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1
Scawen
Developer
Hi, I hope someone might have a suggestion if they see it here.

From my reply in your original report on the test patch thread:
Quote from Scawen :Thanks for the info. It seems your LFS can connect to our servers using the usual connections to the master server and game servers (as you can see a list of hosts and join them successfully) but has an issue when it tries to use HTTP to our web server, to obtain an event list or a mod list.

I can't think of a reason for that. Joining a host or getting a list from our web server both use TCP connections, to servers located in the same data centre. The event and mod lists use HTTP over that TCP connection. Could a firewall somehow be blocking these but allowing the non-HTTP connections to pass through?

Apparently something is blocking your LFS from making certain connections to our web server. These are the ones that use the HTTP protocol, unlike the game packets that use a custom protocol that seems to work fine, as you can get a list of hosts and join hosts. It's only event list, skins and mods that seem to cause the problem. These are different from the game packets as they connect directly to our web server and make HTTP requests.

Can you test with a different internet connection, in case your ISP is blocking HTTP?

Which version of Windows are you using, and any additional antivirus or firewall software?
BAVARIA A39 Series
TheStigUSA
S3 licensed
Hello everybody, after 9 months of development, I am very proud to present you with our work!

Disclaimers: although the inspiration for this mod is of a circa 2002 model BMW E39, it is not intended to be an exact replica.

Please understand this is currently a Work in Progress, it is not yet finished, and there is a list below reflecting known-issues and items that need fixing or adjustment.

Your constructive feedback and support is welcome Smile Please be kind and respectful if you have feedback to share, there have been hundreds of hours put into this, and you all are getting it for free, and it is public. Please be respectful.



BAVARIA A39

With three versions:
  • BAVARIA A39 - 3.0L Petrol Inline 6
  • BAVARIA D39 - 3.0L Turbocharged "Diesel" Inline 6
  • BAVARIA N39 - 4.9L Petrol V8
CREDITS:

Jere - LFSW: Kanker_aap - was commissioned to build a brand new 3D model in Blender, from scratch. This includes:
  • Full 3D model of interior and exterior
  • Two wheel rims models
  • Separate bumpers and trims for the "N" model
  • Support with the model, as needed
  • Provided some textures, captured from reference photos, such as the door card texture in interior
TheStigUSA - mod construction, texture generation, further 3D modeling, sounds, refinements, frame, handling.
  • Ensured proper model dimensions, in comparison to real-world values. Re-sizing was necessary.
  • Added various sub-objects including: brake rotors, gauge models, logo objects including setting them into the model, seat belts and buckles along with modeling them into the B-pillars, airbag cutout on dash, the model badges on the boot, bonnet, and on steering wheel, exterior door lock model, lightbar models are made by me as well.
  • Texture work, including: various interior textures made from scratch, gauge textures made from scratch. Role-play (COP,TOW,MED) textures created by me as well
Autohouse Performance Project - https://discord.gg/RsjPBHgF - for Brake Caliper 3D model

