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teeembo
S3 licensed
Quote from Scawen :I think it needs some improvement.

This would really help me as well Smile

1) Would that work and does it add the needed flexibility?

I think it would work except currently you cannot add an alpha texture to the spoke.**

2) Are there issues with existing rims going wrong if the code is changed as above?

Maybe Uhmm but as you can't currently use alpha it will just affect shininess.

3) Is there a need for more texture pages in the spoke editor?

I think that would be very useful but not sure if worth loads of time now.

EDIT: YES. For what I want I need at least two - alpha for the rim and another (paint) for the centre.

4) Rim using mapping from spoke object seems a bit obscure - should it be made clearer in the editors?

Adding a box in the rim editor saying "Mapping Name (from Spoke Editor)" would make it clearer.


(** - Actually you can get an alpha into spoke editor and multiple pages if you model it seperately in the modeller and use "Import SRE")
Last edited by teeembo, .
Scawen
Developer
Quote from OpenClutch :Would it also be possible to get the "add page" feature on the rim and wheel section? I know it's been used in the past to get good looking Chrome using a transparent texture. I know the rim part might be more complicated, but it would need to support chrome.

I've had a quick look at how this works. I think it needs some improvement.

If I understand correctly, currently the wheel rim creates a mapping, which is a copy of the first mapping in the spoke object, but it ignores the material properties assigned to that mapping, instead uses its own material properties based on "shiny paint".

Maybe the problem can be solved fairly simply if the material properties for that rim mapping, come from the material properties specified for that mapping's cutout in the spoke object. Would that work?

It seems to me this is what the rim creation code does:
- takes the first texture in the spoke object (which is the only texture)
- creates a "shiny paint" material based on that texture
- uses the first mapping in spoke object's list of mappings (for position and scale)

I suppose it should be simpler and more logical.
I think it is still easiest to use a mapping from the spoke object.

For example:
- take the first mapping from the spoke object
- use that mapping's cutout material properties

Questions:

1) Would that work and does it add the needed flexibility?
2) Are there issues with existing rims going wrong if the code is changed as above?
3) Is there a need for more texture pages in the spoke editor?
4) Rim using mapping from spoke object seems a bit obscure - should it be made clearer in the editors?

As far as I can see, currently as there is only one texture, the first mapping can only be using that texture anyway, so the only change with existing models is that their rims would suddenly take their material properties from the cutout pointed to by the first mapping in the spoke object.
OpenClutch
S3 licensed
Would it also be possible to get the "add page" feature on the rim and wheel section? I know it's been used in the past to get good looking Chrome using a transparent texture. I know the rim part might be more complicated, but it would need to support chrome. Otherwise, we would make the chrome barrel on the wheel side and do no rim. If that was done, and enough points / tris allowed (I find I'm hitting the 1600 max quite easily while using the editor for some more complex wheels), there would be a lot more uptake using the wheel and rim editor. Of course, that would be a very "nice to have," not necessary like the tire stretch feature.
Last edited by OpenClutch, .
Flame CZE
S3 licensed
Moderator
When all possible lights are enabled in dashboard editor, the list gets too long so the sliders for "neutral" are hidden.
Scawen
Developer
Editor D51 is now available

Dashboard:
Support for new dashboard lights / symbols: sidelights and neutral

Rim editor:
Mouse wheel can be used to zoom in and out quickly
teeembo
S3 licensed
Quote from Scawen :Grid size of 1mm helps with "snap to grid" function

If I set rear wheel style to "different" the grid for the rear rim editor is still 10mm and not 1mm (front = OK)
AkoLemon
S3 licensed
Online at :
Just a Ride
Interior is mostly finished, just need to add tris for stitching and interior lighting, maybe a few tweaks here and there





New seats are also modeled and fully finished in editor
Both seats and stitching are made separately colorable


*Again, looks weird in blender, for some reason some individual vertacies randomly flip and that causes this weird lighting
Flame CZE
S3 licensed
Moderator
Quote from Vladimir_nose :Some cars have separate high and low beam headlight units, sometimes even different dimensions.
I think in the future we should do something like multi-material
Far/Near
Only distant
Only the neighbor
Dimensions only
Dimensions/Low/High (For example, in old cars with one round headlight)

I think some of the ways are already possible - see this post in the editor test patch thread:

https://www.lfs.net/forum/post/2066300#post2066300
Quote from Scawen :There are currently 4 main ways to set up headlights.

1) Model contains l_head only.
Result: Sidelights, dipped and full beam share the l_head mapping.

2) Model contains l_side and l_head.
Result: Sidelights use l_side. Dipped and full beam share l_head.

3) Model contains l_side, l_head and l_full.
Result: Sidelights use l_side. Dipped uses l_head. Full beam uses l_full.

4) Model contains l_head and l_full.
Result: Dipped uses l_head. Full beam uses l_full.
In this case there is an option: Sidelight can use l_head or l_full.

