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Scawen
Developer
Yeah I know that's hard, and some people are good at working with LFS strange sound engine. Smile

Anyway, I had a quick go and it improved just by setting it to flat twin and max inertia mul.

I'm not familiar with this old 425cc version, but I found a short video of it. Smile
https://www.youtube.com/watch?v=1S-IYaQ4MIU

Anyway in the SHIFT+A editor I think I got a better result by reducing the "Collector MIX" and turning up "Header MIX" and I think maybe "Unevenness" isn't needed for this engine?
Last edited by Scawen, . Reason : removed off-topic
Nyrak
S3 licensed
I'm very excited to have more updates about the expeculated "LFS Map Editor" and how we gonna edit everything in it in order to make great lighting and shadows for the new graphics. Smile
Rubbel_31
S3 licensed
Thanks to you, the map editor will come , very high quality
Last edited by Rubbel_31, .
michal 1279
S3 licensed
This is already possible with the licensed content access (S1 level is sufficient). In autocross editor you can place a start position wherever you want and drive from there repeatedly. Also if you insist on practicing with specific tyre temperatures, you can load the same layout file in the hotlap mode and adjust tyre temperatures in the garage (only available in hotlap mode).
Racon
S3 licensed
Online in LFS
So you would have the fog and extra light mappings set on your indicator lights in LFS Editor.

We can use OutGauge in a local InSim to monitor Throttle/Brake/Clutch values directly, but there isn't one for Handbrake. There's the dashboard handbrake indicator though, we could use that light for our check if it triggers quickly enough

Once we know that, we can set fog and extra lights locally with a SMALL_LCS packet, and LFS will replicate the lights to other clients so everyone see it.

I can knock up a test version in PIE if you need Thumbs up
Epicproes
S3 licensed
Online at :
Just a Ride
Here is the File for TDI lovers, you can use this on your owns mods, enjoy, do not forget to put the png to LFS Editor. Don't forget to credit me while using this.
Last edited by Epicproes, .
LFS Editor Patch G
Scawen
Developer
Hello Mod Creators,

Here is a PATCH for the LFS Editor. Editor 0.7A or later must already be installed!

This is not a thread for random requests regarding the mods system.
For mods suggestions, use the Mods System Suggestions forum section.

This editor patch is a minor update to help support "track mods" and includes a few fixes.


Changes from 0.7F to 0.7G:

32 layers are now available + scroll bar and option to show all

LX4 - restored public version tyre size / mass / engine power
LX6 - restored public version tyre size

Improved vehicle view radius calculation (bounding sphere)
- LFS can more accurately detect if a vehicle is currently visible

LOD distance refers to distance from bounding sphere instead of object centre
- previous version did not work well for large objects, e.g. "track mods"

FIX: Rear caster angle can now be set in the base default setup
FIX: Avoided the jaggies on generated sky texture near the horizon
FIX: Error in moving subobjects after one made invisible by layers

NOTE: This version of the editor actually uses the "RETRO" tyre model
- this is not expected to result in any noticeable changes in the editor


DOWNLOAD:

LFS Editor PATCH 7A to 7G [If you already have LFS Editor 0.7A or later]
Editor 0.7A or later must already be installed!
https://www.lfs.net/file_lfs.php?name=LFS_EDITOR_PATCH_7A_TO_7G.zip (2.5 MB)
Scawen
Developer
No, please do not do that. We do not accept translation text files sent to technical support and that would be a waste of your time. We have a special online translation editor and assigned users.

Thanks but we have active French translators, so we don't need additional help with the French translation at this time.
J.E.R.E_254
S3 licensed
Online in LFS
There I completely agree with you since this is a bad translation.
(Sorry, I wasn't trying to threaten)

and continuing with your question
I copied it manually from phone to PC (didn't work)

I opened my email on PC and quickly copied it (didn't work)

Install patch (didn't work)

I tried it in the lfs editor (didn't work)

What I'm going to do now is request the code again and I'll let you know if it works or not.
TheStigUSA
S3 licensed
Changelog:

A few minor quality of life changes:

* Lightbar glass has been made less opaque. The lights should shine through better now.
* The interior Backlight glass has been made less opaque. You can see out of the rear-view much better.
* Adjusted position of hub objects in editor (no visible changes, just lining things up better in the editor).
* Driver's seat position increased by 0.1m. Improved road visibility and improved gauge visibility.
* Some frame adjustments to reduce the COG by 0.24m. This was done by making some higher frame bars have less mass, and increasing mass on some lower frame bars. Also lowered height of several frame points above the belt line.
* Re-set the brand logo in the steering wheel. It's now a circle, before it was an ellipse, a side-effect of the rescale that I missed fixing.
* Minor setup and suspension adjustments.
---> Increased front max height slightly, because I noticed it was crashing out too much in the hardest corners.
---> Added 1nm bump damping to front and rear.
---> Set parallel steer to 55%. Removed front toe adjustment. I found the steering was too sensitive on center with that toe adjustment in place.

COG before:


COG after:
Norisring Track Mod
Tuttu The Dog
S3 licensed
Hi, I haven't really shared any progress about my track mod at forums,
So here's a W.I.P thread on my Norisring Track Mod.

I've done a lot of changes.. Basically in short, redid crowd, added shadows all around the map, a lot lot more buildings and stuff around track, added Skid marks, starting lights, cameras all around the track at different locations, redid every tree from scratch and fixed all odd lighting on trees (and a lot lot more), layout/collisions still not finished.

And obviously, track is still W.I.P Tilt I still have a few more details to add Ya right

As of now, this is based on the 1977 version.. but im planning on adding versions of later years (which includes more safety fencing, advertisement banners, starting lights etc.)












If you're curious on how this 'Track Mod' works,

It's basically a giant object mod, which acts as the track.

For the collisions, layout editor walls are placed behind the track mod's walls, I have covered the layout walls by increasing the width of my armcos/barriers but in some areas I haven't updated yet since layout is still in the works.

Since track mods are huge and not like car mods, Their LOD (Level of Detail) will disappear. How a LOD works is that the detail of the model decreases the more far away your camera is, so when your car gets away from the "Center" of the track, it disappears. To fix this, Scawen has implemented fixes as test patch (Version 0.7F7 and above) which doesn't apply LOD optimizations to Track Mods (unless you are very far of course)

You can read more about this at : https://www.lfs.net/forum/thread/111322




Also, If you're interested, I'll be hosting casual short fun racing with different classes every Saturday at 17:45 UTC / 13:45 EST
More info : https://www.lfs.net/leagues/870
Last edited by Tuttu The Dog, .
Lucas McFly
S3 licensed
I confirm the game has been unlocked, and the editor is working for me without any issues.

I received an email with the code – I copied and pasted it into the game that unlocked it, then into the editor, and everything works fine.

I'm thinking there are two things that could be confusing.
1. When you launch the game, the message "S3 Licence: xxxx" may suggest the game is active.
2. When you paste the unlock code and press "Unlock," there is a confirmation message, but the "Unlock" button remains active, which may suggest something went wrong.
J.E.R.E_254
S3 licensed
Online in LFS
Hi, this is my first message, the "unlock code" not work in lfs editor (i copy the code from gmail but not work)
Viperakecske
S3 licensed
Quote from Scawen :The layout editor was originally developed for autocross but gradually developed...

Can the new layout editor objects be released seperated to big update? Would improve the quality of existing layouts by a lot.
Pukyy
S3 licensed
Quote from Luke735 :That's fine, I don't mind getting an S3 license. Is what I'm asking for still...

It's very doable, with S3 you get the tools needed to create an autocross track and of course the LFS Editor, used to create mod cars. Now, you could either:
1. Make your own autocross layouts and car mods
2. Collaborate with someone on making both
3. Commission someone to do it for you

Now, I think there is a mod C5 corvette already in the game, with derivatives open, so you can take that and edit it so it fits your spec more, with weight and power etc. And autocross layouts aren't much of a pain to make.

Edit: nvm, the c5 mod is not open for derivatives, my mistake
Scawen
Developer
The layout editor was originally developed for autocross but gradually developed into a lot more.