Additional credits:
  • SeanProdTV (LFSW: sean_drifter) for sourcing a video with sounds of a diesel variant. These are incorporated into the mod for eng .wav, intake sound, and starter. Same starter sound on all versions.
  • CocaineCowboy (LFSW: yuylol) for project inspiration, and for providing reference materials and knowledge.
Project Timeline:
  • Jere begins work on the model: December 2024
  • Jere delivers model to Stig: March 2025
  • Stig begins work on construction - March 2025
  • Constructing the model, performing initial texturing - March through June 2025
  • Extra detail work (seat belts, logos, placing rims and wheel sub-objects, setting up configs) - June through Early July 2025
  • Brief hiatus - most of July 2025
  • Final touches - Role-play skins, sound work, final model additions, quality assurance - end of July through start of August 2025
  • WIP release: August 1, 2025
Known Issues:
  • The rear suspension arms appear positioned low when looking near the bottom of the inner side of the wheel. I am not sure how to fix this at the moment, and may have to leave it as it is, but I will look at this in the future.
  • Currently, have not tackled trying to make this right-hand-drive swappable, but I will take a look at this in the future.
  • The steering wheel buttons don't look particularly great. I would like to make those appear more like they do in the real world, and reflect that by having separate buttons. The icons also come through kind of poorly, those can be modeled out in the future.
  • I regard the steering animation as 'OK', but it is not perfect. This will see refinement when I have some time.
  • The 'N' series mirrors could do with some extra subdividing, to make them appear more rounded.
  • I have received feedback that the exterior logos are "small". We did measure mine versus one somebody in the community has. Mine is a radius of 2.7cm, and the real world example is 3.3cm radius. I will correct this as soon as I have time.
Planned features:
  • Model out the gauges, so that we can illuminate them. Other interior components might also get modeled.
  • Add headlight washers, by popular request Smile
  • Not making a promise here, but I plan on taking a look at doing some basic model work for the underside of the car.
Other technical discussion:
Downforce calculation:

Formula (informed by: https://www.engineeringtoolbox.com/drag-coefficient-d_627.html):

Fd = Cd * 1/2( (density of fluid) * (flow velocity^2) * (frontal area of the body) )

Fd = Downforce (Newtons) (all of the below multiplied together.)
cd = 0.27 (known drag coefficient value for the reference car)
p = 1.2 (kg/m^3) (air at standard pressure & temperature)
v = 27.8 (m/s)
A = 2.17 (m/s^2) (informed by: https://www.m5board.com/posts/1859540/ and
)

For 100kmh
0.27 * (1/2 ( 1.2 * 27.8^2 * 2.17) = 271.684 N

For 1kmh
0.27 * (1/2 ( 1.2 * 1^2 * 2.17) = 2.71684 N

And these values are reflected as such (rounded) if you test them with the downforce slider.

===
DEVELOPMENT SCREENSHOTS

Jere's Blender work:





























































Mod construction screenshots:

























--the logo seen here was a former one, not used in the final version--































































===


ENJOY!
Last edited by TheStigUSA, .
Apree
S3 licensed
Hello. I am kinda new. I think thats my first message overall here. Big grin
p.s i am thankful for everyone involed into making this game better. Skins, cars, mods and so on
Smile
Last edited by Apree, .
CLennon
S3 licensed
It seems to definitely be mod-related. The event list not showing isn't a particularly large issue. However the inability of the mod list to connect is quite irritating. I think it must be related to my having used the cleanup function for mods.

Things have developed though on the connections front. I couldn't join other's lobbies, though i could start one. I could not download skins or mods, though I can still see the list of lobbies in the multiplayer tab.
Scawen
Developer
Thanks for the info. It seems your LFS can connect to our servers using the usual connections to the master server and game servers (as you can see a list of hosts and join them successfully) but has an issue when it tries to use HTTP to our web server, to obtain an event list or a mod list.

I can't think of a reason for that. Joining a host or getting a list from our web server both use TCP connections, to servers located in the same data centre. The event and mod lists use HTTP over that TCP connection. Could a firewall somehow be blocking these but allowing the non-HTTP connections to pass through?

When you join a host, do you see skin and mod downloads happening as usual? These also use HTTP connections as the skins and mods come from our web server.

EDIT: Can you try with an original LFS.exe from version F to see if it works as expected?
Last edited by Scawen, .
F1 2007 Skins
Hector.S
S3 licensed
The skins are for the VRC FA 2007 - FERRENZO.

