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stuchlo
S3 licensed
Quote from teeembo :
I have only just noticed your suspension diagram - that front looks too high IMHO.

Thanks for the suspension diagram cross-check and for valuable resources Smile (the current diagram is made according to the first link, but the second link is new to me). Yes you are right, those front pivots are too high. I ran into the same issue as you had with your F67L mod. The "half upright length" is too limiting in the current LFS Editor and it does not allow precise IRL pivot positions. Therefore, I intentionally moved pivots to reproduce the same camber changes during compression as the original suspension. It might not be optimal and will try to rework it together with springing and damping forces after I finish the graphics. The main problem of the current solution is that force-feedback kicks hard during braking. Otherwise, the car is well balanced Smile

Progress: added light and seat textures.
teeembo
S3 licensed
That sure is a pretty kitty! Thumbs up

I have only just noticed your suspension diagram - that front looks too high IMHO.

You may have already found these but ...

Discussion on roll centres

Discussion on height

The diagrams in the first link look good for scaling lengths and inclinations but it looks like you have already done that.

The second link is more relevant because it shows a setting height that you could use in LFS editor but adjusting the vertical position of the inner pivot. That should give you the correct angle for the lower wishbone (providing the tyre height is correct Smile).

Just some thoughts.
Bokujishin
S3 licensed
I forgot something important: the roof intake! Now taken care of. I also started detailing the plastic bits around the windows, including the rear door handles, and added the sun visor to the cup version.
That's all I did on the exterior modeling, as I wanted to start the interior a bit. The dashboard of the cup version is basically a pre-2023 RS Line version dashboard with some of the lower-end buttons and controls, the rest will be more different between cup and road versions.

But I also found documents on Renault's website that give very juicy technical details, which really helps in the vehicle editor. For instance, they have damper charts for cup, rally (asphalt/gravel) and RX versions. Unfortunately, the dampers are more or less bilinear in their behavior, so I had to go for the middle ground as LFS only allows linear damping.
Another example is gear ratios: I now have the exact same ratios as the real car (since those appear to be fixed), and all shift points are around 5800 to 6000 RPM, as they should. My only concern is the very long first gear, which makes it difficult to start the car gently without stalling or overheating the clutch.

Anyway, with those changes (and more as I find data in the documentation), the car now lifts its rear inside wheel very easily in corners (in BL1 for instance, it will basically spend the entire hairpin and right hander after the back straight on 3 wheels).
Epicproes
S3 licensed
Quote from Giedriune :backward specs Big grinBig grin stock should be 193hp 410nm. weight distribution should be...

unfortunately, this power value cannot be set in lfs editor because it is impossible to do it, so the power will stay, i am looking forward to fix the weight and other things
OpenClutch
S3 licensed
Being part of AHPP, I totally agree. It definitely would speed up some mod development, currently there is a process to export to obj, though involves using 3rd party tools, which always has to be cleaned up afterwards, easily a couple hours for each export. Another really useful feature adjacent to this if it could import materials back in, being able to export to blender or other, work on it, then import it again would greatly speed up 3d modelling for lfs (though I’m pretty happy with the editor, speaking from what I’ve heard in the community)
Exporting OBJ / FBX's from LFS Editor
Jake_Blasted
S3 licensed
Hi,

From myself and the good ol boys at AHPP, we're wondering if it would be possible for an update to the LFS EDITOR that allows the exporting of OBJ / FBX file formats?



Would be greatly appreciated 🤝🏼
Last edited by Jake_Blasted, .
Recent LFS Manual updates
Flame CZE
S3 licensed
Moderator
Let me resurrect this old thread with some new stuff that has been done in the LFS Manual recently.

About a year ago, the main page got a fresh look with a hopefully more accessible and eye-catching layout, divided into sections. All pages are still listed in the left column.

Each car page has an extensive infobox on the right side with various details about the car's chassis, drivetrain, suspension, dimensions and other features. At the bottom there's a gallery showcasing the car's exterior and interior. Some cars which have undergone notable updates also include a section with before/after comparison images (RB4 GT). You can also read about the cars' history or fun trivia (e.g. RaceAbout, LX6).

The track pages have got a similar refresh and expansion. There are new sections about the history, development and past track updates of Rockingham or analysis of future development of Kyoto Ring. There are trivia sections in tracks as well - do you know about the hidden toilet at Blackwood?

Both cars and tracks are well categorised by various features - ever wondered which cars are front-engined or which cars have ABS?

There are also several league pages with race results and extensive statistics - see Fragmaster's GTi Thursday or MRc FBM Saturday.

Don't forget about the LFS Editor articles, which have also grown a bit recently. There's still plenty of content to cover though!

Apart from my own contributions, big thanks to MandulAA and a few other people who help shape up the LFS Manual. There are still quite many things we would like to do. Remember, it's a wiki so anyone with an LFS account can log in and help. The help pages have been reworked to help new contributors look around. There are also dedicated help pages for cars and tracks. Feel free to come up with new ideas, discuss things and don't hesitate to edit the pages - you can't break it Smile
Last edited by Flame CZE, .
versiu
S3 licensed
Quote from LE_TANCKER :Hello...

