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Aleksandr_124rus
S3 licensed
And that would be cool to unify shortcuts even more to the blender as much as possible, and it's not because I've working in blender for 15 yearsBig grin, but because most of the modmakers who model mash themselves do it in the blender.

Editor mode selection:
SHIFT+S: subob
SHIFT+T: tri
SHIFT+P: point
SHIFT+B: build
SHIFT+M: map
SHIFT+C: cutout
SHIFT+G: page
SHIFT+V: view
S: select selection's points / select connected triangles
X: hide selected (points or triangles)
SHIFT+X: hide unselected
ALT+X: unhide all


It doesn't look to me a well unified for blender. I understand that you wanted to come up with new keyboard shortcuts for the first letter of operation like in blender, but this replaces some keys that could be used like in blender.

Basic Default Blender key shortcuts.

After selecting some mesh -
S - Scale
R - Rotate
G - Grab
E - Extrude
H - Hide
I - Insert
F - Make a Face (or edge, for point connection)
M - Merge points
X - Deliting mesh options (like dissolving with keeping geometry will be useful in blender (pic1))
J - Join point through mesh with straight line


that works with no selected mesh
A - Select all
B - Box selection
C - Brush selection (circle of selection that u can change size by mouse scroll)
Z - Changing view modes pie menu (ill use old fashon Z switch to wire\solid shading)
K - Knife (You just drawing a new join selection points over mesh)
T\N Show up or hide side menus (Modeler kinda have it, will be nice if they can be hide for screenshots or something.

Shift+R - Loop cut
Sfift+A - Add something (like mesh primitives or lights etc)
Shift+D - Dublicate selected mesh
Shift+N - Recalculate normals
Sfift+G - Select similar (edges, faces etc)

Ctrl+B for bevel (will be nice if modeler can do something like that)


the big advantage of blender is that it often uses axes in shortcuts

You can do in a free view for example S+Y+2 - and that scale selected mesh on Y axis in 2 times.
Or R+X+90 Rotate selected mesh on X axis on 90 degrees.

And blender also has mouse controls for many of these commands.
For example if you select point in blender G+X and mouse moving move that point on X axis.
It would be cool if you can do something similar in the modeler
Or you just can do select - S in a free view and everthing selected will be scaled by mouse move in all axis, and origin of scaling will be center of mesh by defoult but it can be chaged to something else (pic2))


To switch between modes I would choose - 1 For Subobject mode, 2 for triangle mode 3 for point mode, etc.
This seems to me the most intuitive way to switch between modes, in blender with nombers you switch between layers in collection. But it's debatable. Although the latest blender versions of blender Tab pie menu is used to switching between modes. But persanally ill choose old fashon Tab switch between Edite/Object mode.

With Alt in blender you do a opposite thing.

So if H - hide
Alt+H - unhide.
A - select all
Alt+A - clear selection

But all that makes little significance compared to the upcoming graphics and physics update, and we can still work in the modeller, so I hope that the developers are now focused on the more important update. Unification of the modeller can be done later.
Aleksandr_124rus
S3 licensed
It would be convenient to see the keys shortcuts in some kind of list or in a pop-up tab at the bottom of the center. Watching them on the forum is not very handy.

And that would be cool to unify shortcuts even more to the blender as much as possible, and it's not because I've working in blender for 15 yearsBig grin, but because most of the modmakers who model mash themselves do it in the blender.
Aleksandr_124rus
S3 licensed
Funny and in many ways correct video.
Lislon Drift Challenge - Stage 7 - Results
Aleksandr_124rus
S3 licensed
The results of the seventh stage of Lislon Drift Challenge!

Qualification winner:
Solder.mozhetπŸ…

Personal standings:
1. IIIIIL πŸ₯‡πŸ†
2. KYR1LπŸ₯ˆ
3. B Ε‘s`kepalsπŸ₯‰

Thank you all for your participation!
Special thanks Dod1SLAW and Overdose for help in refereeing.

https://docs.google.com/spreadsheets/d/1BQEa95JZWRIW8c__VgWK0-ch-L-HLZ3mvlAGSMOf-sM/edit#gid=236419305


Aleksandr_124rus
S3 licensed
Looks good, keep it upπŸ‘ It nice to see more and more people using imagemodeler and blender to make mods from scratch.
Lislon Drift Challenge - Stage 7 - Judge Task
Aleksandr_124rus
S3 licensed
General rules on the track.


