The online racing simulator
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r3zp3k7
S3 licensed
I feel like we had waited enough for the new physics. I don't think anyone is waiting for it anymore, maybe we're expecting it to show up with the Night Graphics one day, but not waiting. Nobody is talking about it and nobody is thinking about it. We just know it will come out one day and that's fine by me because we all found out that that's a lot of work for one person.

Quote :Wed 25 Nov 2009 ~ Patch Z28 Release
....does not contain the new tyre physics.....
Read more: https://www.lfs.net/news/896

I've read the quoted article right when it was posted. More than a decade has passed. LFS already has great physics without the new physics, so I don't see why not go for fresh content first. Especially, if a early release of Track Editor can work with both versions of LFS (the one we currently use and the one which is developed on the side with the new physics).

Just a comment on my vision of the track editor. In my eyes, tracks should be available in single player for sure, because you have to test them somehow. Also, they should be public/private with user access like mods. That way, servers can be more competitive, currently the competition is mostly based on Insims.

I voted Yes, BEFORE tyre physics and other features are released.
LFS Track Editor (Environment Editor) [Feasibility]
Silverracer
S3 licensed
Spin off from: https://www.lfs.net/forum/thread/108076 (Thanks juliao!)

I am a huge supporter of this idea as well, and have similar concerns to seeing lot of ripped or very poorly made content being added. Hopefully SCAVIER can work together with the community to make it work well for everyone.

Maybe one day Scawen can release a track editor (just like the vehicle editor) where we are free to make our own worlds and drive around them online. But before coming to that point, maybe its best if it is done in stages?

Obviously a lot of time would be required from Scawen (in making the public version of the track editor), and it would take the community some time to learn and create environments that are top-notch quality. Maybe it's something to consider prioritizing over tyre physics, day/night, changing weather/seasons or anything (awesome) else that Scawen is working on? Could the community rally together to re-launch LFS with just the track editor so that LFS is made visible to the current generation of sim racers? Or would that need to wait until the updated tyre physics are ready?

My suggestions regarding the track/environment editor are,

1) Discuss with the community of the intention of the release/timeline of the LFS track/environment editor. Feature requests/limited beta testing.

2) Decide if its going to be any-thing goes (like the auto-x system) or if it is going to be very selective process.

3) Have a strict vetting process to decide what sort of thing will be accepted for LFS online use, and what will not (if we're going with the latter, at least at first). Maybe anything goes for offline use?

4) Consider new environments as an extension of the existing tracks giving them way more prominence than the "staff picks" flair that car mods are getting (and my god, the quality of some cars are just amazing!). Hopefully, user's proposals on environments could be vetted and their development tracked (pun intended) as they progress to ensure that top-notch quality environments are created to cater race, drift, cruise, rally (and flying?!) fans of LFS. Imagine all the possibilities? Also, S4?

Ah, one can dream! What do you guys think?
Pukyy
S3 licensed
Quote from Yanny :I have a suggestion of adding this car to the mods list. Its one of my favorites...

Why not make it yourself? S3 license offers you the LFS Editor aswell, download it, and let your creativity set you free
Aleksandr_124rus
S3 licensed
On the subject of rims, I'm a proponent of using the rim editor to create rims. Scawen did do a really good job in the rim editor. But still things are never ideal.

I need to use the spoke object to make a complete rim because there were elements on the rim flange that could not be done otherwise, and also the uniform use of vertices enlarged the triangles too much, I optimised the use of triangles so that I could make all the intended rim parts in the spoke object, in my version the number of rim triangles decreases the closer it is to the centre of the body (the less visible part of the rims) I could not do it any other way. I optimised the mesh as best I could, and I still don't have enough triangles to make a air valve and some other details.
Bokujishin
S3 licensed
FR: Je ne vois pas forcément de quels tracés tu parles, mais oui, l'éditeur intégré demande du temps pour créer quelque chose de propre. Le seul logiciel externe dont j'ai entendu parler est l'éditeur pour Blender, peut-être qu'il facilite certaines choses, mais il n'y a pas de solution magique, il faut être prêt à investir du temps.

