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superlame
S3 licensed
I have a suggestion.

Same as the electric cars, when you turn off the engine, the electric displays turn off. ( MFD (Multi Functional Display) Etc ) But for the normal cars with engine.


Also, to be as an option in LFS Editor
( Do you want to turn off displays when engine off ) YES/NO.


It is just a suggestion, only if it is fast to do and does not slow down the thing you are doing at the moment.

Thanks.
Scawen
Developer
You can do that in the vehicle editor since Editor Test Patch D28.

A new button to show the view from driver's eye position

https://www.lfs.net/forum/thread/102626
M3THANOL
S3 licensed
Not sure if this has been suggested before but I think it would be great if the LFS Editor had an option to sit in the drivers seat in order to determine what the look and feel of the drivers position is without having to export and then enter LFS and test there. This would help with rear view and side view mirror position and drivers seat height.
Scawen
Developer
Test Patch D28 supports the new dashboard backing textures that can be added in Editor Test Patch D35.

Test Patch D28: https://www.lfs.net/forum/thread/102117
Editor D35: https://www.lfs.net/forum/thread/102626
Scawen
Developer
Quote from superlame :im dumb and dont understand. this works only with TEXTURE dashboard ( for example simox new bike ) and not 3d modeled with tris dashboard ( like my bumer 7 )

right?

I've looked at your Bumer, and was amazed to see the modelled numbers!

You don't have to do anything so complicated now. You can make a texture that matches the plan of your "s_clock" texture (that you created in the dashboard editor). Then load as described above.

I don't think you'll find it hard to understand. Smile I've attached a texture that I used in testing - it aligns with the RACEABOUT's tacho and speedo. You can try loading that and see how it works.
Scawen
Developer
I realised that people would use (some are already using) the new dashboard updates to help with a hack or trick that is not really ideal. They create a transparent overlay with the dash designed as they want it to look, then map that over the dashboard.

But then there are two problems:

1) dashboard overlay is not self-lit
2) the needle goes *under* the numbers, etc.

Today's update should eliminate the need for such a trick. You can create a dashboard texture that goes *behind* the needles and numbers. The idea is that instead of clearing the dashboard texture to black or white, it copies your supplied texture onto the dashboard texture.

Once again, it is semi-compatible. You will need test patch D28 to see it in game.

How to use:

- only for s_clock (black) and s_clock_white dashboards
- 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

Download: https://www.lfs.net/forum/thread/102626
Last edited by Scawen, .
turbofan
S3 licensed
Online at :
Just a Ride
maybe simply avoid pay for things that u can find for free elsewhere
in anyway, tweak is mostly obsolete, make your own mod with editor instead.
M7md1467
S3 licensed
Another progress. Exterior is almost finished.





working on rear lights. this is how it looks so far. Smile



on LFS Editor:

Last edited by M7md1467, .
Evolution_R
S3 licensed
I'm very happy with the new dashboard editor changes allowing further customization, thank you Scawen. Thumbs up I'm gonna test it now to see if there are any issues.
Viperakecske
S3 licensed
Well,we are not getting closer to the big update whit dashboard editor
loopingz
S3 licensed
Is drag in the editor SCd (Surface x Drag Coefficient)? In this case it makes to have six for huge véhicules.
Scawen
Developer
A new test patch, D26, supports new dashboard options available in editor D34.

Engine damage light on dashboard is now available if set in editor
Support for new speedo and tacho style options (see editor notes)
FIX: Text size on dashboard more closely matches text in editor
FIX: Mod with 27 character name appeared in mods screen Test mode

Download: https://www.lfs.net/forum/thread/102117
Scawen
Developer
Quote from superlame :Edit: Or another way making the arrow accurate to the 3D Dashboard / PNG numbers

After the calibration, we should be able to Remove the s_clock numbers, so only the arrow will be left.

By doing this, we could have more precise arrow, because right now on some mods with 3D Dashboard, the arrow is pretty thiccccccc Tongue This is because we have to stretch the S_clock mapping a lot, to hide the S_CLOCK numbers, so only the arrow will be left visible.

Example is Flame CZE's "Valuta V8"

Quote from Buksikutya77 :The more customizability we can get the better. Also it would be nice to extend the speedo with a slider by percentage or something. So if my car has a top speed of 180km/h I can set the speedo to scale to 200 even tho it can't reach it. Or it changes by final gear ratio.

Quote from Gabey1 :Would be cool if we had a check engine light option in clocks, it would turn on when engine damage occurs

These are now done, along with some style options, in Editor D34 / LFS Test Patch D26.
Editor: https://www.lfs.net/forum/thread/102626
Scawen
Developer
As you may know, I'm trying to finish this round of test patches and release an official version so I can focus fully on tyre physics.

