Obviously you need to contact them so they can notice you. There is no 'correct way' to do it, but what we can recommend from our experience is to use the contact form on their motorsport website (https://www.skoda-motorsport.com/en/contact-us/) - they will get back to you with further instructions you'll have to follow in order to acquire the non-commercial license.
The license acquisition process is completely free. The price of the license itself depends on what is the purpose of given license. But since this is a community effort with no profit, it can be acquired for free
Skoda has been extremely helpful in acquiring their licences for LFS mods, so do not hesitate to contact them - stuchlo and/or I can guide you if needed as we already went thru this stuff. Just be aware that this whole process may take some time (realistically up to few months), so you'll need some patience
The thing about the 'pro' setup is, that the desired (fastest) way to get around the corner with FWD is (in simplified terms) to throw the rear of the car around to make the car rotate and use the powered front wheels to pull the car out of the 'controlled spin' and onto the following straight.
In racing you want to use as little steering input as possible. Because the more you steer, the less traction you get for acceleration/braking. Hence why pro drivers induce a bit of oversteer and use the FWD to straighten it out of corner.
You can access the preview image on the dedicated vehicle mod page - it has limitations such as being locked to some sort of static trimetric view and/or not being able to display with desired skin, but you can get picture of any car in LFS this way.
We understand your frustration, but you need to understand, why this measure is in place, after all has been explained very well already.
In the end it all comes down to the fact you are/were using dead email for so long.
This is already possible with the licensed content access (S1 level is sufficient). In autocross editor you can place a start position wherever you want and drive from there repeatedly. Also if you insist on practicing with specific tyre temperatures, you can load the same layout file in the hotlap mode and adjust tyre temperatures in the garage (only available in hotlap mode).
The mod is now complete and submitted for public review.
In the last few days I kept fixing anything left to be fixed and added a set of tripmasters for the rally configuration (which I am actually proud of, as there was zero source material aside few low-res blurry pictures from 80s. But then I found a scene in the movie, pretty much few frames long, where a logo on the tripmaster was visible. Eventually I managed to backtrack the actual product used and acquired photorealistic textures).
This is a racing simulator, not Gran Turismo. We deal with real life stuff as accurately as possible. Dumbing down the game like Project Cars 3 did is a big no no
BoP is decent, but I desperately want to see the rigid methodology behind it to be public, otherwise there will always be someone feeling at disadvantage.
Sure, Ferrari won for the third time, but it was far from a one-horse race, if anything I'd say Porsche n.6 had the strongest performance. They ultimately lost it by starting from the back of the grid. And let's not forget that Ferrari was the second heaviest car with worst power cut above 250 kph and one of the worst energy allocations per stint. Ferrari was far from being ACO's favorite. They just seem to do well in all possible conditions.
Also keep in mind that we had top 4 cars within 30 seconds this year. Pre-BoP we used to have top 2 cars 5 laps apart (2020 Le Mans for example). So the BoP is absolutely needed to keep the event competitive. We just need more transparency in it's enforcement.
Aaaaand it is time to wrap up the development. After some fixes, improvements and other improvements the mod is now considered complete and ready for the initial release. Due to legal obligations coming from the license request the mod is now undergoing review by the manufacturer. Once done, the mod will be finally submitted for publication in LFS
I'd like to thank you all for the support you gave me during this fascinating journey. It is quite a relief that all the never-ending effort I've been putting into this project for past two years is now at the finish line and all I have to do now is just wait.
Hope you'll like it once it goes public. Until then, Maikl out
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.
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!
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.