Evolution_R
S3 licensed
I've noticed that when wheel visibility is set to inside covered, the spoke object is also not visible when looked from inside.
I'm wondering if there could be an option to toggle on/off the ambient lighting regardless of the visibility option, since the ambient darkness [in edit spoke] doesn't work anymore. Thanks. Smile

EDIT: In LFS Editor everything is visible, regardless of the visibility option [inside covered or not].
Last edited by Evolution_R, .
Avraham Vandezwin
S3 licensed
Quote from subUwU :Yes, as a person who enjoys racing the AIs, this would be a great addition, however only creating a racing line for custom tracks wouldnt be enough. Things such as track borders would have to be defined for the AI to randomly not hit it. Smile

Smile Many racers enjoy racing against AI, for different reasons. Others would like to have a ghost mod to practice with. This solution based on player replay, if it were technically possible to implement, would satisfy many players.
This would also create a dynamic between players on the AI, in particular to make it more competitive on each combo. This would expand the use of custom tracks to solo players. Furthermore, the question of AI will arise if a track editor is developed for LFS, which would be an important addition.
You're right. For custom tracks, demarcation of boundaries and obstacles would be necessary.
versiu
S3 licensed
Hah... Today i finished update for my mod and hold on with upload because it was using some workarounds for rims. Thank u for releasing it!

I want to ask about engines. Different engines uses different materials and enineering so one 5.0 V8 can have different weight to another 5.0 V8.
Same for engine sizes.
Do we gona have some options to adjust that in the future? This should allow us to make car inertia more accurate. For example we could use V16 layout but adjust dimensions to make W16 etc.
I seen that editor displays engine weight arleady.

I guess it's deeper change that I think, same for gears?
Flame CZE
S3 licensed
Moderator
Quote from Kova. :But you know what's really missing like the cherry on the top of the cake? The low fuel light :')

Low fuel light is also supported now in LFS Editor D50 Smile
Quote from Scawen :Dashboard:

Dashboard lights for fog lights and fuel warning are now available

Scawen
Developer
Updates still planned for Editor Test Patch:

Dashboard editor:
- some way to see all the lights, e.g. scroll bar
Last edited by Scawen, .
Scawen
Developer
Thank you for all the testing!

Editor test patch D50 is now available with various updates.

Be aware - the mods it saves are not compatible with current official LFS!

Info and download: https://www.lfs.net/forum/thread/106004
Test Patch D64
Scawen
Developer
WARNING: THIS IS A TEST

THIS DOES NOT CONTAIN NEW TYRE PHYSICS OR THE NEW GRAPHICS SYSTEM

PLEASE TEST BEFORE YOU POST

PLEASE... NO OFF TOPIC FEATURE REQUESTS!


Hello Racers,

Here is a new test patch: 0.7D64

Please read the list of changes below.

0.7D64 is SEMI-COMPATIBLE with 0.7D

- You CAN connect online with 0.7D
- You CAN play single player replays from 0.7D
- Some rare mods or bike mod setups can cause OOS
- You can use mods from the latest LFS Editor (allows new features)

Please back up or rename your LFS.exe from version D so you can revert to it if necessary.

Known OOS cases when joining a server earlier than D50:

Loading more than 2400 objects in a layout
Use of a bike setup with adjusted fork ride height
Use of a car with visible spare + different size wheels


Changes in D64:

Graphics:

FIX: Subobject transparency was not visible in forces view


Changes in D63:

Graphics:

Spinner objects now stop nicely at the default position
Support for the new light switch options in Editor D63

Misc:

LFS now always checks for existence of some folders at startup


Changes in D62:

Korean IME:

FIX: The fix in D61 was incomplete and should work now


Changes in D61:

Graphics:

Vehicles are no longer fully regenerated on every mirror adjustment
- fixes bug that moved subobjects were reanimated on mirror adjust

Korean IME:

FIX: Since 0.7C the last character would be lost on pressing enter

Interface:

FIX: Handicaps message after /h_mass now states correct added mass


Changes in D60:

Graphics:

Support for stretched tyres (when rim is wider than ideal)

Commands:

/key command accepts 12 keys described by a word (see Commands.txt)

Misc:

Updated document Commands.txt (in docs folder)


Changes in D59:

Graphics:

Small indicators on side of XRG/XRT/FXO/LX4/LX6/RAC/FZ5 now flash
Subobject indicators left / right now relative to whole vehicle
FIX: Lighting of subobjects and wheels was as if at vehicle centre


Changes in D58:

Lights:

Headlight switch now incompatible between versions < D50 and >= D50
FIX: Extra light of remote cars was not visible when switched on

Moving subobjects:

Popup headlight system generalised for moving objects with switches
Light / horn switches work even if car does not have that feature


Changes in D57:

FIX: Transparency could vanish with more than one vehicle in view
IS_PLH now allows 'silent' update (with Flags bit 7 (0x80) set)


Changes in D56:

Transparency now works correctly with popup headlight objects
Popup headlights now support flip function


Changes in D55:

Multiplayer:

FIX: LFS could crash if a player left when a mod was not downloaded

Graphics:

Popup headlights and internal mirrors are excluded from forces view
Skin mappings that move with driver side swaps no longer avoid flip


Changes in D54:

Lights:

FIX: XR GTR mistakenly had the road car popup lights enabled

Interface:

Pedals are now shown to the left of the list of connections

AI:

FIX: AI would reverse assuming "stuck" during stop-go penalty


Changes in D53:

Lights:

Lights now work on subobjects (e.g. bike handlebars)
Popup headlights are also supported (already on XRG and XRT)


Changes in D52:

Lights:

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

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


Changes from D48 to D51:

Interface:

New icon for LFS.exe includes 256x256 icon image
Commands /status F11 and /status F12 are now available during SPR
F key /commands are processed immediately (not added to text dialog)
Connections list in game / race setup screen can have a scroll bar
- scroll with mouse or Page Up / Page Down keys
New +/- buttons to adjust size of text in connections list
FIX: Various text commands such as /spec now disabled in replays

Lights:

Side lights, low and high beam headlights are now supported
Text command /light (requires two parameters) to switch lights:
/light ind [off/left/right/all] - switch indicators/hazard lights
/light head [off/side/low/high/low_off/low_high/next/prev] - lights
/light [rfog/ffog/extra] [off/on/toggle] - switch fog/extra lights
/light all [off/on] - switch all switchable lights off/on at once
Key '3' now toggles between off & low beam like /light head low_off
SHIFT+3 goes through all headlight states like /light head next

Multiplayer:

Maximum possible connections increased to 79
- there will be a higher charge for 79 connections
- free hosts are still limited to 47 connections
- maximum cars in race has not been increased

InSim:

License byte added to IS_NCI packet (after Language byte)
IS_PLH packet sets handicaps for individual players
TINY_PLH - request IS_PLH listing player handicaps
SMALL_LCL - full control of lights including fog and extra lights

Commands:

/h_mass username X - set added mass for user's car
/h_tres username X - set restriction for user's car
/teamarrows=no/yes - arrows on non-race small map use name colour

Layouts:

Max objects increased to 3000
NOTE! using more than 2400 objects will cause OOS on servers < D50

Bikes:

Increased maximum value for brakes, suspension stiffness, damping
NOTE! higher values not available when connected to servers < D50
FIX: Fork tubes misaligned if ride height adjusted in other setups
NOTE! adjusting fork ride height will cause OOS on servers < D50
FIX: Weight distribution was wrong if any trail reduction was set
FIX: Wheel masses not correctly positioned for trail reduction

Engine:

V16 engine is now available and some classes allow larger engines
New firing order for I5, V6, flat-8 and V10 engines (affects sound)
FIX: V12 engine firing order was wrong causing poor sound quality

Incompatible updates:

New features for mods including wheel and passenger positions
Support for new rim styles and different wheels front and rear
Fog lights are now functional if enabled by the mod creator

Graphics:

Removed wheel LOD reduction that was related to angle of view
Tyre manufacturer now appears at the top of tyre after reset

Dashboard:

Support for new dashboard lights / symbols: sidelights and neutral

Translations:

Updated translations - thank you translators


Changes from D to D48:

Interface:

A small map is now displayed at Layout Square if there is a layout
New display in F9 / F10 views shows estimated laps given fuel use
Engine health (with colour code) is displayed in F9 / F10 views
F9 / F10 extra displays are now switchable (Options - Display)
Speedo and tacho are moved UP if required for extra displays
CT display now uses dot matrix font if translation allows it
Driver / fuel buttons in garage are now only shown if relevant
Speed at redline is displayed beside each gear ratio in setup
Simple versions of F11/F12 displays are now available during an SPR
A message shows the name of any mod that can't be loaded in an SPR
Four-character mod names are shown in results table instead of MOD
Downforce tab is now shown for all vehicles
- previously was only for those with adjustable wings
- shows an estimated maximum speed based on wind resistance
- note: the estimate does not consider rolling resistance
FIX: Crash when two events on calendar used same event image
FIX: Calendar time could be wrong near start of daylight saving
FIX: Small camera movement on releasing LMB after 2-button rotation
FIX: Chat text in mods screen is now in front of interface buttons
FIX: User names that start with '.' now correctly displayed in chat
FIX: Crash if /track command was used while generating AI path info
FIX: AI skill level always used Latin codepage in F11/F12 menus
FIX: Engine brake reduction had no effect for EV but was visible
FIX: /setlap command error if name coloured and number 4 chars long
FIX: Replays auto-named with special characters could appear wrong

Controls:

A force feedback display is shown below the pedals (bottom right)
FIX: Mouse wheel gearshifts are now equivalent to 100ms keypress

Game:

Possible to reset if an approaching vehicle is moving slowly enough
Reset is now possible during a pit stop if the state is "finished"
Speed limiter (at 80 km/h) can be manually enabled if no pit lane
Auto gear shift: downshifts are now done at slightly lower rpm
FIX: Auto shift *up* did not work if max power rpm above redline
FIX: Driver swap enabled very high speed limiter if no pit lane

Mods:

An EV charge/discharge power bar in place of the clutch bar
- only visible if Options - View - Show pedals is enabled

A new "Cleanup" mode in the mods screen
- you can select to keep latest mods and test mods
- there is not yet a feature to keep replay mods

Support for new options set per vehicle instead of by race class
Support for "hub" subobject that moves and rotates with a wheel
Support for new pit speed limiter flashing light option
One wheel drive and no anti-roll if wheels are staggered
Click Skin ID in garage colours tab to copy ID to clipboard
Hold CTRL in Garage: Mods button becomes Test (direct to Test mode)
Opening mods screen is prevented if a rating request is in progress
FIX: Mod with 27 character name appeared in mods screen Test mode
FIX: Crash if mod had more than 64 materials

