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1
Eclipsed
S3 licensed


On coming tuesday we gonna make many clones of a car that exists only in a single unit,let's see if the clones will also draw some blood out of drivers... It's up to you to decide if you dare to press the throttle pedal - join to race or just follow the action via livestream,race info and links to livestream in the event's info thread: https://www.lfs.net/forum/thread/112341-367th-RTFR

The attached RTFR promo skins are public and free for use - specially for the car out of dark realms,a darker version was created.
RETRO CUP 25 | Round 1
thegamer23
S3 licensed




Stream starts 18:00 UTC


SERVER: RGE Retro Cup (Online)



LIVE ON SIMBROADCASTS, RETRO CUP 25 Season BEGINS officially on Monday, 15th September, with the Round 1 of the Season!

The dangers and the thrills of Westhill North RGE awaits the Retro Drivers for the classic opening round of the season!

Lots of drivers have already started practicing, finding confidence around the track and with the 7 Retro Cars, split in 4 classes, demolishing the previous track records already!

But this Monday, practice will leave space to the real deal!

You'll have 60 minutes of qualifying time to find your best lap around the course, then it's time for the big race, with the classic Le Mans start and all the dangers of Multiclass Vintage Racing!

After 90 minutes of intense racing and drama, we'll finally know who are the first 4 race class winners of the Retro Cup 25 Season!

Are you up for this challenge? Thumbs up








EVENT TIMETABLE

Monday, September 15th

QP (60 min) || 17:00 UTC / 19:00 CET
RACE (90 minutes-46 laps) || 18:10 UTC / 20:10 CET




Pitting rules:

Pit-Stop is not specifically required, but the race is 90 minutes long, so you might need it anyway, either to change worn tyres or go for a specific fuel strategy.



Le Mans style Start procedure:

In proper Retro fashion, the cars will be aligned oblique on the start finish straight.
At the green light, the race is ON, so you'll have to steer right and accelerate!

(there are also arrows marks pointing the correct direction in front of you)


Specific Rules:

- Re-joining is allowed after crashes or disconnections.
But you'll have to wait at least 1 MINUTE (60 seconds) from the time of disconnection or telepit, before re-entering the race
If this re-joining wait time is not respected, the driver will be DQ from the final results.

- Mid-race join without qualifying IS NOT ALLOWED, and the driver will be removed from the results and risk a server ban.

- Changing cars beteween quali and race is NOT ALLOWED, and will results in DQ from final results and possible bans.

- Changing driver at the pit-stop IS ALLOWED, but the final results will see the points splitted between the two drivers.

- Server will be PASSWORD PROTECTED 15 minutes before the qualifying ends, to avoid late inexperienced entrants.

- The championship is open to join, no Sign-ups required



General Racing Rules

Spoiler - click to reveal

We will not make a mile long rule book that noone will read completely anyway,so we will rely on common sence of competitors to behave and follow the basic Rules of Clean Racing. There will not be an admin in server who will specifically observe drivers' behaviour during the race,so any action will be made only after protest while all retirements will be investigated automatically. If any incidents reported/protested,we will take individual approach to each of them to decide best fair resolution or punishment if needed.

Basic guidelines as a reminder:
> Blue flag - you may not deny/block a passing manouvre of laping car and try a repass right after it. In qualification it means - stay off racing line and don't disturb drivers on hotlap.
> Shortcuts - 2 wheels on track at all times. Track is mostly marked by white lines,while also curbs count towards track. Overtaking outside track limits counts as illegal and will be penalized in case of a protest.
> Contacts - have to be avoided at all costs as always. Lap 1 contacts could be investigated and result in penalties.
> Pit exit - pit exit lines will have to be respected - drivers may not cross the pit exit line with more than 2 wheels and have to make way for cars racing at full speed. Failing to comply with this rule will award them with 10s penalty,while causing incidents will result in bigger penalty. Pit entry lines will not be monitored,they serve just as guidelines.
> Chatting - it's not completely outruled,but still drivers are expected to concentrate on racing. In case of too much chatting while ignoring messages asking to cease chatting,a penalty may be given. In case of any abusive/offensive language a penalty will be given! Any in server present observers/spectators are not allowed to chat at all during race session!
> Lags - if there are any connection issues,driver will be asked to improve (close internet using programs). If driver will be considered as dangerous due to unstable connection and high ping,he will not be allowed to participate at the current round.
> Hacks/cheats - if used,you will not race with us. Ever. As simple as that.

