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johneysvk
S3 licensed
80km/h is fairly standard, F1 uses it with some exceptions like Monaco, where it's lower (60 i think?) i suspect this was why Facu23 is asking, would be nice to have an option to adjust it depending on the layout, maybe even as an option in layout editor.

Indycar also does 60/50mph for ovals and street courses respectively iirc.
SOVIET BUS
ivo_drifta
S3 licensed
Making old and rusty PAZ-672 on LFS Editor / Modeler

Youtube review: https://youtu.be/ZrY94vicy98

Specifications:
Seating 23 seats/ 45 total
Net-weight 4 535 kg
Type of engine ZMZ-672, V8, carb., 4-tact, ohv
Engine capacity 4.25 liters
Maximum horsepower 115 @ 3,200 rpm
290 Nm @ 2,300 rpm
Maximum speed 80 km/h
Mileage, liters/100km 20.5 l.
Years of production 1968-1989

Screenshots of the process are attached below.
Last edited by ivo_drifta, .
Scawen
Developer
Quote from superlame :Not important, just noticed difference in the resolution of the photos.. This one ( and the rest posted in the Development thread) are 1920x1080, while the previous you have posted are 1600x900, are the 1920x1080 pics from Eric?

No, I actually have the ability to create different size screenshots! Big grin

For quick illustrations I have often used 1600 by 900 which is a size I like to use when LFS is in a window. For a better presentation I think at least full HD is worth it.

Quote from Eclipsed :I wonder if some lighting objects are planned to be included in layout editor? Once the big update is released and night is possible,surely some custom lighting will be required,either to light shady areas or tunnels made out of concrete objects.

No, because for a lighting object to actually light other things, we need to run through a lighting process that bakes lighting into maps (in a huge lighting octree) and additionally, a lightmap (to take lighting readings for moving objects and layout objects). It's not possible in our system to add lighting instantly by placing lighting objects. The only dynamic lights we have are car headlights.

Quote from superlame :Yes. ( Atleast thats what I understand from the pic ) Scawen posted a photo, where we could see that a "Street
lamp/light" can be placed.

That's a screenshot from the track editor, not a layout editor. The track editor is a massive editor that can be used to create entire track environments, bridges, buildings, landscapes, fences, roads, etc. It has been used to build all LFS tracks you see. It is an entirely different thing from the layout editor which is designed to place a few special objects around to create autocross layouts, or custom configurations.

Quote from superlame :
What I am more curious about ( and want to see in the update A LOT A LOT ) is - Will we be able to turn off compeltely the street lights at night ( with a command for example ) ( Would be cool for videos / drifts / )

I haven't thought of that before but it is theoretically possible to turn off all artificial lights, leaving only the headlight effect. I'm not sure that would be in high demand though and there is no feature or interface to allow it. How it works at the moment, some lights are simply on all the time (e.g. in pit garages) and others switch on at sunset (e.g. street lights).
Eclipsed
S3 licensed
I wonder if some lighting objects are planned to be included in layout editor? Once the big update is released and night is possible,surely some custom lighting will be required,either to light shady areas or tunnels made out of concrete objects.
Scawen
Developer
After a longer gap than usual there are a few things to report. Thumbs up

Soon after the last report, after fixing a few things that were sitting on lists, I added a new type of object that can be used in the track editor to connect up other objects more easily. Instead of the usual cross-sections connected by segments (with curves) this new system allows the simple addition of triangles. As if in the modeller, but between different cross-sections. It's hard to explain but it does simplify tasks by making it a lot easier to fill odd-shaped holes!

After my day of fixes on Fern Bay, Eric decided to have a quick go at it, really just fixes for the new lighting system. There were still some holes to fill, which are important for shadows, and he wanted to add some shine (specular effect) to the roads. He updated a few textures here and there in addition to the road surfaces but did the bare minimum of modelling. As stated before, there isn't time to bring Fern Bay up to the modern standard before the coming release, but it was certainly worth a few days tidying up.

After Eric sent me the update, I noticed a few remaining issues that I could improve with the use of new editor functions that I quickly coded. It is useful for me to spend a little time in the track editor because I often think of a few new functions or improvements to do.