You can place cones and set checkpoints, restricted areas and so on, to create something that looks like an autocross track.

https://en.lfsmanual.net/wiki/Autocross_Editor
LOD1, 2, 3 distances:
lfsedu3311923
S3 licensed
Online at :
Just a Ride
Hello everyone,

This is a big question that's frustrating me, and I can't find an answer anywhere. If anyone knows, I'd really appreciate it.

Where exactly in the editor do you change the distances for LOD1, 2, and 3?

The problem is that at 140m, LOD3 is set, which is the one I use for the hitbox, and I'm a shoebox.

The ideal would be to increase LOD2 (and LOD1) a lot so they don't appear, but I can't find where to change it anywhere.

Thanks in advance!
Custom TV camera positions on track mods
redekizde
S3 licensed
It's been some time now that we got track mods in Live For Speed, however it's hard to keep track of the race without proper TV camera positions. Yeah we have the custom view positions on the free camera mode (Shift + U) but it would be nice to have a way to set our own custom positions and car chasing cameras on certain tracks, without the need of using Shift+U.

What i mean is the same view as the "Cinematic" view for official tracks, views that track the cars or are set close to the track.

My way to do this would be have a new category of subobjects called "Cameras (C)" avaliable ONLY for the custom tracks, and be able to set them on certain points of the main object of the track so they can follow the car spectated the same way they do on the normal cinematic view, also have different options for said cameras, like Static, Tracking or "Cable" wich would work as a slider object while also tracking the cars on track until reached a certain point

This might be hard to do, or maybe not as i'm not sure how they add camera positions with the official track editor
GIS Hub
Bokujishin
S3 licensed
The GIS Hub (or Godot InSim Hub) is, as its name implies, a hub application for Godot InSim. Its main goal is to provide a common interface for multiple Godot InSim apps to interface with LFS via a single InSim connection - which means you can have as many "apps" running as you want, sharing the same InSim connection, instead of being limited to the 8 connections LFS supports.

This allows the hub app to be the only "heavy" part, as a single Godot executable (and its ~80MB) is necessary here; all Godot InSim apps can instead be distributed as "modules", as small .pck files, and run directly in GIS Hub.




GIS Hub provides the following features:
  • Manage a single InSim connection to use with any number of modules (practical limit is 50)
  • Manage modules (discover on startup, hot enable/disable), with active modules arranged as tabs in the GUI
  • Save and load module configuration, including InSim settings and enabled modules, and give access to a per-module data folder
  • Route packets from LFS to all modules and the other way around
  • Mirror Godot InSim functions for sending packets, managing InSim buttons, etc. at the module level (wrapper functions)
  • Callback functions for all InSim packets, ISP_TINY/ISP_SMALL packet subtypes, and Relay packets
  • Inter-module communication with the ability for a module to send arbitrary data, and subscribe to other modules to handle data they send
  • Graphical interface for included modules (InSim settings and module manager, log module, etc.), and all modules can provide their own GUI
For instance, the GIS Hub tab is itself a module, although it doesn't do much on the InSim side. The Log module, however, provides a visual display of all packet traffic, and includes the name of the module when a packet is sent (or defaults to "InSim" if Godot InSim sent the packet automatically).
These 2 modules are considered "core": they are included in the GIS Hub app, and cannot be disabled. You can however disable logging through the Log module's options.

All other modules, including those distributed with GIS Hub, can be enabled or disabled at any time. Adding a module is as simple as dropping a .pck file in the "modules" folder next to the GIS Hub executable.
Modules can write config and data in their dedicated folder, located in the "user://modules" directory, which corresponds to:
  • Windows: "%APPDATA%\Godot\app_userdata\GIS Hub\modules\<module name>"
  • Linux: "~/.local/share/godot/app_userdata/GIS Hub/modules/<module name>"
As an example, the Teleporter module allows configuring the position of its InSim button interface, and saves it to its data folder (and will read it when enabled, of course). It also reads saved teleport destinations in txt files in the "spawn" subfolder, which means you can easily modify destinations without exiting the app, and even update the destinations for the current track by simply disabling and re-enabling the module (as destinations are updated when the track changes or the module is enabled).


