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Aleksandr_124rus
S3 licensed
It's probably been mentioned before, but the engine editor doesn't have enough numbers for the graph. (RPM, power, torque)
Aleksandr_124rus
S3 licensed
You said yourself that you know these facts (like the rest of us, probably), so what's the point of this article if you already know it? More impact? More impact for what?

I once gave a definition of propaganda on a forum.

Quote from Aleksandr_124rus :I understand propaganda as a intentionally biased presentation of information from the media. (Lie, half-truths, showing only one side of the truth when in fact there is another)

You may ask how do we know what the intentions are, easily, if the article does not present an opposing viewpoint. The intention of indoctrinating the viewer into the one point of view of the article is obvious.

If we consider this source as media, then this article is propaganda by definition.

Why would I want to read propaganda about the car harm?

I skimmed through the article though and it's horrible. It's trying to fire all guns. Often the article simply repeats the same talking points, or for example, it criticizes even interventions in human life, land use, time (because you need to drive the car) Housing cuz of "Automobility increases the cost of goods and services. The global housing crisis is largely a lack of affordable housing in cities"... Taped Shut f**k sake..

Automobility reduces the price of goods, not raises prices, have they even heard of the technical revolution of logistics? Without the automobile industry, we're back to the Middle Ages in terms of logistics... and because of that, prices will go up, not down, because it won't be profitable for manufacturers to deliver them that way. That would leave only shipping boats and airplanes, and those are much more expensive. And there are perishable products that will be impossible to ship over long distances without using planes.

And in the same article, under paragraph 6.2 they criticize the inaccessibility of cars....
What is this nonsense? They entire article criticizes cars, and says how bad they are, without pointing out any pros. And then they criticize cars because not everyone owns them..🤣🤣🤣 It even sounds like a stand-up joke... did anyone read that but me?

I don't care what the stated topic is or how many scientists signed off on it, but this kind of brainwashing crap is hard to find even in an authoritarian dictatorship under state military propaganda.
Last edited by Aleksandr_124rus, .
Aleksandr_124rus
S3 licensed
There was 4 miner updates while mod on review.

- update 1

Added brake calipers.
Changed dashboard texture.
Front suspension fixed to more visually accurate.
Front and rear track width a bit more wider to fill up arches better.
Various fixes in mesh geometry and shading.
Some fixes in mappings.
Engine changed to turbo, added turbo gauge instead of fps.e

- update 2

Lod 2 arches fixed.
Change wheel visibility to inside covered
Enabled Rim protector.
Rim changed to more visually accurate.
Changed crankshaft rotation to clockwise.
Changed Dashboard texture.

- update 3

Changed engine sound.
Added gauge icons on Dashboard texture.
Changed Logo.
Changed engine sound (thanx to iiiiil)
Changed glass texture.
Added ind light.
Changed some mappings.

- update 4

Added strut cover.
Chended sidevent to better model.
Added grill to vent.
Changed some mappings.
Fixing some holes.
Chanded diff to LSD in Race default setup.
Added turbo icon on dashboard.
Last edited by Aleksandr_124rus, .
Aleksandr_124rus
S3 licensed
About indicators i find that moment - https://youtu.be/P4_K1WInzVA?t=555 But the indicator is also somewhere in the main light, I added it there.
The headlight under the main one is not an indicator, perhaps it is a fog light or high beam.

About brake calipers and disc, it was intentional. Some calipers are made like that.
Last edited by Aleksandr_124rus, .
Aleksandr_124rus
S3 licensed
Quote from Scawen :I hope I'm not annoying you with feedback as I already posted in the other thread. It's just that I'm sitting here looking at the car and come across things. Big grin

Of course not, but I'm starting to feel a bit awkward, and I hope my mod doesn't distract you from working on LFS😅

Quote from Scawen :1) I thought the front indicators are hard to see from some angles, like it has the front side ones but nothing front-facing. I really can't find reference on the internet but wondered if the lower front narrow strip lights could be used (though it needs reference material).

To be honest, I'm focusing on GT4 right now, because there's a lot more of all sorts of little details. And this mod was done just by "it feels right", and didn't research many things, for example I'm not sure about the front and rear fog lights that i made, it just seemed right to me and that's what I did, and same with rear bottom ind. Just because this is just the first WIP version and i can fix it easely in no time.

