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:
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
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.
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.
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.
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.
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.
Engine model made out of original TOTOYA SUPER MKIV mod, intercooler out of my Silly 260RS, cam sprockets are modelled by me in blender, turbo propellers, turbo bodys, exhaust manifold, fuel rail, engine block and intake manifold is modelled by me in editor.
This is what crossed my mind as well. But if we take another step, we have the huge layout square and the other large car park I can't remember the name of now, it could be enough to open the objects list in the editor for modders. If people were patient enough to create mountains and mountain passes from concrete blocks, having the option to import 3d objects (or create from scratch) would mean super detailed tracks (keeping the triangle limits, like with the car mods).
Besides some kind of object explorer, "only" the option for custom textures (analoguous to car skins) and terrain types (grass, gravel pit, asphalt etc.) have to be added. To me, who is not educated in game development at all, seems like a way smaller task than creating a full-fledged track editor and a method to load new tracks. These could be handled like AX layouts, like they have been for years. Object count limit has to be increased of course.
There is an issue with long uploads through Cloudflare that is not simple to fix. A possible solution is to reduce the size of the upload and there is an editor option for that.
This is my first car that I have made in Blender and also my first mod. I decided to make a car with a simple design such the Opel Calibra. I have been working on this for the past 5 days I think and I am satisfied with what the mesh looks like right now .
The exterior of the car is,I'd say 60% completed.The back bumper is not completed, the windows are not made yet as well as the lights and details(mirrors , antenna etc.).
Propably the model will not be ready for some time since I want to make corrections on the mesh before it enters the editor .
Hi Rony, I appreciate the input - thank you. As per the current approval system, it is possible for a car mod to be rejected after all the work is done. As the track mod/environment mod will take quite a lot of time, this needs to be avoided at all costs. Therefore, I think it would be better if there is transparency from the SCAVIER/track creators right from the start.
For that to happen, the minimum requirements for a track to be accepted for online use need to be defined. This would include licensing, quality, realism - some of of control over things. It could easily turn into Minecraft type sandbox (and that's a whole new topic).
Would something like the following make sense? Several approval stages before the creator spends considerable time working on modelling.
Type of track/environment:
1. Fictitious race track (i.e. Blackwood without open configurations)
2. Fictitious race track/surrounding environment (i.e. Blackwood with open configurations).
3. Replication of existing race track/surround environment (i.e. Rockingham)
4. Replication of existing environment
5. Fictitious environment (towns, cities, highways, touge - anything really)
Just imagine all the possibilities!
A1 - EOI
An expression of interest in the type of environment that a creator is planning. If its fictitious (i.e. without any replication of existing tracks) it is rather straightforward to obtain a pre-approval of some sort.
If it is a replication - the creator must seek and obtain approval from a relevant party. If no such approval is needed - that too need to be proved. This is to ensure that they do the work - not the reviewers. It would be best to sort out licensing requirements (if any) at this stage itself, before any work is started. Once everything is cleared - they would get the pre-approval to proceed.
There is no guarantee of the quality of initial creation. However, sorting out the above licensing issue would open the opportunity for others to re-create tracks (hopefully with much higher quality) at a later date. There are bound to be duplication of tracks - which is not necessarily a bad thing.
A2 - WIP
The Work In Progress approvals would be timely/completion stages (25%, 50%, 75%, 95% etc.) to ensure that the requirements are met. This would help the creators to see what they need to do to ensure that it will get approved - or to stop (without wasting more time) if they don't have what it takes.
A3 - Testing and review (LFS Community)
The track/environment would be open to custom access/LFS community to test and review, provide feedback to the creator - just like the current system for car mods.
A4 - Testing and review (SCAVIER-appointed review team)
The track/environment would officially reviewed by the appointed team (I'm not too sure how that part with the current car mods - but I would think it would be something along the lines).
A5 - Testing and review (SCAVIER)
Unlike a car mod, as a track mod would have a huge impact on LFS - I would think that SCAVIER should have the final say. But they could choose to get involved in the process or leave it in the hands of their review team.
I understand that when (if?) the track/environment editor is released, everyone and their mother will be making stuff and requesting approvals. Obviously there will be both positive and negative aspects with this. Positives - just like some car mods, there are going to be some absolutely amazing creations come out. Negatives - just like some car mods, there will be delays in approvals, people ripping stuff and trying to trick the requirements and generally wasting everyone's time.
There are some options around this:
1. Limited release of the track/environment editor. People who have proved themselves at making high quality car mods can request access to the editor - SCAVIER has the discretion).
2. No one said the track editor was going to be free - set a price for it (at least for the initial release until). That will stop everyone and their mother making stuff.
3. This is going to be LFS' cash cow. Linked to 1 & 2, SCAVIER can offer remuneration depending on track/environment/quality/size etc. created. They might consider the possibility of paying their reviewers considering the amount of time/effort required for the task.
This is just me rambling on a Sunday evening. I'm sure all of you who have been at this continually for the better part of two decades have more to add.
Thanks for sharing that info versiu. It fills our hearts with hope I'm sure devs have many ideas floating in their head about how to practically execute this, using an optimized and approximative approach. But all in due time, no pressure, no rush.
It's very interesting to think about it, so I'll share my view. This can be done in stages. For example, we don't need full dynamic weather at once. It's enough to have dry-only conditions and implement dynamic track surfaces, where the track temperature/grip and certain parts of it will depend on the air temperature and how much rubber is laid on it by the passing cars. Once that infrastructure exists in the physics engine, then comes different weather conditions including rain. After that, the graphical implementation of water puddles, rain, clouds, fog, and so on.
I didn't mention snow deliberately, as that is on another level of difficulty, which is not really necessary before allowing the creation of rally stages using a track editor.
*no option to import any OBJ, track editor comes with every objects Eric had ever created with option to build on or manipulate object points and load in custom alps and textures,
*tracks are then submitted and instead of reviewers having to check for copyright or struggle to check all corners of the map, the community can instantly get access to it (like test this mod feature) and vote on if it has any gaps or errors and if no one says ewwwwwww or yo theres a issue at turn 4 then its all good but tracks must be fully polished no errors before its downloadable publicly in game so basically anyone can test it as much as possible for any errors or issues, because once its published theres no "update map" button
If there were to be a track editor for the community, that would be useful (road signs). Before that, I don't really see the benefit - especially before the physics/graphics update. As long as the developers are working on two versions, in my opinion any feature requests are pointless and a waste of development time.
Imported the model to vehicle editor. Fixed the size, added most of the textures and rims, Built the engine. Next i'll add the gauge textures, fix the physics and suspension.
1. Copy the whole outer body (for example in Blender software) and merge it into a one "outline" object.
2. Scale the outline object according to vertex normals (alt + S in Blender edit mode) so it wraps the original body. The scaling will define width of the final outline.
3. Import the outline object into the LFS Editor.
4. Remove the windows from the outline object and attach outline window holes to the original windows
5. Remove unnecessary points by joining them (for example panel gaps) and ensure that the whole outline object has the same smoothing group to optimize number of points.
6. Flip the outline triangles.
7. Set a black color for the outline.