AI-drivers need a .knw file for each car/track combination.
Without the files, they refuse to drive mod cars.
These files are in foler: LFS\data\knw
We can copy and rename an existing file.
Example:
We want to drive the mod car FORM07 at Blackwood.
1) We get the ID of this mod, for example from webpage list: https://www.lfs.net/files/vehmods/9A9019
It is 9A9019
2) We make a copy of an existing Blackwood-file, for example BL1_RAC.knw (Raceabout at Blackwood)
3) Rename the copy to BL1_9A9019.knw
I guess some people already knew this trick but maybe not everybody.
Of course it is an unofficial way and the AI performance may vary.
For this update, how about having the announcement in different languages? (I could do german)
When S3 was released, I saw some german communities confused why S3 content was only one track. Despite that it was explained in the text.
Ok.
The workaround with copying the files into LFS-edtior has another problem:
It can not reload/refresh skin files.
In the viewer, you can click "reload" to reload the skin if you have made changes. Or even use the auto-reload function.
In the editor, if you load a skin then you can not update it anymore:
If you make changes to the .jpg it is not possible to open it again. The editor always loads the old version. (Even if you load a different skin and then load your wip-skin again)
The only way is to restart the editor.
Maybe the editor could have a skinning mode?
It would be selected as third option on the launch screen.
Function-wise it would be the editor but:
-allows reloading skins
-hide all unnessecary buttons
-somehow able to load cars from LFS without the user having to copy files
Personally I would prefer to keep the open differential.
First, because the mod is based on real series so it would be cool to keep it as real as possible.
With other (better) option nobody will use the open differntial and experience the car as it is "meant to be." (If I may say so, afterall it is your mod, I hope it is clear what I try to say.)
Second, the character of a car is also built by its limits and flaws.
If a a car allows every option and everything can be adjusted, then it becomes faster and "better" but it also loses character.
Actually I think LFS in general allows a bit too much freedome here, seeing how detailed the setups can be adjusted even for low-budget cars. On one hand it is interessting to squeeze out every last miliseconde by finetuning the gearbox, suspension etc but on the other hand it is not something a real-life XFG driver would have the money to do. Instead it might be a choice between a handful of final drive ratios and if does not 100.000% fit the track: Well, bad luck.
It is also a nice challenge having to deal with such limitations.
I think mpRes (the statistics by avatere) tool renders images from the pth files.
So if you have/find an mpRes installation then you can rightclick on the track-image in the results and save a svg vector graphic.
You can even adjust the filename and it will give you a suitable picture.
For example if the URL is mpres/images/tracks/FE2_0.6K_km_all_1000.svg
then you can change it to
mpres/images/tracks/BL1_0.6K_km_all_300.png
to get a 300x300 png image of Blackwood
If you take out the "all" in filename then it will only include the race-path from that config. (for example Blackwood-1 without the rallye sections)
The view from cockpit looks nice, with the rollcage and the bars at the windscreen.
Gives good feel of being in the car without blocking the view too much.
Also, you can not stop now: Over the years there have been more posts about a Raceabout GTR than LX8 and the VW combined. Although in the end maybe few will drive it and fewer will drive it well, as is tradition with the RAC.
Thanks gu3st and Flame.
For 3h_enf_cars I did not find a suitable verbatim translation that fits the character limit.
So I went with "Autos aussortieren" ("sort cars out")
Would it be possible to auto-generate those numbers and include them in the template?
Unique paintshops are a big part of LFS, it is nice to recognize players just from their cars, team colors etc.
How does skinning mod cars even work? Can LFS-Viewer open them?
So far I only managed it by copying all the files from LFS into the editor's folder. But that is not userfriendly and the editor has all those confusing extra buttons.
The wheels disappear when the viewpoint is too near to the body. When the camera gets moved further away, the wheels become visible. (see attached screenshots)
Steering angle is too large, the wheels clip into the chasis at max angle.
Does anyone how good the brakes really were on these cars?
I imagine not too great, so maybe maximum possible force should be lower?
The engine cover might need some details, currently it looks like one massive piece. Maybe hinges and seams where the hood opens. And of course leather-belts to keep it closed.
I think you have to define those parts as "mud guards" and then they move with the wheel. (like on LX4 etc)
Good mod and I like the choice of car.
But the 3d model has some problems: Between some parts there are tiny gaps where you can see through the car. Sometimes it is also just along certain edges.
It does not look so bad in a still picture but in motion, there is this annoying flickering and shimmering.
