The online racing simulator
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Slashpca
S3 licensed
Quote from Scawen :Editor Patch E7:...

Loving the work you've been putting in, excited to use these features!
Slashpca
S3 licensed
A vast majority of the currently uploaded mods are running around on 100k tri ripped wheels. They go right through the review process this way. Pretty common to see even a tweak mod on the aftformentioned wheels.
Slashpca
S3 licensed
Quote from cuni :Then please upload your favorite setup. I've been fighting with this bike and haven't found a proper setup.

The issue with making mods in this game is no one provides any actual feedback, it's just complaining. Complaining about the sound, setup etc without any feedback.

What is the actual issue with the setup for you? If you're using a mouse or any button inputs
Instead of axis for throttle and brake you're wasting your time trying to ride motorcycles in a simulator.

I use an Xbox equivalent controller and I can ride this bike at max effort until the tires disentigrate. Setup and geometry wise the bike is very similar to the other popular bikes in the game.
Slashpca
S3 licensed
Quote from Decadence :Well it was a subobject but i made it part of the main so i can colour it with the body of the car. Im new to this so thats the only way i can make it work for me Smile

You just needed to enable the option "subob uses custom colors" it's on the main tab, where you select subobs.
Slashpca
S3 licensed
Quote from Scawen :I don't know about this. To save me trying to figure out, please can you explain in more detail?

For example on a McPherson suspension, you adjust the caster by moving the top thrust point forward and back. The only way right now to see the caster number is using the suspension diagram like he stated, but when you open the diagram the special draw submenu and points disappear. So you have to adjust the point, tab into the suspension diagram back and forth sometimes a dozen times before you nail the desired number.

It would be cool to have adjustable caster within reason as something we can enable on mods for adjustment in the pits. As well as adjustable rear trailing arm geometry for motorcycles specifically, move the pivot up and down and move the rear trail length as well at the rear axle.
Slashpca
S3 licensed
I'd like to preface this by saying I have no idea about coding, especially how this game is coded lol.

Would it be possible to set certain subobs like bumpers and wings as "removable" in cases where they sustain a certain amount of "damage hit points" or deformation. They would eject from the vehicle in that case.

Ejectable downforce subobs could be tied as the aero points as well so when they eject from the vehicle you lose that aero effect.

This might be too far off the scope of possibilities right now but I just wanted to mention it.
Slashpca
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

Love what you're doing, amazing seeing you show off those coding chops in real time. This has been maybe the most exciting week in gaming for me in 10 years.
Slashpca
S3 licensed
Quote from Victor :Please try again. Should be fixed.

Now I'm attempting to upload a new mod, and the section for the 5 screenshots isn't working. I select the files and it still says no file choosen. Tried waiting a while and submitted with error "Provide screenshots of at least the front, rear and side views, an interior screenshot and at least one action screenshot."

Nevermind, it was just insanely slow. After I submitted this post I walked away on it again and came back to 3/5 uploaded and just waited for the other 2.
Last edited by Slashpca, .
Slashpca
S3 licensed
I wasn't sure where to post this, but maybe it could be a fix for both pop ups and rotating objs? I have layered alpha glass pop ups on my EMPERORS SUNRISE mod that seem to work fine, but I created a swing out windscreen for my FLATTY MODEL 8, and it works as intended besides this strange bug with the windscreen alpha. Same alpha I had before I broke it off as a pop up light subob.

I've seen this bug before, like for instance the alpha glass on my pending mod HYPERION, in the pits and in vehicle editor you get this same effect on the mirror turn signals. But they seem to be corrected once you spawn on track, this windscreen is not fixing itself.

I've tried, flipping tris, single and double sided, moving the page with S_glass_alp up and down the list to change it's order in the Textures tab in the editor. Nothing works so far.

Please see the attached photo.
Slashpca
S3 licensed
Quote from Victor :Please try again. Should be fixed.

Car uploading is fixed thank you!
Slashpca
S3 licensed
Quote from Scawen :Thanks. I have contacted Victor about it. It's not related to the test patch.

The website update was quite major, including upgrades, so not everything has remained fully operational and Victor is working on those things that he couldn't fully test in advance.

