The online racing simulator
Searching in All forums
(142 results)
Drifteris
S3 licensed
Quote from johneysvk :how about skinnable socks

Sounds amazing, i think we should be able to skin face details, choose hair style, eyes color,
but i think skinnable suits would be enough for now
Drifteris
S3 licensed
Sliders is actually a good idea. Take simple plain white suit and you can color it to any color you want without it looking weird.

Suits skins should be uploadable though for more customization in multiplayer. Gloves could be just colorable with sliders.
Drifteris
S3 licensed
Quote from nikopdr :FZ5 and XRT are best drift car


https://www.lfs.net/files/vehmods/B535F4 good luck Big grin

Nice "car". Goats drifting FZR's or XRR's now, XRT and FZ5 is for grandpas.
Drifteris
S3 licensed
If you don't have an opinion you better stop making these useless topics.
Most drift cars are private anyway, and you can drift anything in this game anyway so there is no best either.
Drifteris
S3 licensed
Quote from Marcin20022 :OK. But Except His Private Car Mod??

There is no except, its biggest, rest is a lot smaller and no point in naming every single truck or bus
Drifteris
S3 licensed
Biggest mod is private, Liebherr mining truck by Amynue.
smallest is any RC car or tiny rc bike by foch
Drifteris
S3 licensed
Best i can do is this, you are not supposed to see it from up close anyway and if you do, it's not gonna be accurate either way because of tris limit. Also the reason it has the shape it has is because front and rear wheel likes to clip into walls and other objects and send you flying.
Drifteris
S3 licensed
Quote from Evolution_R :LOD3 skin mapping needs to be adjusted...

I'm not sure what can be done about LOD3, skin mapping is as tightly packed as possible.
Lights not supposed to work, they don't on tinted headlights config on reaper as well. I might make them work once night update comes but really not in a rush, it's designed to work with extra light. I could make them work with main lights but then there won't be no main lights as an option.
Drifteris
S3 licensed
Can we have an option to turn off email notifications for every login on site so my mail doesn't get spammed?

EDIT: sorry if wrong topic.
Drifteris
S3 licensed
Modeled Rear rim and rear brake rotor













Then duplicated rear rim and scaled it a bit to fit front rim dimensions. It doesn't fit side picture because its in perspective but its just mainly for guidance.



Then created a bit of rear tail light and plastics around it. Really rough shape, will be polished later.





Modeled Rear brake caliper, maybe a bit too high detail, but that's for future me to worry about.







How the bike looks as of today.

TURBO REAPER
Drifteris
S3 licensed
Vehicle mod: TURBO REAPER
Details page: https://www.lfs.net/files/vehmods/1DDDFF

SHORT DESCRIPTION:
Quote :998cc Superbike with Turbo

COVER SCREENSHOT:
Drifteris
S3 licensed
Quote from Moonzy :There are airplane mods in the game too; so, can we please put a realistic...

https://www.lfs.net/forum/post/2090120#post2090120
Drifteris
S3 licensed
Quote from k_badam :No, because LFS is for cars not bikes. The addition of bike mods was just a fun...

Some of those motorbike only games have very arcady physics and feels very weird. LFS bike physics, even though not perfect, feels much more realistic because of the tyre physics model.

While bike mods are experimental, bike physics were updated a few times since mods support and Scawen said he wants to improve it further when he has time for it.

LFS is a racing simulator, nowhere does it say explicitly that it's for cars only.
Drifteris
S3 licensed
Quote from Marcin20022 :Please Try Kasawaki The Motorcycle MOD And ADD AI And You Will See How They Are...

Bike AI is known to be slow as hell, Scawen (developer of LFS) couldnt make them ride any faster because game physics are very complex. You lucky that there is bike AI at all. When mods support was introduced, bikes couldnt be driven by AI at all.

More bike physics updates will come but after the big graphics update that Scawen is working hard right now.
Drifteris
S3 licensed
Started working on the engine. Using just cameras was difficult because not whole engine is visible, so i took some engine schematics from service manual and aligned them to match all the engine mounting points on the frame.
Found a stripped bike photo with engine visible and used that as well for better reference. However it's a perspective photo so everything is a bit warped but it was good enough for the engine part.

Also made some rough handlebars.








More engine parts were made. Even having this references i still had to google each part to see more clearly how it looks, even though i own the real thing and i could just go and check it, but i feelt like looking at ebay listings was more time saving.
The main base of the engine along with the oil pan is also starting to take shape. One under bike photo does help a bit to visualize it's shape, but had to look at it on ebay as well.











Schematics do help a lot, even though it might be off by a bit here and there, it's still very helpful and makes whole modeling process a bit more enjoyable.
Kawasaki ZX-6R (2009)
Drifteris
S3 licensed
Started modeling my own bike a few months ago and since reviewers want a development thread posted i figured i might as well start doing them.
Progress might be slow and could take me months to complete, quality models take a lot of time though.

The way i started modeling my bike was that i took a lot of photos from all sides (over 500) and then used a photogrammetry software to make a rought model out of them. Then exported the mesh with cameras into blender.







