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Jake_Blasted
S3 licensed
Mod looks good, great design on the rear wheelie bar and parachute! Just wanted to mention that i think a linear rear axle would be better than a double wishbone rear for drag racing Smile
Jake_Blasted
S3 licensed
Quote from detail :No. I appreciate LFS for teaching that many things are impossible, and adding power does not make you race faster.

Exactly. I agree with this and that it takes more than just flat out high horsepower to go fast. My responce about i mentioned a damage slider and etc etc. i retract that comment lol the lfs kids would go nuts the game would turn into carX drift racing haha
Jake_Blasted
S3 licensed
Common in other racing games where you can have an option to turn off tire wear. Or have an option to choose how much damage the car takes to things like the engine, transmission, body, etc. and turn it down or up depends on what you want in your server.

Some kind of "realism" modifier slider or maybe multiple options to choose from? Allows you to go from realistic damage to no damage at all, even after heavy crashes or abuse on the car.


EDIT: I RETRACT THIS STATEMENT haha. Was thinking on the lines of assetto corsa style modifiers, but the lfs kids cannot handle this and the game would become something much worse Big grin Big grin

So focused on whether or not we could.... we didn't stop to think if we should.
Last edited by Jake_Blasted, .
Jake_Blasted
S3 licensed
Quote from scania :could u also put a picture in the drive plz?

The time attack rb4 that had some work done is now uploaded and can be play tested right now! You can download it in-game and get a cockpit view first hand Smile
Jake_Blasted
S3 licensed
Quote from nikopdr :I have to agree with most of what is said in this thread as well. Pardon me for also joining in on the ranting, but some mods feel like the main concern has only been importing the model into editor and maybe few adjustments here and there with little thought to the picture as a whole. Even few "tweak" mods seem like somehow the suspension got all mangled up, either present in the feeling of the car, or in the setup menu with unrealistically high motion ranges. I won't name anyone, but for example a certain coupe is essentially just a XRT with a different model. Which is a shame, that car's "real life" counterpart is one of my personal favourites. Poorly made suspension geometry also reflects on the FFB a lot and might be also the cause for the drastic difference in feel on each car, i have seen mods that have no FFB on power and all the FFB when braking(even the V8FX i'm working on was like this until i reworked it's suspension completely and then noticed that the caster was at 1 degree Big grin). Nothing should feel the exact same of course, but some consistency wouldn't hurt. What especially makes it slightly tedious is when you're sometimes changing the car you also have to adjust the FFB amount to suit the current car, when in the default content you can swap around with no issues.

As for the setups, some personal adjustment is always necessary imo, but a good initial setup wouldn't hurt either. Such is the case on the default cars of LFS too, so i don't see any problem if you have to figure out things on the setup.

This all is fairly new so it's not surprising to me that mods aren't as refined as they could be. Hope this thread can change that Big grin

I haven't had the time to test an updated version of it, but the 1st one felt as if it was too sensitive. For example, here's some onboard footage of a lap at monaco with a Lotus 49C(which to me looks pretty close to what you were aiming for, maybe slightly older):


I'm not exactly sure about what steering rack the 49C has though, but i think it had almost 720 degrees of steering motion going from lock to lock and 26-30 degree turn at the wheels. I'll try to look this up as i'm not sure at all about those figures though. But in that video the steering doesn't seem as sensitive as it is with the P166 mod.

Modern F1 cars of course have 360 lock to lock(180 to side ofc Tongue) minus monaco where i think they have 450 due to the tight bends they have to navigate with the modern boats.

EDIT: found a related discussion on this - https://www.isrtv.com/forums/topic/10595-60s-70s-f1-steering-lock/

Yes exactly that is one of the videos i was watching to try and base the steering off of. I think you guys hit the nail on the head about this, I found out that the steering animation that i had made was correct to correspond with many of the 70s era onboard videos i could find, but my actual steering wheel lock was set to low as the TOTAL steering lock should be greater. Was already working on the changes after Flame's original post (since its worth taking a look) + really finishing up the interior (win-win). Im going to upload tonight please let me know what you think, i may have solved the overly twitchy-ness of the steering on an already twitchy car which just added to the difficult of the car lol.

