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.
we know irl this car has :
Drag coefficient Cd claimed: 0.27
Frontal area A estimated: 1.94 m²
rear factory wing there are not so much to generate downforce as rather to prevent lift and to not cause lot of drag, and so choose not to use downforce at all, it does the job similar to XRT rear wing/spoiler.
with a simple calculation its possible to get correct results it may not fit perfect in lfs but its irl values.
Fd= cd(1/2(p x v(m/s)² x A
cd = 0.27
p=1.204 by (default natural temp)
v(m/s)= speed witch is optional (i usually use 27.8 cuz it equal 100km) but we can use 40m/ for this example
A= 1.94
knowing all info needed the rest is simple :
fd= 0.27(0.5(1.204 x 40²)1.94
fd=504.52 (N) > my mod has 506 cuz i calculate using 27.8 = 100km but nearly same result.
to get this value in editor i set body drag to 0.316 N @ 1 m/s and double value for side drag as default lfs cars do.
body lift kept it at 0.
what your saying could be right but when i increase aero drag until it's around 240km/h the body drag got 0.433 N @ 1 m/s and has aero drag of 693N @ 40m/s and thats huge and effect acceleration of car making it slower then what it should be.
karateke drew the steering wheel from the Z models, he only drew the belly and certain places and I filled in the empty areas with the steering wheel from the editor.
With the layout editor, it will definitely be possible to reach the water, but given that cars go through (visually) solid ground in some places, there is absolutely 0% chance that they interact with water IMO.
I did not backup that shader and lost it, so I did one similar from scratch. It is very simple, because I have zero experience with HLSL, but can be further improved.
Copy the shader into shaders folder. Open it in a text editor and change resolution defined in line 18 to your preferred resolution. Enable post-processing shader in game menu. Warning: not suitable for VR headsets.
Back to bodywork, front fender and doors are done.
Screenshots are from Blender as I messed up smoothing groups when importing the doors into the editor.
I also fixed the roof's missing recess and adjusted shapes here and there, so I should be able to complete the bodywork soon.
Here are some pictures of the bodykit for my KALI_46 mod when it was made
Pharaoh made the front bumper so every picture that is in blender is his work.
and all the pictures in the lfs editor is my work, front fenders was made from the stock ones that was already on the car, all i did was add the vents and removed the sidemarker.
I made a base vehicle in the editor and imported the current Blender geometry. There seems to be several conflicting bits of data on the Internet (maybe different versions of the car), so I may have some wrong numbers here and there, but this is a start.
Progress: Created physics and started with interior modelling. Created accurate suspension according to technical blueprints and wheel alignment according to a manual. The rear axle needed little tweaking, because upper arm is identical to driveshaft which is not supported in the LFS Editor. Despite that, camber changes during suspension travel should be accurate. Defined aerodynamic drag and lift of the body.
Did a little driving test and I am quite amazed, how fast this thing was. Despite strong aerodynamic lift and skinny tires, handling is much better then I expected. The only thing which I do not like is geometry of the front axle. The scrub radius is huuuge and causes hard force feedback kicks during sharp braking. Did some research about this issue and found out, that IRL exist modern third party front axles with better values. However, I would like to keep it historically accurate and will try to reduce it using proper damping forces. For players who will like to try versions more suitable for racing, derivatives will be allowed.
This is how a mod file should be. If you want to tweak it, you'll need to download the LFS Editor, then you need to drag these files into LFS Editor > Data folder. Once you done with that you need to load the mod by clicking Vehicle editor and load on bottom left corner, then you can click test mod in LFS button as i shown on the screenshot. If everything is right, you should be able to go into LFS single player, go to garage > mods > test and choose the mod.
You can import the mod to LFS Editor and change the engine stats, then you can test it in single player. So you can't change the engine stats without LFS Editor.
I'm not a fan of the current matte material, it really lacks of depth, hence why I tried something different. Not so long ago I made a test in the Editor, and with the new upcoming shaders I can make the steel body look like this which I think it's really nice, but the new shaders are not in the game yet so we have to wait for this result.
Looks great, drives great but maybe a bit familiar.
Would love to see this done properly instead of just focusing into the graphical aspect (quality is very good though, hats off there). i could fiddle with engine editor for a minute and get the stock version hp/torque peaks accurate to ~50rpm and ~1hp/2nm compared to spec sheets i can find online. The frame and suspension are just slightly altered XR variant.
Wouldn't complain otherwise but i also wouldn't call it a diamond with this much uncertainty
Firs thing. Location of the first car on the race track in the area.
Now the insim points detect the car from somewhere in the middle, which is not accurate enough if you want to track the car's movements based on the location of the tires.
Example:
If you drive through the clip at a small slip angle, the other tire of the car may not fit inside the clip box. It is practically impossible to build such situations into the scope of automatic judging at the moment. So, for example, this season the driving lines are sort of speak "indicative", although it is the same for every driver and the aim has been to place them as well as possible.
Second thing. Index for insim checkpoint.
Below you can see how many indices we use for different clip points and each of them has its own purpose.
Example clip 4 is coded that way, index 4 is hit with both tires, index 44 is hit with one tire and index 40 is no hit.
Now they all are circles, but straight lines or checkpoints with indices would allow the track builders to have many more measurement points and more precise placement. And if the driver drives out of the clip box "from the side", you could use your own index for that too.
And if we have 50 different layouts and each has 5-8 clips, all of them with three different hit accuracy (both tires, one tire, no hit). How many coordinates do we have to retrieve, if every cordinate needs to be programmed separately (750-1200)? The are 15-24points in one track layout .
It would be easier just move that checkpoint in the auto x editor than enter cordinate values into the lapper code.
With checkpoints, anyone could build drifting tracks based on the Lapper code, and there would be no need for a Lapper programmer.
Of course, this would also require an update to Lapper if the game were to have tire-specific triggering from indexcircle and if indexcheckpoint were added to the game.
Nothing is easy, and it is good to live in Toivo(hope) and die in Rauha(peace), said the tapeworm.
Top tip: If you ever need an index for something that doesn't have one, hash whatever it is about the object that is unique and use the hash as an index.
I'm using ~100 checkpoints for a project (I can't see a way to set indices in the layout editor, other than the first 4) and I've just hashed the X and Y coords together to use as the index as none of them are going to overlap.
oh my god. YES. you got no idea how much i wanted this car in lfs , im not great at modeling and i cant use blender, but i could gladly help with lfs editor
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.
1. Remove "double sided" option from sticker triangles.
2. Create the same triangles with flipped normals using "build mode". These must be done one-by-one. Do not use duplicate, because duplicated vertices will have their own normal vectors.
3. Select the created triangles and set their n.c. level to zero to remove bad normals. The triangles from the outside must have at least low n.c. level. This causes that the interior triangles use normals from the exterior ones without distorting the exterior shading.
4. Normals are fixed now, but the sticker is too bright.
5. Duplicate the original mapping (and cutout) and change the material to matt. Change its naming from C1_mapping to E1_mapping to darken it (otherwise it will be too bright).
Edit: One more thing - both outer and inner triangles (and the whole window) must have the same smoothing group. Otherwise the inner triangles will not use normals of the outer triangles