The online racing simulator
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dh7938726
S3 licensed
Quote from gtamax89 :race cars don't have automatic transmission.

Ummm When u say race cars, are u meaning factory race cars that dont have road examples ? Or track breed only type?

Imo if it can switch between automatic and tiptronic its an automatic. And if its a sports car or production mid sport/high performance car, it can be street raced or track raced

heres just a few production cars with automatic transmissions that are performance cars as well:

GTR35
Mustangs with the 6peed automatics
Mercedes 63's or any AMG from 2016

Cant forget theres a automatic transmission for every manual transmission production car,
their called "options" or "trims" in my country

Porsches, Lamborghinis, even alfa romeo guilias and jaguars F types and ferraris and BMW M4 M5 M3 M6 are all automatics with DCT or tiptronic(2008-present) u can find manual M3 or M4 to be fair

Audi quattro and all RS models all have either automatic 7speeds or 6 speed manuals, their all offered as options

Camaro SS from 2016-now is fitted with either 10 speed auto or manual 6 speed and its a track bread car
Theres even air shifting now in drag racing

Pressing buttons on the back of the steering wheel wins races. And theres no shortage if automatic race cars out here

I mean lets be real, in a drag race or street the automatic will outshift the manual and allows the driver to focus on the driving rather than driving + transmission operating.

just wanted to point that out. But i get where u coming from when u said "race cars arent automatic" hehe

Normally the mass production road versions debut first then the racing versions are made, unless theres an instance where thats not the case and we got race car first then production car after

After driving automatics for years i wouldnt expect Scawen to even attempt to incorporate automatic operations in the game, the automatic transmission is a really complex system tbf and if adding more gears is that technical, imagine making a automatic ECU operations in the game, since u can kinda trick the SHIFT + G into thinking 3500-4000RPMS is redline for now i think thats the way to go but the downshifting area in the tachometer would be nice to manipulate like the redline slider in engine editor so it doesn't aggressively downshifts into oblivion lmao
ScammerGamerLOL
S3 licensed
Automatic gearboxes would be so damn fun to race with because adds more realism. LFS claims its a racing simulator so it needs the automatic gearbox. And most people with S3 license cruise more than race. By automatics i would mean that you need to change into automatic in LFS EDITOR so certain cars have that feature and certain cars dont.
Scawen
Developer
Quote from Aleksandr_124rus :...maybe I need to do something differently but either I don't understand how it works, or it doesn't have a significant effect.

The NCL can only have an effect when used within the same smoothing group. In that case it will give a higher weighting to the triangles with the higher number. So it affects only the normals at the boundary between two normal contribution levels, within the same smoothing group. But across smoothing group boundaries, separate triangles do not contribute to the same normal anyway so then it has no effect.

But I wondered about the slight shading errors, and had a look in game and in editor. I tried "flat" view mode, because flat shading shows a good representation of the triangle normals, that produce the raw data for the vertex normals.

As you can see in flat shaded view, there is a sort of dent here (attached image). Because of how LFS works, that dent is the cause for the undesirable normals at that location.

I forgot to mention flat shaded mode. That is another thing that Eric uses a lot. I think that by moving vertices around a few mm here or there, the flat shaded model can display more consistent lighting and that will affect the vertex normals in a good way. I don't know if you can use the same thing in blender (I know blender supports non-triangle polygons so I don't know).

EDIT: I just remembered, sometimes triangle rotations can also have a quite a noticeable effect on the normals. I mean rotating two triangles within a quad (select 1 triangle, SHIFT+click the adjacent triangle). The LFS importer doesn't always make the best choice of triangle rotation when creating two triangles from a quad in the imported obj file.
Last edited by Scawen, .
Aleksandr_124rus
S3 licensed
Quote from Scawen :I haven't seen the specific case you are talking about but there are some tricks...