Quote from Scawen :2) I found the up-down gear indicator on the dash too hard to read, it was so small, I thought maybe the 7-segment number would be enough as it looks nice. But I am uninformed, it's just an opinion / observation. But I think this is covered by superlame's suggestion.

Same thing, I haven't looked into this enough and superlame has pointed out that there is no such indicator on this model of the real car, so it will be removed in the next update.

Quote from Scawen :3) I think the rear number plate has too much vertical stretch.

This number plate was in the blueprint, so I'm make it like this. I will redo it to the European standard in the near future.
Aleksandr_124rus
S3 licensed
Quote from superlame :Hi...

Thank you for info, ill fix that in next update.
Aleksandr_124rus
S3 licensed
Quote from gu3st :Also important to note that the compounds that LFS ships with are fairly...

I completely agree, I don’t see the point of having different brands of tires in LFS. It would be reasonable if these brands have different treadwear.
Aleksandr_124rus
S3 licensed
Quote from paket42x :Hello, my friend Alexey...

Confused

This topic is about tires and not suspension, so I don't understand the point of this comment.

I just gave a simple example that with the current tire physics do not have enough tires for 2 runs, and that's it.
Aleksandr_124rus
S3 licensed
Quick test, everything pretty much like I said.


Correct size replica of New Jersey Speedway.
I did a little warm up of the tires to simulate a real drift battle, lost the grip in the second half of the first run, I couldn't even finish it properly because of the loss of the grip. (I'm not at my best as a drifter right now, so you can blame me.) And tire pop in second run.

Mod - 8JFZ NAGATA SPEC.
Engine 900hp.
Weight - 1520 kg.
Tires - Road_Super, Front 245/35R19, Rear 275/35R19.

The mod is close enough to what can be in real competitions, except that it is a bit heavy, usually copm drift cars weigh about 1250kg.
Last edited by Aleksandr_124rus, . Reason : add some info
Aleksandr_124rus
S3 licensed
I just thought about LFS tire physics and realized that for some reason I didn’t give here the most obvious example that points to a lack of tire physics. In LFS it is impossible to make a proper competitive car for drifting.

Drifting is a good stress test for tires and I think it can be used as a kind of benchmark. One battle consists of two heats (runs/races), between two drivers, since the leader and the chaser change positions. No tire changes are allowed between the heats. So they drive both races on the same tire. There drifting series (RDS, DMEC, Formula Drift, D1) where some cars have engines of much more than 1000 horsepower, Before the start of pair run drifters also warm up tires by making donuts, wearing off part of the rubber layer and drive 2 heats in a some configuration at full throttle with a high angle and good grip. (Although some drivers claim that their tire is enough for exactly 2 laps in configuration, after which the metal cord can show through.)



Like this example with the New Jersey Raceway in total there's over 1 km of drifting, If similar conditions are made in LFS, (with same cars/power/tires/track configuration) then on a good grip, with good angle the car will only be able to drive half of configuration for first run, and then the grip will be unrealistically bad. And most likely won’t even be able to complete the second one due to tire pop.

This example vividly demonstrates not only that the LFS don't have the correct grip in relation to temperature, but also wear and tear.
Aleksandr_124rus
S3 licensed
Quote from rane_nbg :I feel like I'm in those games where you need to find a difference between two pictures and not see anything Smile

Are you talking about shading and reflections? If so, isn't this due to the new LFS lighting method that the Editor is using? It's still not available in-game, this will be in the upcoming future update.

Im talking about dashboard texture, and it probably cant be fixed cuz converting in dds that have less quality. But maybe it not that bad if ppl do not notice that, but for me it looks obvious though.Uhmm
Aleksandr_124rus
S3 licensed
I'm wondering, in the LFS editor PNG the texture looks good, but when testing in the game, the gradient looks stepped, is it possible to fix this so that it looks the same as in the LFS editor?
Aleksandr_124rus
S3 licensed
Quote from Flame CZE :You can update it as soon you can, even before it gets published. Smile

Good to know, thanx, mod was updated.
Aleksandr_124rus
S3 licensed
I've already made an update that fixes almost all the things we talked about, but I probably shouldn't confuse reviewers right now, so I'll make an update after the mod is published.
Aleksandr_124rus
S3 licensed
Quote from Scawen :The NCL can only have an effect when used within the same smoothing group. In...