Possible penalties:
> WARNING - any minor infraction that needs to be noted without penalty. Warned driver might receive bigger penalty for other infractions.
> 10s added to finish time - minor infractions,like illegal passing,pit exit line violation,too much chatting.
> 30s added to finish time - medium infractions,like causing avoidable incident[s] without serious consequences,illegal passing.
> 60s added to finish time (1 lap penalty in rounds 2 and 3) - medium infractions,like causing avoidable incident[s] with consequences to other drivers (like damage,multiple position loss) or unsportsmanlike behaviour.
> Disqualification for 1 or more rounds - heavy infractions,multiple incidents,unsportsmanlike behaviour. After serving disqualification,driver will automatically carry a "warning" for the rest of season.
> Series exclusion (including ban for any other events run under Race Green Events control) - serious infractions like intentional/revenge wrecking,event sabotage and any other malicious act.





RETRO TRACK SPONSORS

To make yourself feel even more immersed in this Retro World of Racing, the track sponsors and banners have been customized to reflect actualy 70's and 80's sponsorship logos.

You can find them attached below, just download the files and replace files in the "pic" folder of Live for Speed (remember to save a copy of your original files)





RETRO LIVERIES PACK

To look cool on the broadcast and through the photographer's lens, you may use one of these glorious Retro Skins prepared for all the cars of the championship!


Download

Last edited by thegamer23, .
AndreKoso42
S3 licensed
the car is very funny to drive, not a single problem found on it.
the only bad thing is the fact that i cant create skins, and having only colors is kind of boring. i would recommend to post 1 or 2 skins for the car, not very complex or full of sponsors, just more creative than the colors we have, maybe something like the laurent coil cup but with the possibility to put own numbers as well!
in general, the driving experience is good, but watching my replays and seeing a default skin just looks kind of boring.
i hope to not cause many problems, but its something that most mods from real racing cars have.
thanks
Scawen
Developer
I guess pinging the master is probably not relevant as the mods and skins don't come from the master server, but do come from our web server.

I wonder if BT could be blocking http (rather than https) connections.

Yesterday I came across part of our site that is so old it uses only http. I wonder if BT allows you to connect to that from your browser.

Link: http://competition.lfs.net/
V8 Racing League 2025 - information
Eclipsed
S3 licensed


V8 Racing League has already 10 seasons long history and 9 different series champions,this month the series will start it's 11th season and search for the driver who will take the champions title of 2025. After dissapointing interest in previous season,the organization has taken few steps backwards in several fields - the season has been shortened to just 3 rounds and all races will take place on standard LFS track configurations. Also the car FoRGE VERL 2022 has received an engine update to lose some of it's power,making it less difficult to race,which should help competition.

League race format is quite simple and hasn't been changed - every round features 20 minutes free track qualifying and race,where lapcount is set to minimum to exceed 200 kilometers. As always no "hardcore simulation" will be enforced to keep things simple - everyone can telepit in qualifying (also in race,but that of course erases the driver's race progress),also Safety/Pace car will not be used. The race time stays in sunday evening (european time) to increase it's availability for the racers from west side of Atlantic. Season starts on 21st september with rounds set 2 weeks apart from each other.

Season starts with a race in the most classing racetrack of LFS - Blackwood GP Track,the 3.3 kilometer configuration does not have many turns,but even the few will surely test skills of drivers during the 61 laps race. For the first time during the "turbo era" VERL will visit Rockingham - the first race with FoRGE VERL 2022 in this environment will be held in ISSC Long configuration,which is just slightly shorter but much twistier than the track of season opener,the race will be 62 laps long. Season finale will take place in Japan - Kyoto's National configuration in reversed direction will be the only repeated track compared to previous season,the fast racetrack should be a great place to decide the fate of all 3 championships during the 39 laps long race.



Series schedule:
21.09. Round 1 - Containa Grand Prix of Blackwood (BL GP Track, 61 laps)
05.10. Round 2 - Rockingham V8 200 (RO ISSC Long, 62 laps)
19.10. Round 3 - Kyoto 200 (KY National Reversed, 39 laps)

Timetable:
17:00 UTC / 19:00 CET / 20:00 EET
- 20 minutes of qualifying
17:30 UTC / 19:30 CET / 20:30 EET - race start
* times of posted CET and EET timezones are the current times at the date (summer time).
* IMPORTANT NOTE: if you are not familiar with either CET or EET timezones,always refer to UTC to convert the correct event time to your timezone! Calendar of lfs.net website's leagues section always shows right time for your timezone!