Wow I didn't know about ncl, I tried it now, I made a high value of normals in the places I needed where there are visual artifacts, maybe I need to do something differently but either I don't understand how it works, or it doesn't have a significant effect. (pic 1-5)

Quote from Scawen :I haven't seen the specific case you are talking about

I was just saying that the shadings in blender, LFS Editor and the game are different. (pic 6-7-8)

By the way is it possible to make blender shading support? In blender there are various ways to manipulate shading that conveniently to work. And while exporting obj there is a checkbox to export shading, but I understand now it doesn't work for LFS in the form of modifier WeightedNormal, which improves the appearance of the model. (pic 9-10)
stuchlo
S3 licensed
Quote from Scawen :I haven't seen the specific case you are talking about but there are some tricks...

Thanks a lot, this was exactly, what I was looking for Smile Did not know that weighting can be adjusted in the editor.
Aleksandr_124rus
S3 licensed
My answer on the topic from mod review https://www.lfs.net/forum/post/2086322#post2086322

Quote from stuchlo :professional modelling (as always Smile ). I have a question about shading/topology. Do you have any suggestions, how to minimize artifacts in the attached image?

About the bumper, its hard to say exactly why this happens, but the shading algorithm is clearly involved. There shouldn't be any problems in the mesh itself. Regarding the space on the rear bumper, I suspect a strange operation of the normals. And of course it is quite problematic that LFS does not support custom normals because the shading algorithm always sets its own direction of normals. And it doesn't always look good. And I don't know how to deal with it. In blender the shading looks different than in LFS Editor, and in LFS game it is even more different. I gave examples of pictures and there is no such problems.

About the mirror mount, it apparently happens when the meshes are too close to each other, I'll try to fix it in the next version.

Quote from Evolution_R :Very good mod! A few things I noticed that could be improved:

- The front track should be wider (to better fit the car width);
- Wheels with Rim protector option set to "YES" would look much better on this car;
- Brakes! Car need brakes (brake calipers are missing Big grin);
- Better gauge cluster (but you probably already planning to do that);

The attached screenshots are with rim protector and wider front track.

- There is 1515mm front track width and 1532 rear track width for 2016 Porsche 718 Cayman which I sized up when make the suspension, but I'm not sure what dimensions I found when making the model.
- Got it
-- Yes, I know, a lot has not been done yet, the dashboard will also change, just first vers in wip.
Last edited by Aleksandr_124rus, .
dh7938726
S3 licensed
Quote from Facu23 :Those are all street cars...

number of gears in a transmission can be "racing things" too
Ford put 10 of them behind a 4cyl engine

Surely adding 2 more gears to LFS wouldnt take 3 months to add and honestly its a suggestion with actual irl applications, just cause its a racing simulator doesnt mean it should only have racing car gearboxes only, .. i mean we have pickup trucks, semi's, busses and WW|| tanks so coding a lil string from 1~7 to 1~9 wouldnt hurt anyone right? and also make it lock the amount from inside editor

Btw theres street car mods everywhere in the game. Not sure what u meant by those are all street cars when LFS has a ton of street cars proving my point if they in LFS why not allow more gears for them and future mods that may carry more than 7 speeds, i cant be demanding too much... am i?
Scawen
Developer
Editor Patch E7:

Drag selection box:

Function to make drag box from points now available in points mode
Scale / rotate / shear axes are now hidden while making a drag box
Grey button shows drag info to avoid left buttons moving around

Typing individual values to align points:

ALT + click r/f/u numbers to set all selected points to same value
- relative values compared with last selected point not preserved

New modeller line guide:

Set up a trace then click "guide" to create a line guide
- the guide is visible in most editor modes and all views
- options to hide/show the guide or draw it open/closed

Merging subobjects:

You can now merge a subobject fully into another subobject
- this is a step towards moving a selection between subobjects
- triangles can now be transferred via an intermediate subobject

https://www.lfs.net/forum/thread/106792
Gutholz
S3 licensed
I think Track Editor is not planned anytime soon or at all.
There was a screenshot that showed the editor but with an explanation that it is only usable for internal use.

I do not remember any posts about dynamic weather or rain.
Day/Night cycle is planned but iirc no weather.

