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LFS NISSAN
S3 licensed
Quote from v i n z :Hello everyone, I don't know if this is the right topic to comment on (if not, I...

You asked what I wanted to ask, this is very good advice, if implemented, this can save time, and improve the editor's proficiency, affect the quality of the mods, etc
v i n z
S3 licensed
Hello everyone, I don't know if this is the right topic to comment on (if not, I apologize).

But I wanted to take the opportunity to ask, will there be language packs for the lfs editor later?

It would help a lot in the production of mods. Shrug
Update
Hector.S
S3 licensed
Alright,the modelling part is almost finishedTilt.

After remaking some panels for smoother shading, I modelled the interior and then tested in the editor only to find out that the vertices were over the limit.So I made some parts simpler and remodelled some.Then made some small things and filled some holes.

For some parts since they are very similar I will use the XRG ones.Specifically shifter, front seats,rearview mirror and wipers.

The last parts to model are: exhaust,License plates and Steering Wheel.

I also had the idea of making diffrent configurations for the 1989-1993 version and the 1994-1997 (Facelift).The main difference are the badges.

I want to model the remaining parts first before importing to the editor just to check if they're okay for the triangle limit.Smile
Scawen
Developer
The minor updates I did to dashboards and wheels were only in the editor. I didn't put them in public LFS game because hotlaps would be affected by the slight differences in wheels (old hotlaps would go OOS but for no really good reason). For example some have a slightly reduced rim width to make them more realistic for the size of tyre.

I did have, on a list, a thought about importing the dashboards into the public version. But minor game updates and editor updates could go on forever so at some point I had to just stop and do the release.
Flame CZE
S3 licensed
Moderator
In 0.7E4 editor patch, the cars got updated dashboards and wheels, but in 0.7F LFS, they are not there as it seems.

Somehow I remember using the updated cars in LFS, but maybe I'm wrong and they were never actually shipped in the LFS test patches. Is that intentional?

Here's a comparison between LFS 0.7F and LFS Editor 0.7F:


Scawen
Developer
Thanks for the info.

I've now corrected it, in a new installer you can download with this link. It has a different file name ending _install.exe instead of _setup.exe to avoid the CDN caching the old version.

Download: https://www.lfs.net/file_lfs.php?name=LFS_EDITOR_7F_install.exe

For interest only:

The problem seems to be that NSIS stores the empty folders in some other location, not in the standard directory structure visible when you open the archive. So that's why you couldn't see them in the 7E installer, although they do appear in the fresh installation. That 7E, with editor patch applied, was also the source I used to create the 7F installer. I didn't know that before and annoyingly I forgot to test that installer, although I did test all the game ones.
Flame CZE
S3 licensed
Moderator
Adding a misc folder worked and I have unlocked the editor now.

But still there are a lot fewer folders than in a fresh 7E editor installation. Uhmm
Scawen
Developer
Ah, now I see you said Editor

I missed that as the previous person did not say anything about the Editor. https://www.lfs.net/forum/post/2098019#post2098019

I agree misc is missing from the 7F folder in the Editor installer and there should be a simple fix for that (a new installer, with that folder included and maybe a tiny text file to make sure the folder doesn't disappear in future). Does it work as expected if you manually add a misc folder?
Flame CZE
S3 licensed
Moderator
When I open the editor setup exe in 7-zip, the misc folder is missing.

Edit: I see it's not there in 7E installer either - I don't know if that's OK or not.

But when I compare the editor folders after installation, some folders are missing in 7F.
Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
Some people including me are getting the "Error creating file" error when trying to unlock a fresh LFS Editor 7F installation. I have tried installing it in C:\LFS.



This is the deb.log before I closed the editor:

Jul 30 19:52:52 LFS : 0.7F
Jul 30 19:52:52 timer resolution 499 microsec
Jul 30 19:52:52 read config
Jul 30 19:52:52 get command line
Jul 30 19:52:52 tables
Jul 30 19:52:52 preinit d3d
Jul 30 19:52:52 load font
Jul 30 19:52:52 -----
Jul 30 19:52:53 kb : Central Europe
Jul 30 19:52:53 initialisations
Jul 30 19:52:53 human system
Jul 30 19:52:53 helmet
Jul 30 19:52:53 controllers
Jul 30 19:52:53 start entry
Jul 30 19:52:53 end of initialisation

Silverracer
S3 licensed
Quote from Scawen :I don't want to get involved in a conversation [...]

