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
@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
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.
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 ) 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.
[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.
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
Ideas for S4:
- Snow
- Rally track
- Track editor (like vehicle editor not only objects)
- +15 official cars (GTR/MUSCLE CAR/KART updated/BIKE/...)
(mod is not always perfect)
- Weather (rain, fog, season?)
- Special software for server
- Possibility to change rims
- Make suit skinable
Thanks. When I got ready to transmit the mod and clicked on it, I got the following error, which I could not resolve.
Array ( [aCarModArchive] => This mod has been exported from the editor with the wrong name. It should be DUPLATO CARGO GTD )
On this forum you can find all the answers to your question.
Make sure model is legal, website isn't blacklisted and you have a permission from original author (i doubt every single thing from this list), then follow all the lfs editor guides.
Good luck 👍
Hello. I want to change the engine of the modes in the game and edit the number of gears. For example, can I put the engine of a Uf diesel vehicle into an Xf 1.4 diesel vehicle and play online? If so, how do I do it?
Is it possible with the mod editor?
News ^^
D46 run good
Reduce all graphics details, play with no fullscreen
I can training myself with bike on my tv screen, fps about 36-43, sometimes is a little laggy but like multiplayer session when someone leave pit. Fernbay is better because oldest square is okay too.
For lfz editor, that run with windows on rpi too laggy but it run, for example i’ve installed office 2007 and that’s okay. Lfs editor won’t run on wine because some directx is not supported with BOX86 and wine.
Nice to use gimp and saw the result of my skin with lfs directly
A post about direction of engine mounting (specified in "Object Positions" in the vehicle editor).
I hope you got enough explanation from my recent posts in this thread.
Anyway, about your bike, the cruiser, I posted a message about the engine mounting. In LFS, for a Harley type of bike it should be selected as "transverse". This is despite the fact that sometimes a transverse V-twin means the cylinders are across the frame (not like on a Harley). This terminology can be confusing, and varies between manufacturer.
However, in LFS this refers only to the direction of the crankshaft, which is transverse for a Harley-style engine mounting.
A Harley will vibrate like hell when you rev it (at least the one I tried did) but it will not rock from side to side like a RWD car (or certain bikes with shaft drive which is suited to longitudinal crankshaft).
I jumped on your 600 and as soon as I revved it, I noticed the engine mounting is wrong. It should be transverse. When correct the bike will not rock from side to side.
It's cool to see a bike modelled in LFS editor, and you've done some nice modelling there. There's something a bit funny about the drive animation though, the angle between pelvis and the body.
EDIT: You can now get the brake discs rotating, by using the new Hub subobject type.
Automatic modes can be made in LFS Editor optionally with a switch between the first and second option. But not both at the same time. Because the first automatic mode simulates electric lighting. And the second one simulates luminous paint like on dashes on old cars.
Edit: Although there are probably cars with dashes that have luminous paint and an electric lighting at the same time, but it still for LFS Editor.
I've started a spinoff thread as this request is not easy to implement at the moment but is important to do eventually, to get different types of dashboards looking correct.
This ties in (to some extent) with something else on one of my note papers. In that case, I noted that the system materials are fixed in their settings, with an example that s_plate_alp is always ALPHA and material settings have no effect.
The idea for improvement is that there should be system *textures* instead of system *materials* and then the user would be able to set material settings in the normal way. I'm talking about the internally generated or live textures like number plates, the info texture and dashboards.
How this ties in with your request: The various s_clock_x are also hard coded as materials rather than simply textures. As a result, user settings (like matt / shine) have no effect at all on these materials. There is no good reason for this now, but LFS has developed from a simpler era and this was how it was implemented to suit our needs at the time, and this part hasn't yet been modernised. In order to support your suggestion by this method, in addition to changing the system materials to be textures (as they should be) I think a new material setting may need to be added, a "self-lit" option.
Currently this proposed self-lit option is forced on dashboard textures but is unavailable for any static textures. So that option would be set, in the material settings of the cutout editor, for all existing uses of s_clock_x pages (and I expect MATT would also be set for existing cutouts).
If this is the way forward, I'm not yet sure yet how the self-lit option should be implemented. Would it be a separate switch, still allowing the other material options, or would it be a separate material type in like MATT/CSHINE/etc?
I've had a look at how how self-lit things are done in the track editor and see if it could be consistent with that. This brings up another point. The self-lit things in the world environments, e.g. the lens of a street light or a lit logo on a shop front, actually receive light from the environment, or can be self-lit. This is done by setting a switch on the *mapping* (or colour) rather than in the material settings.
So it seems there are 3 main types of self-lit status.
1) Not self-lit - just like all static textures in the game
2) Totally self-lit - like a computer screen, and current LFS dashboards
3) Lit by environment and also self-lit - like traditional dashboards
I'm not sure yet how these 3 options should be supported, or if there are other types in this category.
Maybe...
2) above is a material setting (currently it is in LFS although the user cannot control it)
3) above is a switch to be enabled on mappings/colours (as can now be used for track editor objects)
I think that for now is too complicated to change the new graphics to support this and to also implement it in the old D3D9 engine. I think it would be best to do it when there is only one version of LFS. So what I have done is added the note about clocks, to my existing notes regarding the other system textures. But this thread is open for discussion.
I am still working this but am holding off from a few things in the hope (not expectation ) of some improvements to the LFS editor wheel and suspension definition systems in the next couple of months.
Meanwhile, there is plenty to be getting on with ...
One example is that I have decided to offer two configurations to give a some choice and variety on the grid. Hopefully these small differences together with some well chosen colour schemes will make the action seem more realistic:-
Classic
Yellow Ducted Aero Screen / Red Steering Wheel / White and Chrome Exhaust
Generic
More Conventional Screen / Black Steering Wheel / Dark Grey Exhaust
Having an odometer number as a separate gauge that could be toggled on/off in the dashboard editor would be nice.
Some cars have the odometer near the center of the speedo gauge and this feature would allow us to make the odometer appear below the speedo needle. Right now it's only possible to place it using the multi function display component but it shows more things which can't be hidden.
Thanks. Does the custom view work on the online server? Is it done with a mod editor?
Other than that, my current experiences include poor handling. I lowered it a little and stiffened the suspension, and it improved a little. I think the 5500 speed cutter can be made because it engages the cutter in fourth gear. It has a great first gear for its power.
My guess is that both car and track editor already existed in some form and were used by Scawen and Eric to make cars and tracks.
Your question has already been asked before and we had quite a discussion about it. The real question is if Scawen plans to release the track editor at some point and what about the track licensing issues? But we should not go offtopic, this thread is for latest test patch issues only.