifter

  1. Set up wheel as described above. Assign clutch to seperate axis as you did with throttle and brake.
  2. In Options - Controlls: set Gear shift mode: shifter
  3. In Options - Controlls: go to Shifter tab and assign all gears.
    1. Click gear button in list then shift into that on shifter.
    2. When done, go through all gears again: If you did it correctly then the button of engaged gear lights up.
  4. In Options - Driver: Set Gear shift mode: shifter, too. In same menu set Auto-Clutch: No

Click for a screenshot compilation of all the above options


How to shift gears:

  1. Press clutch
  2. move shifter to new gear
  3. Lift foot of clutch

If you can shift gears in the Options menu but not in the car, then you are not pressing the clutch far enough.

Game

Game

Here we set some minor options such as the automatic/manual saving of races, the finishing order for race restarts etc - We can substitute names for the AI, maybe we want to race against Peter Brock or Michael Schumacher? Just click to cycle through the available options of each selection. The most important feature however, is the ability to add to the F1 - F8 keys of your own custom messages, such as “Sorry”, Hello, etc for use when in game and too busy to type a reply etc. To do this, select the "F1 to F8" button and in the space next to the selected key, click to open, then type in your message text, click OK to save. There is a limit on length etc, but most short messages can be written.

On the right side of this page you can select the language used in LFS.

Single player replay save: [Not enabled / Enabled / Auto save]
Sets how replays should be handled. Not enabled means there are no replays recorded, ever. Enabled means replays are recorded, but you have to save them manually (ingame, hit "1" to save with automatically generated name, or hit "2" to save with custom name). Automatic means that every replay is saved with an automatically generated name, without requiring you to do anything.

Multiplayer replay save:
See single player replay save.

Non-qualifying race restart:
Sets how race (re)starts that had no prior qualifying should be handled. The options are self explanatory.

Edit AI names / F keys:

AI names: Self explanatory.
F1 to F8: Click on the spaces/buttons right to the desired key to define the text to say on hitting the corresponding key. The codes in there are the same as if hitting "T" (to talk) ingame.
CTRL +: Same as behaviour as in "F1 to F8", but defines the actions when hitting CTRL plus the desired key at the same time. Additionally you have access to keys F9 - F12 here.
ALT +: See 'CTRL +', but instead with the ALT key.

Misc

Misc

There are twenty different options here! Including some things that make a difference to game play and frame rates.

Full screen vertical sync: [Yes / No]
Turns VSync on or off.

Limit frame rate in game: [Yes / No]
This is used in conjunction with the next option to set what max frame rate to use.

Maximum frame rate:
Here you can set a minimum / maximum number of frames for use in game – depends upon the previous setting to enable/disable.

Minimum sleep:
This setting forces LFS to sleep/wait the set amount of time between each frame, to allow Windows to update controller inputs, etc. Increase this value if you're having problems with controller stuttering/lag or similar. Don't put it too high, though, as it will also limit your maximum framerate.

Sound lag:
Because the program has to play the sound slightly in advance, so that there are no gaps in the sound. Recommended setting is as low as possible without hearing stutters or gaps in the sound.

AI use player setup: [Yes / No]
Self Explanatory

AI use player colours: [Yes / No]
Self Explanatory

Update path: [Off / User car / All cars]
This determines which cars update the racing groove on the track.

Gearshift debounce:
Sets the time in milliseconds that must elapse before another (sequential) gear change is accepted. On some wheels when they get old, the paddles start to sometimes report two very quick presses instead of one. This setting tries to cure the annoying behaviour by ignoring quick shift commands. If you suffer from these so called double shifts, increase this value - if on the other hand you seem to miss gear shifts when quickly shifting yourself, decrease it.

Analogue steer smooth:
Sets the amount of smoothing for joysticks and some wheels. The higher the value, the smoother your inputs will be, but they will also lag behind slightly.

Car skins download: [Off / 512 / 1024]
Controls the automatic downloading of car skins for licensed users. The 1024 option requires you to have money credits on your Live For Speed account, and costs £1 for 2000 'hi-res' skins. If you run out of credit LFS will give a warning message, and then stop downloading skins. It will not resort to 512 mode. Default: 512

Helmet skins download: [Off / 256 / 512]
Controls the automatic downloading of helmet skins for licensed users. The 512 option requires you to have money credits on your Live For Speed account, and costs £1 for 2000 'hi-res' skins. If you run out of credit LFS will give a warning message, and then stop downloading skins. It will not resort to 256 mode. Default: 256

Download skins for replays: [Never / Ask / Always]
Sets whether the program will never download skins in replay files, will prompt if you do not have the skin, or always download missing skins automatically. Default: Ask

Multiplayer speedup option: [Yes / No]
This option makes the distant cars use less CPU power by not updating their physics or drawing them at all.

Multiplayer car draw: (Only visible when 'Multiplayer speedup option' is enabled)
Sets the distance the cars are drawn. Use a lower value for better performance.

Dynamic LOD reduction:
Sets the value for the dynamic change of "Level of Detail". Zero means no, and one is full dynamic LOD reduction. This makes the Level of Detail change dynamically depending on how many cars are visible and on your current framerate. Use higher values if you experience slowdowns when multiple cars are visible.
Performance: 1.00 | Quality: 0.00

Load track when starting: [Yes / No]
If disabled, the startup time of LFS will be considerably decreased.

Local time in 12 hour format: [Yes / No]
Self Explanatory

Show time instead of FPS: [Yes / No]
If on, the FPS display (see Options - Display) will be replaced with the local time.

Show flags in SHIFT+F mode: [Yes / No]
If enabled, blue and yellow flags are still displayed if the interface rendering has been disabled with Shift+F.

External links