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
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
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
So focused on whether or not we could.... we didn't stop to think if we should.
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
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 as i want the car to feel / drive as good as it possibly can. (unlike some others i can think of lol)
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 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.
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.
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!
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!
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.
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
Hey noticed you used my wheels and steering wheel from my P166, just ask next time im happy to help!
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.
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.
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 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.
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 >
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.
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?