The online racing simulator
Searching in All forums
(87 results)
Gabey1
S3 licensed
Looks good! Can't wait Big grin
Gabey1
S3 licensed
Someone make a mod of this.
Make a race with it.
Who wins, gets the toy.
Big grin
Gabey1
S3 licensed
Quote from Pukyy :I have a LFS Blanket and Bedsheet combo
https://imgur.com/a/a33uBms

Gdje ba ovo nabavi xDDD
YAHAMA CT125 DR
Gabey1
S3 licensed
Vehicle mod: YAHAMA CT125 DR
Details page: https://www.lfs.net/files/vehmods/DF2CD0

SHORT DESCRIPTION:
Quote :Refreshed, Derestricted version of the CT125. Pure 2 stroke!

DESCRIPTION:
Quote :Minor modifications done to Jake_Blasted's CT125 mod.
Added livery, license plate and made new gauges.

COVER SCREENSHOT:
Gabey1
S3 licensed
Quote from Scawen :NOTE: If you upgrade your host to 79 slots, you must then restart the host to actually gain the extra slots.

Merry Christmas Scawen. Celebrate it in good health with your loved ones.
Gabey1
S3 licensed
Quote from Averro :Awesome, always happy to see new "normal" realistic cars added.
Two little things, do you think it would be possible to add a configuration for taxi (a little taxi sign on the roof) and give the car a skin template? Otherwise a great realistic mod, thanks!

Hello, and thank you for your feedback, i agree about LFS needing more cars like this. Big grin

Yes, i'll do that someday, especially the skin template which is my main focus right now. The reason i released it already is that more people can enjoy it online now, during the holidays, including myself.
Gabey1
S3 licensed
1.9TDI and 2.5TDI versions are getting submitted tonight Smile
Gabey1
S3 licensed
Looking promising Big grin
Gabey1
S3 licensed
Quote from Scawen :Let's make that this afternoon. I still need to:

- make spinners carry on and stop in the default position
- update vehicle editor to allow testing by switches
- merge code into old LFS
- more testing

Good luck! We can't wait Omg omg omg
Gabey1
S3 licensed
Awesome that you are taking the time to consider this. My suggestion is make it able for the upcoming moving subobjects to hook to the ignition.
A good example is those car multimedia displays that fold out of the dashboard when you turn on the car.
(Vice versa - go back to start position/angle when you turn off the car)

Here's a video: https://www.youtube.com/shorts/vzLMlfK5GEM

Thanks for listening to the community. This will be something special
Gabey1
S3 licensed
Thanks, everything seems to work fine now. The 1-8 shortcuts are much more convenient
Gabey1
S3 licensed
Found a bug. The light colour preview isn't getting updated for the newly supported subobjects (atleast my steering wheel subob here.) It works fine ingame, the color is updated ingame, but not in real time in editor for some reason. Here's a video https://www.youtube.com/watch?v=8E28GS1U3ps
Gabey1
S3 licensed
Gotta love this D53 patch. Everyone loved that. Glad lights work on steering subobs too!
Gabey1
S3 licensed
Quote from Pasci :Interesting mod - I hope I can drive it next week. Smile

But why do you always take screenshots in dark areas/under bridges? Smile
Cockpit looks very nice - but please also take a screenshot on the street and not under bridges Big grin

It's because it looks the nicest to the eye in my opinion, that's all. The interior pic is on purpose like that to show off the interior backlight Smile. Thanks for your feedback Smile I hope i can release the mod next week too
Gabey1
S3 licensed
Thanks, im looking forward to submitting it this week hopefully, if not then early next week. Currently working on seats and mirrors
Gabey1
S3 licensed
Quote from plkrk :Bro, this some another high quality mod we love , what about some fantasy +500 hp version ? Smile

Nah, we dont have enough well driving, normal power cars Smile
Gabey1
S3 licensed
Thanks everyone

Quote from rane_nbg :Very nice, but does it have a car stereo?

Of course, deciding on which one to put :S
Audi A4 B6 (Mutliple versions - coming soon!)
Gabey1
S3 licensed
Hello. I've been recreating my real life car inside of LFS. I fully made the mesh of the car in blender, while i used my friend (lfsw: Kanker_aap)'s interior. He will send the interior modelling progress photos later.(EDIT: the video link is below.)
I plan to release the car with multiple trim levels/engines (hmm, maybe a 1.9TDI 96kw FWD, 2.5TDI 132kw AWD diesel and 1.8T AWD Petrol engine). Who knows!

