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RE Amemiya
S3 licensed
I think the best solution is to acquire and upload the mods yourself as an organization. Organizations of real races have to write their own rulebooks, book the tracks, etc. Now with mods, you probably need to own your own “rental” cars or else you open yourself up to manipulation.
RE Amemiya
S3 licensed
Quote from pärtan :I don't know if this is intentional or not, but the caster, while moving the front wheel forward and backwards doesn't seem to change the wheel base readout. I was scratching my head over this before realizing what was going on. Maybe it would be a good idea to measure the wheel base from wheel center to wheel center, instead of where the steering axis line intersects the ground.

Trailing arm pickup points also don’t affect the wheelbase despite there being some sort of hysteresis and some invisible relationship, causing an apparent wheelbase change but no readout change.

I’m also still very confused about the shocks. It doesn’t seem like it changes anything and the setups seem to only be wheel rate.
RE Amemiya
S3 licensed
Quote from Scawen :About the turbo lag, I know it's been a long time but finally I've had a look and I confirm there was an oversight in the code when converting from an older system to the newer system.

The error affects both the moment of inertia (reduces the inertia) and the rpm at which max boost may be achieved (reduces the rpm for max boost).

I can't change much at this time while keeping an incompatible version. I'm sure the turbo simulation should be improved at some point though it's not the highest priority any time before the new physics and graphics version.

There is one thing I can change in the editor that works in a compatible version. That is the maximum value for "Turbo MOI Multiplier". I could put that up to 2 if it would help? Then at least you can have slower spooling turbos even if they still have other issues.

I think it’s a good compromise and will be very helpful!
RE Amemiya
S3 licensed
I would definitely pay more money, $50, $100, $150 even depending on if we also get a croup C car in the style of og lfs. 👌
RE Amemiya
S3 licensed
I think if anything everyone can agree on a class with base rules and have the unlimited record be based on that. Say 700kg weight, parts must realistically fit, max hp 1500. Max tire width 1500mm combined total. Cog height minimum ? Just spitballing. Min drag 0.9 combined, max downforce at 300kmh 7000kg?
RE Amemiya
S3 licensed
It’s an amazing sim!
RE Amemiya
S3 licensed
I hope to see a few things, mainly a super sport tire that reacts better to heavier loading and more slip angle with less sidewall flex. Should be good and closer to modern sports tires!

I think race slicks and even sport tires overheat a little too quickly I can’t seem to get a nascar to last more than 20 laps no matter how loose I set up the car and drive with the rear. And Less than 2 drift laps on the kart track have my super tires popped, in real life even at full tilt with 1000hp I’d think 4 laps or so would be more realistic.

Do tires pop due to over temp or tread being at 0?

After finally testing out gravel tires in real life I think that they have too low of grip on pavement, i was very surprised to find gravel rally tires had far better grip on pavement than your average road tire.

I think the sidewall stretch could be changed to a smaller visual ratio, right now it looks like
It’s simulating the rubber at the microscopic level and of course we love LFS because of how good it drives, the tires look comical at lower pressures though.

I hope we can get spring preload instead of artificially increasing travel with lower spring rates.

I hope we get a few other changes too, such as bump steer and other small incremental improvements. I don’t think the whole entire base physics need an overhaul, I love the game as is and find it to be the best one already!
RE Amemiya
S3 licensed
Quote from dornardo :(This was suggested before but I wanted to include a bit more detail about the topic)

Could a new turbo lag slider option for engine editor be added to make high-boost turbo cars behave more realistic?

I think this option is missing in the current editor. The turbo inertia multiplier does help the turbo spool up slowly at first but makes it stay spooled after letting of throttle making the lag almost non existent after first spool up.

Here I did a test with the original XR GTR and the one in the editor. The original XRR spools up the turbo really slowly and after letting off the throttle and getting back on it the turbo still spools slow.
The editor XRR spools up the turbo really fast all the time without any of the engine settings being changed making it unrealistic.

Original XR GTR


Editor XR GTR






Here is a engine I made with 2.0 Bar pressure and 2.0 turbo inertia using hex editor since the max value is 0.6. It does spool up slowly at first but the lag decreases afterwards.


This ^^ some trucks I drive take 3 full seconds to spool, and same with a tuned car on the freeway in top gear you could hold the gas down for 25 seconds and never get more than 3psi if you’re below a certain rpm.
New updates are awesome
RE Amemiya
S3 licensed
Thanks for the awesome new updates to the editor! And the wheels etc all of it looks good.