Trying to get things finished can be a lengthy process! After the Fern Bay update we ended up taking on an extra task, almost by mistake. Eric wanted to update some of the layout objects which looked quite tired and old. His plan was just a few days brushing up a few objects. Quickly the task expanded and we started to make use of the new mapping configuration and monochrome colours system, that help maintain variety in the track editor, now extended to the layout objects. With a single object selected there can be several variations on the texture cutouts that are displayed. There was community involvement and we took on some of the ideas. There are definite benefits, so it was worth a week on the job. Even if that week turned out to be two weeks! We're near the end of layout updates for now!
Public thread about layout objects: https://www.lfs.net/forum/thread/101752

Eric and I have discussed the need to try to get to the release and only do what is necessary from now on. We want to do a lot of things but they can be done after the release. Smile

On my side I have another day or two on layout functions, and there are some editor features to look at that could help Eric complete South City. Sometimes when buildings follow the edges of existing roads they can end up quite complex and bring up issues that can be made easier by certain new editor functions. I enjoy doing editor functions but of course, I am trying to get off graphics to finish the tyre physics and get to that public beta as quickly as possible.


Log of updates:

Layout marshals also needed to pick up lighting from lightmap (objects already do)
- marshals are done a different way and do a single lightmap reading when first drawn

Improved track editor function for setting height of multiple points
- also generally updated initialisation of text entry to the new style in a few places

Added a new type of surface that can be added in the track editor
- an extension of "section end triangles" but now can connect to other cross-sections
- as arbitrary triangles between track objects they can make it easier to fill holes
- turned out this is was a bit more work than expected in the track editor
- when objects can refer to others a lot of care must be taken with delete functions

Fix: track editor bug - surface properties were not updated correctly when changed
Fix: a physics surface debug display was not using the thread-safe copy of wheels
Fix: suspension diagram was also not yet updated to use thread-safe variables
Fix: time could move on up to 30 sec in track editor then car would catch up on exit

Eric sent a minor update of Fern Bay with specular lighting added to road textures
- other small updates as well including filling all the holes as seen from above
- although it's not a full update these are important fixes for the shadow system
- also improved a few textures around that needed brightening up in addition to shine
- the general effect is improved as you can see in the attached screenshots

I spotted a few remaining Fern Bay issues and went into the track editor to fix them
- changed/added editor functions that helped with searching/updating multiple objects
- a benefit of me spending time in editor is I sometimes come up with useful functions

Eric started to do a quick update on the layout objects that would take a few days
- it is not really the highest priority but seemed like a quick improvement at first
- job got a little bigger as we added support for selectable "mapping configurations"
- these, along with a colour selector, allow more variety without more object slots
- so we can have e.g. more signs or cone colours using the new improved objects

Discussion with Eric about the new world triangles hole filling system
- it can help fill holes in South City, either large holes out of town or small holes
- Eric showed me some of the challenging things at South City to finish in a good way
- looking at the real situations that come up, we thought of some helpful improvements

Worked on the updated (and new) layout objects
- asked community members if they had suggestions for a few useful objects
- some useful things came from that thread: https://www.lfs.net/forum/thread/101752
- using the new mapping configurations and monochrome colours, more variety is possible
- with a single object selected, multiple configurations can be chosen (e.g. letters)
- in the screenshot you can see most of the new objects but not showing all variations
Ho4Hou_KoT
S3 licensed
-Selecting points by selecting triangles, so if I wanna work with one object on car, I select all triangles of entire object, press some keybind and it shows me only points on this object.

-Making own dashboards, or combine at least two or more standard LFS dashes.

-Ability to add new faces, or at least add group points to other points opposite. I know you can do it by yourself, but it saves a lot of time.

-Fixing metal texture 90%. Anytime when I trying to add more smooth on it, it looks normal in editor, but in game it always reflects something and became black.

-Working mirror textures on moving objects e.g. mirrors on steering wheel of bike.