EN: I don't know what layouts you're talking about, but yeah, LFS's layout editor does require some work to get good-looking layouts. The only (recent) external tool I've heard of is the Blender layout editor, this may help things a bit, but there is no magic solution here, you need to put in the work.
rane_nbg
S3 licensed
Is it possible: with the use of a layout editor, maybe. Will anyone invest time to make it: no.
ErenAslan94
S3 licensed
Online at :
Just a Ride
Imported the model to vehicle editor. I'll name the mod Bavaria m80.
(Taillights are temporary)

-Resized the model
-Added rims and tweaked the gruops
-Changed the logo
-Added Brake discs and calipers
manolixsvouros
S3 licensed
Quote from Ibtasim6781 :Or you rip it from other games/AC mods and call it a day Uhmm...

I dont really agree with you, you dont even race or atleast I havent seen you racing, not that this would make your opinion less valuable but, I feel that your point of view is bigoted or overseeing others desires with that you previously mentioned, me as someone that raced pretty much everything there is to race in LFS in terms of cars/tracks I wouldnt mind at all having new tracks, doenst matter if real or not I just want to go vroom vroom fast in new enviroments which ofc are on the way with the update, but Track editor possibilities would be endless. I like to think lfs could be like gmod but with cars xd.
Last edited by manolixsvouros, .
manolixsvouros
S3 licensed
Quote from Countess :I don't really understand why people want a new update in just a day and a...

well, some people play LFS probably a bit more than they would like to admit, and the hype that this new oncoming update has created is big, myself included I just cant wait for it to finally arrive. If we get this graphical overhaul and some sort of track editor LFS would be perfect forever imo.
Toyota Supra MKIV
OpenClutch
S3 licensed
Just making a thread to expand on some of the development from the Supra I made.

Started out with the external low poly model made by Lexyc16, and a high poly model of the interior made by Pooya_dh

I wanted to try and make a supra that is both accurate, and detailed where it mattered most like the interior, I also wanted to ensure I could allow derivates as that's always want I want to try to strive for, building great cars for others to build on.

To build on it, it needs to be a solid foundation. Making sure that there was no gaps in the mesh, that the groupings are all setup correctly, used some lfs techniques for the window defroster, and window trim with dots (takes forever to map). Took a lot of time in the interior, made the TRD cluster, and textured all the little bits, the supra really shines in the interior as it was one of the goals of the manufacturer of the car.

I wanted to aim for around 50k triangles for the base car, I try to keep a ton of texture space as well, I was aiming for around 2.5mp. That way I can build another car based on this one with a body kit and some other goodies that fit the build. I got the car complete at around 49k triangles without extra pieces, and I had it at 3mp for textures, I bumped up some of the texture sizes to use some of the headroom like cluster, and interior pieces.

I spent a considerable amount of time designing the sound of the 2jz engine, it has a pretty unique sound of deep, but also screams higher rpm. I went through a process of R&D to try and figure out how lfs handles sound on engine waves, to try and align it with a real life example. First I did some research into how the engine sound was developed, which turns out by using a cork sound sample in a loop. I figured that the devs would have designed the sound for lfs around that sample, so starting with a cork sound would yield a good starting point. Went to garageband and found a good cork sample, and recorded it and exported it to audacity. Trimmed to under 65 msec.

I used a spectrum analyzer that could tell me the frequency of what lfs engine was (in the sound editor of lfs, just solo the engine, turbo, and intake) comparing it with a youtube reference. I then played in audacity through about 12 versions of a wav file to try and get the right pitch and length, in the right "waves" in the wav file, so having a peak sound near the beginning, can create a passable rev limiter sound, and fading out near the end can add some softness to the sound, by using a gate and filling out the sample a bit with amplification, can add some volume, but without clipping. Then it was using the spectrum analyzer to see how the lfs sound editor worked with all the sliders. Turns out that I got the best sound from leaving the exhaust pulse tone at 1.00. Interesting relation between Exhaust pulse tone, Unevenness, and Exhaust pipe tone, for instance, using 1.39 Exhaust pulse tone, and 39 Exhaust pipe tone, had some harmonic frequencies around 6k rpm, though not the sound I was going for this build. Just interesting on how lfs does this, I would love to learn more if anyone knows more about this!