1. Check "wheel turn" value in controller settings. When set to same value as range in ur wheel, it's linear.

Compensation on 0 gives u perfect linear steering but some cars may have 1080 animation, some cars may have less that 900 and it won't be synchronised with ur wheel.

Compensation on 1 adjust steering range per car and setup and if car have more that 900, steering will be more sensetive beyond ~720 range.

U can change "maximum lock" in steering setup tab and that also affects cocpit animation range and real wheel range if u use compensation set to 1.

"Steering wheel turn (ONE WAY)" in editor affects base setup.

In LFS Editor, "allow" tab, u can limit maximum lock to base setup value.

For example:
XRT with 36 will have 900 (base setup)
XRT with 45 will have 1080
XRT with 30 will have ~740
FAIK TEMPURA TURBO
TheStigUSA
S3 licensed
FAIK TEMPURA TURBO


Original modeling by me:
-> Grooming original model into Coupe body. Focused interior and exterior reconstruction.
-> The Brazilian variant of the Tempra had a completely different dash than the Turkish variant, as such I modeled an ALL new dashboard within LFS Editor.
-> Modeled gauges and created textures for them
-> Modeled center stack and created textures for these. Textures on the radio headunit will come later on.
-> Modeled rims from scratch in LFS Editor
-> A few new logo objects
-> New LOD2 and massaging

To-do:
-> Some mesh clean-up, but it's passable for now.
-> Texture for radio headunit (superfluous things but is good for VR)
-> Some cleanup on climate control textures; fine for now.
-> Perhaps a Stage 1 version of this car. The power figure is low (but is lore accurate).

Dev Screens:














































jackson93
S3 licensed
Part 1 - setting LFS free server:
From LFS main menu: Multiplayer/Start new host
Set your server name and admin password, remember it, and press go
When logged to lfs.net open https://www.lfs.net/hosting/admin and click your host name, what should interest you is Host IP InSim port and Access control page, open it
Place your IP address in Allow IP addresses to the InSim port textbox, if you don't know your IP go to Activity tab and it will show next to your name.

Part 2 - configuring Airio
Open Airio.con.1.txt with text editor and change values
HostAddr=Host IP here
HostPort=InSim port here
HostPass=Your admin password here

Run Airio.exe

When you have basics done now you can configure Airio to your liking (maybe at this stage make backup so your progress isn't lost). As mentioned free servers change IP and ports every time so either don't leave your server or consider renting one.
BOUSOU ESPADA
S3 licensed
Quote from gaboteam :hello LFS community. I can't tell I am gamer, but it is only game that sticks...

One way or another, they need to get help from LFS users at some point. No major developments in 10 years. Night and dynamic weather are still to come. Tire physics have been the same for years. Just as a car editor can be made and how they can create and add a car whenever they want, it's a good thing they made it available.The same should definitely happen on the track.Unfortunately LFS is now extremely behind the times except for its physics and I'm sure there are thousands of users who would like to help.For years they have been unable to take one step forward or one step back.Stubbornly refusing to help users would be nothing short of irrational.At this point, users like you should be supported. My team and I support you.
Flame CZE
S3 licensed
Moderator
You can do all of these in LFS editor.
ErenAslan94
S3 licensed
Here's the manual about LFS Editor: https://en.lfsmanual.net/wiki/LFS_Editor

And this is the Scawen's beginner guide: https://www.youtube.com/watch?v=9EPWaGraQfs&list=PLq0HCBbNHaZR0WQkr87qUBL2YE9ZjlA8I

I think these are enough to get started but my suggestion would be take your time and try to make something unique.

Also; you could use real life cars' 3d models from internet but they have to be built from scratch and not from any other game or stolen from another author. Here's the list of sites that are compatible with lfs: https://www.lfs.net/forum/thread/97013-Model-sources---which-are-OK-to-use-and-which-are-not-accepted

If you need help about modding, you can also send a dm to me in discord. _eren__
MTX Tatra V8
Flame CZE
S3 licensed
Moderator
The MTX Tatra V8 was designed by Václav Král in 1991. The plan was to produce a limited series of 100 units, but only 3 prototypes were made and 1 kit with no engine and gearbox. Front pop-up headlights are from BMW 850i, front sidelights from Maserati Biturbo, tail lights from Tatra 613, ignition key from Škoda Favorit... just MTX things Big grin

I've bought this 3D model by sdmodely on CGTrader. Sadly it is too high-poly to be imported directly into LFS Editor so I had to decimate it a bit. I will try to fix some topology issues but overall it looks pretty good.