-Resizing objects, subobjects etc with slider to see how it change or add buttons “+” “-“, doing it with number of multiply not comfortable, not necessary but would be great.
NENE87
S3 licensed
Banners looks great, i'm so excited to try this! Kerbs from blackwood is perfect, maybe can we choose color? The rest what i think is for a track editor (adding own objects, topology, gravel/dirt/Snow? etc...) Maybe a xmas gift??? Big grin
Scawen
Developer
Quote from R-to :Example our SLADI Masters drifting series is building a lot real life racing track´s and we want to make them look and feel like the real thing. Like this TAMPERE, KAANAA CENTER circuit! Please Scawen, give us possibility make them feel and look nice as possible just making object´s in the layout editor and adding them in to the game.

I really feel for you but the layout editor will never do this properly. That's where you need a track editor!

Previous post: https://www.lfs.net/forum/post/2027832#post2027832

Quote from Racon :I think I'd prefer extra colours over ease of use, just to unleash people's creativity for colour-coding things. I've got a project on the go where I'm encoding a number in concrete colours as we speak Big grin


Is it in your scope to add a way to swap out a selected object with something new? I was thinking maybe if you had an object selected and ctrl-click a new object type from the menu, it could change the selected object's index without changing anything else.

We've decided to go for the 48 characters in a single object because it's really the right way to do it. Not some dodgy workaround that we'll be stuck with forever. When in the future we change to 16-byte objects instead of 8-byte, then we can do all the requests like micro heading and pitch adjustments, more colours, bigger concrete objects and so on. But there's just no way I can devote a few weeks to that now. Unless we all want the whole update delayed (we don't).

I'm referring to previous posts, not just you, Racon! Smile

While we all know layouts can go *further* it is really hard work and what we all really want is the new graphics and physics, right? After that we can do layout updates, other graphical things like improved skinnable drivers, maybe move to track editor (don't know what this may involve regarding licenses though, but that is another discussion I will NOT get involved in any time soon). And have no idea if that will ever happen, by the way. It's what I want to happen, but I don't make promises and specifically don't promise this.

Let's not change "layout week" into "layout month" OK! Big grin


Specifically on the character boards thing, I've suggested white and yellow as the most useful colours. It could be possible to add a straight copy of that entire object, with another two colours, if that would be particularly useful.
Last edited by Scawen, .
R-to
S3 licensed
Online at :
[eGM] Racing Series
Example our SLADI Masters drifting series is building a lot real life racing track´s and we want to make them look and feel like the real thing. Like this TAMPERE, KAANAA CENTER circuit! Please Scawen, give us possibility make them feel and look nice as possible just making object´s in the layout editor and adding them in to the game.

Aleksandr_124rus
S3 licensed
Quote from Scawen :Of course, I don't really know if people find SPACE important. You can, of course, use an actual gap like in the screenshot.

My question was about road painted arrows, didn't really expect a discussion about the merits of AND vs SPACE on blocks. Big grin But your thoughts are very welcome which is why we are posting here. Smile

BUT I did find an annoying thing when trying to "type" with these blocks. I tried adding several blocks then changing their letter. But then sometimes had to change the actual object to another board that had the right letters on (in this case for S and P). Frown

In fact I could change the code so that all 49 characters (including SPACE and &) are on a single board, making the system more intuitive and easier to use but then that would remove the ability to select colours. Uhmm Or to be precise, it could be possible to allow TWO colours only.

Possibilities:

1) All white (or MAYBE 2 colours) all characters on a single board (easiest to use)

2) 4 colours - all letters on one board / all numbers on another board

3) As now: max 8 colours, A-M on one board, N to Z on another, 0-9 on third board.

It looks very good, imao space looks better with object.

About boards, I am for option 3, as a frequent user of the leyot editor, I would rather have a wide variety of colors than a little inconvenience with board, I'm already used to some inconveniences with Layout editor Smile but the second option is good for me too.

About some of inconveniences:

1. When you select several objects, dots then instead of arrows appear on the rotation slider (pic 1), dots cannot be pressed, and "<" ">" buttons not working, so only an inconvenient slider remains to be controlled with many objects, the slider is difficult to control precisely.
And it would be great if on rotation objects we could manage not to 1.4° but to 0.5° or even 0.1° (maybe with the hold ctrl or something like that) And it would be more convenient to be able to enter a specific number in degrees. As in the case of position.

