I wasn't sure where to post this, but maybe it could be a fix for both pop ups and rotating objs? I have layered alpha glass pop ups on my EMPERORS SUNRISE mod that seem to work fine, but I created a swing out windscreen for my FLATTY MODEL 8, and it works as intended besides this strange bug with the windscreen alpha. Same alpha I had before I broke it off as a pop up light subob.
I've seen this bug before, like for instance the alpha glass on my pending mod HYPERION, in the pits and in vehicle editor you get this same effect on the mirror turn signals. But they seem to be corrected once you spawn on track, this windscreen is not fixing itself.
I've tried, flipping tris, single and double sided, moving the page with S_glass_alp up and down the list to change it's order in the Textures tab in the editor. Nothing works so far.
(This was suggested before but I wanted to include a bit more detail about the topic)
Could a new turbo lag slider option for engine editor be added to make high-boost turbo cars behave more realistic?
I think this option is missing in the current editor. The turbo inertia multiplier does help the turbo spool up slowly at first but makes it stay spooled after letting of throttle making the lag almost non existent after first spool up.
Here I did a test with the original XR GTR and the one in the editor. The original XRR spools up the turbo really slowly and after letting off the throttle and getting back on it the turbo still spools slow.
The editor XRR spools up the turbo really fast all the time without any of the engine settings being changed making it unrealistic.
Original XR GTR
Editor XR GTR
Here is a engine I made with 2.0 Bar pressure and 2.0 turbo inertia using hex editor since the max value is 0.6. It does spool up slowly at first but the lag decreases afterwards.
Open source is does not magically compact a decade of work into a few weeks.
Usually in OS contributors work only on the project in their free time. Rarely does that mean a more than a few hours per week.
People tend to be unreliable, they take long random breaks or quit without notice.
Money is a necessary evil that allows developers to concentrate on LFS instead of working 12 hours per day in a steel mill or coding 850MB sized printer drivers or whatever.
It is also interesting to look at other open source racing games, for example Speed Dreams: http://www.speed-dreams.org/
It is based on TORCS and if you see that as its starting point then it has been in development longer than LFS.
Speed Dreams is a great project and it even has some features LFS does not have. For example weather or track editor. If I recall, mentioning it due to recent interest: it even has live delta timing!
But in my opinion LFS is overall more advanced and polished.
Regarding bugs and abuse of certain flaws, those do exist in every game.
iRacing has maybe the biggest budget of all racing games and even there players continue to find new exploits like "brake dragging" or "driving on grass."
The problem was simply that this was originally posted in a Test Patch thread. There is a sticky "Rules" thread and important messages are repeated with big colored letters in first post of current thread. It is nothing to take personal, it has always been that off topic routinely gets removed there.
There's not much time left for testing so here are today's editor updates, which I am releasing to get them tested ASAP, although I know there are other things still to do. I hope you will find these updates useful.
Changes in Editor 0.7D54:
Lights tab in Vehicle Editor:
FIX: Subobject lights did not visibly update in editor when adjusted
Modeller:
Merge subobject dialog : use selected layer / keep existing layers
Improved layer selection (tooltips change when CTRL is pressed)
- in orange/yellow mode : CTRL+RMB sets the selected layer
- tri mode : CTRL+LMB - select all triangles in layer
Modeller hotkeys / shortcuts:
Keys to select modes changed to numbers 1 to 8 (without SHIFT)
SHIFT+M / SHIFT+S - show main / show subobs
I was thinking about two cutouts for one side, not for the whole bus. Let us have 4 different side cutouts:
A - with doors, B - without doors, C - with doors flipped, D - without doors flipped. Then the right side mapping would be defined as cutout A with opposite D and the left side as cutout B with opposite C. Of course, in case that it is an editor bug, this is only a workaround.
Found a bug. The light colour preview isn't getting updated for the newly supported subobjects (atleast my steering wheel subob here.) It works fine ingame, the color is updated ingame, but not in real time in editor for some reason. Here's a video https://www.youtube.com/watch?v=8E28GS1U3ps
Lights now work on subobjects (e.g. bike handlebars)
New object type "Popup headlight"
- set axis, angle and time of rotation in modeller
- test using slider bar in vehicle editor Lights tab
Modeller:
Option to keep an empty (rotated) subobject after "merge into main"
- and break off main object into rotated subobject works as expected
- for example the following sequence of operations is now possible:
1) rotate a subobject to convenient orientation for modelling
2) merge into main but keep the empty rotated subobject
3) model and map the subobject in that position
4) break off into the rotated empty subobject
On my Karobus 734, I'm trying to support driver side swap. I want to mirror the entire body of the bus, because the doors need to be on the correct side. But when I test it with the right side driving position, the side mapping is incorrect.