Day 3-4 Progress Screenshots: (Retroactively Updated)
Metalmoltres121
S3 licensed
Day 3-4 Progress Screenshots: (Retroactively Updated)

Premise:
More model tweaks
Modeled a basic interior
Imported to LFS Editor
[OD]Jardim
S3 licensed
Quote from HOUSSEM.221B :we know irl this car has ...

This, i had to calculate the drag for a vehicle once and i used this method of calculation to determine the N required for the drag.

I wish the editor could "auto calculate" drag based on surface area and coefficient
HOUSSEM.221B
S3 licensed
Quote from Eclipsed :I noticed this car has aero drag of 506N @ 40m/s which results of theoretical...

we know irl this car has :
Drag coefficient Cd claimed: 0.27
Frontal area A estimated: 1.94 m²
rear factory wing there are not so much to generate downforce as rather to prevent lift and to not cause lot of drag, and so choose not to use downforce at all, it does the job similar to XRT rear wing/spoiler.
with a simple calculation its possible to get correct results it may not fit perfect in lfs but its irl values.
Fd= cd(1/2(p x v(m/s)² x A

cd = 0.27
p=1.204 by (default natural temp)
v(m/s)= speed witch is optional (i usually use 27.8 cuz it equal 100km) but we can use 40m/ for this example
A= 1.94

knowing all info needed the rest is simple :
fd= 0.27(0.5(1.204 x 40²)1.94
fd=504.52 (N) > my mod has 506 cuz i calculate using 27.8 = 100km but nearly same result.
to get this value in editor i set body drag to 0.316 N @ 1 m/s and double value for side drag as default lfs cars do.
body lift kept it at 0.

what your saying could be right but when i increase aero drag until it's around 240km/h the body drag got 0.433 N @ 1 m/s and has aero drag of 693N @ 40m/s and thats huge and effect acceleration of car making it slower then what it should be.
Rubbel_31
S3 licensed
karateke drew the steering wheel from the Z models, he only drew the belly and certain places and I filled in the empty areas with the steering wheel from the editor.
Last edited by Rubbel_31, .
Bokujishin
S3 licensed
With the layout editor, it will definitely be possible to reach the water, but given that cars go through (visually) solid ground in some places, there is absolutely 0% chance that they interact with water IMO.
stuchlo
S3 licensed
I did not backup that shader and lost it, so I did one similar from scratch. It is very simple, because I have zero experience with HLSL, but can be further improved.

The shader can be downloaded here:
https://www.lfs.net/attachment/636407

Copy the shader into shaders folder. Open it in a text editor and change resolution defined in line 18 to your preferred resolution. Enable post-processing shader in game menu. Warning: not suitable for VR headsets.

Bokujishin
S3 licensed
Back to bodywork, front fender and doors are done.
Screenshots are from Blender as I messed up smoothing groups when importing the doors into the editor.
I also fixed the roof's missing recess and adjusted shapes here and there, so I should be able to complete the bodywork soon.
KALI_46
Kalibern
S3 licensed
Here are some pictures of the bodykit for my KALI_46 mod when it was made

Pharaoh made the front bumper so every picture that is in blender is his work.

and all the pictures in the lfs editor is my work, front fenders was made from the stock ones that was already on the car, all i did was add the vents and removed the sidemarker.
Last edited by Kalibern, .
Bokujishin
S3 licensed
I made a base vehicle in the editor and imported the current Blender geometry. There seems to be several conflicting bits of data on the Internet (maybe different versions of the car), so I may have some wrong numbers here and there, but this is a start.
stuchlo
S3 licensed
Progress: Created physics and started with interior modelling. Created accurate suspension according to technical blueprints and wheel alignment according to a manual. The rear axle needed little tweaking, because upper arm is identical to driveshaft which is not supported in the LFS Editor. Despite that, camber changes during suspension travel should be accurate. Defined aerodynamic drag and lift of the body.

Did a little driving test and I am quite amazed, how fast this thing was. Despite strong aerodynamic lift and skinny tires, handling is much better then I expected. The only thing which I do not like is geometry of the front axle. The scrub radius is huuuge and causes hard force feedback kicks during sharp braking. Did some research about this issue and found out, that IRL exist modern third party front axles with better values. However, I would like to keep it historically accurate and will try to reduce it using proper damping forces. For players who will like to try versions more suitable for racing, derivatives will be allowed.

ErenAslan94
S3 licensed
Quote from ErenAslan94 :This rar file is not a mod file, it only contains xrg's setup and an engine sound for xrg, i'm not sure what's the AT file in the tweak folder but this is not how you test another mod in-game beacuse this file is not a mod file.

This is how a mod file should be. If you want to tweak it, you'll need to download the LFS Editor, then you need to drag these files into LFS Editor > Data folder. Once you done with that you need to load the mod by clicking Vehicle editor and load on bottom left corner, then you can click test mod in LFS button as i shown on the screenshot. If everything is right, you should be able to go into LFS single player, go to garage > mods > test and choose the mod.
FGED GREDG RDFGDR GSFDG