2. It would be good to reduce the pitch for height for concrete objects so that it would be possible to make more gentle elevations with a turn now it is 0.25, but it would be more convenient to 0.05 or even 0.01, it would also be convenient to enter these values manually as with a position. Otherwise they turn out to be steps (pic 2). We have already found a way around this, but again it is not very convenient to make such a mosaic from a variety of concrete objects (pic 3, 4). Maybe you can make a new conctrete object with a turn and a lift. It would be convenient if you could also control the degree of lifting and turning same as the length width and height of other concrete objects..

3. We have the opportunity to put concrete objects, but why concrete? Why not asphalt? ground? grass? ice.. etc. I think you don't even need to add a lot of these objects, but to make just one that you can adjust the grip with the surface and set it texture (From some of the options) or just color. Perhaps this option is more for a Track editor, but it is not clear if there is a plan to implement it in the some near future. Maybe while it will be easier to do Layout editor.

4. Also, when you select and make an object active, the gost object on the cursor (which you set) will disappear, but the ability to set it on "O" does not disappear. I think for convenience it's better to Keep it visible all time.

5. And as always we want to increase limit of objects (now its 2400), and limit of selecteble objects (now its 60)

I realize this is already a long list, so maybe it's better to do tire physics and whatever is needed to complete the update, and come back to that later.Big grin
Last edited by Aleksandr_124rus, .
Scawen
Developer
Yes to change the concrete objects is a major task. It's mainly because the layout objects are only 8 bytes each. Might be easier if one day they became 16-byte objects. You can see how tightly packed the concrete objects are here: https://www.lfs.net/programmer/lyt

Intermediate solutions could be extra types of concrete objects with different bit pattern interpretations, but probably better solution would be to move to 16-byte as mentioned.

I just can't get into that at the moment, just trying to finish a few last graphical and editor things so I am free to work on tyres in January.
michal 1279
S3 licensed
I got to ask one question regarding the concrete objects:

Is it possible to make them procedural/parametric? So the users could select own length/height/possibly radius and other geometric parameters instead of relying on few predetermined sizes and shapes the editor currently offers. Making a long straight eats up so many 16m wall objects and creation of a smooth curve with many short walls also cuts deep into the object count limit. I got into replicating some real life street tracks recently and this became a huge bottleneck in what can be made.

Or would that require complete overhaul of the layout editor system for this kind of object?
Scawen
Developer
OK here's my new proposal for 12 (including sicotange suggestion)

SPACE
< > ^ v (triangles or arrows)
# @
: . ( )
SPARE


About tall objects and different concrete objects with tarmac surfaces, I have to put the brakes on because what happens is we are straying into track editor type territory. Things getting very big might start to mess up how the system works and we are just talking about a couple of days' update right now, not a big new project.
terga
S3 licensed
I realize this is something that has likely already crossed the dev's minds and potentially takes a whole lot of coding, but a tire grip multiplier would come in very, very handy. In the future maybe even some control over the slip curve?

When creating historic cars especially, i encounter issues where say an R3 or R4 tire would have the grip i would want from the car. But obviously it never switches on, especially on light cars with big tires. A tire grip multiplier would allow me to pick a softer compound and change its grip coefficient.

Then again, who knows what the new tire model will bring in terms of tire parameters. Omg omg omg

EDIT: Just thought of another suggestion; an FFB force multiplier for the car within the editor context. Depending on suspension type, setup, the steering force differs a bit from car to car, which is how it should be. But there are some types of vehicles where this difference is very big, like for example karts. With the 250cc superkart i've made, i have to run the ffb force in game at around 40% to get the same amount of force out of the wheel as i would in other normal cars at 7-15%. It's about the same in other karts. A simple force multiplier that's assigned to the car would solve this issue.
Last edited by terga, .
Car customization, more configs
Fakeeexd
S3 licensed
It would be nice if we would have like a little On/Off Menu, where the Modder can decide what part can be applied to the Mod (Bumpers, Window Tint, deleted Plate, Exhaust style and some other customizations), like a Tuning Menu. With 4 configs you come really fast to the limits, and you cant please everyone with 4 configs. Everybody could customize the car in their own Style Big grin

A perfect example would be the already existing On/Off Menu in the Editor, that Menu ingame would be a great addition. Smile
Last edited by Fakeeexd, .
michal 1279
S3 licensed
Quote from Scawen :Would the kerb objects like you see at Blackwood do the job?

