Would it be possible to have a second row of animation slots on the motorcycles that are "activated" when the medium and high speed bike physics take over in game? These slots could pertain to lean angle as opposed to steering angle as well.
[quote="Drifteris;2063719"]I've tested your bike on Westhill and they can't even make past the second turn without sliding off the road (out of 10, 2 crashed on the first turn). Must be issue with insane downforce on that bike.
There was no logic behind the dowforce decision besides trying to make the bikes feel good. Simply put I don't think even the current physics feel correct under braking. The massive downforce made the bike fun to ride. I'm not really sure if it made the bike faster cornering but it was far easier to run consecutive laps without crashing. I've played with the setup and every number in the editor for a year and have never liked the way anything worked besides that downforce slider.
Last edited by Scawen, .
Reason : removed img tags to avoid auto play
On bikes they crash brutally on the high speed kink style corners on West Hill and the start finish at Blackwood on motorcycles for me. Seems as though they come in way too fast and start to steer way too late. If I lower them to level 2 or less skill they stay on track but they're hilariously slow elsewhere.
Hmmm tried to get into the editor today, I've been running the most current patch since release. I'm signed out and can't sign back in. Checked the firewall setting on my side, changes my webpass. Nothing seems to be working
I've got it to where the editor snaps the Hub OB to the correct location, moves and acts like a wheel as intended but when I test the mod in LFS proper it's acting as if they were standard subobs. They lose the Hub Ob function. They do not spin, turn and they move with the body as if they were subobs.
Edit: Oh you HAVE to have the latest test patch in LFS, I see. I thought you just meant you needed the latest LFSE test patch to make the hubs. I guess I'll make the mod private until that feature is forced onto all players in game. Id rather not tank the rating on the mod over it.
Yeah I'm working on that right now, but It appears to be finicky. The car looks and acts correctly in LFSE but the wheels are off center not moving in game for me. I need to build more solid single object wheels in Blender for this purpose now, a lot of my wheels are built in LFSE as SRE. I know a way to extract them but I may just start over with some of them.
It's an issue for me because you now have to tie in 1/4 body customization options to the wheel. I will be using this new hub feature to allow my mods to have separately paintable front and rear wheels, and to be able to run 2 different wheel designs and spoke face offsets. Great for Drift and Drag cars.
I'll have to mess with this when I have time, but I wanted to say that I appreciate you also talking about how we can future proof these mods for the physics and lighting updates.
If there's anything else we should be doing so we don't have to emergency update the mods when the final Patch drops I would love to hear it!