● The last white lines are the border of the track except some curbs. If the track boundaries conflict with the drawn white or clip zone lines, then the drawn lines (white or yellow) take precedence.
● Everywhere after initiation except the deacceleration zone go to full throttle.
● The handbrake and the brake are prohibited (except decel zone) for the whole length of the track for the leader.
● Yellow cones for indicating of clip zones, so that it can be seen better.

Strike penalization, three strikes - disqualification.

● False start - one strike
● Knocked cone at the start/non-compliance with the starting procedure - one strike

Recomendations


Our championship is designed to bring some challange to drift competitions. This also applies to track configurations.

Don't risk the edge of the track in the first run of qualifying. Otherwise there is a risk of getting two zeros and leaving the competition.
Only one successful run can already give the way to the doubles heats.

Judge Task


● Acceleration on start after green light, bypassing the chikane. Without knocking down the cones.
● Leader cant cross white restriction line.
● Initiation on the yellow line, before this line there should be a significant angle. Initiate with a clutch or flip. Handbrake here will be mistake for leader.
● The outside zone 1, you need to fill it from beginning to end, the closer to the border of the track, the better.
● NoGo Zone, leader must not cross this line, penatilization is the same as out of border of the track. Chaser can go in NoGo Zone if he needed to.
● The clip zone 1, you need to fill it, the closer to the border of the track, the better.
● The outside zone 2, you need to fill it from beginning to end, the closer to the border of the track, the better.
● The clip zone 2, you need to fill it, the closer to the border of the track, the better.
● The outside zone 3, you need to fill it from beginning to end, the closer to the border of the track, the better.
● Decel zone, here you can increase the angle, and slow down without throttle, you can also use the handbrake.
● The clip zone 3, you need to fill it, the closer to the border of the track, the better.
● Finish line.


Estimated by 0. (Critical mistake)


In Qualification:

● Drive off the track with 4 wheels.
● Opposite drift - Drifting with the opposite
angle required at that point on course
● Spinning Out
● Loss of drift - Straight wheels.

In Pair runs:

● Drive off the track with 4 wheels.
● Opposite drift - Drifting with the opposite angle
required at that point on course
● Spinning Out
● Loss of drift - Straight wheels
● Collision with the other driver that is considered β€œavoidable”
or unsportsmanlike
● A chase driver intentionally not chasing the lead driver after
an INCOMPLETE was scored on the previous run.
● Three consecutive restarts from chicane cones
● Performing an Illegal pass - results in an
INCOMPETE for the chase driver
● Getting legally passed - results in an INCOMPLETE
for the lead driver

Last edited by Aleksandr_124rus, .
Lislon Drift Challenge - Stage 7
Aleksandr_124rus
S3 licensed
❗26 February take hold seven Stage of Lislon Drift Challenge on LSN Drift Ground server.

⚠ Need registration for participation - https://www.lfs.net/leagues/589/season/715/round/8/signup
Server - LSN DRIFT GROUND
Password on server - lsndrfch7
Mods - N.S80, XR GTD, XRT GTD V6T, STREET XRT, TDN YANNY 26T, XRTZIP, SALIVA15 RAIJIN LS7, SALIVA15 GOCHA, SALIVA15 RAIJIN, XR GT TURBO SMALL WHEELS, COQUETTE Z5 TUNED, XRT_DMN86, TAZ 05 DRIFT, XRSRT, NAVOZ
+ Private mods, FZ JJD DRIFT, XR GT JJD, VAL CH, CLASSICK 04, TAZ71 ORA TURBO, NUR 420, SAUSAGE 15, XRV8TURBO, SLX35 FCH
Tires - normal / cold
Org - RDC Alexey
Date - 26.02.23
Time - 18:00 Moscow time (15:00 UTC)
Registration - https://www.lfs.net/leagues/589/season/715/round/8/signup
Regulations - https://www.lfs.net/forum/thread/98535-Lislon-Drift-Challenge---Regulations
Server Rules - https://docs.google.com/document/d/1dyVm0u_RybF8UekFwcS8xpHeTSaYseBNxvmfFF6Xkxw/edit

Last edited by Aleksandr_124rus, .
Aleksandr_124rus
S3 licensed
Quote from Eclipsed :That's why people normally use white default skin on non-paint schemed colors. In your case player is forced to make a skin when he wants a car in simple one color (red for example) which isn't available in the colors list.

