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.
- 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.
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?
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
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
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.
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.
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.
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.
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
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
Hello fellow racers
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
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
However, I give +1, as not every steering wheel position is dead straight in every car. It may be tilted and may contain several different adjustments, along with driver position.
EDIT: I know this is more like to LFS Editor itself really... I went too far from this topic... but my point stands.
I was looking for a template to try drawing in the editor, and I came across a template for the "Ford Fiesta" vehicle and I started drawing.
Since it was my first drawing, I got help from (Rubbel_31) and (Skorzz) on issues I did not know.