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MizzMaster
S3 licensed
Isn't having no differential the same as having a locked diff? LFS Editor allows only locked diff if you choose the vehicle type as kart.

Quote :Same for suspension... Frame and axles takes this job but in LFS it's perfectly stiff

As far as I know LFS does not simulate chassis flex.
L.R.N (Live For Speed Rally Note)
NENE87
S3 licensed
Hi guys,
I'm working on a rally notes system, here is the preview in French.
I hope you'll like it.



The idea is to be able to edit the audio files yourself.
Each insim circle triggers the notes contained on the same line.
Example 0= 5 4 3 2 1 Go launches (5.mp3 4.mp3 3.mp3 2.mp3 1.mp3 Go.mp3)
The audio notes being contained in a text file.

Fix and update: 25_04_2025
update
# REFRESH LAYOUT, Special thanks to "papator"

Fix and update: 22_02_2025
FIX
# Now UI.py load config.ini file

UPDATE
# Up to 10 special in case of 4
# Change ratio of windows to A5 format
# Hide/Show list of special, when you choose special that hide the list

Fix and update: 16_02_2025
FIX
#CODRIVER HAVE ALL NOTES for these stages
UPDATE
#Update of UI
#Editor for Special
#New design for GUI

Fix and update: 15_02_2025
FIX
#More than one special
UPDATE
#First version of UI
#Activate or desactivate co driver
#creation of config.ini who contains path folder/speed codriver's voice(not create yet)/language (not create yet)

Fix and update: 29_01_2025
FIX
#Reduce some delay
#Remove circle_insim
UPDATE
#Add some notes
#Disance
#Wrong way is notified by codriver
#Add an insim button for restart special
Last edited by NENE87, .
Karting
subUwU
S3 licensed
Hello fellow racers Big grin

So as far as I know the biggest thing lacking in the karts is the differential, I couldn’t find the thread on which I read this, but the reason for the karts handling being so weird is because it HAS a differential, whereas real life karts don’t (hence why you should always lean to the outside of the kart)
Not an expert on game development or anything but would it be difficult to add a feature to remove differentials in LFS editor?
Thank you Smile
Bokujishin
S3 licensed
Maybe not a bug per se but rather a default setting that I believe should change: when importing OBJ files, all triangles have a n.c.level of zero; I believe it should be medium by default instead.

Another one though: the point count can be wrong in some circumstances (not sure which, though). For instance, there is a maximum of 24 points on LOD3, but the editor can often show a higher number (50 in my case, even though selecting all LOD3 triangles and then their respective points will only select 22).
For what it's worth, as I was trying to mirror part of LOD3, the count went up to 55 points (for an unchanged 40 triangles), and then the editor was complaining I had more than 24 points.
Last edited by Bokujishin, .
r3zp3k7
S3 licensed
The mod system has its own separate section in the forum: https://www.lfs.net/forum/498-Vehicle-Mods-Forum

There is a thread for suggestions for the mod editor itself: https://www.lfs.net/forum/thread/100169

This suggestion (multiple engines in 1 mod) has already been written in that thread: https://www.lfs.net/forum/post/2053421#post2053421
Different engines in configs option
Epicproes
S3 licensed
Don't know if it would be accepted, but it would actually pretty nice if we could add in LFS editor different engines to different configs.
Day1
takumi-tofu903
S3 licensed
Day 1

I started with the basics, getting some references to start the dev of the mod.

Once i have enough information i started with the tyres dimensions and the wheel base to have a reference in the editor

Then start with the moddel in question
Bokujishin
S3 licensed
On the bright side, if it works in the editor, it should mean it will also work after the graphics update Big grin

Just a quick note on the subject of those translucent sunshields, since I added one to the Laurent Coil Cup, I can say you do not need to manually build each triangle, I did duplicate and flip them, then merged the vertices and assigned zero normal contribution to the inner side as well as the same smoothing group, and it works just as well. (almost pure white on the screenshot, not exactly the most interesting to see the effect, but it receives shadows just fine)
Flame CZE
S3 licensed
Moderator
Quote from stuchlo :Translucent window stickers

Translucent (but not transparent) materials are not supported in the LFS editor. However there is a way, how to approximate diffusion of sunlight in some cases (for example window stickers). In the picture can be seen a difference between sunshield of Škoda Felicia Kit Car mod and the original XFG GTR car. No post-processing shaders were used. The result is skinnable and its color can be defined by players.