It is my understanding that these sort of interactions do not go well in the forums. At least for your peace-of-mind and mental state. Thank you for being open about these matters lately.

That said, I find the following comment incredible.

Quote from Scawen :I think Eric knows what I have been going through this year and probably didn't want to bother me with a progress report. And on the other hand he took on a pretty monumental task and so maybe he wanted it near complete before showing anything. I don't know really, I have not tried to discuss a progress report with him.

Scawen, Eric and Victor (including Geraldine) - your LFS has been nothing short of amazing. In terms of numbers, imagine the number of individuals who's played LFS. If you were to add up the number of hours of gameplay... staggering. And thankfully there's much more to come.

I find it incredible that you and Eric do not seem to work closely on your projects as I would have imagined. Yes, I would expect him not to trouble you with progress reports and more demands, but hey, at least a quick call or email to share updates? I hope he does not work in complete isolation (from you) and the two of you do brainstorm, plan and discuss about the content that would benefit LFS in the long run.

I recall Rockingham came right out of the blue. There was not word about it until boothy's post in 2009. Shook our world.

I would love to Scawen's and Eric's input on new tracks/environments. Are there any that's already created over the last 15 or so years, but held due to whatever reasons? i.e. awaiting new physics/S4 etc.? Are there any plans to release a track editor in any capacity? Or are the track/environments going to be strictly Eric/LFS-developed?

Quote from gu3st :[...] if there'll be even a rudementary implementation of dynamic track temps.

Are the temperature variations completely based on tyres at present? The track/ground is completely disregarded? How about the grip levels? Does it vary on and off the racing line or dynamically change "as more rubber is put down"? Keen to learn as I'm not savvy with the topic. TIA.
Last edited by Silverracer, .
drifter811
S3 licensed
Quote from drifter811 :...

I decided to start with all the settings and specs

-The wheel size, wheelbase and track width were made to regulation (link in previous post)
-The transmission (now RWD) and engine is the default UF 1000cc with a lowered resistance multiplier to account for removing the stock exhaust system
-The suspension system is as seen in the video: double wishbone on the front, MacPherson strut on the rear
-More minor settings

I made a quick mock-up of the car in the frame editor, I also adjusted the object positions acordingly

Therefore it's fully drivable now! Really happy with how it handles.

As for modelling: For now I only did what's visible in the attached pic, just to see how I would go about doing the frame.

I will keep working on the model, update coming soon!
Scawen
Developer
Maybe you are thinking of Requested / suggested mods?

This thread is about the editor itself.
ADDA TDR15 - Concept Car with LMP Engine
LE_TANCKER
S3 licensed
Remember when Audi dominated at Le Mans with their V12 diesel-powered R10 prototype? In 2009 they came up with a new model called the R15, which used a V10 diesel. This engine was supposed to be lighter, more economical and more reliable. The aerodynamics got a rework too for improved cornering speeds and less drag. During the testing phase this new car seemed promising. In reality however, Audi always stayed behind Peugeot. The greatest success was a 1-2-3-victory at Le Mans, which was only possible because Peugeot lost all three of their prototypes in the race. After this season the cars were retired.

This means Audi still have these 5,5L V10 engines laying around...

So, I was messing around with the vehicle editor and created one of these engines to put in a roadcar. The specs are somewhat close to the original, but not quite perfect:

-610 bhp @ 3700 rpm
-1742 Nm of user-friendly torque @ 1040 rpm
-a very flat power curve between 2500 rpm and 4500 rpm

After trying this engine in some of LFS' roadcars, I realised that none of them could handle the torque. I made up a new chassis and threw some polygons at it. After some more testing, I came up with this:

The ADDA TDR15:
RealistAdam
S3 licensed
Here's what I think about the weather and the day and night cycle.

I started LFS 1 year ago. I purchased a license within 6 months. The game is very enjoyable, but even though it is a 20-year-old game, it is in a very good condition.

Frankly, I have cooled down on some things within a year.