I do want to mention that you shouldn't feel that you have to make a "rant" thread post and call out mods to provide feedback/criticize something wrong about specific mods. Anytime please feel free to reach out or leave a comment, i am happy to be wrong in these cases Big grin as i want the car to feel / drive as good as it possibly can. Smile (unlike some others i can think of Wink lol)
Jake_Blasted
S3 licensed
Quote from BlueFlame :Have to say, I've had a lot of fun driving the mods in LFS and the addition is a welcome one without doubt.

Nevertheless I've encountered some teething problems which I've yet to see mentioned in full, maybe they've been touched upon in various threads but I felt the need to address them individually.

1. FFB
The ffb strength is wildly different from mod to mod, granted, when driving a kart, you would expect the FFB to be somewhat saturated and stiff, but the issue of FFB between mods I've found to be extreme. Would there be any kind of metric for mods to adhere to? I feel like FFB seems to be created to the mod makers tastes/preferences only and not to any real fixed metric that makes the mod specific FFB relative to all other cars in LFS, mods or otherwise.

2. Steering lock/ratio
I've found this to be much the same as the FFB, wildly different and in many cases, comically high amount or complete lack of steering lock or ratio.

The most evidential one I can think of is the late 60's early 70's F1 mod by Jake_Blasted where the default setting is 30degrees of steering lock within less than 360 degrees of wheel rotation. This makes the car ridiculously twitchy and impossible to enjoy, when the core vehicle dynamics feel really good, its impossible to enjoy them. But there are plenty more where the steering lock far exceeds the realistic maximum those cars would have. Anything above 45 is ludicrous unless its a drift car. I mean a hackney carriage has 43 why would a UF1? I feel like not enough effort is being put into this.

Another example is Flame_CZE's beautiful stock car mod. 20degrees maximum lock might be enough technically speaking, in the real world, but the problem is in game the ratio feels too long. Most stock car setups would run at least of 10:1 on a road course, sometimes even 8:1 on roadcourses and short ovals. I will say I don't know the mathematical calculations of such ratios are but I can feel that it's not enough and I don't know if that's the limitations within the game, or otherwise. I just know that 20degrees in that car does not feel anywhere near enough for road-course usage because even on ovals it feels too little.

3. Setups, specifically the tyre allocation
Whilst driving various cars, I noticed the slick tyres, even R4 are way to grippy for most of the mods themselves in most cases making them incredibly easy to drive and I would like to know if its possible to create a new tyre like an R5 for the mods to use, otherwise I would suggest to mod makers that despite the visual appearance, try using road_super instead of slick compounds.

My favourite mod has to be the transam mod by Chansonje but on slicks [even R4] this car was way too fast and stable and nowhere near lairy enough for the type of vehicle that it is, however on road-super it was transformed to be exactly what you'd expect from such a car and extremely enjoyable.

I just feel that the onus shouldn't be on the player to setup the car drastically to get the car to perform to expectations, almost having to undo the original mod makers preferences in steering lock or FFB just to drive and enjoy the thing.

I don't know or can't think of any methods that would solve these problems, my only hope is that bringing this up in a dedicated thread may give birth to such ideas in a way where we can really standardize at least the FFB and steering lock practices for all mods, that bring them inline with stock LFS cars generally.

Hey Flame,

I agree with most of what you're saying, as of right now the tire selection is limited. Hopefully some new tire additions could be released to solve some issues you listed above. During races were always talking about tire grip and specs not completely meeting standards, An example were running into right now is drag cars using slick tires cause thats the grippiest option, Theres no soft compound tires that hook or twist in some way when launching to maximize grip, or even a prepped surface on drag strip layouts for grip.