Then i checked the size of the model and scaled it down to make sure it matches the real dimensions by measuring wheel base and general width and length dimensions.
Then using multiple camera views i started modeling the shape of the front fenders as generated mesh quality was quite bad in some places. Its good enough in few areas that aren't shiny but overall it was better to use camera views for more accurate modelling process.







After that, worked a bit on tail section, side fairings and gas tank to make a rough shapes that will be polished later on. Some cameras were a bit off in few places but i tried to use the ones that matched the best. Still considering my previous bike models, this one probably is the most accurate







Modeled simple fork tubes and made sure they fit properly so i could start working on the triple clamp, smoothed gas tank a bit more and started making brake discs. Using array modifiers it's quite simple.







Made some progress on triple clamp and modeled lower fairings, again just a rough shape which will be polished later on.







Brake calipers were annoying as always to make, just takes a lot of time to deal with it's weird shapes.







Rough shape of front mudguard was created along with rear sprocket.





Started modeling rear swingarm, again some cameras weren't aligning well, but i did what i could.
Found rear swingarm schematic in service manual pdf file and used that as well to better align it.









A bit of frame was made, subframe, seat, passenger seat and side panel under gas tank. Pretty random but i do separate parts bit by bit so i don't make it wonky and don't burn my self out.











This is how it looks as of today.




This was a progress of roughly 10 days, 4 months ago when i started this project. I since then stopped because i worked on Chimera update and Turbo reaper projects so had no time.

Will try to get back to it and hopefully continue it.

It's funny that if not Scawen adding mod support with experimental bike physics, i probably would have never got into motorbikes. And not only i made 4 bikes, but also got one in real life. That's how awesome LFS physics are.

EDIT: changed images preview size because firefox wasn't automatically rescaling them causing images and text to go off the page.
Last edited by Drifteris, .
Turbo Reaper
Drifteris
S3 licensed
Work in progress pictures of turbo reaper mod
Drifteris
S3 licensed
Maybe object/track mods could have higher texture limit than 5 megapixels?
Drifteris
S3 licensed
Quote from Viperakecske :I love Live for Speed

Yes i love Live for Motorbikes too
Drifteris
S3 licensed
I think it would be best if we could create our own lists in-game, similar to favorites but for each brand that we like.
OR ability to flag each mod with a keyword so its easier to find it next time. Because i admit you drive one mod, then after some time its impossible to find it, because you dont remember how it was called, although you know the real brand of it.
Drifteris
S3 licensed
Quote from Scawen :I think the tunnel lighting is quite well balanced, compared with the street...

i noticed street lamps don't cast dynamic shadows inside the car (like sun does), is that for performance or will there be an option to have it?

Also that tunnel looks kinda bumpy Big grin
Drifteris
S3 licensed
If you struggle to run Blackwood industrial alone with decent frames then it's time to upgrade. We have LA track if you want to build big layout.

This is my layout with 2500 objects and with fps uncapped, runs at 500 fps.


I'd prefer LA but i wish the ground didn't start at Z : 2.00, unlike 0.00 on autocross. Small issue but less height which is already kinda limited.
Drifteris
S3 licensed
Quote from Pasci :The mirrors don't work or only work when you're cornering. Frown So they're pretty...

That's because riders head is pretty close to them so game turns them off to save resources i assume, not quite sure how that works but i can't do anything about it.

What you can do and i've been doing that myself for every bike mod, is to set up a custom camera and place camera inside the rider helmet so you will see mirrors just fine.

Example of my camera settings for this bike:
Drifteris
S3 licensed
For one developer to create and update all tracks and create additional tracks is a lot of work. Yea the quality is top notch, but even these tracks get old eventually and LFS physics are just too good to not be experienced on custom tracks.

Yes we have a layout editor with concrete blocks, but those are very dull and boring looking, almost textureless and looks like lego blocks. Some people have created impressive layouts using concrete blocks, but visually it's very primitive looking, not to mention bumpy and slippery concrete slabs.
It works for the most part but i just wish we had more objects to play with, bigger limit, scenery objects like trees to place so the layout doesn't look so plain and empty. Chalk, bigger chalk lines? Those eat a lot of objects because of how short they are.
Sometimes i feel creative so i load up LFS, but then i get unmotivated pretty fast because i just can't build the layout i want.
Can't even do rally cross layouts because there is no surface to support that.

I think even some sort of primitive level building tool would be enough for a start. Like building inside the 4x4km area of LA but ability to actually place roads, buildings, trees, etc.

As an artist and creator i'd love to create something special for LFS. Tilt
Drifteris
S3 licensed
Quote from NENE87 :Did you have already tried the normalize script? That adjust the piece for...

i tried, but idk if it does anything because nothing changes, selected objects or not. I tried using ramp objects that i copy pasted and rotated on Z axis but it just doesn't work as expected for some reason.




I'm using blender 4.1.1 for this.
FGED GREDG RDFGDR GSFDG