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MicroSpecV
S3 licensed
Edit : With feedback, the far end airports will now have dual air corridors for back and forth. You shouldn't smash into oncoming planes now.

Fly a plane today in Live for Speed! Limited time promotion only!
MicroSpecV
S3 licensed




LFS Scavier Airport Day 2 will (hopefully) be open later when I'm back from work at 1615 UTC! Now with ability to make round trip from one end of the map to the other, and back , with the Bismark plane!

Make (or steal) the World Record set up and fly long distance, or try airport hopping along the way.

Stay tuned for "LFS Scavier Airport" server later today!





Last edited by MicroSpecV, .
MicroSpecV
S3 licensed
Aston mega-schiefe track and P1 + GTE classes!
MicroSpecV
S3 licensed
yes/88/microspecv
MicroSpecV
S3 licensed
Quote from Draggo :I remember that in the old layout objects system the objects were track dependent and it was possible to "activate" more objects on a given track. The question is whether it would be possible to use both systems at the same time, old and new, to have access to selected elements of the track, such as trees, bushes, buildings, etc?

Damn. I would love to see this implemented... For us layoutters, and even more so ones like me and Michal who devote time to creating scaled and close replicas of real tracks, using 40 objects just to create a grandstand or a building object is way too much. The object limit either needs to go up, or there needs to be these "standalone" and "basic" object items like trees, tent, spectator stands or buildings, so we don't waste parts aimlessly.

Even creating Long Beach was a stretch at 2400 objects, I barely made the grid and pit start points work.


And also, side note, the current 0.25 step increment in height, rotation and length is also too limiting. Even kiddo game like Roblox has the ability of infinite X-Y-Z editor movement for individual objects, so I don't see why LFS can't do the same in the future. At least I hope it can, if not, LFS Editor is missing a huge ball here.
MicroSpecV
S3 licensed
Servers are OK right now, thankfully! Pings are stable as before (from MRc fbm server at least)

Also, apparently some one or some thing took initiative to counter DoS voldemort server .. not sure if that'll result in anything but just thought you should be aware of that

The following is very accurate depiction of cyberwar summary
Last edited by MicroSpecV, .
MicroSpecV
S3 licensed
Quote from Scawen :Yes, there has been a heavy and sustained attack.

Sorry, but someone wanted to spoil your fun this evening!

Currently still down, 2nd day running Master's back up. Just asking though, during the attacks, are you able to get access to your server console terminal (to the i3D master server) for a force IP swap? Or totally unable/unadvisable?
Last edited by MicroSpecV, .
MicroSpecV
S3 licensed
Quote from Timoonn :Nah
I was on this server too, for many hours, we were only 3 players who survived, good pings, no time out. regular drivers doing lost of kms, normal behavior.
At the beggining of the mess many players got kicked out, tried to connect but most got errors or time out. Dunno why I was able to connect without problems and a normal 40ms ping.
After a moment, noone tried to join anymore for 2/3 hours but we continued to enjoy the server normaly.
When I disconnected, I couldnt reconnect on any servers.
Now I can connect again.



Another solo guy, again another cruiser?
MicroSpecV
S3 licensed
Still down, if anyone's lazy to log onto to check Tongue
NRGCL Vol 26
MicroSpecV
S3 licensed



The Anvil by Nikopdr





A layout job is best done with a cup of coffee and some spare time. My buddy Niko made this one a while back, and it's been spruced up to be able to handle more serious racing. Take your modded cars around this undulating circuit with fast, flowing turns and tight infield sections.


Recommended vehicles
GTi
FBM
UF1





The reward is in the passion

Check out my TC Layoutting series!
http://forum.city-driving.co.uk/forumdisplay.php?fid=13
https://www.youtube.com/watch?v=ONFy_8kqPj4
Join Apex Online Racing today!
https://apexonlineracing.com/community/

AA™| AOR Nova
MicroSpecV
S3 licensed
yes/88/microspecv
MicroSpecV
S3 licensed
SKIN RESUB FOR CARS 11 and 44
Car 11 Pixle Air Attack Racing | nikolai_01
Car 44 Pixle Air Attack Racing | guimoreira13

If attachment unavailable, https://imgur.com/a/bPLDdSd
Skin name for lfsw :
Pixleivanoob (car 11)
PixleGui2 (car 44)
Wall smoothening & Scenery at South-east City
MicroSpecV
S3 licensed
Corrective work done, corners are now smooth and the underworld is filled in. Current version has been loaded in server.






Anti glitch armco added to back of T1 exit wall
MicroSpecV
S3 licensed
Car 88 Pixle Air Attack Racing | microspecv

If attachment unavailable, https://imgur.com/a/xHy9Y1d
Skin name FA2989_PIXLENOVA

footnote*
Front number moved to lower position at nosecone for better visibility
Tcam facing number added to back of wheel arches
Side number enlarged on rear arches
MicroSpecV
S3 licensed
yes/88/microspecv
MicroSpecV
S3 licensed
88/microspecv/Sean Lee/Singapore/Pixle Air Attack Racing
MicroSpecV
S3 licensed
27/12/21

To add on to list of problems:
Too much aero wash/dirty air, needs to be toned down to suit the era spec of downforce levels. Feels worse than BF1 when the car itself is much simpler than it.