EnjoyBig grin
Ibtasim6781
S3 licensed
Was messing about with skins and found a few issues

· On all configs the mappings of the bonnet flaps they are offset to the rest of the body (examples attached)

· The Toyota config has an overlap on the roof between the functioning flap and a non-functional one (seems to be a mirroring issue?). Hopefully the pics I took are noticeable enough

· A more preferencial issue, but can you make the mapping of the road config's center pillar/fin (red in the pic) more noticeable or bigger? Took me a bit to realize it was that dot on the bottom right hidden Big grin
Marcin20022
S3 licensed
Try Add More Skins And Tunes For BOTH FELICIAS.
F1 2010 Skins
Hector.S
S3 licensed
I've been working on these for some time. Now they are ready.These are some of the first skins I have made so they are far from perfect, but I am happy with the results. The skins are for the FORMULA RC6 mod and some teams (Mercedes, Williams, Lotus and HRT) use the "No shark" configuration.

Have fun!Smile
takumi-tofu903
S3 licensed
Online at :
Just a Ride
with a few tweaks, RC20 skins can be used in the RC26 since is the same model, only the front wing is complete different.



Datsun 100a work
Psychosis
S3 licensed
This is a project that I have been abandoning for a while (I had to pause it due to problems with my PC) but that I still want to finish. I recently learned how to model in LFSE and I am really enjoying the experience.

Datsun 100a - Things to expect for this mod

✅ - Confirmed and already done
❌ - I don't know if I will do it
🚧 - Working on it

- have complete actions, such as opening doors, hood and trunk. 🚧
- have several configurations. 🚧
- be completely customizable 🚧
- be open deriv
- have multiple skins

I dont have a lot of photos of the project due to the loss of several files when I formatted my pc, so I only have a few that I sent on a friend's discord. I think you can understand the current situation of the mod

If you like this kind of mod or have suggestions, feel free to drop a comment Thumbs up
stuchlo
S3 licensed
Update: optimized textures, reworked skins, added missing interior and exterior details and fixed wrong bonnet and grille proportions.

ivancsx
S3 licensed
okay, so after the debut failed on Unlimited Series X, due to bad ISP (never thought my ISP would jinx after 2.00 AM), so I decided to withdraw from further race on USX (if they're holding championship again), and make a LMH/LMDh inspired spec one that people could use (yes it will be public, but now no fancy 500++kmh topspeed again like when on USX)

also, I've added small config to the rear wheel cover, and added antennas and a vent on the front window (would be likely too small to be figured out, but you've got some ideas how today's LMDh had "nose" on the window), very clever ideas when deep diving to any LMDh details

and finally, enjoy my custom skins for this baby, awaiting martin18 to test and refine all things to be proper to drive
Mods and skins not loading
SubbyHowl
S3 licensed
Title

When loading skins on server load:
Skin: Connection aborted
Redirect: Unknown protocol
Skin: Invalid redirect

When loading mods on server load:
Mod: Connection aborted
Redirect: -//-
Mod: -//-

Additionally, the mod list also doesn't want to show once I actually connect. I've already reinstalled the game, and I obviously have internet connection. Everything worked fine yesterday, help
Scawen
Developer
LFS hasn't changed and this has nothing to do with compressed skins. Mods all come with compressed skins and textures, and downloaded skins are also compressed, so switching that option doesn't affect mods.

I believe the most likely explanation is poorly constructed mods. If you can identify a mod that causes a noticeable stutter when it loads, I can have a look to see what is wrong with it. If it's every time it loads, it's probably a poorly optimised model or some other model issue, or maybe audio files (or something wrong with LFS that mod shows up). If the mod only loads slowly the first time since LFS started, it might be related to excessive textures.

You could possibly identify a mod with such an issue by starting LFS fresh and watching an MPR. When you see a glitch, find out who just left the pits and check out their vehicle name that is shown in F11 or F12 menu. If the same issue happens each time with specific mods you could start to prepare a proper report.

I am very busy and will not get involved unless I am given a definite and reproducible example of a mod that causes a glitch when it loads.

Alternatively there could be a problem with your computer or Windows is checking files that are downloaded or something like that. I suppose in this case the problem would only show up the first time a mod is downloaded, rather than every time it is loaded.

It could be that your mods folder has become huge. You could use the cleanup on the mods screen i game to reduce the folder, or you could delete all the mods in the mods folder to see if it helps (I mean once, not every time you start LFS).


