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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 available on the GitLab repository. To use it, simply download it along with the modules you want, drop the modules in the modules folder, and you're good to go. If you intend to develop modules, you will need to download the Godot editor, as well as Godot InSim itself (you can pull it as a submodule from GIS Hub).

I highly recommend that you read through the dedicated documentation website, which includes a user guide and multiple guides for module developers. 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.

InSim Debug: This module can help debug the current state of the InSim connection. At this time, its only feature is button debugging: you can see what clickIDs are being used, and what buttons are being tracked and displayed for each player. You can also display a preview of each button.

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.

InSim Test Suite: This one is not exactly meant to be used by standard users, but can be used to track sent and received InSim packets, as well as send packets by clicking on the corresponding buttons, for testing purposes.
Last edited by Bokujishin, . Reason : v1.0.0 released
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
Lfs editor
Vlastimil
S3 licensed
i download the file lfs editor and its not work the file i download i cant open the file some idk what happen so if it can be fix can you fix this
Flame CZE
S3 licensed
Moderator
First you need to allow slick tyres on the car. This can be done in the vehicle editor Allow tab.
Slick tire on XFG
Kafel1987
S3 licensed
Hello,
First of all, I would like to apologize for my poor English. I am from Poland. I have an S3 license and I use the Vehicle Editor add-on. I would like to be able to change the type of tires in cars. For example, to install slick tires on XFG. Is it possible?
Thanks, Dawid.
Day 6+ Progress
Metalmoltres121
S3 licensed
Day 6+

Premise:
Uploading exterior shell to LFS Editor.
Installed frame, engine, suspension, aero, lights, LOD2 & LOD3.
Still a lot of work to be done before release.

A big thank you to instasam for providing the headlight and taillight textures.
The car would not look nearly as good without the support.

Scawen
Developer
Editor F11:

FIX: wire overlay was not clearly visible especially in 2D views
32 layers are now available + scroll bar and option to show all
M7md1467
S3 licensed
Evening,

It may have taken longer than expected, but since my last post, a lot of inaccuracies have been found. I've been working on converting the Macan GTS to the 2020 model (for more accuracy) & fixing the inaccurate parts. also many improvements in roof, interior, and rear.

Physics update as well by RBunny (martin18). New Aero dynamics, Minor edit to frame, and lower center of gravity.



Here are some old/new pictures in both Blender and LFS Editor:
























Some comparisons:


Old:




New:






roof edit (windshield all the way to the rear wing):


Old:




New:





Thanks to RBunny (martin18) for helping me with finding & pointing out the inaccuracies in the model.
Last edited by M7md1467, .
Scawen
Developer
Editor F10:

FIX: Rear caster angle can now be set in the base default setup
FIX: Avoided the jaggies on generated sky texture near the horizon
Scawen
Developer
Thanks for the report.

It looks as if that has been the case for a long time, I think since before LFS editor was released.

EDIT: Correction, it looks like the change was September/October 2022. I think the setup storage changes were related to multithreading. So it probably did work correctly in the earliest public versions of LFS Editor.

Without much investigation, I don't think it should be like that, but on the other hand I think it doesn't really affect anything much (given the current limitations of LFS suspension physics). I think it was an unintended result of a change around the way the live setup is stored. I'll have a look to see if it can be corrected.
Last edited by Scawen, .
Ped7g
S3 licensed
try this https://www.h-schmidt.net/FloatConverter/IEEE754.html
it's 32bit IEEE-754 encoded decimal value.
ie. 0.05 = 0x3D4CCCCD (which stored as four bytes in little-endian way is CD CC 4C 3D).
ie. for you the relevant field on the web page is "Hexadecimal Representation" and swap bytes to get little-endian version (or check if your hexa editor can display/edit also 32bit values to let it do the split-to-bytes step)
Scawen
Developer
Fixes for moving subobjects in Editor F9.
Scawen
Developer
Thanks for the report and test data.

The problem was related to a movable subobject that was made invisible by configuration layers. Any subobjects later in the list would go wrong.

The problem was only in the recent editor and not in the public LFS.

The bug is now fixed in Editor F9. https://www.lfs.net/forum/thread/111321
michal 1279
S3 licensed
Sometimes you get the opportunity to work on the project when you don't expect it. Such was the case here, as I had to spend a day at home, waiting for the watermeter to be replaced at essentially random time of that day. That at least gave me few extra hours of productive time I opted to use for further improving this mod.

Early on I tackled with the LOD2 and LOD3, as these were non-existent up to this point.
Shortly after that I completely reworked the tube mass model to get the accurate weight distribution of the vehicle.


Afterwards I had a thought about improving the quality of the wheel rims. These were extremely basic and initially I did not intend to work on them further, however I was in a mood of giving it some extra 20 minutes of care. Of course 4 hours later in the rabbit hole I ended up with completely remodelled rims. I'm actually quite proud of this though, I mean, have a look:

Initial version:

Reworked version:

IRL design:

I still have to play a bit with smoothing groups and mappings, but I gotta say it already looks pretty good.