Here's my left/right swap mode:
To illustrate this issue better, I've made a simple box car with labelled side mappings. When I select right driver side, the mappings are oriented in such a way that front part of the mapping is actually located at the back of the car.
What I would like to achieve is to have the mappings flipped horizontally when drive side is swapped:
Would it be possible to to have ballast weights in truck/bus vehicles to exceed 200KG? Something near 40-50% of the vehicles frame mass? (10000 KG truck can have up to 4000-5000kg ballast for example) And would it be possible to have the ability to place it in a specific part of the frame under "object position" tab in editor? Considering weights can be added live to a vehicle in recent updates i think it would be nice to have this feature for RP servers with cargo jobs.
After a test drive, these “Clubsport” versions are very pleasant to drive. Just enough power to not fall asleep and force you to reach the limit. It's very stimulating. Too bad the AI is totally insignificant on the track (especially on Rockingham). Perhaps there is something to improve here with the AI setup? The settings offered are indeed very perfectible, especially that of the FZ5. Otherwise (I know this will shock purists...) why not make special versions of cars for AI? (while waiting for the new tires physics and its new AI, of course )
Regarding gearboxes (I can't be objective here, as I only drive H gearbox ) I think the XRT & RB4 could be with an H gearbox. Apart from comfort, I don't see not really the use of the sequential gearbox with this kind of gear ratio. I would even tend to consider that all these cars would gain in charisma by being in H gearbox (I actually converted them to drive them).
The current mod system is essentially (at the moment) a vehicle editor. Real "race" categories are missing to select and sort the mods in order to compose grids. The mod system needs something specifically dedicated to racing. This “Clubsport” category could serve as a model here. Many models already created could complete this category if their specifications were adapted for this.
Don't give up on Günni92. You are on the right path.
Hi everyone,
My suggestion is to implement on off curves for lights (fade-in, fade-out) (for headlights , instrument cluster lights, etc.) that are adjustable in LFS Editor (because of different bulb technologies used).
I feel like this can really add to the immersion and realism instead of the current boolean texture light on / texture light off feel that is simply dated by modern standards.
I realize that this would currently make little difference in the way the game feels however I think it would be much more noticeable once the full lighting update is released.
Here is an example that I found and liked a few years back (watch the rear brakes at 1:58):
Hello. This is my newly created account, some of you know me. I have been using LFS for about 20 years. I want to get straight to the point, this post will probably serve only as an ornament. I mistakenly posted this in the "TEST PATCH" section, every human being can make mistakes, but I got an extreme reaction from Scawen, so I deleted it and I keep writing in this section, which is where he said it is. Scawen said he doesn't care about my opinion no matter what the circumstances and he won't read my post. But since my priority is the users, since I've been talking about this with my friends on LFS for the last five years, and since I've spent more than two hours on this post, I'll address the shortcomings that caught my eye and get straight to the point.
First of all, the asphalt on LFS is like slime. I don't know why, apart from that: People can downshift unrealistically without damaging the engine, they can handbrake dozens of times per second on a memorized race track, they can put the car on the racing line, and they can even set world records doing it. But what would happen if they actually did these things? If they kept downshifting the same way, they would probably die before they even got into the corner because they wouldn't do the Heel-And-Toe shifting. Realistic driving techniques should be at the forefront and physics improvements should be made to keep everything as realistic as possible.
For example, brake disks should heat up realistically and the sounds from the brake disks should be audible. Tires should cool down faster, just like in real life, and the drifting technique should be faster in some corners, just like in real life. On a racetrack where the racing line is memorized, you can't set a world record by handbraking hundreds of times a second and then just sitting the car into the corner without any technique. The grip limit is unrealistically high or can be increased by unrealistic actions by drivers. The grip limit definitely needs to be lowered. There are unrealistic responses when adjusting pressure, camber and toe settings in the vehicle settings, for example, toe settings do not have the necessary effect on the tires. When driving at abnormal and unrealistic grip speeds, tire temperatures can be fixed very easily and driving can continue. When high speeds are reached, the car's response is often unchanged and the feeling of high speed is insufficient.
Let me ask you a question, how many people in real life can drive like in LFS without realizing it? To be honest, if you're going to drive realistically in LFS, it's harder to drive at the same speed as people who drive unrealistically than it is to race Senna in real life. I'm a former street racer and an active licensed retro racer and these are the biggest shortcomings I feel.