EDIT:

1) Please only report a mod that causes a *bad* stutter or glitch, not just slight ones. I can't emphasise enough how busy I am and don't want to go on a wild goose chase.

2) The new version of LFS spreads out mod loading and creation over more frames so ordinary loading glitches should be reduced. But that doesn't stop me taking an interest in mods that cause an extra bad glitch.
Last edited by Scawen, .
Drift_anton
S3 licensed
changing car and helmet skins to full from compressed did solve it for me when i had that
Ibtasim6781
S3 licensed
Quote from stuchlo :A current customizable color list:
  1. a rollcage, a gearbox tunnel and a bonnet vent
  2. a main body color
  3. interior cloth and leather materials
  4. numberplate symbols

Maybe it is easier if I name an example: Flame CZE's Radix P6 mod has a config that removes the LFS licenseplate (number 4 in the list). e.g. in the screenshots I attached, the LFSplate in pink

It is mostly race-oriented than custom nplates, to have a """clean""" body. I could leave it blank but if I use another skin or one of the skins included in the mod I have to change the plate to display something otherwise it looks weird to have a plate background but nothing written. Having the noplate config means I can leave the plate untouched and choose if I want it displayed or not instead of editing the plate itself every time

Hopefully I was able to explain it better
stuchlo
S3 licensed
Quote from Ibtasim6781 :Beautiful mod Heart. I was thinking of a few ideas for improvement...

Thanks for the feedback Smile The mod was designed to be easily customizable and I think that both your suggestions are supported already in a way. The rollcage cannot have skin, because variable-shine ambient occlusion textures are not compatible with skins, but it has a customizable color. The numberplate symbols are directly mapped on a car paint. The black plate background is a part of default skins and symbols also have a customizable color. Therefore to create custom numberplates, you can draw a numberplate background directly into a skin and set a preferred symbol color. Or you can remove those completely and set empty numberplates.

A current customizable color list:
  1. a rollcage, a gearbox tunnel and a bonnet vent
  2. a main body color
  3. interior cloth and leather materials
  4. numberplate symbols
CRYSIS 3C
Eduard.kbg
S3 licensed
Hello everyone!
This is my mod, the Chrysler 300C SRT8 taken from Ricy!
https://sketchfab.com/3d-models/chrysler-300c-srt8-13b19afce8bd4623a7abd591cee41fc0

I worked on the mod for about 4 days, and during them I took some pictures to show you some of the stages I went through.

I started by bringing the mod to an ideal size for this game, using the in-game XRT as a base.
Then I started detailing some elements step by step to bring as much as possible with the real car.
After that I started with texturing the car, and finally with 3 skins, followed by small fixes to be able to be published.

The car has 3 settings:
1. Stock
2. Racing
3. Shows

In the first configuration we have the basic car, everything is stock on it.

In the second configuration we have the stock version of the car with a new set of rims and a skin.

In the third configuration we have a unique car, slightly modified for Car Shows. Another set of new wheels, another Skin and some new elements like a Ducktail.

I want to emphasize that this is NOT the final version, so it will remain a WORK IN PROGRESS!!!
stuchlo
S3 licensed
Progress: created LOD2, LOD3, a steering animation, a wheel texture and some dirty racing skins. The mod is almost done.

Antonnio Giovannazi
S3 licensed


Formula 1 it's back on Miami!

Let the formula 1 fans drive the Formula BMW with Miami F1 liveries of Ferrari. Stake. and Racing Bulls
6 Skins.
Sauber C45 Miami Gabriel Bortoleto
Sauber C45 Miami Nico Hulkenberg
Ferrari SF25 Miami Charles Lerlerc
Ferrari SF25 Miami Lewis Hamilton
Racing Bulls 02 Miami Liam Lawson
Racing Bulls 02 Miami Isack Hadjar

Feel free to use it online.

