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mpantel
S3 licensed
man why is LFS so perfect for rally cars! this feels great
mpantel
S3 licensed
Your mod is good because its textured and sounds like an rx7
mpantel
S3 licensed
Quote from marcin338 :After driving some km's the rear suspension need to fixed, same as the brakes.

Hi mate, can you be more specific because its perfect to me? I set it up as a live rear axle, nothing complex to do.
mpantel
S3 licensed
Thanks for this, I appreciate the work you did for the interior!
TALOT SUNS LOMIS
mpantel
S3 licensed
Vehicle mod: TALOT SUNS LOMIS
Details page: https://www.lfs.net/files/vehmods/33C881

SHORT DESCRIPTION:
Quote :RWD rally hot hatch from 80s

DESCRIPTION:
Quote :Rally based hot hatch from the 80s that won the 1980 RAC.

Comes with two liveries with fully detailed interior. Specs are based on homologation papers found.

COVER SCREENSHOT:
FORMULA US 93
mpantel
S3 licensed
Vehicle mod: FORMULA US 93
Details page: https://www.lfs.net/files/vehmods/398F20

SHORT DESCRIPTION:
Quote :Early 90s open wheeler from USA

DESCRIPTION:
Quote :This car is based on the 1992 open wheeler chassis from USA ( turbo v8 ). However, I'm creating liveries based on a popular 1993 season so we can re-live those old open wheeler sim racing games we used to play.

Everything is very WIP at the moment. Includes Road and Oval settings

Bugs list

For some reason, the mirrored side body texture is not working ingame. In the editor it looks fine through.

COVER SCREENSHOT:
mpantel
S3 licensed
Quote from NENE87 :Hi, is that possible to switch driver's position for choosing left or right? That's a really good mod Smile

No this is australia mate
mpantel
S3 licensed
I might release a different version to this one now, that also includes parts from 1991 up to 1994 as configs options ( VN and VP ). Reason is i've modeled more higher poly body panels already. Also a note about the braking, the setup was based on brock's top 10 lap where he used way too much rear brake balance by mistake causing him to drift ontop of the mountain in 1991. Dont worry i will include specific race setups and configs.

Example

91 VN - bathurst top 10 spec
91 VN - bathurst race spec
91 VN - Standard Group A race spec
92 VN - bathurst top 10 spec
92 VN - bathurst race spec
93 VP - bathurst top 10 spec
93 VP - bathurst race spec

ect ect

Quote from martin18 :Some more suspension work needed in this, car tends to get tail happy while trail braking. Almost seems like car just has snap over steer out of no where.
Can we get a digital speedometer or something

Besides that sounds much better now, looks really good!

mpantel
S3 licensed
Quote from fangio86 :Is there any way to export or "render" the uv map wireframe to make better skins in our mods? i did wrap my car in the editor but i would like to have wireframe exported to make complex skins. tnx in advance

Usually before i even start mapping in the lfs editor, i take screenshots of each side of the car in wireframe mode and the shaded mode aswell, then paste them as layers in photoshop for the default skin. Then i go through and start mapping and lining them up by hand.
mpantel
S3 licensed
Thanks for your feedback. That reminds me to check the measurements for the seating position and steering position. I have the notes of the actual measurements used for Larry Perkins in the 1990s.

Quote from Zopiac :The steering wheel is a good 10cm closer to me than I care for, which is a shame since you can't set the view further back from default, only forward (and in most cars I do have to set the view closer to the dash). Really makes it feel claustrophobic to drive in VR.

Especially odd since I'd have to lean forward to even touch the shift knob (which of course isn't actually needed, but hey, immersion!)

mpantel
S3 licensed
Legend man! thanks for that. That will be useful for then i include exact specs for different years for group a cars.

Quote from superlame :You can. Example for this is the LCT3000 Truck It comes with 2 Default Setups - Empty and Loaded, the "Loaded" has automatically adjusted Handicap - Voluntary Added Mass 200Kg.

I tested it right now and figured out how to do it. ( there might be other way but I could thing of only this method right now)

1. You make the setup inside LFS Game.
2. Copy the setup from LFS\data\setups
3. Paste the setup to Editor\data\setups

Now inside the editor.
4. Click on the button "dup" ( I recommend clicking the button "dup" and load the custom setup you made, over the "duped" one so, you can have backup with the default one if something goes wrong )
4.1 Load the setup by clicking "Load" in Editor like the picture below.
4.2 You can change the setup name by RIGHT Clicking with the mouse over the "[unnamed]" setup


After everything is done, you can test it ingame by "TEST Mod In LFS" And see actually that it comes like default setup.



mpantel
S3 licensed
Quote from PopnLochNessMonster :R4s only is a bit too harsh. Maybe R3s as well?

R3's pulled crazy g's compared to the real car. R4 seemed to match better. But i haven't tested it since i updated the suspension and aero again.

I guess if it stays around 1.5 g's in a long sweeping turn with the R3, and doesn't overheat like crazy then i'll add it to the next update.
Last edited by mpantel, .
mpantel
S3 licensed
Not sure if we can already enable this, but can we include the weight and intake restrictions from the info tab on the setup screen via the editor?

Reason is I'm creating the Gibson Group A R32 GTR soon, and want to include the weight restrictions it had for the default setups ( weight restrictions varied between 90 to 92 ). Also power varied aswell between the years.
mpantel
S3 licensed
Ah thanks! i was going into the engine edit instead of the Transmission / Audio tab. i look in that section.
mpantel
S3 licensed
So how do we copy a custom engine sound we created back to the editor? I choose edit engine, loaded the sound and hit save then exported. But it still loaded the generic generated one.
mpantel
S3 licensed
hmm you said solid axle is not supported? what about the semi trailing arm option?
mpantel
S3 licensed
I'm planning on updating it again soon with proper skins and more refined mesh. Would increasing the caster stiffen the steering? Also any idea's on how to limit how much g's the car pulls during turns, as it currently has way to much grip. Tests of the 91 says it pulled 1.4 to 1.5 g's
HOLLER VN GROUP A 91
mpantel
S3 licensed
Vehicle mod: HOLLER VN GROUP A 91
Details page: https://www.lfs.net/files/vehmods/E3ABBA

SHORT DESCRIPTION:
Quote :Group A touring car from 1991 ( Based on VN commodore )

DESCRIPTION:
Quote :This is the Holler VN group A 91" ( Based on the Holden VN commodore Group A from 1991 )

Specs are based on Top 10 shoot out at Bathurst. All low poly work fully textured.

Also I want to thank the LFS team, I love the fact that this is so simple to use! Please be kind to my first mod. Thanks

COVER SCREENSHOT:
mpantel
S3 licensed
Are we limited to only 17 smoothing groups right? because i think i'm over 17, and it's assigned 17 groups at random on every tri. Anyone know of any tricks in blender to automatically arrange the groups into a smaller bunch?
mpantel
S3 licensed
Well i guess that means I dont need to put in extra work to make liveries then. Guess we can provide some kind of PSD template or something for people to use.
mpantel
S3 licensed
Did anyone talk about liveries on cars? I know we have to use different names for car Manufacturers and logos. But what about liveries? "Example shell oil? "
mpantel
S3 licensed
Hi Guys, Suspension question for you guys. What would i use for a VN commodore, specifically the 1991 group A race car? i think its a live rear axle semi trailing arm with panhard. Do i pick rigid axle in the editor or should i be using the trailing arm?
FGED GREDG RDFGDR GSFDG