I had martin18 help me with the physics which he hit a home run with, the car feels heavy and rolls accordingly. He also created some great setups with it, drifting is great fun with xrt power to weight ratio, race is planted and fun.
psikomania
S3 licensed
The exterior is almost complete with the addition of mirrors, floor, logo, wiper and small details. The only thing left is to add a spoiler (the logo will be changed before the model is transferred to the editor).
The remaining wheels and interior design will be done by jzchain who is trying to teach me car modeling.

Jzchain is a real master of blender and topology, so the process will speed up.
Mehmetgulec
S3 licensed
Quote from stuchlo :Found some wheel alignment data, hope it will help Smile : http://www.jltechno.com/en/ali ... 2C4%2F1%2C6%C2%A0HDi%2CHD

It looks really great I'll try to pass it on to the editor Smile
Tuttu The Dog
S3 licensed
Quote from GT4_PL :NICE BANANA MOD GOOD! XD...

Add more passengers not possible Frown can't do with lfs editor
Yes road super update nextNa-na
Aleksandr_124rus
S3 licensed
Scrolling through the forum came across this forgotten thread.
I'm wondering if a something has changed since then.
I see Scawen is still doing test patches of LFS Editor and minor test patch in game. Although the previous patch seemed to end that would work on the tire physics. I'm not sure if there is time for that now or still working on the Editor and the new LFS test patch. Also there hasn't been an update from Eric in about a year. I wonder what has been done in that time, it would be great if devs could share some info on this.

I also have an idea that if there are only minor changes and testing left in the physics of tires, maybe it’s just better to do a public test patch, where many people can test it and give their feedback, rather than having one person test it?
Last edited by Aleksandr_124rus, .
Scawen
Developer
Editor E8 has an option to exclude the PNG files for faster upload.

Option to include or exclude PNG textures when exporting for upload
- Exclude PNG to reduce file size and allow a faster upload
- This does not affect the appearance of a mod in game
- The PNG textures are not required for a functioning mod
- DDS (in-game textures) are included whichever option you choose
- PNG files can be useful if you allow derivatives of your mod

https://www.lfs.net/forum/thread/106792
Scawen
Developer
Editor E8 has an option to exclude the PNG files for faster upload.

Option to include or exclude PNG textures when exporting for upload
- Exclude PNG to reduce file size and allow a faster upload
- This does not affect the appearance of a mod in game
- The PNG textures are not required for a functioning mod
- DDS (in-game textures) are included whichever option you choose
- PNG files can be useful if you allow derivatives of your mod

https://www.lfs.net/forum/thread/106792
Scawen
Developer
Quote from OpenClutch :Hope this helps!

Thanks, unfortunately the solutions aren't simple, though I'm sure we'll do something eventually.

I'm wondering about a partial solution I could do on my side, an option to export the 7z without including the png files, to reduce the upload size.

For a lot of mods that wouldn't make any difference. The png versions of the texture aren't included in the mod that is downloaded in game. The pngs are really only included in the upload for people who want to make a mod derived from the original mod (if allowed) or maybe if the author's computer dies, they could get a copy of their mod with the original png files. Although we don't guarantee safe storage for mods, this has actually happened before. So there is good reason to have the pngs in there. But I wonder if there should be an option, when exporting from the editor, include png or not?
Last edited by Scawen, .
ErenAslan94
S3 licensed
Online at :
Just a Ride
I couldn't make the steering wheel Frown so i'll get some help.

In the mean time i imported the model to vehichle editor.

-Model Resized
-Engine Built
-Rims Added
-Frame Built
-Suspension Tweaked(WIP)
-Gauge Textures Added
M7md1467
S3 licensed
Progress of what I have done since my last post here:


Finished the exterior (few works/edits will be done in the roof):
















Mirrors, RearBumper, Lights, etc.. :





















Interior (using Aleksandr_124rus's 718 interior after getting his permission):







after editing:












In LFS Editor after doing heavy edits & after texturing/mapping part (few things to do still):












-Front lights:








-Interior (few things to do also texturing part is still not finished):







ErenAslan94
S3 licensed
Online at :
Just a Ride
Imported the interior, added mappings and tweaked the groupings.(This is just a temporary color, i'll make it colorable)

Next, i'll add the seats.