For my P166, We felt the steering lock from play testing in different servers and racing with friends feels pretty accurate to the real life version although it can always be improved. The wheel really only turns 180 - 270 degrees max in f1 giving drivers full range of turning in a small window of steering rotation. The P1 is really more of an advanced drivers car utilizing throttle control and both smooth/twitchy turning inputs to really get the max out of the car. The higher 30 degrees full lock was actually to help with correction, these cars can be twitchy and can get loose very quickly.

Id like to mention too that a lot of mod creators are hobbyist and not engineers. The amount of times I've seen wrongly setup suspension is to much to count Big grin Big grin Its so easy to obtain the correct knowledge online and research proper setup tuning from real life that can be implemented into LFS very easily, right now mod creators are still new and developing so I'm sure as time goes on people will begin to learn when they load up their new car they've worked hard to create... and it handles horribly in-game lol.

Thanks for the feedback Flame and good post! These are topics we've touched on a bunch in private calls so making it public will be good. I'm sure the team has heard the community's cry's and are coming up with some solutions to fix these issues.
Jake_Blasted
S3 licensed
Quote from Dhawl :Have tested editor and cars a bit. Very fun. Some recurring issue I am seeing are
1. Inaccurate front suspension, most of the cars are trailing arm in the front, (error of mod creators, however the default is linear, which converts to trailing arm ingame, maybe default suspension could be changed, or mod creators could be more informed on what suspension they should choose).
Only 2-d wishbone suspension with no seeming toe sweep through suspension travel, not sure if 3-d is possible, or any toe sweep is possible but it would be nice to be able to make more realistic suspension.


2. Clutches, doesn't seem as there is a place to modify clutch pressure/how much torque they can hold, pretty much all of the modified cars just burn the clutch if they have more power than stock. This one is a big letdown for some of the mods.

Gotta agree with these points. The suspension is definitively a problem for beginners lol
Clutch upgrades to take more power and bite would be super cool if its possible. more small features like that in the vehicle editor that could really allow you to take builds to the next level would really improve mod feel and quality.
AUTOHOUSE Performance Tuning Shop
Jake_Blasted
S3 licensed
Welcome to AUTOHOUSE Performance Tuning Shop


Needs a tune? Suspension not working correctly? Having trouble bringing your vision to reality?
AUTOHOUSE Parts and tuning can help out! Click the link to visit our parts store or scroll down to see our mod build and tuning services!


PARTS SHOP











Mod needs a tune? Suspension not working correctly? Having trouble bringing your vision to reality?
Share your mod below (along with a list of fixes or goals you would like done) and I'll take a look!


For engine tuning I highly recommend Martin18's services. Builds high quality, good spec engines to meet your build requirements Smile Contact: https://www.lfs.net/forum/thread/95895-Engine-Requests-For-Your-Mods

Example
List of changes:
- Finalize handling
- Finish the kit (front fender cuts, rear wing, etc)
- Rear diffuser and change exhaust (Straight pipe)
- Race interior
- Make closed headlights an optional config

Include some pictures

Before




After




Download/Share links should be PM'd to me through LFS or discord

Happy to help with general questions too as I've had enough time to get comfortable with the LFS editor
and could share some small tips and tricks I've picked up that may not be present in Scawen's Tutorial videos.
Last edited by Jake_Blasted, .
Jake_Blasted
S3 licensed
Its come along way. Sick to see its finally up!! 10/10 would stay up late discord troubleshooting again.
Jake_Blasted
S3 licensed
Quote from martin18 :Fun to competitive race! Fun to time attack! Fun to slide around with road tires! Amazing interior detail! Perfect exterior details and configurations! What more could you ask for? Skins to replicate old F1 races…

Might have some skins in the works..... Cool
Jake_Blasted
S3 licensed
Quote from PopnLochNessMonster :I'm fighting for my life driving this car. 10/10

In all seriousness, really good job on the overall modelling and configurations on this car. It can't be understated how much detail went into this mod. The multiple configs take the cake with the different eras represented in one mod.

