The online racing simulator
Mod Approval Checklist
(3 posts, closed, started )
Mod Approval Checklist
In addition to high mod ratings, here is a list of things that are checked by the mod reviewers before approving a mod. If a mod is missing some of these points, it is less likely to be approved.

Information
- public access
- not marked as WIP (work in progress)
- senseful mod description
- correct copyright information
- at least 5 screenshots - front, rear, side, interior and at least one action screenshot
- all screenshots show the latest state of the mod
- no unresolved mod issues in the mod comments
- vehicle class is appropriate to the mod

Physics
- all default setups should be driveable
- invisible car frame should roughly correspond to the car's mass distribution
- sensible drag & downforce values (if applicable)
- sensible suspension geometry

Colours
- at least one skin included with correct mapping orientation of all parts, without mirrored or flipped mappings (if applicable)

3D model
- the number of triangles must not exceed the limit in any configuration (no "MergeSubs (xxx) - Too many triangles" errors)
- no "Cross-texture triangle found - mapping corrected" errors should appear
- LOD2 and LOD3 models must be added
- LOD2 and LOD3 should have the same car body mappings as LOD1
- LOD2 should have a reasonably low number of triangles while keeping the overall car shape (around 1000 is usually more than enough)
- LOD2 should have no holes to render a nice car shadow
- LOD3 should be present and fit the overall car shape

Car features
- correct mappings and triangles in mods with a selectable drive side (no alignment and mirroring issues)
- customisable number plate (if applicable)
- working car lights (if applicable)
- working mirrors (if applicable)
- working gauges (if applicable)

Animation
- driver animation in sync with the steering wheel

Sounds
- engine sound without too much clipping (check in SHIFT+A mode)
- gear shift sound (if applicable)
- starter sound (if applicable)
Added a point that a mod should not be in a WIP (work in progress) state in order to be eligible for approval.

When a mod is marked as WIP, it is expected to be changed significantly in the future by the author. Mod creators can update approved mods too but they should be ready to be used by the time they're approved.
Added a point: "vehicle class is appropriate to the mod".

For example, if your mod is a van, set the vehicle type in LFS edior to "van" so people can filter it easily in the list of mods.
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Mod Approval Checklist
(3 posts, closed, started )
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