Dashboards:

Engine damage light on dashboard is now available if set in editor
Support for new speedo and tacho style options (see editor notes)
Support for dashboard backing texture system, text colours, opacity
Can also set background colour without supplying a backing texture
New needle pivot texture works better on light coloured dashboards
Dashboard brightness should now be the same as in the editor
- this update also affects the RB4 and MRT5 (recently updated)
FIX: Text size on dashboard more closely matches text in editor
FIX: Brightness of multi function display now matches the editor

New steering model for bikes:

Improved handling and braking ability
- Feet down steering model up to 7 km/h
- Low speed model only from 7 km/h to 18 km/h
- Interpolated model from 18 km/h to 36 km/h
- High speed model only above 36 km/h
FIX: Steering glitch between feet down model and low speed model

AI vehicle control:

Improved braking prediction so less running wide at corners
- considers brake balance (which is not ideal for every corner)
- can result in better lap times due to improved line following
AI braking prediction now takes account of engine braking
AI can now ride motorbikes (a bit slowly due to safety margin)
AI will drive more gently when off track on a bad surface
Bikes slow to avoid taking off over large humps in the road
Avoid unnecessary downshifts by looking ahead to see if needed
FIX: Sometimes could reach a maximum speed and stop accelerating

AI misc:

Distance to vehicle considered dangerous now depends on length
Distance to vehicle considered safe is reduced at low speed
- should prevent long vehicles hitting the brakes on green light
- gaps between vehicles may be smaller when speed is below 20 m/s
AI can enter configs with no path (but will not drive)
AI can now enter the game with an object (to just sit there)
Better collision avoidance when close behind or beside others
Reset is available even after engine switched off after long wait
Message history is no longer enabled for AI path generation
FIX: AI can now reset if in contact with a stationary vehicle
FIX: Errors in fuel calculation related to "Refuelling allowed"
FIX: It was possible for the fuel calculation to report 0 stints
FIX: A hang generating path for a mod with "Max up" wrongly set

AI in pit lane:

Target speed 1 km/h slower in pit lane to avoid speeding by mistake
- was possible for a powerful car to overspeed shifting 1st to 2nd
Improved driving in pit lane when close behind other drivers
Avoid excessive downshifting when approaching speed limit zone
Approx 1 second safety margin entering pit lane to avoid speeding
Use speed limiter or throttle to avoid wheelspins causing speeding
Smoother transitions switching between main path and pit lane path
FIX: Choice of pit stop box was wrong (bug introduced in 0.7B)
FIX: Slow start / stuck in pit stop if max torque at very low rpm
FIX: Some mods would brake too gently and miss the pit stop point
FIX: Some mods would overshoot their pit garage when parking
FIX: Can now reset at the end of a pit stop (e.g. fallen bike)

AI overtaking:

Various improvements to improve the overtaking decisions
Overtakes are considered on a group instead of individuals
Better estimate of the possibility and duration of a pass
Pass decision from low speed now allows for acceleration
When planning a pass time is allowed to pull in after pass
More distant consideration of other vehicles at high speed
There should be fewer dangerous overtakes in braking zones
FIX: AI could get pointlessly stuck behind a slower vehicle

Regional downloading system:

We now have 3 download locations for mods (NL/JP/US)
Faster downloads if you are in N/S America or Asia/Oceania
Locations in Asia and Oceania will download mods from Japan
Locations in North and South America will download from USA
Download redirection is handled automatically by our server
Regional downloads can be disabled by a new Misc Option
Yellow redirect message is shown the first time you are redirected

Graphics:

Dust colour on grass and dirt tracks now uses a dirt colour
- previously used average colour of surface which looked odd
- smoke and dust acquire lighting colour from car's location
FIX: Mudguard / handlebar / trailing arm subobject could disappear

Physics:

Improved bike physics (affects lean angle and tyre forces)
Pit speed limiter now based on drive speed instead of world speed
- prevents wheelspins (e.g. at RO) pushing car over the speed limit
FIX: Narrow cars were sucked in when near fence or narrow barrier

Audio:

Tone variation limited to 0.99 to prevent an engine sound bug
Switched off experimental "Prevent clipping" option by default

Multiplayer:

Improved setting of tyre state after receiving a position packet
- previous location of tyre contact is better estimated (for forces)
- most noticeable when viewed car had not been on screen for a while
- e.g. after tabbing to another car or fast forwarding a replay

Misc option "Full physics for remote cars" is enabled by default
- low res physics previously used for cars other than the 4 nearest
- option approximately doubles CPU usage by physics in multiplayer
- could cause issues at turn 1 with many cars depending on PC power
- use profiler display to check CPU usage with the option enabled
- see profiler by pressing car icon then P in Misc/Graphics options

Engine damage repair in pit stop
- yellow counts as minor damage (6 seconds)
- red counts as major damage (12 seconds)

Team arrow colours on small map are now enabled by a host option
- arrows on non-race small map take colour of first name character
- option is not yet available but is coded as /teamarrows=no/yes

Cancel button and ESC key to cancel the process of joining a host
- the currently downloading skin or mod is allowed to finish first
Temporary (free) hosts are shown without colours in List of Hosts
Stationary cars can now lag for longer (3 seconds) before vanishing
FIX: Remote car using pit speed limiter did not move smoothly
FIX: Crash enabling filter in List of Hosts after all were disabled