By my reading, LFS is currently developed in two separate versions.
One version with the big changes, and one version that we are currently playing. Both get developed in parallel.
Sometimes changes from the "new" version seem to bleed over into the "public" version, for example the moving subojects. (pop-up headlights etc) or changes to dust effect. However the big plan is to combine into one version.

That version includes changes like:
-new tire physics
-new graphics systems:
--less stutter, especially in VR, by better syncing physics and graphics updates at 1000Hz (or something like that)
--day/night, dynamic lights
-new objects (signs with editable letters, more chalk marks, curbs etc)


Other updates in progress are:
-overhaul existing tracks
-larger area for South City
-two new tracks (Airfield Racetrack & Testing Ground)
-higher resolution for analog input
Last edited by Gutholz, .
rane_nbg
S3 licensed
Rather than thinking what's next, I'd focus my attention to the updates that are already cooking in the pot. Scawen mentioned that after this last patch E9 he released today, he will work on tire physics, so we're closer than ever to the big one.

But if I had to play a fortune teller a bit, I have to say the next big thing would be track editor, not counting all sorts of small quality of life updates for LFS that will take place along side it. It's just a guess.
Aleksandr_124rus
S3 licensed
Quote from rane_nbg :Let's revive it. I'll start:

- full 16bit resolution (65536 steps) support for all analog axes of game controllers (if they report it by HID)

I can recover this from a search, and I clearly remember that Track Editor was leading the poll by a large margin.
R-to
S3 licensed
Online at :
[eGM] Racing Series
Quote :What got me by surprise when I fired up LFS again after such a long time is, that I immediately felt at home when driving. It is insane how good it feels compared to all the other Sims I played in the last 15 years

I also played many (10+) years of lfs and the main reason is the game physics. You dont basically have to learn the physics of the game because it feels natural and what a joy that it is!

I did start playing rFactor 2 about 2 years ago and find that they are doing also something right there. I did played alot of BTCC and GT3 cars because they felt kind of nice and the car behavior is good and realistic enough at least when you had some hours on them.

I did yesterday shocked really badly. When i did get used to the BTCC and GT3 cars and then i suddenly did drive rear wheel drive BMW M2 car. Then i was thinking that what a #ell... this car feels so FAKE how it drives. I was always thinked of the BTCC and GT3 cars that they feel some kind of way natural.. but not perfect. Now i get it that the game delevopers and modders have to tweak/mod the cars some ridiculous way to perform "realistic enough" because the basic physics sucks in the game and i think that every game has the same problem. iRacing, ac, acc, am2, rr and so on... that is the main reason why in the game is going on always some weird #hit what dont feel nice and strating to irritate badly.

I never felted in LFS when i changed a car that game physics are done badly, only the vehicle is #hit if it is. There is always commonsense in the physics while you drive the vehicle and how it drives. LFS is the only game what has done the basic physics right. That is the reason why i am playing still the game.

Next thing what im waiting for the game is the track editor. Also the new tyre physics are important and many many many many other little and big things. Still the most what i need is the track editor.
Aleksandr_124rus
S3 licensed
The model is finished, it will probably still require some finishing touches for shading in the editor. But overall the modelling process is complete.



Edit: Forgot to add that there is 61k triangles.
26k on body.
35k on interior.
Last edited by Aleksandr_124rus, .
Aleksandr_124rus
S3 licensed
Quote from buedi :Hi everyone,

I absolutely agree with you, LFS is a great car raсing simulator, and it's good that the developers still support it, this allows the game to survive until now. I agree with you that the main thing that is missing now is a Track Editor. In my list it is also top priority, graphics and physics in second place (with the update we've all been waiting for), weather changes in third.