You can watch my modelling progress here: https://youtu.be/eM6bhJSjZmQ
You can watch Jere's interior modelling progress here:
https://youtu.be/ZOB1m9xfntI
Here are some snippets of the car.




Please give feedback or ideas on what you think so far.

Coming soon!
Last edited by Gabey1, .
Gabey1
S3 licensed
Wow. Awesome that you considered and implemented my suggestion. Right on! Big grin People are gonna love this. Thanks!
Here's how it all works together in my upcoming mod:
Gabey1
S3 licensed
Also, it would be much appreciated someday if we could have a toggle for the dashboard warning lights that they are invisible when off. It would be a great addition to mods replicating more modern cars, which have this very effect - especially the cars with LCD displays as the dashboard. This is in many cars while driving at night!
Here's a bit of an idea what i'm talking about if you're interested:

You can see how the inactive dash warning lights are not visible. Thanks and Good luck !
Last edited by Gabey1, .
Gabey1
S3 licensed
Hey @Scawen. On many cars the side lights are turned on whenever the headlights(low or high beam) are. My upcoming mod uses the High beam mapping for the sidelight(it's just not as bright as l_full) and when i turn on my lights (3 key) low beam comes on along with the sidelight but the sidelight indicator on the dash doesn't turn on even though the sidelight is clerarly on, as i can see it from the outside. Could you make it consistent so that whenever the sidelight mapping is turned on, that the bulb on the dash lights up too, not just when you do /light head side. Thanks
Gabey1
S3 licensed
Quote from Scawen :...

Understandable, very much appreciate your input. Good luck with the tyre physics
Gabey1
S3 licensed
Would be nice if we could have a key bindable to toggle high beam (in controls). Like in real cars.


EDIT: To be fair, i'd like to hear what's stopping you from incorporating bindable toggles for all the lights (fogs,extra,low(already there),hi beam etc) in the game controls. It would be the most convenient option for mouse players, as binding commands to ctrl/shift shortcuts makes it a headache for everyone using mouse/kb now. Thanks for the update and any feedback you might have
Last edited by Gabey1, .
Gabey1
S3 licensed
Quote from Scawen :Thank you all for the feedback.

About bikes, I can clearly see the issues you report, not only wobbling when braking from high speed, but a lot of movement when coming off or applying the throttle, or tapping the brake a little when leaned over.

I've experimented quite a bit but haven't got any conclusive improvements yet. It seems like I can dial out any issue but doing so always causes other issues at other speeds or conditions. For example I've been able to get really nice accelerating and braking while leaned over at medium to quite high speeds, but then it's a lot worse when the bike hits a relatively small bump and seriously overreacts. The trouble is that what I call the "damping" part of steering (that tries to reduce wobbling by bringing the lean rate near zero) needs to be quite high to react quickly to certain things, but it needs to be gentle in other situations.

I also tried the early stages of a more physical model which tries to simulate gyroscopic forces and really apply steering forces to that. To separate a bike's natural handling, from forces applied by the arms. But it seems a little distant for me to produce such a genuine physical model at this time and I'd rather not do that with the old tyre physics. And a complete model would need body movement too, which isn't for now.

So in that case I'm left with the original plan to improve our semi-physical model (the bike is in physics but the steering is just doing what it needs to do to balance that bike at the required lean). I still hope to improve it, given my increased understanding learned last week, now that we have better bikes and more of a range to test it on, it seems like I should be able to improve it in some way.

What causes bikes to fall going offroad? Will we see bikes able to go offroad? (Grass surfaces) Biggest problem about this is just clipping a tiny bit of grass going through a corner and immediately losing control/falling. It would be heaps better if this was countered somehow, but i can somehow see how making this with the current tire model is tricky. Curious to see your opinion, thanks.
Gabey1
S3 licensed
Tried the new bike physics, and just like some of my friends said, it feels a lot more twitchy and unstable now in terms of steering inputs. We all reverted to the previous patch. Our suggestion is: please keep the old bike physics but make bikes able to go offroad instead, that's something that everyone has been wanting. Also, if possible - make light mappings work on rotating subobjects (light is mounted to fork of many motorbikes in real life) Thank you
FGED GREDG RDFGDR GSFDG