Downloads and documentation:
GIS Hub is not released yet, but will likely be soon after Godot InSim 3.0, which I plan to release shortly after Godot 4.5 is available. You can still download it from the GitLab repository and use it or create modules. Do keep in mind that it may still be unstable at this time, and requires a beta version of Godot 4.5 to work with the latest version of Godot InSim.

A documentation website for module developers is in the works; the public API is also documented inside the Godot editor, and you can read the source code of both core and other modules for reference.


Provided modules:
GIS Hub: [Core] This module provides the main interface for InSim settings and module management.

Log: [Core] This module displays all InSim packet traffic, including timestamps, packet direction (and the sender module if relevant), and a human-readable version of the packet contents (which may omit some data, depending on the packet type). It also creates a log file with the full data for all packets, and allows loading such files back into its GUI for easier reading.
Log options include color management for log files (none, ANSI, BBCode), whether to log files to screen and/or file, and whether to include NLP/MCI packets.

Teleporter: This module provides the "teleport" command to display a simple InSim button GUI allowing to choose a teleport destination. Such destinations can be included in a "track.txt" file according to the format in the provided examples, and files should be named according to the track they are intended for (e.g. "BL1.txt", "SO4R.txt"), or only the first 2 letters for open configs (e.g. "WE.txt" instead of "WE1X.txt").
The "teleport" command can be typed either as "/i teleport" or using the InSim connection's prefix ("!teleport", "@teleport", or any other prefix character).

Messager: This module provides a simple text entry GUI allowing you to type messages directly in UTF8, without having to go through the multiple LFS character pages. You can also easily change text color on the fly without having to retype text, and you can also mention someone using the list of connected players, just like you would in the game.
Do note that LFS has poor support for UTF8, despite the addition of code pages for multiple languages, so many characters are not supported and will produce garbage.
Additional planned features include saving shortcuts to custom messages and message history. Providing a virtual keyboard to show characters from some code pages, as you can see in LFS, is very unlikely to happen.
Last edited by Bokujishin, . Reason : Updated GitLab link
Kn Edits
S3 licensed
Some images of him in the game,
doing tests and still learning how to use the Lfs Editor.
An image of the real car
Slashpca
S3 licensed
I'll fix this for the next update. These flaps keep breaking themselves. Sometimes when i come out of the editor it breaks the map or the orientation on the angled one on the roof. Must be some bug.
Pukyy
S3 licensed
Quote from hamad97 :This is Live for Speed, I want you to add streets and cars like ...

The cars are possible through modding using an S3 license and LFS Editor. The street "map" will be possible when the new revamp of South City comes, although it won't be Arab-style.
Adjustable pit speed limit on custom layouts
johneysvk
S3 licensed
Since we now can use the pit limiter on custom layouts, i think it would be a good idea to have a possibility to set a custom speed limit that you could set in the layout editor, maybe a set of presets that are something like:

- None
- Use original track speed limit (same as none on open configs?)
- 50 kmh
- 65 kmh
- 80 kmh

since this probably requires changes to the .lyt format, it would be good to have when it gets changed (with the new objects we have seen a few years back? Smile) )
stuchlo
S3 licensed
Quote from Marcin20022 :Who Must Pay For CAR LICENSES??? You OR Developers???

There is a difference between an official content and mods. Mods are not an official content, it is just an unpaid fan hobby. It would not make any sense if developers had to pay for my hobby.

If you would like to make a licensed mod, you have to obtain a permission from a manufacturer. It depends on a manufacturer, if you have to pay for it or will get a permission for free. Sometimes it may be little risky, because some manufacturers are not very friendly to their fans, and your work may be lost. Fortunately, people from Škoda were very friendly and I got a private agreement Smile

If you like some car more than 100-200 hours of your free time (a manufacturer has to be satisfied with a mod quality), go for it, learn the LFS editor basics and contact the manufacturer Smile
AugustinasLFS
S3 licensed
Quote from elmilicox2 :how u do this?

move helmet.sre from data/hmn to data/3dob in editor load as main object and hit export , I've asked him like a year back Smile
FGED GREDG RDFGDR GSFDG