Do you know if there is a way to achieve a similar effect with alpha textures? I tried it with a window glass texture but it only works in the editor Frown It would be cool to create a window glare / translucent glass effect.
Last edited by Flame CZE, .
Bokujishin
S3 licensed
Quick follow up on this, as I experimented slightly with values extracted from my WIP Clio Cup mod, see engine torque/power plot from the editor.

As a reminder, LFS currently uses only the max torque (at full throttle), and directly scales it relative to the throttle input: 300N.m at 3000RPM at full throttle will yield 150N.m at 50% throttle, and so on.
In my "first version", as I mentioned in my previous post, I only need a bit more info: idle RPM and redline RPM, and then add some parameters to tweak the model. I currently have a single parameter, which controls the percentage of RPM range (between idle and redline) at which the transition occurs (further scaled by throttle input). The result can be seen in the attached screenshots.

We can observe something that is somewhat similar to BeamNG's 2016 model, it feels to me like I'm mainly missing the curves-bunching-up-toward-100% effect I mentioned previously. My transition parameter is at 50% of the RPM range, and while raising it could get me closer to BeamNG's 2016 model, this is not my goal (since they improved it since, and my 50% value actually works closer to their 2023 model).

I will now experiment with changing the high-RPM linearity, and introducing smoothing at the transition, but right now, my model only performs a few more operations and uses one additional linear interpolation, with an easing curve thrown in the mix, and that's it: I interpolate values from full throttle to input throttle between the transition point and the redline, and the lerp weight follows an easing curve (so we dip faster at the start and flatten out toward the end).

In other words, this is still an incredibly cheap model, and while it remains a fake one (as in not physically-based), that should already show improvements over the current behavior (again, especially when starting to roll at non-full throttle, and out of corners), although I must admit I have no idea how the harsh transition would turn out in the simulation (BeamNG used this model for about 7 years, so it cannot be that bad...).

As a comparison, 1500RPM yields 229N.m at full power on my example engine (from the LFS editor curve). If we try to roll out at 30% throttle, that's about 69N.m (note that on my chart, we actually find 54N.m, because I interpolate from the negative red series at 0% instead; that line in particular is completely arbitrary). With the current state of my model, however, we have the full 229N.m available at that point, which will make it much easier to start rolling without stalling and without having to floor the throttle and burn the clutch at 4000RPM.
Last edited by Bokujishin, .
Jake_Blasted
S3 licensed
Quote from neozixxs :There is already some tools to ripp mods yes , but you need some knowledge to...

Everyone will have access to it, doesn't mean everyone will steal.

Now for the few that rip the models!!.. Uploading a non textured, no wheels model onto sketchfab and asking for $ doesnt scream stolen?? Id love to see how many “sales” they get lol

The people who already had malicious intent will look for ways to rip and inevitably find the popular programs.
My Tegra was stolen 3 times and PUBLISHED on LFS ( without a export OBJ feature ) before i just made it open derivatives.

Now i get it we dont want our models to be stolen and sold to.. *checks notes* Other popular 2003 racing games…………..

So let me review the cycle here; people export the OBJ’s, reupload a untextured grey low poly car model to sketchfab for MONEY, people will then buy these models and use them for their own personal!- LFS mods.

Listen the tools are already available so its no big deal to not implement it into the LFS editor.
stuchlo
S3 licensed
Quote from teeembo :
I have only just noticed your suspension diagram - that front looks too high IMHO.

Thanks for the suspension diagram cross-check and for valuable resources Smile (the current diagram is made according to the first link, but the second link is new to me). Yes you are right, those front pivots are too high. I ran into the same issue as you had with your F67L mod. The "half upright length" is too limiting in the current LFS Editor and it does not allow precise IRL pivot positions. Therefore, I intentionally moved pivots to reproduce the same camber changes during compression as the original suspension. It might not be optimal and will try to rework it together with springing and damping forces after I finish the graphics. The main problem of the current solution is that force-feedback kicks hard during braking. Otherwise, the car is well balanced Smile

Progress: added light and seat textures.
teeembo
S3 licensed
That sure is a pretty kitty! Thumbs up

I have only just noticed your suspension diagram - that front looks too high IMHO.

You may have already found these but ...