Unfortunately, finishing always takes longer than expected but I'm getting there. One thing to add was the dashboard version of the engine damage light. I did that on Monday, but noticed certain issues with dashboards while I was in the dashboard editor. Remembering various issues and requests for improvement, on Tuesday I started to add options for the tacho (allowing x100, steps of 5, set maximum value) and on Wednesday for the speedo (set maximum value, make mph and km/h have the same needle position). On Thursday I added several options that can be applied to all the dials. Finally today I've added the option to show and position the unit (km/h or mph on speedo, x100 or x1000 on the tacho).

I'm sure many of you will find these options useful and they will add some variety and realism to the traditional style dashboards you set up. I don't suggest that this is complete or allows all the possibilities you would like, but these are the things I could do quickly, in a semi-compatible version.

To see the effect of these options in game, you will need Test Patch D26.

By "semi-compatible" I mean that versions before D26 can still load vehicles you save with this new version, but they won't see the effect of the new options.

Vehicle editor:

Engine damage light can be enabled (in Transmission tab)
Maximum value for main body drag increased from 1.0 to 6.0
Some tooltips added and descriptions adjusted in Aerodynamics tab
Estimated max speed (in Aerodynamics) shows speed in mph or km/h
FIX: Dashboard for electric vehicles was switched off in 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

Download: https://www.lfs.net/forum/thread/102626-Editor-Test-Patch-0-7D34
joaopaulopt
S3 licensed
Track editor didn't want much, but I would really like to see more gravel circuits and rally zones.
turbofan
S3 licensed
Online at :
Just a Ride
well u're right and I had doubts very much too, but I tested a lot of export options before posting and am rly puzzled with that.
so I tried with editor 0.7C and still have that issue, alright.

I test like 15x exports with different options again on 0.7C, I don't get it working no matter what I try. Seems there is some bug somewhere in LW.
No clue, but i'll find another way.
Scawen
Developer
Before I can even think about this, you really should verify that something has changed between the versions (which I doubt very much).

You can simply put an older editor exe in place of the new one. You can figure out the download link as well.
turbofan
S3 licensed
Online at :
Just a Ride
well, I updated Editor to D33
now it seems I cant import an obj with smoothing groups anymore
I am using same options which worked before update, so am a bit confused about why it doesnt work as expected

here is some test files with 3 angled polys
on first object "test" I have set all polys with same group at export
editor will load with one group per face.
on second object I have set 2 groups, one with 1 poly, the other with 2 polys
editor will load with one group per face.

I cant attach obj file in that post : "file type not permitted", so i put a zip archive
Scawen
Developer
Update D33 improves the screenshot that will appear in game or on the website. Also there is a warning about unsaved changes if you press the top right X button in modeller or vehicle editor.

Vehicle editor:

A sky reflection (environment map) is included in mod screenshot
Undo "edit model" is removed if no changes were made in modeller
More tooltips in Allow, Light Colours and Object Positions tabs
Unsaved changes warning on clicking the X button to exit LFS

Modeller:

Unsaved changes warning on clicking the X button to exit LFS
Drifteris
S3 licensed
Editor crashes if you select cutout with no texture while overlay is ON, or you select cutout with no texture and then enable overlay.
Scawen
Developer
I have done the overlay option, REDO functions and the square mapping function in editor test patch D31.

Modeller improvements:

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

https://www.lfs.net/forum/thread/102626
Scawen
Developer
Update D31, now includes REDO functions for vehicle editor and modeller.

Also modeller improvements:

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
LFS Layout Editor Blender Tool
Vritrasura
S3 licensed
Hello,

I have come up with some kind of tool that can be used to create basic skeleton for LFS Layout.
It uses Blender 3D editor and outputs LYT file than can be directly loaded in LFS.

A guide is part of the zip package, however it assumes some basic familiarity with Blender.

Currently in version (v0.2) only slabs, ramps and wedges are fully supported. But those are most used blocks when creating new layout.

Basically I have pre-modelled all possible variants of these blocks so you only need to copy paste them and put them together into layout.

The script for actual export is included in .blend file and can be directly run from Blender - it exports all selected objects to the output layout.

Any feedback, suggestions or improvements are welcome.
Aleksandr_124rus
S3 licensed
What a pessimistic mood here. At the moment is nothing better in the LFS than the official servers. All that the crack can offer is a brazilian servers with a huge ping, no mods, and with inadequate players whose management ddosing the LFS official master server. Fish rots from the head.

It looks like the Scawen is already finishing physics and Eric is finishing Fern bay, which is probably is was the last aspect of this update that needed to be done.

I believe that if the update with graphics and physics is not delayed anymore and comes out at least this year, it can bring new players in LFS, and a lot more players will bring Track Editor, if it comes out some time after the update. Since in all aspects (car mods, track mods, graphics, physics) the LFS can compete with the popular Assetto Corsa. And now it's losing because it doesn't have enough tracks and the graphics are not at a sufficient level.
NathanBrazil
S3 licensed
Quote from denis-takumi :

testing geometry editing

That's awesome! Any updates on this? Would love to model some things outside the editor.

Cheers!
FGED GREDG RDFGDR GSFDG