So i tried this blender tool and it's kinda weird to me. I tried importing my Kitchen Rats map because it's kinda of a stress test and this is how it should look like:
But after i imported it, it looks like this:
I think it's mainly slab walls that are weirdly rotated, so maybe that object is not supported yet?
Also i don't quite understand what i'm doing wrong here:
(Ignore all the slab walls being weird) i rotated the selected piece a bit by Z axis which i should be able to do so, only this one object, but when i export it back to LFS somehow many others are affected as well? (different sizes, angles, etc.) And slab walls looking normal.
Ratings seems to be fine in-game, its only website not showing them correctly. I assume someone raited after reupload so main raiting is back on website except for other ones.
Scawen, if you going to lower LOD2 limit to 2k then don't do it randomly whenever and at least tell when you gonna do it. Because I and probably many others have worked within current limit of LOD2 that is 8k and now mods would get unpublished which resets raitings back to 0 btw. I'm working on lower poly LOD2 but it will take some time as i don't want to just have a box LOD2 that will look shit for shadow and randomly change to box at further distance.
I wouldn't call it "way more than enough", i'd say it's "just enough". I don't try to make them high poly, just to look good enough but it's always around the limit. One wheel i made for new mod is around 1400, so just enough, even though it's set as hub object anyway.
Also i never included the rim into the spoke model. Center core could be deleted but then transition from spokes to center core is sharp. Also this is rear wheel, front wheel center core is more exposed.
But anyway, for Chimera i relocated spokes to hub sub objects so all is good.
Can we have it at least double that for bikes? Because wheel is visible from both sides unlike cars and only 2 wheels instead of 4.
Some of my bike wheels are right on the limit while the more interesting spoke design of Chimera is double the limit. I could optimize it a bit more but not that much. Before i exceeded the limit on those rims i tried simpler design and it looked awful.
Well on real bike, left one is a low beam light, right one turns on when high beams are switched on. So i thought it's a bit more realistic. For flashing i don't know it might look weird if you don't have low beam on. Also i didn't really find how flashing high beams look like on this bike. I will add different modes to other configs that has both lights on with low beams and high.
I don't know if any one else got the crash but i just left pits with XRR and game sort of lagged for a bit then froze and crashed. It's nice that you found the issue
Small issue, but ignition switch test is missing in vehicle editor. I got one slider connected to that but in order to test it i have to change it to horn or something.
D63 Is not a thing, also last bike physics update was patch D46. I drive bikes in LFS daily and i can assure u that nothing changed in physics since then. It must be on your end or it's mod related.
I suppose i could relocate some parts into other objects it's just i was confused because D52 let me merge into main even though it didn't let me to duplicate though. So maybe it was a bug because i tested D52 how much i could merge into one object.
Unmirrored everything so only one side would be visible so limit should be 32768 i guess. On my Reaper when i unmirror everything and enable all layers, tris count is like this: LOD1-32201 LOD2-5198 LOD3-26 = 37425, way above 32768 because before it let me merge more than it should i guess. Also i tried merging as much as i could on D52 and it went to LOD1-60346 LOD2-5198 LOD3-26 = 65570, for single main object if i merge one more triangle, whole mesh disappears.
But in D53 it's fixed so i guess i'll have to figure something out. I was avoiding attachment objects because i thought they would disappear sooner than LOD2 kicks in but if that's not the case then it's good.
Can we get rid off this annoying limit/restriction message?
I'm trying to add few triangles to LOD2 and it's not letting me, i'm not breaching 8192 tris limit afaik. That's with all LOD2 layers turned on, wouldn't be driving with all of them on anyway. It gives same message if you try to duplicate triangles as well, even though there would be space for them.
Same for LOD1, can't add it, even though it worked in previous patch. I know because i already added those triangles before into the mod and i've tried doing same with D53 and it won't let me.
So i don't know what is going on, it's giving me a headache
Found weird bug with bike suspension. If you select stock set, make a new one and raise the front to max then pick color, front wheel moves back a bit. Click on setup and it moves forward. Wish it was only visual bug, but once you spawn, the wheel is slightly back. Resetting the bike fixes it, though after some braking, accelerating, not even 100 meters, it moves back.
For Chimera it does weirdly only on Standart and Custom 2 configurations. other 2 configs with golden forks spawn correctly, although they still have same moving wheel bug in garage while selecting colors and setups.
Also i'd like to point out that swingarm moves away from the wheel if you increase the ride height a lot. Well it moves a bit either way just less noticable. But i guess there is no way for it to know where the wheel should be attached to.
I've tested your bike on Westhill and they can't even make past the second turn without sliding off the road (out of 10, 2 crashed on the first turn). Must be issue with insane downforce on that bike.
I love these new physics now, thank you Scawen, i got no more complaints. Its as good as it's gonna get in these old physics. You can actually drive fast now without fighting the bike too much. Offroad driving ability also increased a lot even if as side effect.
I use custom view so you can actually move it back a lot more in Y axis, sort of placing it inside the riders helmet so it doesn't obstruct the view and then pitch it down a bit.
While yes the D45 is a lot more stable at low speeds and it's harder to fall (i assume for people who use mouse or gamepad), it also limits you severely. With D44 i can drive through tight corners a lot faster by flinging the bike left and right. Yes it's a lot easier to fall but it's also a lot more maneuverable.
I've attached a layout and 2 replays one with D44 and one with D45 so you can hopefully understand my problem. If you enable virtual steering gauge, on D44 i don't even max out the steering angle on those corners while on D45 i max it out and then have to wait for the bike to actually do something. It's also a lot slower because of that.
In my mind D44 is more "in control" at low speed, as you do the driving, D45 sort of takes the control away from you because it expects you to fall and slaps some training wheels on I mean that's how it feels like.
Well i did an even faster lap on Westhill international (added SPR), could've gone faster but was a bit cautious with hot tires at the end there.
Really love the stability now, it's super stable on braking zones, fast corners, even bumpy roads are not a problem now. Before the bike would unsettle a lot if you tried to take a fast corner on a bumpy road. And it's still as nimble as before.
I think what Marty is trying to say is that low speed model and interpolation between the low and high speed models have less sensitivity and you have to turn the wheel more. I don't really like it myself either. High speed model feels very responsive to controls so driving above 72km/h all is good but when you drop below that, sensitivity starts to decrease and you have to turn the wheel more to make the corner. I suppose it drops sensitivity gradually and that's why it feels weird and unresponsive and hard to know how much to turn the wheel at certain speed.
I'd prefer D44 low speed handling it was very responsive, doing low speed figure 8's or u turns on a small road was so easy. Good way to test that between the versions is to load Karting national it has plenty of slow turns. I'm sure most of the bikes act the same but i was using Reaper X1 for testing that.
Also, is tire digging into the ground will be fixed in the new tires physics? Kinda messes up wheelies and stoppies now
It seems like SPR files don't download mods, so if you don't have it then you get the error. Try downloading it through mod browser in-game first then launch replay