One of, if not the most challenging but rewarding cars to drive right in this game.

Heart Thanks Pop Smile
XR PROMOD
Jake_Blasted
S3 licensed
Vehicle mod: XR PROMOD
Details page: https://www.lfs.net/files/vehmods/C70C42

SHORT DESCRIPTION:
Quote :XR High Horsepower Drag Car

DESCRIPTION:
Quote :XR body chassis re-designed to handle 1600 hp

Classic oldschool body styling and horsepower numbers
Rear has been tubed to fix the bigger tires

Custom Configurations include a usable Wheelie bar & wheel covers!

COVER SCREENSHOT:
Jake_Blasted
S3 licensed
Excited to see this finished, still a bunch more you could add to really capture the 80s feel. That era had some of the greatest cars in f1 racing history so there's lots of potential Smile

Hey noticed you used my wheels and steering wheel from my P166, just ask next time im happy to help!
Last edited by Jake_Blasted, .
Jake_Blasted
S3 licensed
Mod looks great, excited to see it finished! Once you've got the textures sorted out this will be super fun to race.
Jake_Blasted
S3 licensed
Quote from kagurazakayukari :It's good we can have more engine types. But I'm worrying if steam, turbine thrust, even opposed piston engine will soon have some requirement.

Funny you mentioned this, I was trying to design a "plane" with the current options we have now. Setting downforce to "lift" at speed. Got it to work somewhat but its more like a piece of paper floating right now. Nothing to actually propel while in the sky it takes its speed it gains on ground and becomes more of a glider.
P166
Jake_Blasted
S3 licensed
Vehicle mod: P166
Details page: https://www.lfs.net/files/vehmods/2CFDA1

SHORT DESCRIPTION:
Quote :1970s Vintage Formula 1 Racecar

DESCRIPTION:
Quote :Fictional Recreation of Vintage f1 Era Technology

I have tried to recreate the specs as accurately as possible although the car isn't completely based in reality. I took inspiration from both late 60s and 70s era cars with a lean towards the 1970s. (Cars like MS10 Cosworth or Lotus 76 / Lotus 79)

- Classic High revving 2993cc V8 (Specs based off the Cosworth DFV)
- Double wishbone suspension front/rear
- Low drag Coefficient body
- Accurate 70s Tire specs & Handling setup
- Fun to drive but challenging to learn and master


------------------------------------------------------------------

The exhaust is very loud, if you would rather a quieter version
you can download it here:
https://drive.google.com/file/d/11SQNMDy-sMb8gIYaNWs-x3RvUTR2mlXg/view?usp=sharing

------------------------------------------------------------------

Update 1: Aero configurations, 4 different classic body types!

Update 2: Handling/Setup fixes - Body changes + fine tuning chassis

------------------------------------------------------------------
Big thanks to the homie Dhawl for helping with the headers & ITB intakes + always giving feedback in the discord call Big grin

Mod is coming out of "work in progress" phase, but fine tuning stages are still in the works! If you have any suggestions please feel free to message me!

COVER SCREENSHOT:
Jake_Blasted
S3 licensed
Quote from Scawen :OK, I've worked out the answer. The answer is... BOTH!

You can fix it, and should be able to re-upload with the fix.

I will also do something about it, to avoid this coming up in future. Though it has just slipped down my priority list a bit.

See in the attached pictures, this stray triangle is causing the problem. It looks like a pointless / unintentional triangle. And the problem is that triangle is not mirrored, so the extra point it is based on could be unmirrored in the server's cut down version of the vehicle.

You can see how it is kind of messed up by looking at LOD3 in "wire" view in the editor. It's all clean after deleting the stray triangle.

To fix it you only need to delete the stray triangle, then you can upload the fix (but please read my suggestion below first).

Let us know if you are somehow prevented from doing so (by the 48 hour time limit).