And Scawen once said he was planning to introduce a Track Editor. In my opinion it would be reasonable to do it after the main update with graphics and physics. But even if it does happen, who knows how many years it will take.
Last edited by Aleksandr_124rus, .
NENE87
S3 licensed
Check groups from lfs editor for smoothing the shaders Wink nice job btw Smile
Aleksandr_124rus
S3 licensed
Quote from superlame :Atleast new interiors are easier to model.. Flat screens and everything..

also hows the porsche going Big grin

I just realized that I like modeling more than doing stuff in LFS Editor. And where I model there is no internet, so it is quite an issue to use it, but at home I spend some time on the LFS Editor. But Editor progress is going slower than modeling.
Evolution_R
S3 licensed
Added a rear spoiler and some more rims variants (made from the original rims in LFS Editor. Smile
CR1ST0F3R
S3 licensed
Quote from chezzyboy :Those rims stolen

I didn't steal these wheels, I used them in lfs 0.6v before there was official support for mods, I just converted them and opened them in the lfs editor. I don't know who the original creator of these wheels is but I'm going to change them in the next version of this car
wktor213
S3 licensed
Quote from bayanofmansorofisky :back to the golden era when this was and still an iconic Benz invention.
this modeling process has been going on for a while but i just decided to make the thread now.
the out side is near full completion.
i already started on the inside , but that's to be included in another progress.
just a side note: no hopes up, with current mod submission limitation this may sit here a while.. until mods start to get approved so i have some slots.
until then.. i must perfect the heck outta this

hey, I have a question if you could tell me how to add a photo to the LFS editor like in the first photo
Viperakecske
S3 licensed
Its not editor bug related so its not gonna get fixed
iiiiil
S3 licensed
Imported it to editor already. Will need some fixes here and there but it fits pretty good
Aleksandr_124rus
S3 licensed
Some previews in LFS Editor
carreragt339
S3 licensed
well since i have told you about the engine on the publishing thread, i have actually went and made an engine in the editor, i was going to maybe try to record something send a youtube video of it here of my engine but i couldnt find the time for it, but since you said just send it here, i have attached the engine file.

well about this engine, its turbo spools around 1.6k rpm on the 6th gear but you start getting noticable acceleration around 1.5k right before it spools. it shows 790 nm at 1.9k rpm due to editor limitations, but one cool thing about these vw group diesel engines is that they do kinda make more torque than the specs indicate if they have a large flat line in the torque curve, this can be seen especially in the 3.0 tdi where one of the 450 nm versions are rated 450 nm flat for a wide region while a marine version of the same engine with same outputs is rated at 500 nm at a single point, so this can be applied to this engine too i think, the q7 has this (or mabe a different version with small edits?) engine rated at 760 nm 1800-2800 rpm iirc so i think this is not really far from realistic, it pulls around 0.03g more than it should until like 2.2k (tested with a 730 nm n/a test engine to test the torque curve i had in my mind)

also while testing, i found the factory gear ratios, im gonna paste them here

I

4.171

II

2.34

III

1.521

IV

1.143

V

0.867

VI

0.691

R

3.403

Final drive ratio std:

2.895

i hope all this helps Smile
Editing Mods
subUwU
S3 licensed
Hello fellow racers Big grin
today I am suggesting something that I would love to have, as you all know you are not allowed to edit published vehicle mods without permission. However, I also know that some of us may want to change particular details of some mods, so my suggestion is to be able to fully edit and customise mods any way we want however they are only available in single player. Now this is a very complicated topic and I know it is unlikely for this to happen and files may be sent to other players and stuff, but essentially the only thing that is stopping full mods customisation is that when you try to edit and mod and save it, you need some dds files (i don't know much about files system or the editor) which you are unable to get other than from the publisher themselves. So that is my suggestion. I know it is very complicated and prob will not happen, but I hope something similar will be available in the future.
thank you Smile
Create objects
LUNDQUIST MOTORSPORT
S3 licensed
I have made some objects in the editor some banners and so (not published yet) how can i place them on my layout etc since they are objects and i cant move them , i seen ppl made stuff as karts etc with wheels to move it but that still would Need 1 connections per object i wanna place.

Can someone give info about how the object works that the community have Done
FGED GREDG RDFGDR GSFDG