My requests from the developers are as follows:
1) Lowering the grip limit and improving the response between the asphalt and the tires. Better optimization of the asphalt.
2) Tires to cool down in about the same time as in real life.
3-) Physics improvements that have the same consequences as in real life when not driven with the correct driving technique.
4-) Accurate modeling of the effect of Camber, Toe and Pressure settings on the vehicle in LFS.
5-) Physics improvements that will not allow the clutch limit to be increased by drivers with unrealistic moves.
6-) Between drift and grip, grip is not always faster, drift can be a faster technique in some corners. But this is not the case in lfs. There may be many reasons for this and some of these reasons are related to my requests 1,2 and 5.
7-) Damage to mechanical parts when incorrect driving techniques are applied, as in real life. Mechanical parts should also be damaged during an accident.
8-) To feel the high speed when driving at high speeds and to improve the car's reaction to this high speed.
*9-) Definitely and definitely make a track editor program. Users should be able to model tracks and thus avoid driving on the same tracks all the time.*
*10-) LFS can be open source, so that it can get to the level it has come to in decades in a few weeks. Drivers can agree among themselves to bring the optimization they want. If the original version is left untouched, a program like "Content Manager" can be made, just like in AC.*
There is much more to say. These are not improvements that cannot be made, these improvements can be made and LFS can come to a much better place. I would especially like to draw your attention to my requests number 9 and 10. Please comment below this post, I have no bad intentions but I am not treated well by the developers. These are my demands and requests as an experienced user of LFS. Thank you very much.
Also would it be possible to make it an option in the editor to disable passengers on specific configs? Like cars with sayh a racing config with the passenger seat removed, or on a bike config with the rear footpegs and seat removed?
It would also be cool to be able to enable that wheel and tire size customization option in the game pits like you guys did on the vanilla GTR cars.
if you didn't make interior for rhd, could you lock it to lhd at least? that's 1 click in editor
also fix the engine, it says it has to be 6 cylinder in description
No change in editor but game now matches the editor
- "inside covered" or "open wheel" only affect logo and lighting
- visibility of brake disc and spoke object is no longer affected
Rim and spoke objects:
Rim now gets material properties from first mapping in spoke object
Spoke object can have more than one texture page, including _ALP
- for example a chrome material can now be added as first mapping
- and in that case the rim would also use that chrome material
- no alpha sorting: transparency should only be used for overlays
Lights:
Multiple mappings per special name e.g. more than one l_head
- a second word is allowed e.g. 'l_head front' / 'l_head top'
- the second word is only to make it clearer for the mod creator
- extra names such as l_sbrk and l_tbrk are no longer needed
- reduced number of special light mapping names from 18 to 12
- mesh configurations are now fully supported by the lights
- e.g. separate mappings like 'l_head stock' and 'l_head sport'
- NOTE: maximum of 4 mappings per special name in a configuration
- NOTE: all mappings in use in a group must share a single texture
Dashboard:
Option: Show low and high beam icons simultaneously
- (shows icons for lights less than the current light switch)
Option: Show dim icons when not illuminated [default yes]
- (allows you to disable the faint image of icons that are off)
Option: Show dim segments of digital displays [default yes]
- (disable the faint non-illuminated segments of gear / speed)
Editor options: Dash lights off/on / Expand dash texture display
Support for multiple light mappings (enabled in LFS editor D52)
Virtual gauges now show sidelights / low beam / high beam symbol
Dashboards:
Support for new options (minor updates) now available in editor
Interface:
Multiplayer N-list +/- buttons now refer to size of buttons
Wheels:
Support for new rim material settings (enabled in LFS editor D52)
Wheels set to "inside covered" now match the editor
- "inside covered" or "open wheel" only affect logo and lighting
- visibility of brake disc and spoke object is no longer affected
In my version the visibility in game is now as in the editor, so:
- "inside covered" or "open wheel" only affect logo and lighting
- visibility of brake disc and spoke object is no longer affected
I've now enabled loading alpha texture into the spoke editor, and multiple textures.
The material properties for the rim object now come from the first mapping in the spoke object.
So now in my version you can create chrome rims.
Yes, all the different l_head lights take their colour from the same colour slider in the Light tab.
You can have a whole set of headlight mappings for one configuration, and another set of different similarly named mappings on another configuration, even if they are all on the main object.
And for anyone else reading, if you didn't notice, you can call these different mappings a different name, if there is a space after the special name.
E.g.
l_head standard
l_head retro
l_fog race
l_fog road
These will work as expected, as long as (e.g.) only one l_head xxx is used in one configuration.