(would be appreciated if the skin wouldn't be edited)

Everything made by Antonnio Giovannazi
Last edited by Antonnio Giovannazi, .
first memory
Driv9
S3 licensed
I remember watching a Gooseiest video, like in 2020 (insert skull emoji) and I basically ignored the part where he mentioned LFS. For some reason in early 2021 I decided to re-watch it, and came across the LFS part, and decided to check it out. I downloaded it, did some single player driving, created this account, first server I joined was AA Blackwood GTI, and I tried to ram the only guy hot lapping. I got bored, and decided to join LCS Cruise server, which changed EVERYTHING.

I played LCS every day I could, before school, after, on breaks and weekends, then took at break in 2022. In summer 2023, I returned to LFS, figured out how skins worked, made some friends in LCS, became a cop, and for a year just grinded. (In fall 2024, my friend gifted me S3, and I've been exploring what it has to offer since (and grinding in TC) )
KDBR-Allvin
S3 licensed
Quote from KDBR-Allvin :Finishing the modeling of the panel, it's not perfect but I'm happy, even today...

Dashboard already in the car, I also made some Camaro color skins
Race Green 300km of Westhill 2025 - information and discussions
Eclipsed
S3 licensed


6th edition of our annual endurance race returns the distance back to it's basics - after some consultations with community there were responses from not many potential racers,so before risking a 10 cars cruise for 4 or even 5 hours,let's set the race a bit shorter,which gives more chances for drivers to enter alone. Of course it's still possible to make a team effort in race - as always entries can have up to 3 drivers,meaning for those not keen for long driving it will be possible to take part by driving just 1 hour. Mandatory pitstop rule has been adapted to shorter distance - for those opting for single pitstop it will be 2 minutes long pitstop,for those opting for more pitstops strategy - just 1 minute and 45 seconds mandatory stand time,so it does not really matter if entry doing 1 or 2 pitstops,they should be on same level anyway. Even if there haven't been any tryers,we will still keep the "Opel Manta rule" - that allows applications of less competitive cars for entries that want to tackle the challenge,but don't want to race the PL200W (TBO) class cars.

One element of the race has been kept same - the track itself. Actually for the 1st time in 6 years history same track will be run again. The 18.34 kilometers course was not extended this time,mainly because potential ideas turned out to be not well raceable,while organization did not make the track more simple despite requests by few as the track length and difficulty is actually one of the key ideas of the event - it's not just 300km being an endurance factor but also being focused on the tricky track with all the twists and turns. The race lenght for this year will go up to total of 311.8 kilometers,meaning the winner's race time should be several minutes past 3 hours. The race itself falls on the "international Star Wars day",so may the 4th be with you!

Last year we introduced the 24 hours qualifying,where all entries had plenty of time to set their times,giving lot's of flexibility,with help of J.Palmer and New Dimension Racing we will repeat this type of qualifying also this year - NDR will provide also live admining during the race.



Timetable:
Saturday,3rd May
15:30 UTC / 17:30 CET - start of 24 hours open track qualifying
Sunday,4th May
15:30 UTC / 17:30 CET - end of 24 hours open track qualifying (started laps can be completed)
16:00 UTC / 18:00 CET - race start for the 17 laps race
* the shown CET time is current (summer) time - if not residing in CET time zone,always refer to UTC for correct time zone convertion!


Qualifying:

During the 24 hours long session all the entries will be allowed to do as many laps as they wish and can,but only the fastest laptime of each entry will count. The session end time marks the point when entries may start a timed lap. For this session different layout will be loaded in server,which has additional objects to prevent track limits violations.

Race:
Race will feature an extended starting grid - cars will be placed on grid in rows seperated by 20 meters distance between them to lower the probability of early incidents. Every entry is expected to be familiar withthe track,pitlane entry,exit and driver change procedure for error free pitstops.