InSim:

IS_CPP packet with Time = 0 is instantly processed (not stored)
- allows it to be followed immediately by an IS_CPP with Time > 0
FIX: ZByte was not set in IS_OBH packet

New commands:

/status none|F9|F10|F11|F12|next|prev - sets status screen
E.g. /status next will cycle through the F9 to F12 status screens
(you could assign it to a CTRL+ or ALT+ key and then a wheel button)

/liveset and /pitins - do the functions of F11 and F12 menus

You can use operators:
= (set value)
+= (add to value)
-= (subtract from value)

Examples:
/pitins ftyre = r3 : change front tyres to R3 in pit stop
/pitins rtyre = super : change rear tyres to road super
/pitins fpressure = 1.1 : set front tyre pressure to 1.1 bar
/pitins fpressure += 0.1 : increase requested pressure by 0.1 bar
/pitins cancel : cancel all pit instructions
/pitins tyres always : change all tyres
/pitins tyres 20 : change tyres if wear > 20%
/liveset bbal 60 : set brake balance to 60%
/liveset rarb -= 0.1 : decrease rear ant-roll bar by 0.1

Available options for /pitins:
fuel, tyres, repair, symmetric
ftyre, fcamber_l, fpressure_l, fcamber_r, fpressure_r, fwing
rtyre, rcamber_l, rpressure_l, rcamber_r, rpressure_r, rwing
cancel, fcamber, fpressure, rcamber, rpressure

/pitins pressure commands can accept unit (psi/bar) (no unit = bar)
E.g. /pitins fpressure 30 psi

Available options for /liveset:
bbal, farb, rarb

Multiple commands on single line:

Multiple commands can now be added on a single line which sometimes
can avoid the need for a script file, e.g. to set a button to
change tyres in pit stop, you could use a double command:
/pitins ftyre super /pitins rtyre super

NOTE: some commands cannot be followed by another command:
/say /echo /join /rcm /pass /msg /altf /ctrlf

Maximum length of command and F key text increased to 95 characters
Wider text display in CTRL+ and ALT+ tabs in controls screen


INSTALLATION:

A FULL version of LFS 0.7D must already be installed


To install the PATCH using the SELF EXTRACTING ARCHIVE:

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
4) Now you can start LFS in the normal way

NOTE: You can see if the patch is correctly installed when you run
the program (LFS.exe). At the bottom of the entry screen: 0.7D25


DOWNLOAD:

IF YOU ALREADY HAVE 0.7D:
PATCH 0.7D TO 0.7D64 (SELF EXTRACTING ARCHIVE)
https://www.lfs.net/file_lfs.p ... =LFS_PATCH_7D_TO_7D64.exe (1.8 MB)
Last edited by Scawen, .
Editor Test Patch D50 (now D64)
Scawen
Developer
Hello Mod Creators,

Here is an update for the LFS Editor.


Editor 0.7E is now available!
https://www.lfs.net/forum/thread/95664




Changes in Editor D64:

FIX: Subobject transparency was not visible in special draw mode


Changes in Editor D63:

Vehicle editor:

New switch options for rotator and slider: signal / light switch
New flip function "with driver" (move across with driver / no flip)
Spinner objects now stop nicely at the default position


Changes in Editor D61:

Modeller:

Message selecting triangle in another subobject uses subobject name
ALT+click on triangle in another subobject to select that subobject
FIX: Spoke editor duplicate and delete buttons in texture page mode

Rim editor:

Added CTRL+D (duplicate) and CTRL+N (new point) keys


Changes in Editor D60:

Graphics:

Support for stretched tyres (when rim is wider than ideal)

Rim editor:

You can now see and type / copy / paste selected point coordinates
Removed direct drag on point and added diagonal drag handle instead
Snap to grid only works on the relevant drag axes (X, Y or both)

Modeller:

New button to show subobject's axes (beside "rotate" button)


Changes in Editor D59:

Vehicle editor:

Selected suspension point can (again) be adjusted in SHIFT+L view
Subobject indicators left / right now relative to whole vehicle
FIX: Passengers were not updated when selecting a different setup

Modeller:

New flood select function to select all triangles by point sharing
- different from CTRL+SHIFT+LMB (select related triangles by edge)
- ALT+RMB selects all connected triangles regardless of properties
- triangles are considered connected if they share a single point
FIX: Keep merged subobject feature was controlled by wrong option


Changes in Editor D58:

Moving subobjects:

Popup headlight system generalised for moving objects with switches
Subobjects can rotate a set angle, slide or spin at a given speed
This can be connected to switched lights / ignition / horn / siren
New test system in vehicle editor "Class / Inputs" tab (top left)


Changes in Editor D56:

Skin mappings that move with driver side swaps no longer avoid flip
Transparency now works correctly with popup headlight objects
Popup headlights now support flip function


Changes in Editor D54:

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: numbers 1 to 8 (subob
SHIFT+M / SHIFT+S - show main / show subobs


Changes in Editor D53:

Lights:

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


Changes in Editor D52:

Wheel object visibility:

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


Changes in Editor D51:

WARNING: INCOMPATIBLE UPDATE!
TEST PATCH D50 IS REQUIRED AND YOU MUST BE ON A D50 HOST
OFFICIAL VERSION SHOULD BE RELEASED IN MID-DECEMBER


Interface:

New icon for LFS_EDITOR.exe includes 256x256 icon image
Improved messages warning of unsaved changes on exit

Wheel rims:

Rim can now be fully edited - there are no fixed surfaces
Rim no longer blends seamlessly into the wheels without an edge
Allows more design flexibility for alloy wheels and steel wheels
Removed: edge extra width / lip depth / inner depth / black inner
A simple alloy style edge is automatically added to existing rims
Option to allow separate wheel style (rim/spokes) for front & rear
Tyre vs rim guide in the vehicle editor helps set correct rim width
Rim has 60 segments around instead of 30 (tyres still 30 around)

Rim editor:

Guide shows regions that should be covered by rim cross-section
Button "flip x" to swap selected points between left and right
The colour at the bottom of the list can now be deleted
3D view of car visible in rim editor can now be rotated
Can set the size of text buttons and selection blobs
Grid size of 1mm helps with "snap to grid" function
Mouse wheel can be used to zoom in and out quickly

Wheel lighting:

New ambient lighting system for wheels and spokes
The new lighting system replaces the old 'rim shade' option
Separate options for front & rear lighting (open / inside covered)
Update code automatically removes Dx/Ex darker colours from rim

Spare wheel:

Option to include a left or right spare wheel (or both if offset)
Option for single spare wheel to swap side when driver swaps side
Option for spare wheels to be based on rear or front wheels
Cars with visible spare + different size wheels a little lighter
- because they are auto set to use front wheel for graphics + mass
Spare wheel heading can now be set (as well as lean)
Spare wheel offset can now be up to 1.25m (like road wheels)
Spare wheel vertical (up or z) position can be set up to 2m
Option to include hub object with any spare wheels

Vehicle editor:

Scroll bars added to Lights tab and Textures tab
Engine mounting renamed to "Crankshaft axis" to avoid ambiguity

Bikes:

Increased maximum value for brakes, suspension stiffness, damping
FIX: Fork tubes misaligned if ride height adjusted in other setups
FIX: Weight distribution was wrong if any trail reduction was set
FIX: Wheel masses not correctly positioned for trail reduction

Modeller:

New buttons to shear (skew) points when CTRL is held in 2D view

Other incompatible updates:

Specify number of rear passengers (from 1 to 3)
Manually set rear seat width (2 or 3) or offset (1)
Max mesh configurations increased to 8
A single road wheel can be be offset to the right
Frame tubes can be single sided (not mirrored)
Specify per object (engine, battery, frame, etc) if swaps side
Trail reduction can now be set for any vehicle (not just bikes)
- can also go negative now / recommended value zero for most cars
Minimum steering wheel (or handlebar) turn reduced to 20 degrees
Fog lights can now be used (assign in model / enable in Lights tab)

Dashboard:

Dashboard lights for fog lights and fuel warning are now available
Optional dipped headlight symbol (for new command /light head low)
Support for new dashboard lights / symbols: sidelights and neutral

Lights:

Special mapping names l_high (high beam) and l_extra (extra light)
New light colours "side" / "high" (headlights) and "extra" light
- "high" lights are for vehicles with separate high beam lights
- "extra" lights are for unspecified vehicle-specific purposes
/light head side - switches on side lights
/light head low - switches on low beam
/light head high - switches on high beam
If l_side separate there is an option to keep them on with main
If l_side not separate you can choose to share l_head or l_high

Race classes:

Max engine size: bike 2.5L, formula 8L, F1 5L, truck/bus/van 16L
Added two new classes: bus (like truck) and prototype (like GT)

Engine:

V16 engine is now available

System:

If startup fails on selected adapter it tries again using default
- avoids message "No outputs found" after selecting wrong adapter


Changes from 0.7C to 0.7D40:

General:

Editor sliders now have both arrows on the right
H button at top left to hide/show message history like H key in game
Left click increments should now always be smaller than right click
- previously this was not consistent between all types of button
- as before, CTRL may do smaller steps, SHIFT may do larger steps
- this change should apply to distance, colour, angle and scale

Vehicle editor:

Exit warning only if changes have been made
Various improvements in layout and organisation
Undo and redo functions for all editor operations
Tooltips are now available (allows reduced button text)
Engine damage light can be enabled (in Transmission tab)
A new button to show the view from driver's eye position
Spare wheel can now be offset laterally (set RIGHT value)
Maximum value for main body drag increased from 1.0 to 6.0
Unsaved changes warning on clicking the X button to exit LFS
New message on clicking "Animate" if the vehicle has no driver
Question button and tip are shown for unusual FR configurations
Caster angle reduced to 2 decimal places (3 seemed excessive)
Maximum speed for each gear is now visible in the vehicle editor
- you will need to click the '-' button beside reload textures
Max subobjects to be drawn in editor increased to 40 (was 32)
Mod with too many materials cannot be exported to test in LFS
For flashing pit speed limiter light - choose brake or rear fog
Width / ratio / rim width move in bigger steps with right click
Frame position adjustments use expected steps for mouse clicks
CTRL+RMB (copy) SHIFT+RMB (paste) now work with frame point values
Hide the bottom right buttons now hides the whole settings block
Special view no longer includes wheel mass cuboids by default
Error message displayed if a vehicle file cannot be loaded
FIX: Dashboard for electric vehicles was switched off in editor
FIX: A fix for the cover image screenshot when exporting a large mod
FIX: Corrects an audio bug if a bad value is set in LFS sound editor
FIX: Save as SIT / STR name now limited to 7 characters
FIX: Crash if vehicle mod had more than 64 materials
FIX: Spare wheel pitch now expressed in degrees
FIX: Nudging of RPM sliders in engine editor