Discussion on roll centres

Discussion on height

The diagrams in the first link look good for scaling lengths and inclinations but it looks like you have already done that.

The second link is more relevant because it shows a setting height that you could use in LFS editor but adjusting the vertical position of the inner pivot. That should give you the correct angle for the lower wishbone (providing the tyre height is correct Smile).

Just some thoughts.
Bokujishin
S3 licensed
I forgot something important: the roof intake! Now taken care of. I also started detailing the plastic bits around the windows, including the rear door handles, and added the sun visor to the cup version.
That's all I did on the exterior modeling, as I wanted to start the interior a bit. The dashboard of the cup version is basically a pre-2023 RS Line version dashboard with some of the lower-end buttons and controls, the rest will be more different between cup and road versions.

But I also found documents on Renault's website that give very juicy technical details, which really helps in the vehicle editor. For instance, they have damper charts for cup, rally (asphalt/gravel) and RX versions. Unfortunately, the dampers are more or less bilinear in their behavior, so I had to go for the middle ground as LFS only allows linear damping.
Another example is gear ratios: I now have the exact same ratios as the real car (since those appear to be fixed), and all shift points are around 5800 to 6000 RPM, as they should. My only concern is the very long first gear, which makes it difficult to start the car gently without stalling or overheating the clutch.

Anyway, with those changes (and more as I find data in the documentation), the car now lifts its rear inside wheel very easily in corners (in BL1 for instance, it will basically spend the entire hairpin and right hander after the back straight on 3 wheels).
Epicproes
S3 licensed
Quote from Giedriune :backward specs Big grinBig grin stock should be 193hp 410nm. weight distribution should be...

unfortunately, this power value cannot be set in lfs editor because it is impossible to do it, so the power will stay, i am looking forward to fix the weight and other things
OpenClutch
S3 licensed
Being part of AHPP, I totally agree. It definitely would speed up some mod development, currently there is a process to export to obj, though involves using 3rd party tools, which always has to be cleaned up afterwards, easily a couple hours for each export. Another really useful feature adjacent to this if it could import materials back in, being able to export to blender or other, work on it, then import it again would greatly speed up 3d modelling for lfs (though I’m pretty happy with the editor, speaking from what I’ve heard in the community)
Exporting OBJ / FBX's from LFS Editor
Jake_Blasted
S3 licensed
Hi,

From myself and the good ol boys at AHPP, we're wondering if it would be possible for an update to the LFS EDITOR that allows the exporting of OBJ / FBX file formats?



Would be greatly appreciated 🤝🏼
Last edited by Jake_Blasted, .
Recent LFS Manual updates
Flame CZE
S3 licensed
Moderator
Let me resurrect this old thread with some new stuff that has been done in the LFS Manual recently.

About a year ago, the main page got a fresh look with a hopefully more accessible and eye-catching layout, divided into sections. All pages are still listed in the left column.

Each car page has an extensive infobox on the right side with various details about the car's chassis, drivetrain, suspension, dimensions and other features. At the bottom there's a gallery showcasing the car's exterior and interior. Some cars which have undergone notable updates also include a section with before/after comparison images (RB4 GT). You can also read about the cars' history or fun trivia (e.g. RaceAbout, LX6).

The track pages have got a similar refresh and expansion. There are new sections about the history, development and past track updates of Rockingham or analysis of future development of Kyoto Ring. There are trivia sections in tracks as well - do you know about the hidden toilet at Blackwood?

Both cars and tracks are well categorised by various features - ever wondered which cars are front-engined or which cars have ABS?

There are also several league pages with race results and extensive statistics - see Fragmaster's GTi Thursday or MRc FBM Saturday.

Don't forget about the LFS Editor articles, which have also grown a bit recently. There's still plenty of content to cover though!

Apart from my own contributions, big thanks to MandulAA and a few other people who help shape up the LFS Manual. There are still quite many things we would like to do. Remember, it's a wiki so anyone with an LFS account can log in and help. The help pages have been reworked to help new contributors look around. There are also dedicated help pages for cars and tracks. Feel free to come up with new ideas, discuss things and don't hesitate to edit the pages - you can't break it Smile
Last edited by Flame CZE, .
versiu
S3 licensed
Quote from LE_TANCKER :Hello...