This would be perfect as concrete-based kerbs are a real headache to get right (mostly due to placement and orientation limitations in the editor).
Nova's really good circuit layouts Vol 27. - Goodbye
MicroSpecV
S3 licensed



Glendale Street Circuit Australia






The time has come for this series to end, and so with it my 8 years here on LFS as I pursue conscription full-time now. Thank you everyone for the journey and for having a go at my creations just as I see them fit to be raced on my hundreds (of which I could never have thought would happen). NRGCL ends with 27 editions of layouts, some good, some bad, but all of which can be improved on. Don't let the editor cast doubt, it is capable of brilliant things as long as you have the mind to create Big grin

I leave behind one last gift to the community, Glendale. A V8 Supercars inspired circuit taking cues from many historical tracks from the land down under, a super driver's track making most use of LA1x's open space to instill some damn good flow into the 2 min lap time. A treat in the FXO Supercar, have a go at taming this rewarding street course.

Have fun all, and have a jolly, Merry Christmas.



Recommended vehicles
FXO Supercar by Nikopdr
FBM
Any other car!





The reward is in the passion

Check out my TC Layoutting series!
http://forum.city-driving.co.uk/forumdisplay.php?fid=13
https://www.youtube.com/watch?v=ONFy_8kqPj4

AA™| AOR Nova
Last edited by MicroSpecV, .
bayanofmansorofisky
S3 licensed
LFS EDITOR Related.
When making the driver side switchable
The textures should flip to look properly specially when having a text.
This is done by either naming the mapping as U_Name or by duplicating the the mapping cutout and flipping it (flip button) and using it as an opposite side cutout for the same mapping.
However, non of these work on subobjects
It only work on Main object
Tested the previous methods dozen of times and it just wouldn't work as intended on a subobject.. Full flip & side swap won't help either.

Also, it seems like we can't put exhaust restrictions on setups inside LFS Editor aswell.. There's no option there.. Only inside lfs
Last edited by bayanofmansorofisky, .
Crane Truck
Egor K
S3 licensed
My mate converting an Iveco truck from box to platform with back mounted crane and since in unladen state rather large mass located at rearmost point it's intersting how it will behave at high speed (high for truckBig grin) so I want recreate it inside LFS.
Mass / Object Positions
Some heavy parts mass cannot be set in mass menu, while some of these are unsprung, at least for now only way to set them — tubes, so they will be sprungShrug.

Plan is: place native mass objects, build frame with extra mass objects, make sure weight distribution corresponds to EUROCARGO ML180E25S specs, then add bed and crane.
Mass > Frame (literally)
First I went outside and take some measurementsBig grin

then modeled frame and bed in CAD and calculated mass per metre to build frame in Vehicle Editor.

Truck frame (without bed and reinforcement for crane load) set to 1202kg.
Mass > Engine
LFS Editor assigns mass of 5883cc engine 294kg. Cummins ISB 5.9L mass is 520kg. So added 226kg, then gearbox 350kg and radiator 99kg.
Mass > Suspension


Front axle of similar capacity mass (with oil and brakes) is 316kg. Front axle set to 283kg.
Rear axle if similar capacity mass is 645kg. Rear axle set to 600kg.

Wheels
By the way, factory truck had all wheels 315/70R22.5 and factory floor had continuous transverse beams that lay on longtitual beams of subframe. But bed must be low as possible to fit taller payloads and for that reason decided to T-weld transverse beams and to use rear tyres with lower profile: 315/60R22.5.