Mandatory pitstop:
Race requires mandatory minimum time to be spent in pitstall,which has different length depending on amount of pitstops done. This is done to compensate extra pitlane entries as some cars require more pitstops and multidriver teams may require more pitstops for driver swaps. A pitstop (driving under speed limit,braking for pitstall and accelerating from it) costs around 15 seconds without including pitwork - this time is used for minimum pitstop time calculations:
• 1 pitstop - 120 seconds (2 minutes)
• 2 and more pitstops - 105 seconds (1 minute,45 seconds)
Entry which has spent less time will receive penalty time added to his finish time,which will be calculated by doubling the missing time to complete neccesary minimum time and adding additional 10 seconds. Drivers failing to pit at all will receive 270 seconds penalty added to finish time (120s*2 + additional 30s).
* Entries running cars with challenger status are exempt from mandatory pitstop requirement!

Track and it's limits:
Due the low average width of the course it is important to point out about track limits - track is defined by paved surface (asphalt/tarmac/cobblestones) and 2 wheels have to be on it at all times! Drivers may not cut corners over grass and also may not run wide on grass when exiting turns with more than 2 wheels. If such event happens due a mistake,driver has to lift off throttle to make sure no advantage is gained. Fastest laps in both sessions will be checked for any violations while other drivers might be randomly checked during whole race. Best way to avoid any penalties is to stay fair!
There are serveral sections where leaving paved surface with all wheels is tolerated - glass patches which are marked with yellow and blue chalk arrows are a legal racing surface. All around the track there are posts on both inside and outside of turns - even if these have no legal use and they are just visual help to determine track limits,drivers still should avoid knocking them down.
With some help of community we named several turns and sections,which can also be used as orientation:


Cars and restrictions:
To level out performance of all available cars,an restriction table has been created - the used restriction method is voluntary air restriction in percents and added weight in kilograms. Each car has it's advantages and disadvantages,but overall deemed to have relatively equal performance after our limited testing.

Car setup limitations:

Slick tyres are not allowed!
Mods configs are not allowed to have rollcage,racing wings/spoilers,crashbars and lightbars - please select configs without these (illegal equipment)!

Cars list:

Original LFS cars:
• FXO - 9%
• FZ5 - 21%
• RAC - 27%
• RB4 - 9%
• XRT - 2%

Mods:
8JFZ SUPERCELESTRAL - 10%
ACOSTA STARLIN - 32%
BAVARIA A30 N POWER EVO - 0%
CAMMERA 455 TURBO - 36%
CZR LUXURY SEDAN - 10%
DORITO-FC7 D - 23%
EM30 - 0%
ESPRESSO D - 0%
FAITH_SPORT - 24%
FRAUD WHEELER E2 - 16%
GE20 - 34%
GT-V34 - 10%
IMPREZZIVE B2 - 25%
MZ-S ROADSTER - 11%
MZG SEDAN - 18%
PIRAN FIREFLY 200 - 12%
SALIVA15 - 0%
SLX180 TYPEX - 0%
TOY YODA JT86 - 0%
UF1 1200GTS - 0%
URC1 - 50% + 120kg
VSI-V2000 - 0%
XF COUPE TURBO - 9%
XF GARIS - 8%
XF TURBO 5 - 3%
XR GT K SWAP - 3%

Cars with challenger status:
CHORUS ATTENDANZE XT-Z 4R - estimated 1.8min off pace
FX ELECTRIC - 17% - estimated 3.9 laps range (recharge ~5.4s per 1%)
• XFG - estimated 1min off pace
• XRG - estimated 1min off pace

It is advised to test several cars before signing up to decide the best car for your or your team's performance! Cars have different handling characteristics,some might be slightly less competitive. Cars list and their full specifications data can be found in RG300KW2025 spreadsheet.
Some cars still have WIP status.
It is possible to apply other cars from public mods list,please check this post below for link to car applications thread.
Drivers are responsible to use correct restriction during pre-event practice! Server will have the restrictions enforced in the last week of practice and during official event sessions via PiranMoto Car Limiter insim app.
DISCLAIMER: Race Green Events is not affiliated to any of these user created cars! This means that organization of this event cannot affect existance and quality of these cars. We monitor any updates and check for their effect on cars performance to decide if any alteration of restriction is needed.

