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Reset text input cursor blinking when moving inside a text input
Flame CZE
S3 licensed
Moderator
When moving the blinking text input cursor quickly inside a text field in LFS, I tend to be less precise with placing the cursor to the correct place or keeping track of the current position of it, because it "disappears" every half a second due to the blinking animation.

The solution would be to reset the blinking sequence whenever the cursor changes position, be it by using the arrow keys or a mouse button.

Here is a comparison between Notepad and LFS:



This seems like a minor detail, but it does slow me down especially when I edit many values in LFS Editor many times. Big grin
Last edited by Flame CZE, .
AR92
S3 licensed
Handbrake made by me in editor.

https://imgur.com/a/KWr7rvr
Silly 260RS
AR92
S3 licensed
Hello, this is my new RB26 naturally aspirated swapped 180sx mod.

Bodykit is from ACMP, credits goes to Octopus Workshop, mesh is modeled by him. Original kit was 27K polygons and optimized by merge by distance feature of LFS Editor and lowered to 11k polygons (post 3-4)

Seat is taken from ACMP too, author: hornygrimmy_1112, retopo'd to lower polygons in blender.

Handbrake is fully modeled and assembled by me in LFS Editor.

Thx to OpenClutch for RB26 mesh and enginebay and other stuff

Thx to OpenClutch again for 326Power spoiler.

Thx to mecha from cybermob server for the rims.
Last edited by AR92, .
Silverracer
S3 licensed
Just to shake things up, and to introduce some more excitement and innovation for LFS, how about considering a limited release of the track editor that Eric currently uses? SCAVIER could invite select community members, especially those with demonstrated skills in car modeling and layout creation, to participate first. This would allow them to gauge how well it works and then decide how to proceed with the integration (if at all).

The development of environments and tracks could be shared publicly, fostering a collaborative and transparent process. While immediate integration into LFS wouldn't be necessary, this approach would keep the community engaged and inspired.

To ensure Scawen can continue focusing on his current development tasks, perhaps Eric could take the lead in assisting users with the current version of the track editor. That would ensure that Scawen can focus on his current development without having to focus on a mild release of an updated layout editor/track editor.

At this stage, I believe their priority is in releasing the updated (development) version with the new tyre physics (imagine the time Scawen can save by avoiding maintaining two separate versions of LFS?).

If the timeline for the above step is uncertain, SCAVIER might consider temporarily pausing other developments to concentrate on developing a public version of the environment/track editor for release in a grand-scale. This focused effort could bring significant long-term benefits to LFS in my opinion.
rane_nbg
S3 licensed
By taking it slow I mean that we only restrict for now to updates of layout editor, but baby steps first. Those 3-4 new objects first, then if they get implemented we go on from there - slowly.
MicroSpecV
S3 licensed
The radio silence to the track editor/layout editor suggestions is unreal :lol:
Flame CZE
S3 licensed
Moderator
Actually I wrote it wrong, it's not possible to directly import an OBJ file into a subobject.

- Enter the Modeller right from the main menu of the LFS Editor
- Click the OBJ button and load the 3D object
- Click SAVE to save it into 3dob folder
- Close the Modeller and load your mod in Vehicle Editor
- Go to Modeller, select your subobject and click "load" to load a new subobject
rane_nbg
S3 licensed
I think that if we keep talking more about track editor, it may just become real Smile

Jokes aside, there are many many things to consider, as here sky is the limit or in other words, it's Pandora's box regarding the possibilities. We do not want devs to suffer, we have to take it slowly if we wish these ideas to even be considered.
Last edited by rane_nbg, .
Help with creating mod 2
Epicproes
S3 licensed
Hi i want to use in lfs editor both obj files once, can you please tell me how to do it?
neozixxs
S3 licensed
Rear fender have been made , now im finishing the lfd editor part
nikopdr
S3 licensed
Quote from Apex Cutter :3. More to the point; I'd like to be able to freely modify the cars' characteristics in rapid succession; but wondered even if I can, do you have to publicly publish these changes each time and get them approved before you can try them in-game?

