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UPDATE: LFSE
AugustinasLFS
S3 licensed
Again, I’ve been using Discord DMs to track my progress. At this point, the car is about 99.8% complete by my estimate.

The textures used in the LFS Editor for the model were either obtained from Google (and edited in Photoshop if needed), created in Blender (then refined in Photoshop and captured via screenshots), or taken from the default LFS texture set.

I also modeled a few extra details such as the seat belts and the surrounding areas. This is the first model where I’ve used the n.c level, along with a lot of vertex darkening. I also changed the steering wheel, as the previous one looked a bit too sporty.

A big thanks to Pazzur for creating the engine, foldable mirrors, and other animations, and to Neozixxs for the awesome engine sounds.
Eclipsed
S3 licensed
Quote from NiceDoriDori :the layout limit is now restricted, we can't do anything else

Stop complaining,then limit is now 6 times bigger compared to times when I started in LFS - back then there were just 500 objects available and concrete objects not even planned. Layout editor has been improved significantly since then,even if I don't oppose raising the layout objects count,there are few higher priorities in updates than this.
UnknownMaster21
S3 licensed
Quote from NiceDoriDori :I think everyone finds this inadequate.

If you meant about current object limit, I can say for sure that not everyone.

...but apparently majority... 18 / 0. Big grin


I guess the biggest issue is usually creating smooth corners with concrete slabs. I created one corner... ONE... one banked corner that vehicles do not break suspension immediately at high speed... and that did eat already 1055 objects... it didn't even count as walls yet.



I think this is a bit conflicting... Scawen has mentioned from time to time about the current situation and upcoming plausible updates about layout objects ( and probably size limit too )... but most of us already bottlenecked it for sure.

I do need more for instance. I also understand that the track editor itself would be helpful so no need to use layout objects ever again...

...false. Layout objects will ALWAYS be in use... in final resort as insim objects.
Lemus IM300
Eduard.kbg
S3 licensed
Lemus IM300 (based on Lexus IS300)
The perfect combination of elegance and raw power: 406 hp and 561 Nm in a body that weighs only 1357 kg is waiting for you to take control.

This mod includes three completely different settings, designed to satisfy all driving styles:

Stock – clean, balanced version, for relaxing rides or relaxed sessions on the circuit.

Drift – prepared for controlled drifts, with special settings for brakes, consoles and weight distribution.

Show– extended body with dedicated kit, custom wheels and a visual "look at me" phase.

The mod follows the community rules (the name has been changed for licensing reasons) and is tested in the Live for Speed ​​​​Editor version. Download it and have fun on the track!
Bokujishin
S3 licensed
Thanks a lot! I completely agree that the interior can become extremely bright, because of how LFS does lighting currently (and rough metallic "overlay" materials that get completely black right now, but render properly in the editor). I do hope that the graphics update will alleviate this with shadows, but I do indeed need to try applying some textures there. Do you create UV maps in Blender using a selection and projecting from the camera? As I guess this is the closest to how LFS does mappings. I haven't been using alpha textures more than for on/off transparency so far, so I need to see how partial transparency turns out for variable shine.

Also, on another note, I noticed that creating a mapping with a color, say 50,50,50 in the editor, and another mapping with a texture that has that same 50,50,50 color as a background, the result is slightly different (I saw this happen with both GIMP and Krita). Do you have any idea why this happens? I was wondering whether color profiles could have something to do with this.

In the example below, the slightly brighter triangle is the one that has a texture applied, while the rest is an untextured mapping. Both cutouts have the same settings (except the texture of course).

Flame CZE
S3 licensed
Moderator
Can you share editor screenshots with blueprints or whatever you use to reference the model?
LFS & LFS Editor Logging off after turning off PC
netosilvagames
S3 licensed
For some weird reason, the LFS and LFS Editor logs off after i turn off the pc, this has happened twice, yesterday after restarting and today after i turned on the pc.

(This issue probably started happening after the "windows activate" popped up on my pc after half a year without that stupid message, but i already got rid of this key activation issue, altrough i'm unsure if this caused a problem in LFS or not.)

Incase more info is needed in order to solve my issue, then let me know! (like, something with logs idk)
UPDATE
AugustinasLFS
S3 licensed
All of these images were retrieved from my Discord DMs, where I shared progress pictures as proof of creation and development updates.

The lights were mostly created using reference images found on Google, modeled freehand. These weren’t the only references I used, and the headlights have been slightly adjusted in the final version.

For the underbody, I also relied on Google—finding several photos of the car on a lift, which I stitched together to form a complete reference image for modeling.

The interior was modeled similarly to the car body. I used ImageModeler to calibrate the photos, set up the scene in Blender, and modeled based on multiple image angles. The steering wheel, however, was modeled from a front-facing image that ChatGPT helped recreate from a 45-degree reference of the wheel I wanted.

Currently, the car is still being textured in the LFS Editor and is nearing completion.

If any additional proof is needed, such as exterior screenshots showing the 3D cameras and locators, or even screenshots from within ImageModeler. I should still have those available.
Tuttu The Dog
S3 licensed
Quote from bayanofmansorofisky :Amazing work! Would you be kind to explain how you built the track...

Quote :- Was it built in LFSE as normal mods?

Yes
Quote :- How you have had this amount of textures and did they also added inside LFSE (pages, cutouts and mappings) or how did you do it.