Dashboard editor:

Speedo:
- set maximum value in km/h (steps of 5)
- option to show units (km/h or mph)

Tacho:
- set maximum value
- x100 or x1000
- gap 1/2 (x1000) or 5/10 (x100)
- options to show units (x100 or x1000)

Options on all gauges:
- needle colour = text colour
- needle is long
- needle above pivot
- hide pivot
- hide numbers
- hide symbol (if applicable)
- hide marks
- smaller text

A new dashboard backing texture system
- only for s_clock and s_clock_white dashboards [restriction removed in D36]
- backing texture appears *behind* needle, numbers, markings
- appears illuminated (self lit) like the default dashboards
- recommended texture size is 512 or 1024 for future-proofing
- load the texture in page mode in the modeller
- click the "fixed" button to mark it as "dash"
- there is a reload button in the dashboard editor
- alpha channel has no effect

Digital and analog speedo may be used at the same time
Ability to set colours instead of using the system colours
Set background colour without supplying a backing texture
Adjustable black rectangle option if background is not black
FIX: Dashboard texture can now be updated in a 2D view

Switches for options previously controlled by Race Class:

- Pit limiter light (in 'Lights')
- Handbrake / Horn / Starter Motor (in 'Allow')
- Oval suspension arms (in 'Suspension')
- Grooved slicks (in 'Wheel Object')

Limited sidecar support:

Lone wheel (e.g. front) can be offset left (in Suspension tab)
- offset wheel to right is currently disabled for compatibility
Pair of wheels (e.g. rear) can be longitudinally staggered
- only the rearmost wheel of a staggered pair is driven
- anti-roll is disabled when the pair is staggered

Mod Export:

A new limit of 8192 triangles / 12288 vertices for LOD2
Groups are compressed when exporting for test or upload
A sky reflection (environment map) is included in mod screenshot

New vehicle:

Better initial values for engine and fuel tank positions
Light colours are now initialised (all were black except rear fog)
FIX: Editor buttons appeared during dialog in new vehicle screen

Animation editor:

Eye view button (beside origin and object buttons)
Keys O (view object) and SHIFT+O (options) now work
FIX: Driver in wireframe mode could be obscured by the vehicle

Vehicle editor keys:

CTRL+O: load vehicle / CTRL+N: new vehicle
C: to clear selected point and selected tube
Delete: delete a point or tube (if only one is selected)

Modeller:

There is now a redo function to go with the undo function
Ability to name subobjects (right click name or description)
Unsaved changes warning on clicking the X button to exit LFS
New dialogs for extrude / lathe / create a circle of points
You can now undo "load main object" (reverts to old object)
New button to select a point by entering the point index
- index of a single selected point or triangle is displayed
Rearranged buttons in tri mode to align well with point mode
Helpful messages about bad normals are now shown at top right
- triangles that are too small or too thin are separately listed
- triangles as small as 1/3 of a millimetre can contribute normals
- click button to find error triangles or points with bad normals
New function "invert" to invert selection (selected - unselected)
Disabled point selection by middle button in build and point modes
Number plate texture s_plate is now visible in modeller 'page' mode
Rotated subobjects can now be correctly merged into the main object
You can now break off triangles from a subobject into a new subobject
Select or deselect multiple triangles by holding down CTRL and LMB
- move the mouse to nearby triangles to keep selecting or deselecting
Aligned "select selection's points" and "select connected triangles"
- these were misaligned in 2D modes if a selection box was visible
- it can be useful to click them repeatedly (much easier if aligned)
You can hide subobjects other than the selected one: show subobs NO
Reflect object function is now available for individual subobjects
Combined clean object buttons into a single button with a dialog
New feature to merge points by distance (distance can be specified)
Mouse control now works below 1cm from the plane (down to 1mm)
Modeller move in list UP/DN: move more with SHIFT or right click
A new style dialog is now used for merge points (ALT+M) options
A point is selected if unambiguous after merge to green or average
A new function "reduce detail" is visible with triangles selected
Map / cutout / page selections are preserved when possible
Undo and redo deal correctly with map / cutout / page modes
Cutout mode works more like map mode and avoids button overlap
Overlay function from page mode is now available in cutout mode
Square buttons in map mode match mapping aspect ratio to cutout
Export plain / shaded / wireframe for any texture (not only skins)
FIX: Map mode showed texture file for skin cutouts as [no texture]
FIX: Points more likely to remain selected after scale or lathe
FIX: Crash on reload textures with no cutout or page selected
FIX: Wireframe view went wrong or crashed on "reload textures"
FIX: Rim disappeared on clicking "reload textures" in spoke edit
FIX: Bottom right screen layout was wrong in 2D views
FIX: Crash when selecting overlay with no texture