I think NTO, LFSTweak etc. could work with mods as they use the same car classes as default LFS cars do(not sure but atleast the naming is very similar), though there is no lfstweak for the current patch. You wouldnt get the detailed adjustments like demo cars would have but instead the cartype editor with power/torque multipliers, max gears, redline, weight modifier etc.

I would imagine it working online if its being run on a server with the modifier tag
neozixxs
S3 licensed
Last thing i want to do is a wider rear fender , after that ill import it in LFS Editor
Flame CZE
S3 licensed
Moderator
In single player mode, you can do whatever you want with mods using the test mod feature.

If you want to use mods online, they must go through a review process before they are published. Subsequent updates to a mod are not actively reviewed, but significant changes to a mod after initial publication are not allowed - the mod must keep its original character.

There is documentation about mods in the LFS Manual: https://en.lfsmanual.net/wiki/Vehicle_Mods

There are links to LFS Editor guides and video tutorials, or how to submit your mod to be used online.
Last edited by Flame CZE, .
Bokujishin
S3 licensed
Short answer: yes to 2) and no to 1) and 3). The editor allows you to create complete vehicles, as well as edit any existing one to your liking. There is also a "Test in LFS" button for local testing, and there is no obligation to publish mods.

As far as engine tweaks are concerned, I'm not sure 10k hp is possible, as values are based on physical parameters; you can definitely go over 1,000hp though. Also keep in mind that engine mass is calculated automatically, a more powerful engine will be heavier.

I would suggest going through some of the editor tutorials to see what and how you can tweak things, I believe you will find them in the vehicle mods forum.
[SOLVED] In S3, can I adjust the specs of any car in editor?
Apex Cutter
S3 licensed
I really want to upgrade from S2 to S3 as I love tweaking the cars in any way I like (e.g. using the 'NewTweakOrder' mod on version 0.6H).

Three questions: (underlined below)

1. I feel completely clueless on what I'll actually be able to do with the 'new' vehicle mods / car editor feature. Is it just cosmetic modding (just the body shape with a selection of pre-determined engine / drivetrain options)?

2. For example, in S3 car editor, if I wish, can I adjust any car's power from say 10hp up to 10,000hp, or change transmission type from h-pattern to sequential, or change drivetrain from fwd to awd, or change rim size from 10" to 22" etc.?

3. More to the point; I'd like to be able to freely modify the cars' characteristics in rapid succession; but wondered even if I can, do you have to publicly publish these changes each time and get them approved before you can try them in-game?
Tazka
S3 licensed
Quote from thegamer23 :I think this could be done in progressive way,[i][u] improving the layout editor...

There was actually a mod like this for some older LFS versions that I used. It allowed using trees and weed as objects and grandstands and a lot of other objects that we see on official LFS tracks but are missing from the layout editor. The layouts made together with this mod were online compatible as all the objects were taken from the existing game data. IIRC the players weren't even required to have the mod installed to join the server and see the fully functioning layout with custom objects. Shame that I don't have any other photos of it except for this edited one.

This layout was built with the mod on blackwood parking lot and as you can see I added some trees and weed and grandstand there. If this was possible by a modder to do then it shouldn't be much of hassle for Scawen.
Mod timeout
RSAbeaats
S3 licensed
Good morning/afternoon modders!! I have tried to upload/update one of my mods this week and even earlier this month and last month... Every time I try to upload/update it is give my a "Mod Timeout" error... I have tried a different browser and still gives the same error, I have the new LFS and LFS editor version, if you had the same error please help me out Shrug
3 things to add to Layout Editor (no duff)
MicroSpecV
S3 licensed
Pretty straightforward request -
Hopefully it's feasible, but we hope to see the following 3 things included in editor:
1) Catchfencing (length, height adjustable) - can be unisoned wall object with simple expandable fencing texture above
- self explanatory for layouts... would help greatly keeping cars in the couse