I forgot the steering wheel so i'll import the model to vehicle editor after i make the steering wheel.
OpenClutch
S3 licensed
Quote from Scawen :Please can you describe exactly at which point in the process that goes wrong...

For sure, this is happening while trying to update a published car:
  1. I just export an existing updated mod from the editor using the using the "EXPORT mod for UPLOAD" button
  2. Go to the mod page to upload the latest file (7z format)
  3. Put in a comment, then just hit submit, takes a bit to load
  4. Then the cloudflare error page shows up
I'm in Ontario, Canada if that helps if it's a load balancer type of thing.

I did try originally on my personal car, SLX180 CLUTCH, then this morning I tried the SLX180 DRIFT and same error.
MandulAA
S3 licensed
Great! As for hands animation: the fixed position of the hands on wheel seem OK, but when repositioning the hand (in both directions), it crosses the wheel frame thrice. I'm not sure about limitation on number of keyframes in the Editor, but it would be great to include some more in between, to make it go around or in front of the wheel when repositioning.

When this is improved, I'm ready to increase my ratings too Smile
Mercedes 300SL Gullwing W198
ErenAslan94
S3 licensed
Online at :
Just a Ride
Hi, started making 300sl gullwing, since there is no interior with this model, i'll make one myself in editor and i'll share the progress here, this could take some time because im still not that good at modeling.

Here's the source of the model: https://skfb.ly/6TXpZ

I haven't decided the name of the car, i thought 2 options, mersoles 300 or mersoles 300ls, you can help me decide which name is better in comments.

For now i've done the groupings and added some mappings.
All My Suggestions In One Post
HooHee
S3 licensed
1-ERS System:
=============

LFS already has an energy recovery system in electric cars, so why can't we have ERS in formula cars? We can have a button for it and while we press is it uses energy and then under braking it turns temperature to energy. We can have display for it like the steering gauge as well.

2-8 Gears for Formula:
=======================

This one is there for realism and so formula cars can be quick in straights and maintain cornering speed.

3-DRS:
=======

A Button that enables DRS in our car and opens rear wing. We can have detection points and activation points in the layout editor.

4-Championship Setup:
=====================

We choose what position gives how many points and based on that we get points and so does the AI. We can choose to end season whenever. We get driver result and Team result and a tally of all our stats from the season. Speaking of teams, that leads us to the next suggestion.

5-Teams:
========

We can choose team name, team car for season, team logo, team suits and helmets and then we can choose their AI or Player drivers and create championship with it.

6-Updated AI:
=============

Basically a screen like the Player screen for the AI. We can choose their helmets, name, Number plate and in addition to this, I have created an example screen. Its not the best but it shows idea on how we can modify individual stats of the AI such as rating, experience, awareness, race craft and pace along with nationality and logo to display on mini map.

It'd be very cool to see these suggestions being implemented however some are easier than others so Its certain We won't see all of them.

Here is example for Suggestion No.#6
CozmicDragon
S3 licensed
Quote from gu3st :No. The move to no local dedicated servers for mods was intended to prevent the pirated LFS master servers from using Scawen's hard work.

Which, if I'm honest, felt like a decision Scawen made out of desperation (because the pirate servers were a major issue back then). It's not the ideal solution by any means, but it's the one that worked. No local servers, no piracy.

But the LFS master server won't last forever, either. And once it's gone, so are all the mods that were uploaded, too, since all of that is dependant on the master server. While you can technically still make offline mods with the editor since the testing function does let you store mods offline, you can't even unlock the game without the master server. What happens then?

LFS is a great game, but I'm worried about its future, if Scawen even intends for it to have one once the master server inevitably dies for good.
FGED GREDG RDFGDR GSFDG