I understand it, I just don't like it, increase the weight of the mod, and have a white sheet, from the message in the lfs it is obvious that you need to switch the coloring to the skin in order to generate it, I do not see this as a big problem.
Aleksandr_124rus
S3 licensed
Fixed mirrors
Aleksandr_124rus
S3 licensed
Quote from versiu :There's A LOT of derivatives based on public available mods. I'm lurking at review subforum sometimes Tongue

I know. But dint get it, that was not exaclty the topic of our conversation. I don't understand why you are telling me this.
This does not change my words, and the motivation may still be the one that I spoke about.
Aleksandr_124rus
S3 licensed
Quote from versiu :Why not? Some people want to use their personal tune of car and on the other side there's a lot of people that don't want to scroll list full of useless mods (different tunes/customs of one car) so there's some kind of win win here.

I don't know of any modmaker who made the mod private for this reason. Imao the vast majority of modmakers just want to have a mod for personal use to make themselves privileged over others. Because everyone else can't use this mod. But the author can. I find it odd to say the least.
I am against private mods. But I'm in favor of having this option in LFS, because it gives more freedom to be creative for that small percentage of modmakers who just don't want to show their creativity in public. Its like how shy artists hide their paintings in their closets.
Aleksandr_124rus
S3 licensed
Quote from Tomfuel :Hello,

Joke : the irony of the story is that finally, if the Cup was not canceled, only 3 overseas have signups ; and 1 is a Gum Garage member team !!! (Australia).

Clearly, there is a before and an after to this unfortunate experience : Mod’s Authors have the power to ruin your leagues, your events, your races by a simple click.

Anyone doesn't agree with your rules…
anyone disappointed not to succeed in pre qualifying or qualifying session..
anyone wants revenge after penalties or in a clash with another participant..
anyone with a geopolitical motivation …
etc .. (there is no limitations to annoying someone)

.. could very well make inaccessible its mods, even if it gave the right of use to the developers and users of Live for Speed according to the data upload rules

I will say at once that I do not know what happened and the details of the situation. But basic principles are important to me. It was also not very reasonable of you to trust (obviously) someone you didn't know, who was supposed to do everything in a good and decent way just because he is good and right or one that suits you.

No matter what you do. Sometimes you get people who aren't decent, sometimes they are decent just your interests don't align, and sometimes the situation just changes. For leagues such as yours, with mods from the same author - this situation shouldn't have happened at all. The organizer is wiser to have the authorship of legue mods, especially if there aren't many, because with many authors can agree to create their versions of other people's mods.


Quote from Tomfuel :I hope in the future a feature to guarantee the use of the online current version of a mod car for a correct (and no-stress) functioning of the leagues LFS

The basic principle of changing a mod by author should be inviolable. But this can be considered as a mutual agreement of both parties. Although even so, the author of the mod waives his right to change his mod. And in my opinion, even this is not a very correct way to do it. The best way is not to lead to such a situation at all, but to have your own mods.
Aleksandr_124rus
S3 licensed
Done, change published. Now it looks like that, it hard to manipulate with torque line along with horsepower in this graph editor.
Aleksandr_124rus
S3 licensed
Quote from iiiiil :It's pretty obvious that there is a problem with the engine because torque graph wasn't replicated correctly.
Your engine has almost 0 horsepower and torque until 2500rpm. Not sure about idle rpms but it seems like 3500 is too high, this can be the answer why car just don't accelerate from rolling start.

Model looks good, maybe needs some small things in interior, but i hope you will fix the engine

Oh shit, i noticed that red numbers are horsepower and i look on the line of the 0 on red numbers and not on dash one... There are no numbers on the LFS graph and I was in a rush when I did it, and screwed up a little.
Ill fix it now.
Aleksandr_124rus
S3 licensed
Quote from kentwolf :It doesn't accept the skin you made for it O_o plus then you want to generate a skin tempplate it doesn't do it.

Works for me.
On first choose skin, (second color) and then press "Generate skin tamplete" and it copied in your clipboard, and you can just Ctrl+V it in Photoshop or something.
Aleksandr_124rus
S3 licensed
If you have a question about the engine and why it runs so weird, it is important to understand that the real car has a 2JZ GTE, a typical aspect of 2JZ is that it does not have much torque at mid rpm, and you need to make a clutch-kick to start drifting.

I found a dyno graph with a 2JZ with about the same power as will be used in the real world, and pasted the values into the LFS Editor and made the graph similar to the one in the real world. And the result is as it should be. Idle speed according to the graph is 2400 rpm. Engine gets a noticeable push after 5,000 rpm. In reality, 2JZ does not go in a slide on soft semi-slicks after increasing the gear because it rests in the middle rpm.

