The online racing simulator
Searching in All forums
(720 results)
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
NENE87
S3 licensed
You need import with lfs editor, for havin an id, you need import from this site, watch lfs editor tutorial from here: https://www.lfs.net/forum/thread/95664-Mods%3A-Downloads---Web-Pages---Videos---Documents if you have an error, check new id or name of your skin Wink
Update ~012
akubosaan
S3 licensed
This update got texture change.
You probably gonna need to reload world texture in case car looking crappier than it's supposed to.

Also, update your custom skin(s) aswell if you've got one.



Now, rim editor.
NENE87
S3 licensed
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

Just for a track editor, i buy it now Smile
Scawen
Developer
You cannot build your own 7z archive. It must be created by the LFS editor.

Please watch the tutorial videos. https://en.lfsmanual.net/wiki/LFS_Editor_Guides
seksen
S3 licensed
Quote from Flame CZE :I assume you based your mod on the DUPLATO CARGO mod, which does not have derivatives allowed - see "Derivatives are allowed : NO" at the bottom right of the mod details page. In this case you need to get a permission from the mod author CarlosSainz55 and submit your mod under "private agreement" license.

Quote from CarlosSainz55 :I've activated the derivatives of my mod so you can make your own version Smile

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 )
iiiiil
S3 licensed
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 👍
Car Mod Engine Replacement
seksen
S3 licensed
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?
NENE87
S3 licensed
News ^^
D46 run goodSmile
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 Smile 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 Smile
Scawen
Developer
A post about direction of engine mounting (specified in "Object Positions" in the vehicle editor).

Quote from Foch_sho :Why can't I disable the "assistant" in management? Will it be impossible to drive a bike without it? Is there a gyroscopic effect on wheels at the moment?

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.

This inconsistency of terminology is described in the "Motorcycles" section on the Wikipedia page: https://en.wikipedia.org/wiki/V-twin_engine

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).

My original comment to you: https://www.lfs.net/files/vehmods/806855?comments

Quote from Slashpca :Amazing work Scawen, you got me working on my bike again. Very fun to drive on an controller.

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. Smile

EDIT2: I like 600cc bikes. Big grin
Last edited by Scawen, .
Aleksandr_124rus
S3 licensed
Quote from UnknownMaster21 :Automatic = On when ignition is on / vehicle is on. Off when opposite.
Automatic 2 = Depending how dark area is sensoring, adjusting by %.
On = Always on when switched.
Off = ALways off when switched.


Also, there are adjustments of how bright/dim dashboard is, excluding emergency switch, which is in some vehicles, always bright.


EDIT: About what self-lit should be.

I think it's just a on and off switch.

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.
Last edited by Aleksandr_124rus, .
Better quality driver models
JayDeM
S3 licensed
Is it possible to get a higher poly/ cleaner driver model, especially now since we have the vehicle editor?
Spinoff : Dashboard lighting
Scawen
Developer
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.

Quote from Flame CZE :Would it be possible to have an option to turn off the “backlight” effect for the clock texture? It would be useful when using a custom backing texture for old cars which don’t have backlit gauges.

As an example, I've attached a gauge for my HADRAPLAN mod I'm trying to replicate. The bottom cutout is a regular texture and the inner part with the numbers is a backing texture.

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.
teeembo
S3 licensed
I am still working this but am holding off from a few things in the hope (not expectation Smile) 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

seksen
S3 licensed
Quote from stuchlo :Unfortunately, back in the day cars had large steering wheels. It is a detailed replica and I would like to keep it as realistic as possible. I would suggest to create your custom view or to turn driver and steering wheel off Smile

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.
Last edited by seksen, .
mbutcher
S3 licensed
Quote from Eric :34 slots, yes.

Is 32 or 40 the common number of grid positions?

40 is common, especially for weekly pick-up series.

The pitlane on your proposed new configuration is very small however, so you could leave extra grid slots to the layout editor, as with others.
rane_nbg
S3 licensed
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.
Viperakecske
S3 licensed
Im wondering will we have track editor too just like car editor? If u already answered to that question Scawen sorry i havent seen
M7md1467
S3 licensed
Appreciate the kind words. Smile

It's been 2 months since the last progress. I haven't abondoned it, been working on it since then Smile especially the interior.

The Interior used is derived from FZ70 4 GTS, But is now heavily edited to fit with the mod and make it similar to the real one. Still working on it Smile

Screenshots for the model so far in LFS Editor:






-----------------------------------------

In-game:




Last edited by M7md1467, .
Flame CZE
S3 licensed
Moderator
Quote from rane_nbg :is it possible to edit the default shader somehow? like with notepad or something?

Yes, just open data/shaders/PostProcess.psh in a text editor.
link
George_vz55
Demo licensed
[quote="DANIEL-CRO;1946520"]Here is new version compatible with patch U.
Note that dashboard wont work with previous patches. My intention was to keep all current gauges compatible. I did most of work, still didn't test gauge divisions (eg speedod.png) and update info text about new resolutions.
All textures can be now two times larger, eg background.png can be 512x512 (old 256x256 still work).
While dashboard editor is open gauges will also be drawn in top left corner of screen. Idea that still sits on my mind for couple of years is to make drag n drop for indicators, gauges, ... but I got many other interesting hobbies now like taking extremely long road trips.

edit: please test this version and report any problems.

update link pls
separate lightbar
subUwU
S3 licensed
to activate the lightbar on mods, you need to turn on indicators, it would be cool to have a separate button that activates lightbars (that would also mean adding more light features in the editor)
metoneca
S3 licensed
Oh, ok. I was searching and reading a lot in the forum the last days, but did not find the solution.
Your hint explains it, many thanks for that! Thumbs up

Yes, i know the option with generating the (wireframed) skin file from the garage, but that do not work for me. I use Linux since the mid 90s. The game works really fine with WINE (Staging), but copy/paste of graphic files via the wine clipboard do not work yet (only text works). And sadly an option of saving the skin template from the garage to a file do not exist. It's the same with the 3D Editor.

I think i will ask for an updated template.
Slashpca
S3 licensed
Hmmm tried to get into the editor today, I've been running the most current patch since release. I'm signed out and can't sign back in. Checked the firewall setting on my side, changes my webpass. Nothing seems to be working
Scawen
Developer
Thank you all very much for the feedback and reports since Friday's test patch (D41).

Tankslacno, that must be the best presented patch report I have ever received! Smile

I am fixing the things which are definite bugs, especially if they were introduced recently. Some things won't be fixed but I will look at all the reported issues and see what I can do in a short time.


NOTE: I seriously want to move away from AI, as soon as possible, to get back to finish and release the recent updates to the mods editor and system (the intermediate, incompatible patch with the existing physics and graphics). So I'm just trying to round off the most important issues.
FGED GREDG RDFGDR GSFDG