All this means car is a) undrivable in close proximity, b) inconsistent, c) too rear limited on grip purely on weight-derivative issue

Quote from MicroSpecV :26/12/21

Awesome looking car, nice neutral/unloaded handling and intuitive steering. That's the good side, but I'm only around the mod forums to give critical feedback so here it is :

CAr and/or downforce value balance is messed up (just like majority of mods available).
Wing application should be adjusted so that car can be set up just like any other winged vehicle, without first understanding that the Front wing value is exponentially higher than the rear wing. At WE2 the wings are 8-20 which is pretty silly once you look at the set up.

(Edit : realised need tl;dr version - wing value should be consistent with default LFS value setting. i.e if 8-20 right now is what's right for the track, then the setup parameters should be adjusted so that it reflects something less drastic, like 11-15 or such.)

Brakes lock up far too easily, trail braking is near impossible. Front should come unweighted more gradually, as the car doesn't modulate brakes while braking straight let alone on cadence.

Peak revs/vmax/redline is inconsistent with the speedo. Might need to address that. And the engine clips on high revs, but overall sounds brilliant.

MicroSpecV
S3 licensed
27/12/21

Great start, good engine sound and great rims and body. Looks like the earlier Ford Falcon gen 1 (we now have 2 Holdens, a Skyline and a Ford V8sc squad on the mod forum Big grin)

Things to improve on is the speed. This is way too fast, but I cannot figure out if it's the body weight and mass, or the engine that's overpowered. This ran around my scaled Gold Coast track in 1:09 while all the other V8/ATCC cars ran 1:12s/1:13s. It just goes up the gears and accelerates like no tomorrow, which his unrealistic.

Brakes are also too strong from baseline, at least for this car. V8SC have bad brakes, and at 1800 they feel strong already. Might need to change that.

Handling wise is generally ok, perhaps a tad numb on corner entry. Main issue is that ot does suffer from rear squat and tripod disease on acceleration, which makes the inside wheel spin funny. niko's car on the other hand tripods on braking and corner turn in. So yep, you'll need to get around that too.

Otherwise good job!
MicroSpecV
S3 licensed
26/12/21

Overall excellent mod. Not sure why the rating is lower then I expected, perhaps because the brakes are weaker then most are accustomed to (but realistic). If I were to nitpick, the engine sounds a tad dull and there is perhaps a bit too much "rear steer" on loaded mid corner entry. Car feels like its going to loop. Had to put +0.3 to +0.4 rear toe in to compensate. Initial turn in is also perhaps a bit too grippy... but all tthese might just be down to tires.
MicroSpecV
S3 licensed
26/12/21

Car's sounding awesome and the mesh poly bodykit is amazing to stare at Big grin

Front end washes out too easily. Needs tiny more low speed mechanical grip that tapers off relative to increasing speed. Otherwise it's fine, good mod!
MicroSpecV
S3 licensed
26/12/21

Awesome looking car, nice neutral/unloaded handling and intuitive steering. That's the good side, but I'm only around the mod forums to give critical feedback so here it is :

CAr and/or downforce value balance is messed up (just like majority of mods available).
Wing application should be adjusted so that car can be set up just like any other winged vehicle, without first understanding that the Front wing value is exponentially higher than the rear wing. At WE2 the wings are 8-20 which is pretty silly once you look at the set up.

(Edit : realised need tl;dr version - wing value should be consistent with default LFS value setting. i.e if 8-20 right now is what's right for the track, then the setup parameters should be adjusted so that it reflects something less drastic, like 11-15 or such.)

Brakes lock up far too easily, trail braking is near impossible. Front should come unweighted more gradually, as the car doesn't modulate brakes while braking straight let alone on cadence.

Peak revs/vmax/redline is inconsistent with the speedo. Might need to address that. And the engine clips on high revs, but overall sounds brilliant.
MicroSpecV
S3 licensed
26/12/2021
Rear end feels disconnected to front - either front has too much grip or the rear is too light. Car has low mechanical grip and feels just like LX6 but with 50% higher downforce on initial turn in - then everything just falls off.

Engine sounds good though.
MicroSpecV
S3 licensed
Quote from Dmitry[RUS :;1979057"]For such cool projects, you need to add separate objects to the editor. Tribunes, trees, fences, spectators, marshals, various pillars, etc. You can use objects with different surfaces, grass, soil)
It may be possible to add line library objects. Source from various Blackwood tracks. There is no need to overload textures and objects inside the game.
Maybe it's not that hard ..

Wat
MicroSpecV
S3 licensed
Quote from NENE87 :I have exactly the same question Smile How you do this? DIstance etc... I need to release a track from Chimay Smile

Sometimes you can overlay on the real track to check your progress... but with LFS physics and different ground speed/tire grip some corners won't align 100% perfect... for example, this is the best I've got at the moment (the red line is my track on the Wide Grid X config). *And bearing in mind I did not use this map overlay method until I had fully completed the track at 90%. I mainly relied on my eyes and onboard footage.

MicroSpecV
S3 licensed
Quote from NENE87 :I have exactly the same question Smile How you do this? DIstance etc... I need to release a track from Chimay Smile

I'd say man hours.... and patience, this (till today) took about 16 hours and I had an 8 hour session with only a dinner break in between... ended at 3am today Petals
FGED GREDG RDFGDR GSFDG