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Live For Speed 0.6P & Gamermuscle together again!

Live For Speed 0.6P & Gamermuscle together again! This time James drives Live For Speed and tries very hard to convey what it feels like to drive wheel to wheel in VR. I agree with James’s statement in this video though, it is virtually impossible to explain the feeling you get when it comes to driving in VR. Practically speaking, it really is a case of  having to try it for yourself and deciding if it is or isn’t for you.

It is not until you actually sense that you are in that claustrophobic single seater’s cockpit, which you see in one to one scale, you realise just where you have been transported to. In close open wheel racing you can truly sense the cars around you in the virtual space. This in turn helps you to drive a cleaner race  and has you taking real evasive action when a collision is imminent. Hitting another car in VR has a more profound, almost frightening feeling, than when you are driving on a 2D monitor.

Included in this article are the latest build notes from the team at Live For Speed. The build notes for version 0.6P  describe all  the changes made for their latest build. Check out the changelog here below to see just what has been improved from build 0.6M.

Live For Speed

Message from the makers of Live For Speed:

”Dear Racers,

It has been an interesting month for Virtual Reality, with the Oculus Rift and HTC Vive headsets now being shipped to customers. Live for Speed is so good to use in VR, it was our top priority to make sure it works with the new headsets and latest software. The result is our latest version, 0.6P, which you can now download. We also worked a lot on controller support. More game controllers and steering wheels are now set up automatically and multiple controller setups are also much better supported.”

Live For Speed: Changes from 0.6M to 0.6P :

”VR :

Support for Oculus Rift CV1 and DK2 using the new 1.3 software
Default HUD field of view is now 70 degrees / HUD distance 0.5m
Improved appearance of top row (ESC / F keys) of virtual keyboard
Rift remote can be used for click / escape / virtual keyboard
IPD slider movement is now detected and a message displayed
Auto-updater is avoided in VR mode (shows helpful options)
Intro replay is avoided if LFS is started in VR mode
OpenVR support updated to 0.9.19

Controllers :

Controllers may be plugged in and detected after LFS is started
Refresh button to detect controllers in Options – Controls screen
Controllers are now sorted (not dependent on order of connection)
Separate controller type settings for with or without controllers
Automatic axis and button assignment for various game controllers
Automatically set Clutch setting to axis if wheel has clutch pedal
Automatic preset is now attempted on first of multiple controllers
Controller screen in game now shows correct pedals and steer gauge
New joystick look mode using two axes to control look direction
Arrow keys can now be assigned to wheel buttons (default D-pad)
Default 900 degrees turn for Logitech G25 / G27 / Driving Force
Attempted reasonable presets for Thrustmaster and DFGT wheels
A scroll bar appears if there are more than 16 available axes
Warning when you press ESC to exit controller setup screen
Removed axis calibration system that had various problems
You can now type in the active range of an axis function
Typed range can exceed input range to reduce axis effect
Look Roll axis function now has a full 360 degree range
Button functions are now easier to see when in car

Fixes :

Axis names were previously displayed wrongly in Options – Controls
It was possible to enter a state where chat box could not be opened

– LFS Developers”