Ok so i kinda misunderstood you. I'm working on texturing the dashboard area because it's kinda bare colors but i guess you meant the dials, right? I can't really edit dials as much as i would like to. LFS uses special clock files that have moving needles hard coded in them or something. If you look at R8 dials, the needles are very short because they are covered by a texture. Now it might work for that car, it certainly will look bad on vulcan. If anything needles should be even longer, protruding to the other side. Plus there are some extra stuff inside of ducati dials that it's just not possible to add in. Till Scawen adds some special transparent clock file, i can't really do much.
It depends how you select points. Clockwise will build trangle facing away and selecting points anticlockwise will build them facing you (or other way around i forgot). It is a weird feature that slows down modeling rather than speeds it up but i dont really use LFS editor to model so cant say much.
Things i found that need fixing.
1. The suspension is too stiff, even on lowest settings
2. The brakes are too strong, even on lowest settings
3. Need to remove downforce, it acts weird on bikes and its not really realistic.
4. Too much forward weight bias.
5. Engine is too loud and is clipping a lot.
Bikes IRL use slipper clutch to mitigate the engine braking effects. There is no such thing in LFS yet, so i enabled the engine brake reduction option which kinda helps a bit with that. For default setups it's set to 75% but you can try increasing it more. I usually try to avoid downshifting to 2nd from 3rd too fast, better slow down enough so it doesnt kick you off 🙂
Hi Scawen, i know bikes are experimental but would it be possible to add new subobject type that spins with wheels? Or maybe split wheel models to front and rear? Ive modeled 3D brake discs for my motorbike model since editor brakes are only one sided and lack a bit more detail, but realised that they wont spin together with wheels so thats kinda sad.
I don't know if it's something to do with the Blackbird car mod but it generated path fine first time and AI even drove on track. Then i cleared the list and tried to add it again and it displays errors.
Deleted generated knw, it generates it again, but still says that AI driver settings do not match.
Using W51 game version did a few runs on Westhill around the track road that has fast corner near big car park: Using "GOOD W50" setup that was stable on W50 the bike wobbles out quite fast. If you would take that corner on W50 with that setup the wobble would be hardly noticeable (maybe like 3-5% wobble).
Default Mosquito setup would wobble badly on that corner on W50 version.
And on Westhill international track: Using "RACE" bike setup with R1 slicks on track and the bike wobbles hard on turn 4 till i crash. Can take that corner flat out on W50 version. I think some wobble is noticeable on W50, but still manageable.
Setups are attached. Also it seems to wobble more on medium speed turns as well if you lean A LOT (That's on W51 as well)
While handling at low speeds been improved a lot, i feel like the balance at high speeds is a bit broken now.
Previously there was some small oscillation/wobbling going on when cornering at medium to high speeds (even bigger with softer setups). Now even stiff setup is oscillation/wobbling.
I assume there is some sort of auto balancing system going on that is keeping the bike stable when cornering? Like when you lean on the side a lot and the rear tire wants to slide a bit but balancer brings it back then bike slides again and so on and on till it flings you off the balance completely.
On W51 the auto balancing is much more aggressive and thus makes the bike wobble even harder.
Even on slower corners if you lean more the wobble kicks in.
This bike is so fun. I've been driving it for couple days lol and it just doesn't get old. On my set i've stiffened rear and front suspensions, also used road_supers (for road setup) and a shorter front gear. Seems to eliminate the weird wobble that happens on fast corners.
The front headlight doesn't seem to work as well as front indicators.
It would be interesting to see another bike but slightly more powerful with thicker tires.
I mean it was more fun with more power. Less generic drift car. Would be nice to see some higher HP drift cars.
Now? i mean it feels "ok" just like S15 power level, except that S15 has 280 rears and this one has 245 on front and rear. Should be increased because tyres die too fast.
EDIT: Yea i mean i tested the first version and idk, it feels better with that additional 100bhp. Tyres were normaly balanced on that version as well.
The wheels are kinda bit too big yes, but power wise it feels great. Something different to choose from. Don't make it another XRT/FZ5 power level car just because people can't handle the power.
I mean you can always use restriction if it's too powerfull?
And btw, the default setup does feel weird, but with properly tuned drift setup it's amazing.
Some people already mentioned it but i'll say it again. What about paying like a 1 pound for a mod upload/review process (could be more idk). As in licensed mods wouldn't be approved but such slight modifications would be allowed. For example:
No way to play around with such mods online even though they can be fun. I do understand that there are modders working on new mods and so on. I've started myself doing one project but it will take me months to complete. It's a lot of work and i do have a day job as well.
With paid system, mod list wouldn't get cluttered by useless mods. And we have rating system, if rating is bad, remove mod after certain time. Everybody wins.
I paid few times already to increase maximum slots for skins uploads.
I mean, do you bake the skin template in the LFS modeler? Sort of like normal LFS cars? And then how would you know where the edges are so that you could skin it easier? Normally i use wire frame layer if using gimp but these modded cars sure won't have wire frame layers.
I just wanna know how other people can make skins for the mod.
How would you make a skin for a modded vehicle? i assume you can use photoshop or gimp if mod creator provided a skin template. Now if i'd use blender or any other 3D program that is much easier to make skins on, i would need OBJ file for that mod. I assume LFS modeler uses OBJ files then converts to VOB once exported as a mod?
So does that mean you would have to ask for someone to provide obj file so that you could make a skin for it? Or is it too much copyright stuff?
Would be great to have some sort of primitive car painter.