LFS Editor sets mass of four wheels to 176 kg. Conditionally divided mass into six wheels — two front, four rear — about 30kg each.
315/70R22.5 tyre mass is 59.70 kg. 315/60R22.5 tyre mass is 58.42 kg. 9.00x22.5 rim mass is 44.03kg. So one wheel mass is about 100kg, therefore added 406kg proportionally.
Same with spare wheel, but since frame tubes can only be added symmetrically, as well as spare tyre itself can be placed only in center, so additional 44kg is halved.
Mass > Battery
Mass of one Promotive 680108100 — 45.1kg, truck has two. Native maximum 40 kg battery can be moved to the side, but additional 50kg is halved as well.

Wheels, spare wheel and battery additional mass is 500kg.

Cabin structure based on pic from Scania Truck Bodybuilder — Cab Structure (1038kg).

Truck chassis is 5315kg total. Compared to closest in mass Iveco chassis not more than 28kg discrepancy along the axes. It is acceptable.
  • IRL — 3440kg (64.2%) front and 1920kg (35.8%) rear;
  • LFS — 3423kg (64.4%) front and 1892kg (35.6%) rear,
So now can add bed and crane.
Mass > Bed


Truck chassis with bed mass is 6034kg (bed 719kg).
Mass > Crane
I made crane with "LFS tubes" model in CAD to make sure COG matches, was only necessary to finish moving parts, cause I've already made model of fixed parts (using drawing from palfinger.com and self measurements) to calculate reinforcements of the frame tail, but that's another story.

Crane 1758kg
Engine
Cummins 5.9L 24V (ISB).
Final drive
Gearbox ratios from ZF 6S800.
Mesh
Current exterior progress
I make cabin and dashboard in Blender as I like, not trying to copy any particular model, but I am inspired by various MAN and Scania trucks.
Last edited by Egor K, .
eunosna
S3 licensed
Quote from MiniVan :By far one of my favorite mods. Might I suggest a "top up" or "hard top" configuration.

If I had more skill with the editor I'd definitely consider it. It would have to have its own version, at least until we get more config slots.
Eclipsed
S3 licensed
Copy .veh file from LFS/mods/vehicles/ to lfseditor/data/veh folder.
Open LFSeditor,load the desired .veh file in Vehicle editor
Click "edit engine" on top right corner menu.
Gutholz
S3 licensed
Did you read what was written about your mods?

You posted a mod as your own "original work" but it was actually downloaded from somewhere.
Another time you posted fake wip screenshots and again it was a ripped mod. Another time you gave wrong source for the model, maybe again to hide that it was a stolen model.

I am not sure if you have a problem with the english language or if you doing it on purpose.
Now remember that you are not the only one who does not understand licensing or decides to use a nice model from sketchfab despite that anyone can guess that it has been ripped.

Now you have this mod waiting for review:
https://www.lfs.net/forum/thread/101407-LANDLINE-RE34
but with your history and the fishy editor pictures, people do not believe you anymore. At the end you started posting in russian for some reason despite that you can write english.
Scawen
Developer
Another 12 days have passed and some of you may be interested to read the log. The super short version is I've been fixing things, doing things that needed to be done, getting rid of lists of things to do. I'm trying to get all the important things out of the way ready to focus on tyre physics. Things that are less important, I plan to do after the release (apart from the odd thing here or there that I simply feel like doing).

The attached images show what tyre smoke looks like in a tunnel with and without a lightmap! Big grin


Log of changes:

Some small tasks to finish the delayed texture loading system
- updated per-frame task sequencer so if a car model was built a texture is not loaded
- renamed / reorganised some of the new functions to make more sense when reading code
- prevented delayed texture loading in modeller and vehicle editor (prefer instant)
- fixed single frame with headless driver standing up when exiting animation editor
- the option to switch between compressed and full skins now uses new reload system
- used MP replay to test switching between high and low resolution auto-download skins
- added critical section to make sure DDS saving cannot coincide with loading DDS skin

Spent a day on Fern Bay in the editor - various fixes (not creative work)
- unlike other tracks, Eric does not plan major Fern Bay updates in the near future
- there were shadow holes due to buildings and footbridges without top surfaces
- as an old favourite I wanted to see it in good condition suitable for release
- it's good for me to spend a little time in the track editor occasionally

