We'll only be able to simulate/mod from the late 90 early 2000" era, as LFS doesn't support modern complex electronics (yet).
Classic cars should be possible too, but we need old type of road/slick tyres if we want to mod something like an 70' F1 or touring car accurately, unless you could reduce the tyres friction/grip of the default compound which is an approximation but should be ok for the time being.
I thought it could be a good idea to start something to kill time before the mod support test patch, so I started a project to test some ideas and why not a practice opportunity since I am not super comfortable in making low res assets.
It's a sort of concept for a newer version or a replacement for XFG, basically it's your typical everyday 2002~2008 small city car with a relatively powerful engine (GTI).
I am still undecided about of the engine configuration or other technical aspects, let's say it will have around 170 hp max (for now).
So here are some pictures of the design, I will probably change/add some details later when I make some progress but this is mostly the final version.
Well since you can import the base mesh I am somehow more positive about this, as modeling inside the editor is all but intuitive.
Personally I can manage with the editor texturing system, but people should not expect the same result as a fully modern texturing software (eg : heavy use of tillable without any variations, stretched textures etc ).
No you can't use real brand names without an authorization ( from the manufacturer or the license holder ).
And to get that authorization, it means that you are ready to buy a license that will probably cost you +50 000 $ for one vehicle (if they accept to negotiate with you in the first place), there is some exceptions but this is how things work.
So you should always make slight modifications to your subaru or toyota model to make them not as similar as the original model, and of course make sure to use a fictional brand.
I only wish that we could make the texturing part in Blender too, because from what I saw, everythings except the base mesh should be done in the editor.
I mean planar projection isn't very practical especially for complex shapes.
Allowing for UVs export is something that maybe you should consider in the future.
Let's not be harsh with how other people perceive the thing, I must admit that with the usual quality of Scavier work it's hard to contain the excitement about an incoming update .
At this point any discussion (within the rules) in this forum is a happy event in my book, it shows that there is still an active small community that cares about the game.
I am pretty sure that Scawen is the first to admit LFS needs better presentation (graphics), that's why they are putting much efforts into modernizing the core graphic engine.
I could add one or two pretty neat features (important one IMO) which is ingame integration with modern social/streaming platforms, an ingame hub with realtime spectating and news about the game itself, leagues or other organizational events, pretty much like what other massive multiplayer games are doing (like Dota or CS), no other simulations are doing this right.
I think this could make LFS the true and the most modern multiplayer platform for simracing
Automation and BeamNG is very similar (but more complete) to the LFS and tweak combo, I wish LFS devs could implement something equivalent with better and seamless integration to the probable modding tool, this could open endless possibilities.
Always happy to hear some news from LFS devs, the new south city is truly becoming an "open world" map. cruisers, racers, and layout makers should be happy about that!
I think releasing the patch without Fernbay is a good decision, we should have plenty of content to play with in the first version until further improvements or new track/cars.
If it means the beginning of some sort of integrated "tweak" into LFS, where we could customize every aspect of the car (tyres, engine, suspension etc..), I can only agree with this approach.
It will be so much more easy for Eric if LFS supported multi-layers textures, because as of now he needs to add some sort of "floating" geometry with alpha textures if he wants to add tags or other type of imperfections, which will of course make the scene heavier on the hardware.
Personally I am not that bothered with a "too clean" environment for the time being, those kind of things can be easily updated after the public release, I am pretty sure that even after the final release Scawen will continue to update the graphic engine.
I guess Eric is more concerned about polycounts, Bevel can easily double or triple them depending on the complexity of the object.
There are some techniques to fake them without affecting the base geometry (bevel shader ?), but I never saw this kind of shaders in a video game.
Same with the image I linked bellow, but I prefer a bugy vertex AO over floating objects.
Anyway @Scawen it's always good to read your progress reports, thanks for keeping us updated! and I hope 2021 is the year for us to try all those goodies !!
I think it's perfectly douable for only one man to make the core physics engine, Stefano Casillo (ex Kunos physics/graphics main dev) is the perfect example for that, I guess even SMS and Iracing have only one or two guys working on such tasks.
Audio, networking API and graphics assets are the most dependent on staff numbers, sometimes specialized developers for specific domain like AI and VFX are often needed too.
LFS suffer from the comparison with the larger scale simulations,we should take it as it is, means as a small scale indie project.
I guess Scavier know that and they are probably transitioning from the everythings in-house mindset, as it is impossible for them to compete directly with other simulations, I think they are slowly shifting LFS to a semi-customizable platform model, the modding discussion started by Scawen can prove that.
I mean it's better if you have ten artists building assets at the same time than one, unless you are not constrained by deadlines, it doesn't have the same complex management as other area like core programming, which is a nightmare to coordinate.
I do agree about cars physics, it's generally a one person work if we only take into account the simracing genra, but it's totally possible to find persons who understand your work and know how to apply numbers ( well some actual physics devs started as modders ), I mean if you want to make a 200 cars racing sim you definitively don't want to work alone applying and testing data for all those cars.