1) Weather. Most servers have weather set to clear daytime. Frankly, I cannot play games on servers with bad weather or sunset. Maybe this is psychological or visual related, but it's really bad.

2) Graphics. Graphics are definitely an issue that needs to be reconsidered. Object quality should be increased. Now everything looks pixel by pixel.

3) Objects. Trees and grass should be more realistic. Because visual pleasure is now at the forefront.

That's all I have to say. These are the issues that definitely need to be added and updated in the game. I don't know about other topics. Editor, physics etc. I'm not interested in these.

I hope we can test the previously shared work with the test patch as soon as possible. Time goes by so quickly. https://www.lfs.net/report-may2021-so
Scawen
Developer
I will update the hosting system later today. For now you can continue to use 0.7E15 hosts.

The editor patch link is on the Mods Downloads (etc) thread: Mods: Downloads / Web Pages / Videos / Documents
Flame CZE
S3 licensed
Moderator
I can't find the download link for the LFS Editor patch Uhmm
Version 0.7F
Scawen
Developer
Hello Racers,

Introducing a variety of updates for Live for Speed and the LFS Editor!

Live for Speed 0.7F:

This year there is an increased emphasis on getting mods approved, so we have improved support for this process. On the mods screen, in addition to some new filters, you can spot approved mods more easily and there is a reminder in the garage if you use a mod but have not yet given it a rating.

Controller support now has increased input resolution and a better range adjustment system. There are some graphical optimisations and multiplayer improvements.

Please read the full list of changes: LFS 0.7F changelog page


LFS Editor 0.7F:

In older versions it could be tricky to produce realistic wheel rims. In reality wheel rims must follow standards to allow the use of tyres from different manufacturers. The updated editor helps you produce rims with realistic dimensions. Detailed rim guides are displayed in the rim editor and the spoke editor.

There are also various updates in the modeller, including a 3D line guide, a function to help align points and support for merging a subobject into another subobject.

Please read the full list of changes: LFS Editor 0.7F changelog page



Four ways to get version 0.7F :

1) AUTO UPDATER - If you already have version 0.5V or later :

- Click on "Multiplayer" then "List of Hosts" in LFS and choose a download mirror.

2) MANUAL PATCH 1 (1.8 MB) - If you already have version 0.7E or later :

- Click HERE and save the patch installer.
- You can run the patch installer from its download location or from your LFS folder.

3) MANUAL PATCH 2 (35 MB) - If you already have version 0.6R or later :

- Click HERE and save the patch installer.
- You can run the patch installer from its download location or from your LFS folder.
4) FULL VERSION (522 MB) - If you are new to LFS or making a fresh installation.

- Click HERE to visit the download page and get the full version installer.


- LFS Developers
psikomania
S3 licensed
Quote from Bose321 :The gearing for the Slick version is totally broken it seems. Seems like a fun car.

Oh yeah, I just realized it, but the setups were fine. I conclude it was the editor's stupidity. Anyway, it's fixed. Enjoy :-]
Jake_Blasted
S3 licensed
Quote from Gutholz :When I try to download something it takes me to a store page where I have to...

Yea thats just how online stores work, Im not sure how to get around it… kinda sucks to fill out when it really just needs your email.

Origin is the ahpp discord, share progress & feedback its all made in LFS editor / blender.
Modellers name is credited under the part if i include it on the site.

All wheels are under lfs 4200 tri limit too, i didnt include tri numbers in the descriptions for them.
Evolution_R
S3 licensed
The height of the whole plate increased a bit more - the attached screenshot.

Also the aspect ratio of the s_plate in the Editor appears a bit different though - for example if in the Editor number plates looks OK - in game they always are a bit more horizontally stretched.
Nixient
S3 licensed
some progress in editor
made differend tail lights cause race car
nikopdr
S3 licensed
Quote from Nixient :some more progress

im from the future and i have this in my editor already Big grin
interior creation
Blexy
S3 licensed
interior has taken some time to make, but its finally complete!
into lfs editor we go....
LUNDQUIST MOTORSPORT
S3 licensed
You can copy wire frame skin texture from garage inside lfs and then just paste into whatecer editor u use for for skins
FGED GREDG RDFGDR GSFDG