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Drifteris
S3 licensed
Quote from r3zp3k7 :BTW. I mentioned this a few months back. I still have issues with one of my mods, because it's door is a rotate object and mirrors don't work outside main object. I could set the mirrors to stay stationary, but since we're on a aim to do it more realistic, that's why I'm mentioning it again.

It's same issue for bike mirrors fixed onto the steering wheel, but Scawen said that mirrors code is very complicated so i wouldn't expect fix before graphics update.
Drifteris
S3 licensed
Quote from NENE87 :Did you have already tried the normalize script? That adjust the piece for...

i tried, but idk if it does anything because nothing changes, selected objects or not. I tried using ramp objects that i copy pasted and rotated on Z axis but it just doesn't work as expected for some reason.




I'm using blender 4.1.1 for this.
Drifteris
S3 licensed
So i tried this blender tool and it's kinda weird to me. I tried importing my Kitchen Rats map because it's kinda of a stress test and this is how it should look like:


But after i imported it, it looks like this:


I think it's mainly slab walls that are weirdly rotated, so maybe that object is not supported yet?
Also i don't quite understand what i'm doing wrong here:


(Ignore all the slab walls being weird) i rotated the selected piece a bit by Z axis which i should be able to do so, only this one object, but when i export it back to LFS somehow many others are affected as well? (different sizes, angles, etc.) And slab walls looking normal.
Drifteris
S3 licensed
Quote from r3zp3k7 :I can't seem to find an object linked to the rim speed and that's what I'm suggesting in this post. Linked to setup configurations: Rim attachments which we can see in older rally vehicles or formula vehicles. (I have attached an example image)

Object that attaches to rims and rotates with them is called "Hub object". They count towards 65k limit so you can't make them super detailed if you need them 4
Drifteris
S3 licensed
Ratings seems to be fine in-game, its only website not showing them correctly. I assume someone raited after reupload so main raiting is back on website except for other ones.
Drifteris
S3 licensed
Now i know i'm really close to LOD1 limit but i'd like to know how this happened


Stock config which is closest to limit is the biggest one:


I've reuploaded it again, but not sure if that's gonna happen again or not and what was the cause for it.
Drifteris
S3 licensed
I'm trying to make a trike mod, but i've realized that front tire is not a bike tire as it should be. I suppose a bike tire would handle differently than a current car tire because now it loses grip when tilted on it's side.
Drifteris
S3 licensed
Quote from Scawen :Flame is correct. The hard limit that the exporter will allow for LOD2 is 8192, but it is a bad target. A sensible target is around 1000 triangles.

It is common (generally, not only in game editors) for a sensible target to be much less than the legal limit.

However, I am still considering the possibility of bringing the legal limit for LOD2 down to something sensible. In the early days I didn't realise how important it was to be strict about enforcing sensible limits. Maybe the LOD2 limit should really be 2048 or so.

Scawen, if you going to lower LOD2 limit to 2k then don't do it randomly whenever and at least tell when you gonna do it. Because I and probably many others have worked within current limit of LOD2 that is 8k and now mods would get unpublished which resets raitings back to 0 btw. I'm working on lower poly LOD2 but it will take some time as i don't want to just have a box LOD2 that will look shit for shadow and randomly change to box at further distance.
GHOUL 250RR
Drifteris
S3 licensed
Vehicle mod: GHOUL 250RR
Details page: https://www.lfs.net/files/vehmods/EF6281

SHORT DESCRIPTION:
Quote :250cc Sportbike

DESCRIPTION:
Quote :Honda CBR250RR MC22 inspired motorbike made in Blender.

An iconic motorbike that revs to about 19,000 RPM

Highly detailed model with realistic LOD2 for shadows. Includes naked configuration and more to come.

Most textures are made by me using Gimp, Blender, some are taken from original LFS files.

Adjust inside camera to see the dials.

COVER SCREENSHOT:
Drifteris
S3 licensed
Quote from AR92 :I'm not really sure this fits to "way too smooth" definition: Frown

Plenty to save there
Drifteris
S3 licensed
Quote from AR92 :One of my mods has 480 tri for single spoke and can't really find a way to reduce it more without losing details, and cuz of this, it only permits to increase it to 3 spokes yet i need 5 more to complete a old steel rim, and it looks like this:

You can surely optimize that a lot more imo. It's really simple design, it shouldn't need that many tris. Suppose the holes are way too smooth.
Drifteris
S3 licensed
Quote from Scawen :Have you learned to use the rim editor properly? This is not clear from your reply.

1600 triangles for some spokes is way more than enough.

I wouldn't call it "way more than enough", i'd say it's "just enough". I don't try to make them high poly, just to look good enough but it's always around the limit. One wheel i made for new mod is around 1400, so just enough, even though it's set as hub object anyway.

Also i never included the rim into the spoke model. Center core could be deleted but then transition from spokes to center core is sharp. Also this is rear wheel, front wheel center core is more exposed.

But anyway, for Chimera i relocated spokes to hub sub objects so all is good.
Drifteris
S3 licensed
Can we have it at least double that for bikes? Because wheel is visible from both sides unlike cars and only 2 wheels instead of 4.

Some of my bike wheels are right on the limit while the more interesting spoke design of Chimera is double the limit. I could optimize it a bit more but not that much. Before i exceeded the limit on those rims i tried simpler design and it looked awful.
Drifteris
S3 licensed
Quote from KiiT1337 :On this last update, when changing lights from side/low beam/high beam, only one side light up, then the other, and when flashing high beam only right headlight really flash.

