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.
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.
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.
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.
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:
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?
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 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
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
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:
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--
Hello. I am kinda new. I think thats my first message overall here.
p.s i am thankful for everyone involed into making this game better. Skins, cars, mods and so on
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.
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?
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
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.
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
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