Also some strange things are going on around the windows/pillars, as seen in your screenshot: https://www.lfs.net/attachment/242469
(more noticeable when the view changes, for example rotate car in garage)
It seems the front mudguards can get damaged just from "normal" driving. Two-wheeling can make them scrap the ground? They look bit strange when bent. Not sure what to do about it, maybe shorten them?
That is a cute little car! Nice details in the cockpit.
The RPM-gauge is partly covered by the steering wheel, especially at the important area near the red line.
Maybe rotate it or move it around a bit?
The openend engine hatch for cooling is a nice touch. (Like on NSU Prinz.) Does that work okay with the collision model? Also perhaps have it as option how far it is openend. (like the roof/cabrio setting of some LFS cars) Might make it look more varied if there is a grid of cars.
In the garage-screen, on the right side there are two buttons to select a car:
"Mods"
"Car"
I suggest to remove the "Mods" button.
It is potentially confusing to have it in the garage/setup screen. To new players "Mods" might read like more setup or tuning options. (like installing a different engine)
But then they suddendly get this whole list of random cars in various stages of completeness.
There is still the "Mods" button on the car-selection screen, which is imo the place where it belongs.
I like all the piping-framework. Looks good from inside cockpit and defines the feel of being inside a purpose-built car. Too bad that so much of it gets hidden by the bodywork.
Would it be possible to make it a bit more visible? Especially at the sides, like in the pictures posted by versiu.
After installing LFS_PATCH_V_TO_W45_setup.exe ,the driver was standing in the car.
What I did, not sure which steps are relevant:
-installed the LFS editor (into seperate folder) and messed around with the LX4 model.
-installed the patch and looked at the new layout-square map. I am not sure if the driver was already standing at this point because I instantly zoomed around the map.
-went to Blackwood with XFG and saw the driver standing in the car.
-driver is standing in garage too. the passengers are sitting.
-switched to a different car: driver is sitting normaly.
-switched back to XFG: now driver is sitting correctly, too.
edit:
The problem stays after LFS restart and it happens in many cars. (I did not try all)
It does not happen with the MRT5.
With the new modding tools, lots of nice looking cars are being created.
This thread is not about those.
This is about the "brickmobiles" and cubes on wheels.
Most of those first attempts will likely not be made into finished mods, but maybe they are fun to look at.
Show the monstrosities that come into existence when you open editor for the first time, click random buttons and then run out of artistic talent.
I start with with this LX4000-Dunebuggy:
When old cars are raced today, there are often not 100% original anyway.
For example there exists some series for historic cars, like "Historic Formula One Championship" but as far as I looked, they seem to use modern tire compounds.
So instead of "racing in the '70s" it could be "racing 70's cars in 2021".
With the same compromises that exist in real life when these cars are driven today.
(The game GT Legends does it similiar: The cars are old but they are driven on obviously modern tracks.)
Interesting decision, I like that there is an automatic download system and review process.
In other games, mods often add lots of content but also much hassle to the point where it hinders online play. I think it is important to keep mod quality high to ensure a good experience.
It might be good to have these instructions on the lfsmanual? Since it is a wiki, the community could help to improve the documentation.
For the videos, youtube allows to add timestamps/chapters: https://www.youtube.com/watch?v=b1Fo_M_tj6w
That makes it easier to follow long videos or when you have to go back to a previous step etc.
When spectating another car, you can press F11 to see its VAR and ballast settings. Usually servers with VAR have scripts that disallow you to join the track with wrong settings. As far I know, it is not possible to cheat that.
You can go to https://www.lfsworld.net/?win=stats&racer=Julian_Byrd to compare your lap times/statistics to other drivers. It only works for unrestricted cars, though.
For example Blackwood with the BMW formular your fastet laptime is 1:20.020
The world record is 1min12 and in races times around 1min15 are common.
As a slow driver myself, all it comes down to is practice and talent.
In a replay, press "F" to get a view of the forces on the car/tires and shift+L for a suspension. You can see how the weight shifts. But most important it shows the forces on the tires. If the arrows are red, it means that tire is slipping which usually means loss of time. On the other hand, if the arrows are too short it means you are not going as fast as possible: the tires still have some unused grip reserve left.
The FXR with VAR is kind of special: It has 4WD, wings and slicks. So it has very good grip/power ratio.
Also it has a turbo: When you lift the throttle, turbo pressure drops and takes a while to build up. (Watch the gauge and compare with other drivers) So if you are too cautios, that is more punishing than in a non-turbo car. Corner exit speed is very important.
A replay would be most helpful. After a race press "2" and enter a filename. It will be saved in LFS\data\mpr (multiplayer) or LFS\data\spr (singleplayer). Then attach the file to forum.
Which Aston Layout, Grand Prix? The WR there would be 2:37, so that would actually not be that far of pace.