When was the website updated? I'm getting an error when trying to update a couple cars.

"Array ( [aCarModArchive] => The uploaded file is not a valid 7zip archive )"

Tried creating the ZIP from 7d53 and 7d54. (uploaded a coupled updates on other cars with 7d53 yesterday without issue)
Slashpca
S3 licensed
Quote from Slashpca :Would it be possible to add a digital time clock to the s clock formula?

Also adjustable "red line" to the digital dashes where the hash marks turn red (or whatever color on a slider preferably) at a certain rpm to redline. I've tried to hack it by putting red glass over the area but it doesn't look good to me.

Thank you for all the hard work.

Also would it be possible to make it an option in the editor to disable passengers on specific configs? Like cars with sayh a racing config with the passenger seat removed, or on a bike config with the rear footpegs and seat removed?

It would also be cool to be able to enable that wheel and tire size customization option in the game pits like you guys did on the vanilla GTR cars.
YKS-100
Slashpca
S3 licensed
Would it be possible to add a digital time clock to the s clock formula?

Also adjustable "red line" to the digital dashes where the hash marks turn red (or whatever color on a slider preferably) at a certain rpm to redline. I've tried to hack it by putting red glass over the area but it doesn't look good to me.

Thank you for all the hard work.
Slashpca
S3 licensed
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.
Slashpca
S3 licensed
Quote from Scawen :I understand why you chose to use unrealistic settings before, even if I don't agree with that approach.

To make a good mod in the proper way, the thing is to get as accurate values and settings as possible. If there are physical problems it's really my job to sort that out by improving the physics model. I do understand slight tweaks to mods to deal with imperfect physics.

But the mod still has massive downforce now, even after the steering model changes. Speaking as a mod user (not as a developer) I'd like to explain that makes me simply not want to use the mod at all. No bike in the world has F1-style downforce, as it's impossible. In my opinion the undertray should be deleted, the downforce set to zero and then work on the bike's geometry, mass, weight distribution, suspension, drag, etc. to make it as near to a real 600 as possible, then it will be a fun mod to use.

I've been playing your sim for 17 years, I trust your opinion. I'll make the changes.
Slashpca
S3 licensed
[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.

https://i.imgur.com/8Kvg7fx.gif

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
Slashpca
S3 licensed
Quote from Scawen :Can anyone give an example of cases where AI do very bad steering (and maybe spin or crash) when they leave the main path to join the pit lane path, or when they leave the pit lane path to join the main path?

If you think of an example, please state the vehicle name and the track + config.

E.g.: FORMULA US 93 entering pit lane at WE1.

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.
Slashpca
S3 licensed
Amazing work Scawen, you got me working on my bike again. Very fun to drive on an controller.
GRANATA G21
Slashpca
S3 licensed
Vehicle mod: GRANATA G21
Details page: https://www.lfs.net/files/vehmods/D73C01

SHORT DESCRIPTION:
Quote :Vintage British Race Car

DESCRIPTION:
Quote :The Granata G21 features a lightweight tubular space frame, with a fiberglass body laid over top. A potent N/A 4 cylinder from a popular engine builder and low curb weight makes this car quite a handful to navigate.


Model and vehicle creation:

https://www.youtube.com/live/isoVLUYo7a0?feature=share
https://www.youtube.com/live/5kooydtR3qQ?feature=share
https://www.youtube.com/live/g6HLhwgWt6c?feature=share

COVER SCREENSHOT:
Slashpca
S3 licensed
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
Slashpca
S3 licensed
Quote from Scawen :Exact placement of the subobject is not that important in the modeller, what is most important is that the object's origin is in the exact centre point of the hub object.

To be clear - no matter where you position that object, it will be drawn at the position and angle of the nearest wheel.

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.
Last edited by Slashpca, .
Slashpca
S3 licensed
Quote from versiu :...or to have different wheelrim options with each body config.
This update opens whole new world for customizing vehicles.

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.
Slashpca
S3 licensed
Quote from Scawen :
But how much of a problem is this? At first thought it seems like it would be hard to change how this works, but of course I will look into it if it is bad, or could cause problems in the future.

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.
FGED GREDG RDFGDR GSFDG