Wheel-related modeller features:

Set subobject as "hub object" that moves and rotates with a wheel
Spoke mode "export SRE" saves combined spokes as a modeller object
Spoke mode "import SRE" function to load modeller object as a spoke

Modeller hotkeys / shortcuts:

CTRL+O: load main object

Keys for subob, point, tri, map, cutout, page modes:
CTRL+D: duplicate
CTRL+N: new
DELETE: delete

H: hide selected (points or triangles)
SHIFT+H: hide unselected
ALT+H: unhide all

E: extrude selected points (with trace enabled in point mode)
S: select selection's points / select connected triangles
CTRL+F: flip selected triangles (in tri mode)
CTRL+F: flip connected triangles (in point mode)
CTRL+I: invert selection (points or triangles)
ALT+M: Merge points (previously known as Fuse points)


DOWNLOAD:

LFS Editor PATCH 7A to 7D64 [If you already have LFS Editor 0.7A]
Editor 0.7A or later must already be installed!
EDIT: Link removed - 0.7E is now available [1.7 MB]
0.7E: https://www.lfs.net/forum/thread/95664
Last edited by Scawen, .
PopnLochNessMonster
S3 licensed
The force feedback on cars is based directly on the handling and suspension geometry of the car. It would be nice to have a slider for the power steering of a car in the editor. That way the handling of the car can stay the same.
rog_nilsson
S3 licensed
How is the possibility of having "slabs" with asphalt, gravel, grass, and concrete? Would make the editor SUPER.

should be possible given all materials are already in-game.

Rally, rallycross would become greater than ever atleast.

hopefull.
Latvian Video
S3 licensed
I've found an edge case where the warning that unsaved changes will be lost doesn't appear - when loading a vehicle in the editor after making changes. Found that out by accidentally pressing load instead of save Big grin

At least only like a minute of progress was lost
CoYoTeK
S3 licensed
@Kanker_app - thanks for kindly words. I create (or have created) models for games like OMSI or TD2, and there is a completely different approach to them. In fact, "theory does its job, reality does its job", which either brutally verified me or, due to the level of skill in using the LFS editor (read: none), shows that what I achieved while creating in Blender will not be 100% reproduced in the game. Or I simply can't do it. However, for now - it's hard.

@Flame CZE - Thank you for the advice, it may be useful in the future. Now that the model has reached the final stage of preparation, I do not intend to make any changes to it.

The model "landed" in the editor and I don't understand one thing - why do I have to map everything again? I feel like all the work went to waste. Is this what it's supposed to look like, or am I doing something wrong? xD
Flame CZE
S3 licensed
Moderator
Quote from CoYoTeK :4 days later

You could say that the entire model was reworked - it turned out that LFS does not digest more than 32k vertexes. Damn. However, I think the result was worth the time.

Now it would be time to learn how to port this to LFS, right?

You can import half of the car and mirror it in LFS editor - that's how you can get up to 65k vertices & triangles.
stuchlo
S3 licensed
Preview of my older cartoon test using a dashboard material to remove realistic shading (no postprocessing everything is made using LFS editor)
MERSELES TRAMEGO ORGINAL WORKS
Rubbel_31
S3 licensed
My Mersedes Travego Drawing was completed via the Editor within a week, the rear area and the ceiling belong to Hüseyin Ülken and permission was received.
Avraham Vandezwin
S3 licensed
Quote from farcar :Once the tire and graphics are updated, I'd love for the source code to be licensed out to other developers.

The foundations of LFS are so solid, and easily hold up today.
It would be awesome to see where others could take it.

Like what Reiza Studios did with Rfactor 1 (Automobilista) and Project Cars 2 (Automobilista2).

The idea of selling operating licenses for the LFS game engine is not absurd. On the other hand, I'm not sure we have anything to gain as players.

In fact, it is true that this would lead other studios to develop (perhaps more quickly Big grin) paid products competing with other packaging and cosmetic marketing targets. But it would be enough for the mod system to mature and be accompanied by a track editor and the possibility of creating your own championships to achieve the same result, with a level of freedom and creativity which risks becoming even rarer the future.

We don't have much power here, and certainly not to interfere in the LFS business plan. For my part, I hope that LFS will remain this historic monument of automobile simulation, independent, humanly open and accessible, creative and unique.

If the LFS game engine is sold in the form of commercial licenses, it is simply LFS which will disappear under competing offers based on the same physics. The balance of power between the big studios and the human resources of the current team will be much more disadvantageous than it is today. And undoubtedly fatal. But this choice is not ours. Shrug
Slashpca
S3 licensed
[quote="Drifteris;2063719"]I've tested your bike on Westhill and they can't even make past the second turn without sliding off the road (out of 10, 2 crashed on the first turn). Must be issue with insane downforce on that bike.

https://i.imgur.com/8Kvg7fx.gif

There was no logic behind the dowforce decision besides trying to make the bikes feel good. Simply put I don't think even the current physics feel correct under braking. The massive downforce made the bike fun to ride. I'm not really sure if it made the bike faster cornering but it was far easier to run consecutive laps without crashing. I've played with the setup and every number in the editor for a year and have never liked the way anything worked besides that downforce slider.
Last edited by Scawen, . Reason : removed img tags to avoid auto play
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