The online racing simulator
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Bokujishin
S3 licensed
With the layout editor, it will definitely be possible to reach the water, but given that cars go through (visually) solid ground in some places, there is absolutely 0% chance that they interact with water IMO.
stuchlo
S3 licensed
I did not backup that shader and lost it, so I did one similar from scratch. It is very simple, because I have zero experience with HLSL, but can be further improved.

The shader can be downloaded here:
https://www.lfs.net/attachment/636407

Copy the shader into shaders folder. Open it in a text editor and change resolution defined in line 18 to your preferred resolution. Enable post-processing shader in game menu. Warning: not suitable for VR headsets.

Bokujishin
S3 licensed
Back to bodywork, front fender and doors are done.
Screenshots are from Blender as I messed up smoothing groups when importing the doors into the editor.
I also fixed the roof's missing recess and adjusted shapes here and there, so I should be able to complete the bodywork soon.
KALI_46
Kalibern
S3 licensed
Here are some pictures of the bodykit for my KALI_46 mod when it was made

Pharaoh made the front bumper so every picture that is in blender is his work.

and all the pictures in the lfs editor is my work, front fenders was made from the stock ones that was already on the car, all i did was add the vents and removed the sidemarker.
Last edited by Kalibern, .
Bokujishin
S3 licensed
I made a base vehicle in the editor and imported the current Blender geometry. There seems to be several conflicting bits of data on the Internet (maybe different versions of the car), so I may have some wrong numbers here and there, but this is a start.
stuchlo
S3 licensed
Progress: Created physics and started with interior modelling. Created accurate suspension according to technical blueprints and wheel alignment according to a manual. The rear axle needed little tweaking, because upper arm is identical to driveshaft which is not supported in the LFS Editor. Despite that, camber changes during suspension travel should be accurate. Defined aerodynamic drag and lift of the body.

Did a little driving test and I am quite amazed, how fast this thing was. Despite strong aerodynamic lift and skinny tires, handling is much better then I expected. The only thing which I do not like is geometry of the front axle. The scrub radius is huuuge and causes hard force feedback kicks during sharp braking. Did some research about this issue and found out, that IRL exist modern third party front axles with better values. However, I would like to keep it historically accurate and will try to reduce it using proper damping forces. For players who will like to try versions more suitable for racing, derivatives will be allowed.

ErenAslan94
S3 licensed
Quote from ErenAslan94 :This rar file is not a mod file, it only contains xrg's setup and an engine sound for xrg, i'm not sure what's the AT file in the tweak folder but this is not how you test another mod in-game beacuse this file is not a mod file.

This is how a mod file should be. If you want to tweak it, you'll need to download the LFS Editor, then you need to drag these files into LFS Editor > Data folder. Once you done with that you need to load the mod by clicking Vehicle editor and load on bottom left corner, then you can click test mod in LFS button as i shown on the screenshot. If everything is right, you should be able to go into LFS single player, go to garage > mods > test and choose the mod.
stuchlo
S3 licensed
Enjoyable and charming car, nice work with the editor Smile
Spottedkitten Coupe
stuchlo
S3 licensed
I know, that I said, that my last mod is my last mod ever, but I have accidentally found out, that my favorite sportscar:
  1. has an almost fully supported physics in the current LFS version
  2. can be easily created using an extremely low poly basemesh with Catmull-Clark subdivision algorithm
So it looks like I am going to spend another few hours in the editor with this little British classic.

Honda Ruckus Custom
Busin18
S3 licensed
Online at :
Just a Ride
Hi imma try my best to make it in LFS Editor by eyeballing it Smile
ErenAslan94
S3 licensed
Quote from MILK_BANANA_OYT :I'm not posting this separately, but I can't change the engine like LFS Editor...

You can import the mod to LFS Editor and change the engine stats, then you can test it in single player. So you can't change the engine stats without LFS Editor.
Silver Razor
S3 licensed
I'm not a fan of the current matte material, it really lacks of depth, hence why I tried something different. Not so long ago I made a test in the Editor, and with the new upcoming shaders I can make the steel body look like this which I think it's really nice, but the new shaders are not in the game yet so we have to wait for this result.
MILK_BANANA_OYT
S3 licensed
I'm not posting this separately, but I can't change the engine like LFS Editor in single player, right?
Epicproes
S3 licensed
Quote from maxhatsune1337 :Colour Type RGB but A is required. Helpe me PLZ!!!!!

ive had the same problem in editor, probably if the png has _ALP at the end you have to remove it
nikopdr
S3 licensed
Looks great, drives great but maybe a bit familiar.

Would love to see this done properly instead of just focusing into the graphical aspect (quality is very good though, hats off there). i could fiddle with engine editor for a minute and get the stock version hp/torque peaks accurate to ~50rpm and ~1hp/2nm compared to spec sheets i can find online. The frame and suspension are just slightly altered XR variant.

Wouldn't complain otherwise but i also wouldn't call it a diamond with this much uncertainty Big grin
tumes925semut
S3 licensed
Firs thing. Location of the first car on the race track in the area.

Now the insim points detect the car from somewhere in the middle, which is not accurate enough if you want to track the car's movements based on the location of the tires.

Example:
If you drive through the clip at a small slip angle, the other tire of the car may not fit inside the clip box. It is practically impossible to build such situations into the scope of automatic judging at the moment. So, for example, this season the driving lines are sort of speak "indicative", although it is the same for every driver and the aim has been to place them as well as possible.