Well on real bike, left one is a low beam light, right one turns on when high beams are switched on. So i thought it's a bit more realistic. For flashing i don't know it might look weird if you don't have low beam on. Also i didn't really find how flashing high beams look like on this bike. I will add different modes to other configs that has both lights on with low beams and high.
Drifteris
S3 licensed
Quote from Scawen :Thanks. Can you think of any more info, were there other people there, were you in your own vehicle, what sort of things were on screen? Did anyone else get a crash at the time? Were you using any special draw modes?

I don't know if any one else got the crash but i just left pits with XRR and game sort of lagged for a bit then froze and crashed. It's nice that you found the issue Smile
Drifteris
S3 licensed
Had a crash on D64 in multiplayer

Faulting application name: LFS.exe, version: 0.0.0.0, time stamp: 0x657de650
Faulting module name: LFS.exe, version: 0.0.0.0, time stamp: 0x657de650
Exception code: 0xc0000005
Fault offset: 0x0017d1c1
Faulting process id: 0x25dc
Faulting application start time: 0x01da30ef3db70621
Faulting application path: D:\Program Files\LFS_0.7D\LFS.exe
Faulting module path: D:\Program Files\LFS_0.7D\LFS.exe
Report Id: 423208f2-00e7-4558-882d-243455909f7b
Faulting package full name:
Faulting package-relative application ID:
Drifteris
S3 licensed
Small issue, but ignition switch test is missing in vehicle editor. I got one slider connected to that but in order to test it i have to change it to horn or something.
Drifteris
S3 licensed
Quote from mwbeatzz :Bro, its really weird the bikes in D63 Compared to D57, i dont feel conected with them anymore in my strering wheel, its light weight and not in a good mean, looks like a bug bc this thing has A kind of slowness to control, I don't know how to describe it well but it's strange, I don't know if you've seen anything on the bikes from D57 to D63 that changes this but it's very, very strange , you changed something in the steering correction? Ples, im really sad bc im completly fall in luv with the 57 handling Frown i really aprecciate your work on this amazing game <3

D63 Is not a thing, also last bike physics update was patch D46. I drive bikes in LFS daily and i can assure u that nothing changed in physics since then. It must be on your end or it's mod related.
Drifteris
S3 licensed
A colourable shift light, or at least white as an option/replacement (can color it in tris mode later). Currently it's red and well my bikes use white shift light so can't turn red into white.
Drifteris
S3 licensed
Mirrors doesn't seem to work on rotators. I've made wing mirrors but they just dark. I guess similar issue like mirrors on steering wheel.

Drifteris
S3 licensed
Quote from Scawen :That message is not per LOD, it is a total limit of triangles for a single object, including all LODs. I don't think it can possibly have changed in a recent version. Maybe if some parts of your object's LOD1 could be placed in subobjects you would not hit that limit?

I suppose i could relocate some parts into other objects it's just i was confused because D52 let me merge into main even though it didn't let me to duplicate though. So maybe it was a bug because i tested D52 how much i could merge into one object.

Unmirrored everything so only one side would be visible so limit should be 32768 i guess. On my Reaper when i unmirror everything and enable all layers, tris count is like this: LOD1-32201 LOD2-5198 LOD3-26 = 37425, way above 32768 because before it let me merge more than it should i guess. Also i tried merging as much as i could on D52 and it went to LOD1-60346 LOD2-5198 LOD3-26 = 65570, for single main object if i merge one more triangle, whole mesh disappears.

But in D53 it's fixed so i guess i'll have to figure something out. I was avoiding attachment objects because i thought they would disappear sooner than LOD2 kicks in but if that's not the case then it's good.
Drifteris
S3 licensed
Can we get rid off this annoying limit/restriction message?

I'm trying to add few triangles to LOD2 and it's not letting me, i'm not breaching 8192 tris limit afaik. That's with all LOD2 layers turned on, wouldn't be driving with all of them on anyway. It gives same message if you try to duplicate triangles as well, even though there would be space for them.


Same for LOD1, can't add it, even though it worked in previous patch. I know because i already added those triangles before into the mod and i've tried doing same with D53 and it won't let me.


So i don't know what is going on, it's giving me a headache Ya right
Drifteris
S3 licensed
Ye it turns off the light while indicator is enabled then turns back on. On american cars even the rear tail lights do the same.
Drifteris
S3 licensed
Found weird bug with bike suspension. If you select stock set, make a new one and raise the front to max then pick color, front wheel moves back a bit. Click on setup and it moves forward. Wish it was only visual bug, but once you spawn, the wheel is slightly back. Resetting the bike fixes it, though after some braking, accelerating, not even 100 meters, it moves back.



For Chimera it does weirdly only on Standart and Custom 2 configurations. other 2 configs with golden forks spawn correctly, although they still have same moving wheel bug in garage while selecting colors and setups.

Also i'd like to point out that swingarm moves away from the wheel if you increase the ride height a lot. Well it moves a bit either way just less noticable. But i guess there is no way for it to know where the wheel should be attached to.

Drifteris
S3 licensed
Neutral gear indicator is needed for some (probably most) bikes.
I've managed to hack it on Vulcan 998 using VWS multi function display set to green color. It lights up when gear is in neutral and area around "N" in cutout goes green.




Couldn't get it working on other bikes as Chimera X1 is using formula clocks where multi function display is not available and Reaper X1 uses different display set to grey color.
FGED GREDG RDFGDR GSFDG