It's 3 separate mods that when are spawned in an exact position, it aligns with the rest of the objects perfectly. This is to overcome the triangle/vertices & 5MB texture limit
Quote :- what main lfs map was used

Layout Square, (Wide Grid configuration to be exact but it doesn't matter)
Quote :- how did you build the collision layout, did u just join and started building using track editor?

Like Scawen mentioned, the layout walls are covered up and hidden by thickened wall barriers in the visual track mod, while the actual layout editor walls are underneath it Big grin
bayanofmansorofisky
S3 licensed
Amazing work! Would you be kind to explain how you built the track?
- Was it built in LFSE as normal mods?
- How you have had this amount of textures and did they also added inside LFSE (pages, cutouts and mappings) or how did you do it.
- what main lfs map was used
- how did you build the collision layout, did u just join and started building using track editor?

I'm really interested in trying to creat something.
Bokujishin
S3 licensed
I'm finally ready to release the first public version of GIS Hub! It obviously has a lot of room to grow and improve, but this should be quite usable already (it has already seen some real use over the summer for a couple races, and that was still much earlier in the development).

If you're interested, you can head over to GitLab to get the binaries and a few example modules. As a reminder, if you want to develop modules for GIS Hub, you will need the Godot editor and a version of Godot InSim that is compatible with your version of GIS Hub (3.0.1 at the time of this writing).

Don't forget to read the built-in documentation, and you can also have a look at the dedicated documentation website.
Vehicle Mod Worksheet
Flame CZE
S3 licensed
Moderator
I have created a spreadsheet which may be useful when creating a vehicle mod so you can keep track of the things that are already in place and what still needs to be done.

There are checkboxes in the leftmost column to keep track of the stuff that is done in your LFS Editor. The "Progress" indicator in the header shows how many of the items are done.

You should be able to create a copy to your Google Drive folder by choosing File - Make a copy.

Let me know if there's something missing or something could be improved Smile

Blank sheet: https://docs.google.com/spreadsheets/d/1mV6_3vhfhiNjrQhTeluIlDYHoAERRlaw-qV1pWaTeg0/edit?usp=sharing

Preview:

Last edited by Flame CZE, .
Scawen
Developer
I think it may be the high rise buildings with hundreds of windows, in those cases Eric doesn't want to model them in an 'expensive' way with light emitting surfaces behind a glass layer, as he has done with various buildings around Kyoto (and also South City) but not the high rise ones. Although it's not something we have discussed recently, I guess the priority isn't that high yet.

EDIT:

How the lights are modelled in LFS, each object with self-lit surfaces has a lighting value that can be set (per object or object type). There are 3 different values (always on, night white and night yellow). These values are inserted in the vertex structure when the editor model is built as a game-ready mesh (on load). When drawing the triangles in game, the special values (3 mentioned above) are multiplied by the current state of that light (always on is... always on [pit garages etc] and night white / night yellow are on between sunrise and sunset). Some lights also use a "night mid" and they get half of night white and half of night yellow, to allow a bit more variation in the light colours.

These resulting light colours are used both to render those lights every frame and also in the lighting baking render which is done over several hours, getting light values from every point.

But I fear I may get more questions now that I started talking about technical things. Please forgive me if I don't answer!
Last edited by Scawen, .
Expanded Forced Induction System Options
Metalmoltres121
S3 licensed
LFS already offers us the ability to produce turbocharged engines. However, the simulator would benefit from the addition of other forms and arrangements of force induction for modders to increase the accuracy of mods mimicking real vehicles, introduce more variety in the possibilities for fictional builds, and improve the audio and driver aspects of mods.

To quickly summarise what I'd be proposing as options are:

- Compressors/Superchargers
- Multi-Turbo Setups (e.g. parallel, sequential)
- Twin-Scroll Turbocharging
- Compounding Boost (e.g. turbo + supercharger)
- Electric Supercharging & Electric Assisted Turbos

Implementation Breakdown:

Superchargers:
There are two methods of implementation: one involves the implementation of options that influence the produced sound, the other involves simulating the different types of supercharging as options in the editor that affect engine output delivery.
Roots-Type: Instant boost, linear response, but less efficient at high RPM.
Twin-Screw: Similar instant boost but more efficient and cooler intake temps than Roots.
Centrifugal: Spools with RPM like a turbo, giving a progressive boost curve with minimal to no lag.

Turbochargers:
Parallel Turbos: Will function identically to a singular turbo; however, they should both alter the simulated noise while allowing for identical turbos to spool at a much faster rate than a singular larger turbo for the same amount of boost.
Sequential: Should provide up to 4 turbos running at different spool rates, allowing for multiple turbos to be optimised for different points in the powerband.
Dual-Scroll: Functions similarly to a twin-turbo setup, however, providing a much more linear exchange between the optimum points on the powerband for the turbines, effectively increasing the rev range.

Compound Forced Induction:
Turbo + Superchargers: Self-explanatory. (We love the Delta S4)

Electric Superchargers/E-Turbos:
Quiet little guys at low rpms due to the spooling assists with electric motors. (Not quite certain about how they work differently.)


Final Notes:
These I'd imagine would be difficult to implement into LFS in its current state. If anything were to be implemented from the list, I'd be wishful for supercharging to pay a visit to LFS in the future, rather than using the cobbled-together shift+A sound modifications.
Flame CZE
S3 licensed
Moderator
You can read through the LFS Editor pages in the LFS Manual: https://en.lfsmanual.net/wiki/LFS_Editor - there are guides and video tutorials that can help you.
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
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
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
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:
FGED GREDG RDFGDR GSFDG