Thank you, that helps a lot
Aleksandr_124rus
S3 licensed
Quote from Eclipsed :Even if it's just a schematic drawing,still the tyre should not intersect with damper,right?

Quote from versiu :Amazing job!

2 thing bother me tho. Where's turbo and why there's FPS counter in clock place? Tongue


Good points, I will fix it in the next version!
Thanks for the feedbackThumbs up
Aleksandr_124rus
S3 licensed
Quote from Scawen :I haven't seen the specific case you are talking about but there are some tricks...

Wow I didn't know about ncl, I tried it now, I made a high value of normals in the places I needed where there are visual artifacts, maybe I need to do something differently but either I don't understand how it works, or it doesn't have a significant effect. (pic 1-5)

Quote from Scawen :I haven't seen the specific case you are talking about

I was just saying that the shadings in blender, LFS Editor and the game are different. (pic 6-7-8)

By the way is it possible to make blender shading support? In blender there are various ways to manipulate shading that conveniently to work. And while exporting obj there is a checkbox to export shading, but I understand now it doesn't work for LFS in the form of modifier WeightedNormal, which improves the appearance of the model. (pic 9-10)
Aleksandr_124rus
S3 licensed
Also on the front axle there is a fairly large negative camber angle in the cruise setting, Which I made according to the measurements I found. And it is even larger for the race setting. Which also visually affects the wheel arch.
Aleksandr_124rus
S3 licensed
My answer on the topic from mod review https://www.lfs.net/forum/post/2086322#post2086322

Quote from stuchlo :professional modelling (as always Smile ). I have a question about shading/topology. Do you have any suggestions, how to minimize artifacts in the attached image?

About the bumper, its hard to say exactly why this happens, but the shading algorithm is clearly involved. There shouldn't be any problems in the mesh itself. Regarding the space on the rear bumper, I suspect a strange operation of the normals. And of course it is quite problematic that LFS does not support custom normals because the shading algorithm always sets its own direction of normals. And it doesn't always look good. And I don't know how to deal with it. In blender the shading looks different than in LFS Editor, and in LFS game it is even more different. I gave examples of pictures and there is no such problems.

About the mirror mount, it apparently happens when the meshes are too close to each other, I'll try to fix it in the next version.

Quote from Evolution_R :Very good mod! A few things I noticed that could be improved:

- The front track should be wider (to better fit the car width);
- Wheels with Rim protector option set to "YES" would look much better on this car;
- Brakes! Car need brakes (brake calipers are missing Big grin);
- Better gauge cluster (but you probably already planning to do that);

The attached screenshots are with rim protector and wider front track.

- There is 1515mm front track width and 1532 rear track width for 2016 Porsche 718 Cayman which I sized up when make the suspension, but I'm not sure what dimensions I found when making the model.
- Got it
-- Yes, I know, a lot has not been done yet, the dashboard will also change, just first vers in wip.
Last edited by Aleksandr_124rus, .
Aleksandr_124rus
S3 licensed
The mod has been submitted for review - https://www.lfs.net/forum/thread/107646-POSCHER-CAYNAM-718 Smile

Please support it! Heart
Aleksandr_124rus
S3 licensed
Aleksandr_124rus
S3 licensed
Some pics for reference
Ford Mustang 2024 GT4
Aleksandr_124rus
S3 licensed
Continuing in that vein I started making a GT4 version of a made Ford Mustang.

And you could say I'm almost done with the interior and exterior of GT4. The only thing left to do is to make the rims for both Mustang versions and do some finishing touches.

Some things were exported from my other projects and edited to fit right look:
Driver seat, hoodlocks\trunklocks, digital daschboard from N.400S GT4, Steering wheel, Roll cage from Porsche cayman GT4.

Speedmodelling -
Last edited by Aleksandr_124rus, .
Aleksandr_124rus
S3 licensed
Quote from Scawen :In my account settings: https://www.lfs.net/account/settings I have it as in the...

I use first one but not the last option. Ok lets try.
Aleksandr_124rus
S3 licensed
Quote from rane_nbg :Let's revive it. I'll start:

- full 16bit resolution (65536 steps) support for all analog axes of game controllers (if they report it by HID)

I can recover this from a search, and I clearly remember that Track Editor was leading the poll by a large margin.
FGED GREDG RDFGDR GSFDG