So it's not a bug, it's a feature.
Last edited by Aleksandr_124rus, .
Aleksandr_124rus
S3 licensed
Quote from kentwolf :Is it possible you could make a skin template for this?

Done Thumbs up
Aleksandr_124rus
S3 licensed
Add skin support, add default skin, change steering wheel size and position, changed animation, add fictional logos, add new mappings
Aleksandr_124rus
S3 licensed
Change default setups a bit, change size of steering wheel to a bit smaller, add new textures in interior, change some mappings, change engine sound
Aleksandr_124rus
S3 licensed
Quote from Kid222 :I enjoy it a lot, 5*, hopefully this mod is here to stay and will be eventually approved/staff picked, as it deserves it in my opinion.

Physics and setups are good to go straight out of the box, unlike most of mods, model is detailed and very well done.
Wonder how will the car and cockpit look like with new lighting model. Smile

Thank you. It's nice when ricers like your mod.Smile
Aleksandr_124rus
S3 licensed
Quote from KittigRuug :I really like this car by its looks and physics. Very solid!
When driving it with the setups provided I like to choose the "mid grip slick". I think it hits the marks of being not to high downforce'd and being a bit of handful. Also the understeer from being a front engined card makes sense to me.

Points of improvements:
- The blow off valve sounds off to me on upshifting. I don't know if that's just how the game creates it or something can be done about it. But it sounds like a cut-off or fast played sound to me.
- Somehow the "high grip" setup is quicker on the straights and has less grip in corners to me. So it seems to have less downforce and should not be called high grip?

Keep up the good work!

Got it, thank you for feedback!
Aleksandr_124rus
S3 licensed
It's nice that with each update the modeler is getting better and better. Maybe it will be difficult to implement in a triangulated mesh, but Slide Points on edge, and edge slide on other edges sometimes is missing feature for me.

https://youtu.be/57FUdeOpetU
like that.
Aleksandr_124rus
S3 licensed
Quote from timdecnodder :Your cord structure is in auto mechanics terms coined the Carcass of the tire, so the carcass level is the cords

Maybe, but I'm not sure about that, as far as I understand carcass is a more general term, for cord I've heard names Steel-cord or tire belts. But even if this is true, how exactly will this affect the current tire physics?
There no change in grip after layer of rubber that goes to the metal cord, what should be felt. Normal road tires, semi-slicsm, and slicks, all of them have different types of cords, and i do not see any deferense between all tires in stiffness e.g. from side deflections.
Aleksandr_124rus
S3 licensed
"Just to say for now that a tyre model may be broken into:

- carcass model
- tread model
- friction model

The carcass model is about how the tyre's structure and pressure affect the output forces depending on the state of the wheel. I can use my simulated tyre carcass (non-realtime) to see how some of these forces vary. I've been making changes to the in-game realtime model to more closely match the simulated tyre.

I don't claim that the simulated tyre is an extremely accurate model of a real tyre but it does give an insight into distortion and deflection and how that changes with tyre proportions and pressure."



Interesting information from the Scawen, but it seems that the cord is not implied in the tire physics at all, or is it somehow included in the carcass model. But on the current version of tires it is difficult to notice.

In my opinion, the lack of cord in the tire is the main problem of the current tire physics, both physically (because there is no difference in the deformation and bending of the tires, between different tires) and in their dynamic parameters such as an unreliable ratio of temperature\wear\grip relative to constant heating by friction. Why does temperature\wear\grip depend on the cord? I may be wrong but as I explained above, with the help of the graph, in my opinion, unreliable decrease in grip relative to the constant heating of the tire is caused by the lack of cords and its parameters of a dramatic drop in grip on the real tire when the layer of rubber ran out. And since there is no cords in LFS we have to simulate its properties through simplifications in the form of not quite correct temperature-grip properties.

It may not be so important for racers because they do not want to drive the tire above the operating temperature range in a first place. But for example for drifters, these parameters are extremely important, and all drifters know about the problem of rapid loss of grip at high tire temperatures in LFS.

I would like to hope that this will be fixed somehow in the new tire physics.
Aleksandr_124rus
S3 licensed
I would also like to hear feedback from the racers about the physics and how the car is controlled, and also from those who drove in the GT4 class in any simulators.
FGED GREDG RDFGDR GSFDG