Other info:
Blue flag behaviour - due long lap very rarely such occasion might happen. Even if the usual Race Green Events' rule of "you may not block lapping car's passing manouvre" is used also here,it is advised to try not to stay ahead of lapping car and let by in safe location before lapping pass is needed. Lapping cars still have to be very patient,wait for safe opportunity to lap and not force a pass in narrow turns.

Basic racing rules - we'll use as always basic rules of clean racing and judge incidents with common sense. It is advised to avoid any contacts in any situation to ensure clean and fair racing.

Rejoins - in case of time out,rolled or undrivable car it is permitted to rejoin the race. To ensure better visibility of race positions,the rejoined entry will receive back the completed laps as soon as possible - race administration will check the replay during race. If the timeout or telepit has happened before reaching 1st split of a lap,one lap will be deducted to avoid possible misuse!

Postrace action - after the distance has been completed,3 highest finishing cars are asked to take a place on a podium for post race media,located between tribunes on the left side of Tribunes backstraight (check track map above). After top3 have taken their positions and photos are made,all other competitors also may join the area besides podium for further photo sessions.

Chatting - is limited during the race session. Allowed are short communications like appologies,thanking for letting by or between drivers of same entry when deciding when to pit and make driver swap,allthough it is encouraged to use external voice chat application (Discord,Teamspeak,phone call or whatever suits best). Race Green Events can offer a private voice channel in it's discord server if needed.
Unneccesary conversations will receive warning first and if not stopped - entry will receive drive-through penalty.
Not competing observers may not use chat at all!

Skins - specific car skins are not required in this race,allthough it is highly suggested to have a skin that displays entry number on car's side. Feel free to use event's official full logo on your skins! Also skins must fullfill lfsworld skin upload requirements and drivers may not use skins they don't have rights to use - like private skins of others or other teamskins.

Name format - entry number (may not be colored black or dark blue) required in front of your registered name,number and name must be seperated by a space.

Event server - server is online,is set in practice mode and has a custom times tracker for laptime tracking made by Jam (Racon) - check the times table with command ;tt (note that until cars list is finalized,the server does not enforce restrictions). Airio can spectate connections with very high and unstable ping for safety reasons (stable connections even from Australia should not be affected). Server will be open for public use until race weekend. For private practice feel free to use the attached layout.
Server link (click2join): Race Green Events

Event will be held using the latest stable version of LFS (currently 0.7F),compatible older versions and compatible test patches are tolerated.

All information here can be changed,if so,notification will be posted about changes.

Previous winners:
2024 (400km) - 7 Born 2 Race 07 (B2マ M) - RB4
2023 (300km) - 86 B2R TwinCam (B2R TwinCam) - RB4
2022 (300km) - 25 Team S1DUS (S1DUS*Litti / S1DUS*GáboR) - RB4
2021 (400km) - 47 FERAT Motors ([MRc] Michal) - XRT
2020 (300km) - 55 Team Rock Racing #55 (TRR.G.Peet / TRR. Trespasser) - FXO

2024 race broadcast by SimBroadcasts.tv: https://youtu.be/VFTdzbu6B2c


Signups:
To sign up for this event,please visit Signups thread! Signed-up drivers will receive server information and password at least 24h before round start (planned in friday evening European time in weekend before event) via PM on this forum! Make sure you have enabled PM receiving!

Car applications:
It is possible to apply other cars besides the cars in the current list,however these applications will be closed 1 weeks before the event as testing will be required. For car applications requirements and rules,please visit Car applications thread!
Last edited by Eclipsed, . Reason : Added several cars to list
Duplato Van Skins
CAM22b
S3 licensed
Here are some of my skins for the Duplato Van. Enjoy! : )
1
FGED GREDG RDFGDR GSFDG