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.
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"... 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.
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.
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.
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😅
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.
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.
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.
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.
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
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.
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.
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?
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.
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)
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)
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.
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.
- 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.
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.