BY THE WAY: About collision meshes for single seaters. It is not recommended to build them this way. I think you will get strange collisions. Because of the way the collisions work, the LOD3 mesh should be wide enough to include the wheels. Maybe you should try using the auto-create collision mesh and then adjust it a bit. I'd recommend a quick look at the Formula XR collision mesh. I think you'll get better results with something more like that.

Great to hear you found the problem Scawen! Seems like its an easy fix haha.
Ill have a look at the LOD3 mesh, it could use some more tweaking.
I was unsure how to go about modelling the mesh for a single seater and having it work correctly in the case of a rollover or something. Ill have a look at the Formula XR to get some ideas.

Thanks a bunch!
Jake_Blasted
S3 licensed
Was something me and the guys were talking about, 2 stroke is the closest we have technically but a true rotary motor would be great im all for it
OOS - CAR mod car error
Jake_Blasted
S3 licensed
Hey guys


Just wanted to bring attention to a bug im now having trouble with.
After doing the recent update to the P166 the car now has a OOS error when trying to load into a multiplayer game.
Singleplayer works fine but will kick you from the server if tried online.


Just wondering how to go about fixing it,
Is this a problem on my end or a weird bug with the mod system?

Thanks
Jake_Blasted
S3 licensed
RBunny engine tune shop! ★★★★★ Rating haha
Jake_Blasted
S3 licensed
Quote from Scawen :The rules are quite tough at the moment, as we really could not keep up with the rate of submission. One of your mods was approved within the last 7 days, so that's why your new submission couldn't be accepted today. Also there was a bug, but I'm not sure if that affected you.

Today we have been working on a plan for a new system. As mentioned in the first post, these current limits "may well be a temporary measure".

About your other mods in review, Victor is contacting you so maybe you can sort something out or prioritise one of them.

Thanks Scawen appreciate that!
Just thought id mention it as a bug. Could become a common issue as it seems reasonable to
update a mod while in submission before its accepted.
Jake_Blasted
S3 licensed
Critical issue found with this system as is right now.

Was waiting for my mod submission to be looked at for a few days now,
in that time period while the mod isnt even uploaded yet ive been adding more and more. I thought i might aswell replace the mod submission
i uploaded a few days ago with this new updated version, since the initial mod wasnt uploaded yet.

Tryed to upload the updated version of the mod submission and now it says
i can only have 1 mod submission per week and it removed my original mod submission, showing i have no submissions right now and i have to wait a week before even trying again >Frown
Jake_Blasted
S3 licensed
Quote from Flame CZE :You have to scale down some of your textures or opitmize the way you use them (e.g. using a repeating pattern instead of one big texture).

haha figured it out a few minutes later! thanks for the quick reply tho flame Thumbs up
Jake_Blasted
S3 licensed
Quote from Scawen :We've adjusted the rules a bit since I posted that, so the 48 hours applies *per mod*.

That means, if one mod's update is approved (so now you have no mods awaiting approval) you can immediately submit an update for a different mod, as long as the second mod hasn't already been approved within the last 48 hours.

I've changed the wording slightly (in the second quote). Though I think we'll need to adjust the wording of the first quote a bit too.

I really really like this change, The mod list was getting somewhat filled with small edits, lazy tweaks, or just rushed content.... Although I do feel like the time between is each submission is a little long. The time limits implemented right now could be cut in half and i feel it would be more reasonable when just updating a mod or uploading a new one.

Cut 7 days down to 4 Days when submitting a new mod ( 4 days is a reasonable buffer just to deter lazy mods ) and keep the 2 or 1 day buffer between updates ( Personally I get so much work done on a mod in one night that its nearly ready to be an update )

But I don't know how many new mod submissions have been submitted just in this first week so I don't know how bad it is from your end lol.
Jake_Blasted
S3 licensed


Having trouble figuring out how to fix this issue. Editor says my total png texture area ia 6.5 Megapixels
where max is 5. Im wondering how i can compress the textures or get it down to the 5 Megapixel limit?

Any help is appreciated, Thanks.
FGED GREDG RDFGDR GSFDG