Fixed minor issue: players joining in entry screen could trigger texture purge events
- host and guests did a quick load and delete of the new player's car to check setup
- as this car was loaded in "in-game" mode it would trigger a check for unused textures
- but cars no longer point to a setup in the player so this seemed to have no purpose
- so instead of preventing the cars triggering a texture purge, simply avoid this code

Off-topic interface update: Provide a left and right arrow for multi-state options
- it bugged me that to switch off replay saving I had to pass through an extra state
- now I can simply click left arrow to switch off saving / right arrow to enable
- the arrow button is greyed out if you reach the last option in that direction
- the 'greyed out' logic was easily applied to option slider bars so did that too
- tempting to do it for the integer nudge buttons but would have to change all calls
- too much to do so will forget that until the inconsistency bugs me in the future

Some development version updates
- new feature to help search for textures in the editor (in objects and world mappings)
- fixed system to load most recent version of a track for a lesson (not exact match)
- update to allow replays to load most recent version of a track (or currently loaded)
- fixed a thread protection notification exiting from editor using the window X button

Training lesson fixes
- fixed start time of training lessons which were always at midnight on 1 January 1601
- fixed some small issues around loading tracks that triggered thread warning messages
- fixed a "Game call from main thread" thread warning message during training lessons

General fixes
- fix for a thread protection notification when LFS does a full D3D recovery
(I have not seen a D3D recovery other than by deliberately forcing it to happen)

Fix for a problem noticed in MPR but would affect multiplayer generally
- symptom was a puff of smoke when clicking timeline to a certain point in the replay
- took a while to track down the cause (depended on where car was before fast forward)
- related to tyre's 'previous ground position' which is compared with current position
- this previous position was wrong if car was at a different angle before pos packet
- this has very minimal difference if pos packet is for a car that is currently viewed
- bigger difference if moving to a car that has not been viewed (physics not updated)
- solution is to get a good estimate for previous position using velocity and rotation
- testing shows that car velocity gives a good estimate so will leave out rotation now

The problem described above took me into angular momentum, rotation, position updates
- some things were still waiting since the 1000Hz updates (on my notes for months)
- now there is no sub-update, some things can be rearranged a little (for accuracy)
- a position accumulator is needed for low speeds (to avoid a 'minimum speed' issue)
- seems good to be pulling me back into physics as the tyre updates are waiting
- converted old variable FloatPos (was related to sub-updates) to position accumulator
- now super-slow speeds are possible and car cannot be stuck on 'digital rails' (xyz)

Have noticed an issue for some time - physics objects resisted starting to move
- seems to be related to 1000Hz update: object velocity not fast enough after 1 frame
- fixed by reducing the speed at which an object is considered to have started moving

Cleaned up code from recent changes / discarded finished notes / browsed old notes
- copied a few things from the old notes onto a short list of tasks to do for release
- although we are still a way from there I want to know what remains other than tyres
- random OT: made arrow keys work to move between options screens (seems like should)
- old notes reminded me that smoke particles do not pick up lighting from lightmap
- the lightmap stores info about artificial light and sky visibility, in an octree
- that means smoke looks black in the night and also too bright in tunnel during day
- made smoke particles read lightmap - see the attached images for before and after
Flame CZE
S3 licensed
Moderator
To make mods, you need LFS Editor, which can be downloaded from the Downloads page. The 3D model itself can be modelled in another editor of your choice (e.g. Blender) which can then export an OBJ file and imported into LFS Editor. Or you can find a 3D model made by another author on the internet, but it has to have the correct license to be used in LFS and can't come from another game without permission.

Here is the manual page for LFS Editor, which contains more subsections about the editor, video tutorials, guides, FAQ etc.:

https://en.lfsmanual.net/wiki/LFS_Editor
Evolution_R
S3 licensed
Probably in the updated version of LFS, things will look like in the LFS Editor, so maybe it's a good idea to make the lights and other textures based on how they look in the editor, rather than in-current-game version. Shrug

My mods are a bit messy, because I did the opposite of what I just wrote. Big grin So when the new version is released I must update them all.
Last edited by Evolution_R, .
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