Second thing. Index for insim checkpoint.

Below you can see how many indices we use for different clip points and each of them has its own purpose.
Example clip 4 is coded that way, index 4 is hit with both tires, index 44 is hit with one tire and index 40 is no hit.

Now they all are circles, but straight lines or checkpoints with indices would allow the track builders to have many more measurement points and more precise placement. And if the driver drives out of the clip box "from the side", you could use your own index for that too.

Quote from Racon :I've just hashed the X and Y coords together to use as the index as none of them are going to overlap.

And if we have 50 different layouts and each has 5-8 clips, all of them with three different hit accuracy (both tires, one tire, no hit). How many coordinates do we have to retrieve, if every cordinate needs to be programmed separately (750-1200)? The are 15-24points in one track layout .
It would be easier just move that checkpoint in the auto x editor than enter cordinate values ​​into the lapper code.
With checkpoints, anyone could build drifting tracks based on the Lapper code, and there would be no need for a Lapper programmer.


Of course, this would also require an update to Lapper if the game were to have tire-specific triggering from indexcircle and if indexcheckpoint were added to the game.

Nothing is easy, and it is good to live in Toivo(hope) and die in Rauha(peace), said the tapeworm.
Racon
S3 licensed
Online in LFS
Top tip: If you ever need an index for something that doesn't have one, hash whatever it is about the object that is unique and use the hash as an index.

I'm using ~100 checkpoints for a project (I can't see a way to set indices in the layout editor, other than the first 4) and I've just hashed the X and Y coords together to use as the index as none of them are going to overlap.
Krunal_01
S3 licensed
Online at :
LFS BRASIL
oh my god. YES. you got no idea how much i wanted this car in lfs Big grin, im not great at modeling and i cant use blender, but i could gladly help with lfs editor
stuchlo
S3 licensed
Translucent window stickers

Translucent (but not transparent) materials are not supported in the LFS editor. However there is a way, how to approximate diffusion of sunlight in some cases (for example window stickers). In the picture can be seen a difference between sunshield of Škoda Felicia Kit Car mod and the original XFG GTR car. No post-processing shaders were used. The result is skinnable and its color can be defined by players.

1. Remove "double sided" option from sticker triangles.
2. Create the same triangles with flipped normals using "build mode". These must be done one-by-one. Do not use duplicate, because duplicated vertices will have their own normal vectors.
3. Select the created triangles and set their n.c. level to zero to remove bad normals. The triangles from the outside must have at least low n.c. level. This causes that the interior triangles use normals from the exterior ones without distorting the exterior shading.
4. Normals are fixed now, but the sticker is too bright.
5. Duplicate the original mapping (and cutout) and change the material to matt. Change its naming from C1_mapping to E1_mapping to darken it (otherwise it will be too bright).

Edit: One more thing - both outer and inner triangles (and the whole window) must have the same smoothing group. Otherwise the inner triangles will not use normals of the outer triangles

Last edited by stuchlo, .
J_Valkonen
S3 licensed
Is there someway to do your own pathfile? I can watch cordinates from track editor and i could draw my own track lines if code was readable with notepad++ or there was some sort of adapter program.
Know that I can copy existing path file and make it work on X or Y layout, but i would prefer to code my tracks also for easier camera alignment.
editing other mods
Yanny
S3 licensed
ive been trying to find out how i can edit other peoples' mods for myself on the lfs editor and i couldnt find it. the only thing i want to edit is to remove the exhaust popping sound when i shift gears on the bavaria x82 and on the ahmed 4.0rs (its just annoying).
stuchlo
S3 licensed
The model looks very nice, but I am afraid that the topology might cause some trouble with shading, when exported into the LFS Editor. Would suggest to create a low-poly model first and adding more detail later and from time to time import the WIP model into the LFSE to check the shading Smile
Rubbel_31
S3 licensed
The round lines of the mod are very well done, very good job from the editor
stuchlo
S3 licensed
Kit Car progress: finished default skins, minor shading fixes and added some minor dashboard details. Made some tests with various tire sizes and compounds.

Found out, that an original 185/65 R15 gravel tire size from a Michelin catalog cannot be replicated in the LFS Editor, because there is a different ratio between width and thread. In LFSE thread is much smaller and car understeers badly. To preserve an original thread, 200/55 R15 is needed. With such tire the car can compete with TBO class, however, it is too large for rear mudguards Frown Finally, I decided to use 195/60 R15 tires. Thread is still too small, but the size is compatible with the current V1600 class used by the LFS Rally Community Smile

Did a multiple tests with this size and found out, that now even slicks can be used, without flipping the car on roof every 5 seconds. Added a default racing setup with slicks and a terrain setup inspired by 1997 Rally Acropolis. Still working on dashboard panels.

Bokujishin
S3 licensed
Hi! Godot is a game engine, but also has a pretty nice UI editor for non-game applications (or for games too). You don't need it to run this tool, actually the 60-ish MB executable is the engine itself (with the editor and some other stuff removed, and my own project embedded).

One important thing with Godot though, is that it supports multiple rendering APIs, like Vulkan and OpenGL, and I chose Vulkan by default, so if your GPU is old it may not support it; however, I also released an OpenGL version, you can use that one and it should work just fine.
The next release of Godot should automatically allow falling back to OpenGL if Vulkan is not supported, at that point I will be able to provide a single version, and that error message should stop showing.

Let me know if you have any other issue!
FGED GREDG RDFGDR GSFDG