Also tried to have some fun (with occasional desperation) in the engine editor, as I kept trying to perfectly match the irl engine specs. Sadly with the tools available I can only get it about 90% right, so some compromises had to be made.

Oh and I remodeled the steering wheel as well, so now it is much smoother with way more polygons.

One more version of the steering wheel is planned (movie car had different steering wheel compared to the original/displayed design). Should be a quick job though.

The to-do list is now getting very small, I believe by the end of the week I should be able to send the mod for manufacturer's approval.

Cheers!
Scawen
Developer
OK, let's figure this out. For some reason the subobject you are trying to move has type "SLIDER" but the internal 'mover' that moves it has type "SPINNER".

But of course the mover should have acquired its type from the subobject it represents. So the question is why is that happening. Could it be you have reached a limit? How many moving subobjects do you have?

EDIT: Incidentally, object type 'spinner' was not working in the latest version of the editor (Test inputs) but I've fixed it now. But that is not related to Tuttu's bug.
Last edited by Scawen, .
Silver Razor
S3 licensed
I modeled some exterior parts that weren't accurate or had missing details on the original Sketchfab model:
- Side vents behind the doors
- Side vents behind the rear windows
- License plate bezel (originally flat, I first reshaped it in LFS Editor time ago, then I now remade it again in Blender with better result)
- Resized, moved and fixed (I did properly align its vertexes in Blender) the front emblem
- Modeled panel gaps where missing (hood, trunk, front end, rear end, side trim, sideskirts)
- Fixed the design and proportions of the engine cover and (rear) hood
michal 1279
S3 licensed
Been quite a while since the last progress report on this. Unfortunately I had to commit a portion of my available time to other projects of mine. Speedcubing, towerrunning, taking care of the family to name few... However occasionally here and there I did open up the editor and worked on this when the opportunity was there. Must be said that despite this mod being very close to the releasable state for some time already, the rabbit hole of continuously fixing and improving various stuff around the car is extremely deep. You fix one thing and in the process notice two other things that deserve attention or extra love. And the more you work on it, the longer the to-do list gets... But I now got to the point when I feel satisfied about the quality of this thing and I believe it could get submitted in a week or two.

Anyway, here is the list of most notable improvements I have done lately:

The dashboard is now completed, including fixes to the smoothing groups, better mappings, fixing holes and adding working light indicators for stuff like headlights, blinkers, handbrake, fuel warning, etc.


Added an optional rear lights mask that was use in the movie. It utilizes modified rear lights from Škoda 742, which I reused from the EMKO mod with Flame CZE's permission.


The car is now skinnable as well! This has been a painful process to get right from the very scratch, but all hard work around it is now done (phew...), with all maps properly aligned.



Last but not least I reworked the driver animation to fit the unique driving position this car has. One may wonder why making the skin would be the hardest part on this. Well, it wasn't... Now I honestly hate these animations with passion! Big grin


Aaaaanyway, that's it for now, in the upcoming week or two I only intend to fix few minor things before submitting this car to Škoda for approval. Afterwards this car will be ready for a slick review. Smile

Maikl out.
Last edited by michal 1279, . Reason : typos
BurnMode
S3 licensed
Quote from Ibtasim6781 :Been driving this car around a bit and I like it, but found a few issues...

Thank you for these suggestions for changes. I was already aware that there were things to be changed, but unfortunately, recently I haven't had time to play LFS, let alone mod it Smile I plan to return to modding soon and fix the errors you mentioned, as well as many others (for example, the unrealistic suspension, or rather its absence). However, I will need more time for that because I lost the project files from the LFS Editor, so I will have to reassign the textures and so on from scratch.
shortay1325
S3 licensed
Quote from Jake_Blasted :Excited to see this project. Sure the guys would be happy to help you out if you...

Thank you very much, I will likely pop in that Discord because I have a couple questions. While I'm not new to LFS modding in general, I'm new to starting a car model from scratch in Blender. It's been quite the learning experience because I've only done some modeling & touch-ups in LFS Editor.

Progress has slowed down on this because of real life stuff, but I'm not stopping Smile
manolixsvouros
S3 licensed
Quote from MontxEsp :Maybe they will include rain. When? Probably when Logan Sargeant wins an F1...

Considering a graphical and physics overhaul is already being developed, all we need next. Or atleast the next step Is to go for a Track Editor.

I'm not saying we'll be driving any licensed tracks, but the possibility to create new enviroments is good enough.

Its already being done with some mods, althought completely flat. Its just the next logical step.
Maybe turning already made popular layouts into actual fictional tracks Smile
FGED GREDG RDFGDR GSFDG