2) Kerb accessories (length adjustable) - inclusive of flat ground kerb and yellow sausage kerb
- like the ones teased in the NY 2023 poster https://www.lfs.net/forum/post/2028516#post2028516 or the ones mentioned here https://www.lfs.net/forum/post/2027693#post2027693, and again, self explanatory for layout use, as now we're making do with glitchy ramps


3) Single-object chalk line - currently the chalk line object is a 2m strip, perhaps layout editor could incorporate a point-to-point system where you can preset nodes and then join the lines together to make one continuous object - would save a ton of object count. However this may not be possible... so maybe just the first two important suggestions..?
ErenAslan94
S3 licensed
Imported to vehicle editor. Resized the model, added rims, mapped the lights, built the engine.
ErenAslan94
S3 licensed
Put the engine back and fixed the vertices problem so added suspensions as well. Changed the door textures with more accurate texture. Added license plates. Took my e55's logos and added them, i might add A 500 logo. All things are done in modeller, i'll now import the model to vehicle editor.
ErenAslan94
S3 licensed
Added the interior textures,i'll add the gauge textures when i imported the model to vehicle editor.(Steering wheel texture is temporary)

Edit: Also added light textures
Last edited by ErenAslan94, .
Bokujishin
S3 licensed
If the preferred way to tackle this would be to improve the layout editor first, it will also have an impact on InSim, as it will need to take the additional features into account. The most obvious change would be in the ObjectInfo struct, I think; it would need to increase in size from 8 bytes to whatever is needed for higher precision placement of objects (especially along Z axis and heading), and this could also affect other packets that have parameters using the same format as ObjectInfo (JRR, UCO and AXM use ObjectInfo directly, OBH uses same format for XYZ and index).

With that said, and following what thegamer23 said, I think it could be nice to have grass/gravel/asphalt (and any other type of surface, really) as a flag in what are currently concrete blocks only. That way, combined with higher precision placement, you could make proper terrain within the layout editor. It would most certainly require 2 things, though: a higher object count, which is already an issue for more advanced layout, and as a nice-to-have bonus, a layer system, so the entire layout wouldn't become a cluttered mess from "terrain blocks".

As far as InSim is concerned, the increased ObjectInfo size, plus the increased object count limit, would require more bandwidth, but some clever grouping of values could help alleviate this (this is already the case for some data across InSim).
MicroSpecV
S3 licensed
Quote from thegamer23 :I can get that point of view!

But what i was mainly suggesting would be just an improved-upgraded layout editor, rather than a full fledged "Track Editor".

What's the difference of having hundreds of custom layouts on a grey parking area compared to having bit more good-looking and less minecraft-looking layouts over a grass field for example?

(and maybe adding a few new objects just to give the custom layouts little bit more characters)

Yes but by adding terrain objects like grass, asphalt etc it is essentially terraform-based objects... which is basically what a Track Editor will be managing - and that's exactly what's been blocked from being introduced as far as I can remember.

I agree with more objects for sure. Like what I mentioned above, catchfencing, kerb object, and maybe even finer points of adjustment for length,height, angle. But I don't think we'll see terrain objects
thegamer23
S3 licensed
Quote from MicroSpecV :Good idea but it's basically what everyone's whos wanted a Track Editor has been...

I can get that point of view!

But what i was mainly suggesting would be just an improved-upgraded layout editor, rather than a full fledged "Track Editor".

What's the difference of having hundreds of custom layouts on a grey parking area compared to having bit more good-looking and less minecraft-looking layouts over a grass field for example?

(and maybe adding a few new objects just to give the custom layouts little bit more characters)
Last edited by thegamer23, .
MicroSpecV
S3 licensed
At the current juncture I'd be more inclined to ask Scawen to add two simple things to current LFS Layout Editor...

1) Standard Wall obj but with catchfencing texture (no pass thru obj) above, adjustable in length with fixed wall height
2) A chalk object with pattern or texture that resembles a flat kerb, adjustable in length and color (existing 4 tone)

@Scawen pretty please?
FGED GREDG RDFGDR GSFDG