1. Check "wheel turn" value in controller settings. When set to same value as range in ur wheel, it's linear.

Compensation on 0 gives u perfect linear steering but some cars may have 1080 animation, some cars may have less that 900 and it won't be synchronised with ur wheel.

Compensation on 1 adjust steering range per car and setup and if car have more that 900, steering will be more sensetive beyond ~720 range.

U can change "maximum lock" in steering setup tab and that also affects cocpit animation range and real wheel range if u use compensation set to 1.

"Steering wheel turn (ONE WAY)" in editor affects base setup.

In LFS Editor, "allow" tab, u can limit maximum lock to base setup value.

For example:
XRT with 36 will have 900 (base setup)
XRT with 45 will have 1080
XRT with 30 will have ~740
FAIK TEMPURA TURBO
TheStigUSA
S3 licensed
FAIK TEMPURA TURBO


Original modeling by me:
-> Grooming original model into Coupe body. Focused interior and exterior reconstruction.
-> The Brazilian variant of the Tempra had a completely different dash than the Turkish variant, as such I modeled an ALL new dashboard within LFS Editor.
-> Modeled gauges and created textures for them
-> Modeled center stack and created textures for these. Textures on the radio headunit will come later on.
-> Modeled rims from scratch in LFS Editor
-> A few new logo objects
-> New LOD2 and massaging

To-do:
-> Some mesh clean-up, but it's passable for now.
-> Texture for radio headunit (superfluous things but is good for VR)
-> Some cleanup on climate control textures; fine for now.
-> Perhaps a Stage 1 version of this car. The power figure is low (but is lore accurate).

Dev Screens:














































jackson93
S3 licensed
Part 1 - setting LFS free server:
From LFS main menu: Multiplayer/Start new host
Set your server name and admin password, remember it, and press go
When logged to lfs.net open https://www.lfs.net/hosting/admin and click your host name, what should interest you is Host IP InSim port and Access control page, open it
Place your IP address in Allow IP addresses to the InSim port textbox, if you don't know your IP go to Activity tab and it will show next to your name.

Part 2 - configuring Airio
Open Airio.con.1.txt with text editor and change values
HostAddr=Host IP here
HostPort=InSim port here
HostPass=Your admin password here

Run Airio.exe

When you have basics done now you can configure Airio to your liking (maybe at this stage make backup so your progress isn't lost). As mentioned free servers change IP and ports every time so either don't leave your server or consider renting one.
BOUSOU ESPADA
S3 licensed
Quote from gaboteam :hello LFS community. I can't tell I am gamer, but it is only game that sticks...

One way or another, they need to get help from LFS users at some point. No major developments in 10 years. Night and dynamic weather are still to come. Tire physics have been the same for years. Just as a car editor can be made and how they can create and add a car whenever they want, it's a good thing they made it available.The same should definitely happen on the track.Unfortunately LFS is now extremely behind the times except for its physics and I'm sure there are thousands of users who would like to help.For years they have been unable to take one step forward or one step back.Stubbornly refusing to help users would be nothing short of irrational.At this point, users like you should be supported. My team and I support you.
Flame CZE
S3 licensed
Moderator
You can do all of these in LFS editor.
ErenAslan94
S3 licensed
Here's the manual about LFS Editor: https://en.lfsmanual.net/wiki/LFS_Editor

And this is the Scawen's beginner guide: https://www.youtube.com/watch?v=9EPWaGraQfs&list=PLq0HCBbNHaZR0WQkr87qUBL2YE9ZjlA8I

I think these are enough to get started but my suggestion would be take your time and try to make something unique.

Also; you could use real life cars' 3d models from internet but they have to be built from scratch and not from any other game or stolen from another author. Here's the list of sites that are compatible with lfs: https://www.lfs.net/forum/thread/97013-Model-sources---which-are-OK-to-use-and-which-are-not-accepted

If you need help about modding, you can also send a dm to me in discord. _eren__
BOLD VKX
Flame CZE
S3 licensed
Moderator
This mod in progress is heavily inspired by a real Czech car designed by Václav Král in 1991. The plan was to produce a limited series of 100 units, but only 3 prototypes were made and 1 kit with no engine and gearbox.

I've bought this 3D model by sdmodely on CGTrader. Sadly it is too high-poly to be imported directly into LFS Editor so I had to decimate it a bit. I will try to fix some topology issues but overall it looks pretty good.



Last edited by Flame CZE, .
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