Adding trail adjustability to the cars has made the biggest difference of all to some of the mods. Very positive improvements! Many cars don’t run any trail offset but lt is very common.

Sometimes positive and sometimes negative.

For example the bmw e46 m3, e36 m3, ford mustang, 300zx z31 and Z32, run positive trail reduction, somewhere between 15 to 25mm.

Most drift angle kits run negative trail “reduction”.


And, it seems that there are some fwd and 4wd cars that run negative trail reduction as well. 5-10mm makes a big difference in the feedback on a fwd car! The r35 gtr appears to have about -5mm, some wrc teams appear to have over an inch (25mm).


Merry Christmas!



Merry Christmas!
RE Amemiya
S3 licensed
Quote from Scawen :Editor D59

Vehicle editor:

Selected suspension point can (again) be adjusted in SHIFT+L view
Subobject indicators left / right now relative to whole vehicle
FIX: Passengers were not updated when selecting a different setup

Modeller:

New flood select function to select all triangles by point sharing
- different from CTRL+SHIFT+LMB (select related triangles by edge)
- ALT+RMB selects all connected triangles regardless of properties
- triangles are considered connected if they share a single point
FIX: Keep merged subobject feature was controlled by wrong option

https://www.lfs.net/forum/thread/106004

Thank you so much! I really like the new updates its a lot easier to work with.
RE Amemiya
S3 licensed
I really liked the ability to move nodes in editor when I had the suspension tab (Shift + L) open, it was a lot easier to dial in the caster and inclination quickly.

Also I am finding that for some specific offroad vehicles I want to be able to set the spring rate lower than the game allows, is it possible to change the lower limit for that?
RE Amemiya
S3 licensed
a few more suggestions from me, if possible:

spring preload independent of ride height.
(helper springs would be nice but I don't imagine that's possible right now.)

bump rubber length and or stiffness

offset upright lengths or independent upright heights for top/bottom.

trailing arm front suspension.

option for even laggier turbochargers

bump steer could potentially be added as a degrees per meter of suspension travel.

ackermann curve (ackerman curve could be calculated then run as a non linear curve based on a 0-1 slider)

cars with adjustable trail


thanks!
RE Amemiya
S3 licensed
I wish there was a gravel version with 205/65-15x6.5 and 20mm more up travel. Lovely mod
ban wayback
RE Amemiya
S3 licensed
please ban wayback permanently from the game.
his only goal is purposely ruining servers
RE Amemiya
S3 licensed
Wow, I’m so glad to see someone actually care about the real world figures for once. Amazing work!
RE Amemiya
S3 licensed
Please allow 110% parallel steering. Smile
also steering axis offset
RE Amemiya
S3 licensed
here you go
RE Amemiya
S3 licensed
Looks very nice
RE Amemiya
S3 licensed
I’m not sure if you’ve been around this kind of engine in real life but they sure do shudder a lot. They shake the whole damn neighborhood if they’re wicked enough.
RE Amemiya
S3 licensed
Overall great mod. The 20’s car is my go to. Very pleased with your work.
RE Amemiya
S3 licensed
If you upgrade to S3 you can find nicely modded xrg’s ready to drift
RE Amemiya
S3 licensed
https://forums.autosport.com/topic/85701-1930-indy-tire-size/

I stumbled across this resource and thought you might be interested
e30 m3 dtm spec
RE Amemiya
S3 licensed
working on this mod... I got a low poly base 3d to start from, but its looking better. it was tricky to find the details on some of the proper specs... but its physics are complete now! I have to model the interior from scratch and finish adding details to the body so it's an A+ mod. it is slightly faster than XFR on Westhill National.


Last edited by RE Amemiya, .
RE Amemiya
S3 licensed
https://mega.nz/folder/okxDWIBC#kLmuIs2cJYfeTQZO0Qj7tQ

Here was a basic sprint car I started on. Feel free to do whatever you want with it and finish it or use it offline. I am not going to work on it anymore. It drives pretty good once you’re willing to drive it like you stole it!
RE Amemiya
S3 licensed
Quote from Jake_Blasted :https://en.lfsmanual.net/wiki/LFS_Editor_Guides#Community-made_tutorials

Link for ya RE. Progress on the car looks good!

Thank you,

Good progress coming down the pipe line... just working on a base model version. I have a mid way modified version finished. None of these have a 350cid V8 though! 4AGE only 💯💯
FGED GREDG RDFGDR GSFDG