Special notes on qualifying:
- If there is no full 40 car grid,drivers championship's top 10 drivers will be allowed to start from end of the grid if joined late and missed qualification. For 1st round last year's top 10 driver's can use this option.
- To qualify for the race drivers have to set a laptime during qualifying session within 112% of best laptime of the qualifying session. This does not affect championship's top 10 drivers as they may start the race without qualifying or with laptime outside 112% of best laptime.


Championships:
VERL Drivers Champion - awarded to a driver with the most points scored through all 3 rounds,including attendance bonus points
VERL Teams Champion - awarded to a team with the most points scored through all 3 rounds (team will score all points from it's 2 highest finished drivers and all round bonus points)
VERL Nations Cup Winner - awarded to a nation with the most points scored through all 3 rounds (nation will score all points from it's 2 highest finished drivers and all round bonus points)
VERL Rookie of the Year - awarded to a driver,who hasn't started a single VERL race before this season,with the most points scored through all 3 rounds,including attendance bonus points. (award will not be given out if less than 2 rookies have finished at least one race through season)
In all championships - in case of a tie,higher rated will be driver/team/nation with highest finishing position,if equal - it's amount,if equal - second highest position etc. If all finishing positions happen to be equal,higher rated will be selected using same system from qualifying results. If they also happen to be equal then as a tie-breaker will be used last round finishing position. In case a tied driver had a disqualification in one or more rounds,it counts as a primary rating lowering factor,when deciding tiebreak.


Points System:
Finishing points:
1st - 15 points
2nd - 12 points
3rd - 10 points
4th - 8 points
5th - 6 points
6th - 5 points
7th - 4 points
8th - 3 points
9th - 2 points
10th-40th - 1 point

In order to receive finishing points,driver must complete full 2/3 (66.67%) of race distance with single run!

Points reducement system:
*in case there 8 or less participants in qualifying,race distance and available points will be halved.
1st - 8 points
2nd - 6 points
3rd - 5 points
4th - 4 points
5th - 3 points
6th - 2 points
7th-18th - 1 point

(points for more positions available just in case of late joins)
* also here completion of 2/3 (66.67%) from reduced race distance with single run is required to score finishing points!

Round bonus points:
Qualification win - 1 point (if qualifying time is equal,both/all will receive this bonus point)
Fastest lap in race - 1 point (if laptime is equal,both/all will receive this bonus point)

Championship bonus points:
Attendance in all 3 rounds - 2 points
Attendance in 2 rounds - 1 point
* Attendance counts if a driver has started the race (crossed start/finish line after green lights on own power)


Rules:
We will not make a mile long rule book that noone will read completely anyway,so we will rely on common sence of competitors to behave and follow the basic Rules of Clean Racing. There will not be an admin in server who will specifically observe drivers' behaviour during the race,so any action will be made only after protest while all retirements will be investigated automatically. If any incidents reported/protested,we will take individual approach to each of them to decide best fair resolution or punishment if needed.

Basic guidelines as a reminder:
> Blue flag - you may not deny/block a passing manouvre of laping car and try a repass right after it. In qualification it means - stay off racing line and don't disturb drivers on hotlap.
> Shortcuts - 2 wheels on track at all times. Track is mostly marked by white lines,while also curbs count towards track. Overtaking outside track limits counts as illegal and will be penalized in case of a protest.
> Contacts - have to be avoided at all costs as always when racing open wheel cars,that includes also bumpdrafting.
> Pit exit - allthough there will be no mandatory pitstop in this league,due smaller fuel tank pitting will be needed,so pit exit lines will have to be respected - drivers may not cross the pit exit line with more than 2 wheels and have to make way for cars racing at full speed. Failing to comply with this rule will award them with 10s penalty,while causing incidents will result in bigger penalty. Pit entry lines will not be monitored,they serve just as guidelines.
> Chatting - it's not completely outruled,but still drivers are expected to concentrate on racing. In case of too much chatting while ignoring messages asking to cease chatting,a penalty may be given. In case of any abusive/offensive language a penalty will be given! Any in server present observers/spectators are not allowed to chat at all during race session!
> Lags - if there are any connection issues,driver will be asked to improve (close internet using programs). If driver will be considered as dangerous due to unstable connection and high ping,he will not be allowed to participate at the current round.
> Hacks/cheats - if used,you will not race with us. Ever. As simple as that.

