The online racing simulator
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Flame CZE
S3 licensed
Moderator
The only official way to add mods is to use the official Vehicle Mods system integrated into the game. You can create mods using LFS Editor or choose from more than 2800 mods by clicking the "Mods" button in garage.

There is a guide for mods in LFS Manual: https://en.lfsmanual.net/wiki/Vehicle_Mods
Epicproes
S3 licensed
idk if u have the same error, but i think i have the same one, when i make something at a paint app and export it to lfs editor, it turns from black to purple
Bokujishin
S3 licensed
GIS Hub v1.1.0 is out! It brings CLI support, can run headless so it can run on GPU-less devices or servers, and makes it easier for module developers to create new modules, thanks to an editor plugin (type a name, press a button, and you can get started).

Head to the GitLab release page for more details and downloads.
You can also check the updated documentation website, as it now includes details on using the CLI, as well as adding CLI commands to your modules.

I do have to say I haven't really tested how modules handle running headless, especially modules that would make heavier use of GUI or rendering features, but haven't had a single issue with them while developing.
Flame CZE
S3 licensed
Moderator
There is a text in your LFS editor screenshot saying "LOD : cars only have 3", which is strange. Maybe you have more than 3 LODs in one of the subobjects? Uhmm
Can't update my mod because of a LOD distance error.
EllaBlanche
S3 licensed
Hello, I had this problem for multiple days now and I can't find anybody who has the solution to it so here I am. I recently uploaded a new version of a mod I created but I instantly got an email saying the mod update wasn't published because of a invalid LOD distance
My LFS Editor is in 0.7 G and I can't seem to be able to change the LOD distance in the LFS Editor so I'm just stuck right now.

Help with new TV director app
kenaida99
S3 licensed
Online at :
World Touring 2000
https://youtu.be/cfLcFqpS1Z0

I have created an overlay for livestreams but i would really like to put an image of each car in the display. this is a piece of cake with public cars, but about 20% of our drivers in World Touring 2000 have private cars. is there any way to get a cover picture for the car without having to use LFS Editor?
tankslacno
S3 licensed
Unfortunately you can't access the layout editor in demo.

That's also got into my mind: demo users could have access to that drag strip, but options regarding that would be significantly limited compared to licensed users (it would be limited to only up to 2 players as well as always fixed start positions and fixed length)

If demo users would like variety, they would need to have multiple track configutations, which would have different length, like 1/8 mile, 1/4 mile and 1/2 mile configurations
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, .
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