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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:
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
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
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
FGED GREDG RDFGDR GSFDG