Possible penalties:
> WARNING - any minor infraction that needs to be noted without penalty. Warned driver might receive bigger penalty for other infractions.
> 10s added to finish time - minor infractions,like illegal passing,pit exit line violation,too much chatting.
> 30s added to finish time - medium infractions,like causing avoidable incident[s] without serious consequences,illegal passing.
> 60s added to finish time (1 lap penalty in round 2) - medium infractions,like causing avoidable incident[s] with consequences to other drivers (like damage,multiple position loss) or unsportsmanlike behaviour.
> Disqualification for 1 or more rounds - heavy infractions,multiple incidents,unsportsmanlike behaviour. After serving disqualification,driver will automatically carry a "warning" for the rest of season.
> Series exclusion (including ban for any other events run under Race Green Events control) - serious infractions like intentional/revenge wrecking,event sabotage and any other malicious act.


Signing up:
In order to compete in VERL 2025,you have to visit VERL 2025 Signups thread and fill the registration form.


Miscellaneous info:
> We will not use any numbers,skin requirements or official names in our league. But still feel free to use the attached VERL logo on skins if you wish,prepared skin template in .psd format can be downloaded here!
> Signup tracking and all the standings will be found in VERL 2025 spreadsheets.
> Signed up drivers will receive server information and password at least 24h before round start (usually saturday european time) via PM on this forum! Make sure you have enabled PM receiving! Server will be online without password until then.
> Series will be run using the latest stable version of LFS (currently 0.7G) - compatible test patches tolerated.
> All information above can be changed,if so,a notification will be posted about it!

League server: V8 Racing League(Online)

Join us,good luck in series and have fun!
AndreKoso42
S3 licensed
THE MINARDI LIDL TEAM IS READY FOR THE SEASON 5 OF THE AGR ITALIAN SERIES!
the team principal Cuff has prepared the skins for its team, ready to fight back after last season's finish.

MINARDI LIDL
#97 Cuff
#17 Gose
slamza.
S3 licensed
Quote from Flame CZE :What do you mean by data file?

In LFS folders there is the data file where there is Skins/Skins x/ etc...
where is the Data file?
slamza.
S3 licensed
Hello,

I'm having a slight problem. I reinstalled LFS because I was having lag issues, but I can't find the data file for the skins anymore, so I tried to add it manually, but it doesn't work.
UnknownMaster21
S3 licensed
Quote from Silver Razor :I don't think that something like this looks good:

I do not care. It is existing in a first place, so it should be then removed by having sliders to car skins then.

Besides... I have experienced in my life that something which you might find looking not good, may not be so on others. Someone's junk is a someone's treasure.

Quote from Silver Razor :I think that instead of the slider, a better idea is having a set of colored default skins to choose from.

Sounds reasonable though, but then again, it would be considered as reskinning. I do see your point though that certain areas should remain intact, logos for example.

But... this would go into endless discussion about what is looking good and what is not. It would become as a beauty contest, related to someone's taste or most similar taste.

Point was originally however in functionality, which I would like to see those hm... sliders. However, I do see a grain of sense in your comment of that.
Last edited by UnknownMaster21, .
Silver Razor
S3 licensed
Quote from Drifteris :Sliders is actually a good idea. Take simple plain white suit and you can color it to any color you want without it looking weird

I'm not even sure if it would look that good even with such a texture. As an example you can check how the original RB4 GT skin looks on the wing where "RB4" is written: that area is supposed to be dark grey while it still gets colored.

I think that instead of the slider, a better idea is having a set of colored default skins to choose from.
Drifteris
S3 licensed
Sliders is actually a good idea. Take simple plain white suit and you can color it to any color you want without it looking weird.

Suits skins should be uploadable though for more customization in multiplayer. Gloves could be just colorable with sliders.
UnknownMaster21
S3 licensed
Quote from Silver Razor :The sliders solution sounds like a bad idea because, when changing the RGB...

I think it is equally bad idea compared to car skins then.
Yasso7up
S3 licensed
Quote from withered pane r4cing :how do i use this skin on my car?

Download it, put it on lfs/data/skins and select it ingame
Eclipsed
S3 licensed
Cool - in that picture there are 2 skins I made,one even in foreground! Big grin

Edit: Little research led me to results - screenshot is from 264th RTFR. (it's the guy named Fatass with that Pikachu skin and FM numberplate)
Last edited by Eclipsed, .
johneysvk
S3 licensed
Online at :
[MRc] Beginner BMW
yeah, making skins is a lot of trial and error, it's why i tend to keep mine pretty simple Petals
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.



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FGED GREDG RDFGDR GSFDG