[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
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.
[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.
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)
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!
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.
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
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!
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.