The online racing simulator
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Flame CZE
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…and there you can choose to automatically delete old versions of mods.
Flame CZE
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oh my goodness me
Flame CZE
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Quote from Artis89 :I have a dumb question - how does favorites work for mods? I cannot find how to favorite a mod for easy selection next time. How can I favorite mods? Thanks

In the in-game mod browser, click the star icon in the top right corner of the mod thumbnail.
Flame CZE
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Is there a link to the editor 0.7C to 0.7E patch somewhere?
Flame CZE
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Ah I see the bug on XRG and XRT now. Well, at least you spotted it before the official release, that's good.
Flame CZE
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I'm sorry for posting a small feature request. The front fog lights on XFG could be mapped as "l_ffog" so they can be turned on/off. It would be good for showcasing the new fog light option. RB4 already has the correct mapping set.

It's OK if it doesn't make it in 0.7E but it would be a nice thing to have on an original LFS car.
Last edited by Flame CZE, .
Flame CZE
S3 licensed
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Could you create proper LOD2 / LOD3 and add skin support please?
Flame CZE
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EMKO updated! Smile

Dashboard:

Fuel warning light
Low beam light
Rear fog light
Engine damage light

New configurations:

DEFAULT: no extra accessories
RCK+FOG+TOW: roof rack, rear fog light, tow hitch
RACK+LOUVRE: roof rack, rear fog light, tow hitch, rear window louvres
LOUVRES: rear window louvres
LOUVRES+FOG: rear fog light, rear window louvres
ALL: roof rack, rear fog light, tow hitch, rear window louvres, vinyl roof
POLICE: extra blue light beacon on the roof
POLICE+FOG: extra blue light beacon on the roof, rear fog light

Exterior:

Customizable secondary color (hood, trunk, doors)
Rear fog light swaps with driver side
Updated rims
FIX: Reduced see-through gaps between front grille, fender and hood
FIX: Reduced gaps from inside between doors

Interior:

EMKO badge on steering wheel



Flame CZE
S3 licensed
Moderator
Another reason could be that the tyre model can't withstand the speeds and forces of a stock car on the oval. For instance, my STOCK CAR 03 mod is replicating a NASCAR from 2003 and the tyres overheat too quickly to be raced at full speed around Kyoto Oval. Maybe the setup can be tweaked but I haven't managed to improve it much.
Flame CZE
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You can read all the progress reports in the News section. Here's the last one: https://www.lfs.net/report-may2021-so If you scroll down, you will find links to other progress reports there.

There's also the 20th Anniversary report with previews of new tracks and 1000Hz physics.
Flame CZE
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Quote from LucKv :Hey, I'm wondering if some more filters for mod list could be added? Something like AWD/FWD/RWD, power and weight maybe?

Maybe you missed this big red text:
Quote from Scawen :PLEASE... NO OFF TOPIC FEATURE REQUESTS!

Please post your suggestions in the appropriate threads if they're not related to the test patch.

Here's a guide which thread to use for mod system suggestions: https://www.lfs.net/forum/thread/103305-Which-thread-to-use-for-your-suggestion%3F
Flame CZE
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Moderator
I just noticed that the top points were not fused Face -> palm. After I've merged them, it works well now. Sorry for a false report Shy

One thing that came up my mind regarding non-fused overlapping points - the only way to detect such points now is to drag a selection rectangle around these two points and check if 2 or more points are selected, or to move one of the points around. Could there be a visual hint that there multiple points at the exact same coordinates? Those points could be shown e.g. as orange blobs instead of white, perhaps with a function to automatically select all points with the same coordinates.
Flame CZE
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Yes, it's because the caster is -1.79 which is wrong. It should be a positive value.
Flame CZE
S3 licensed
Moderator
Now that we can test the car lights live in the editor, could the dashboard be in sync with those switches just like light mappings? Right now all dashboard lights are on by default.
Flame CZE
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Quote from Scawen :I sometimes want to select a whole separate part that is not actually a subobject (though it might be a temporarily merged subobject).

Sometimes I select a few triangles then keep pressing S to select the whole thing. Would it be good to have a flood select by a single click to select the whole object?

I hope everyone knows about the CTRL+SHIFT+click flood select, but that one only goes as far as the boundary of the similar surfaces, depending on which view mode you are in (group / mapping, etc).

I would like one that selects all connected triangles in one go. I have written down here ALT+RMB (click on triangle) as a possible way to do this. Would that be suitable or is there any clash or a better choice available, or something used in other known software?

Yes, please! I'd use this quite often.

I also sometimes want to select a part of an object with the same mapping, regardless of the smoothing groups used. In the mappings mode, it seems to be working only sometimes and I don't know why.

Let's say I want to select this piece which is part of the main object but is separated. You can see that it has one mapping but two different smoothing groups. When I flood select using CTRL+SHIFT+click in "mappings" mode, I'd expect it to select the whole thing, but it respects the smoothing groups so only part of it gets selected.

Similar situation with a clock object which is a subobject - there flood selecting will select all triangles of the same mapping, even though they belong to different groups.
Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
Would it be possible to add pit speed limiter to the available switches to connect the subobject to? It could act as a spare switch for cars that don't actually have a pit speed limiter.
Flame CZE
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Quote from Rubbel_31 :I wonder when the test patch will be released?

Scawen wrote it a couple of posts above - probably tomorrow morning:

Quote from Scawen :I hoped to release it this evening but it's taken so long, and I still have to merge all the changes from the development version into the public version. That might only take a couple of hours but I'll have to do it in the morning. This evening I still have to finish the editor side of it.

Flame CZE
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Quote from Scawen :Thanks again. Is there a public mod I can use (with extra light) to quickly test my fix?

You can test it with EMKO TEST which I added you to access: https://www.lfs.net/files/vehmods/66D611
(choose the police configuration with a light beacon on the roof)
Flame CZE
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Moderator
Quote from OpenClutch :I think I found a bug between the editor and game version, when using a skin to paint on the hvac on my mod, I have it set for full flip, so the texture should not flip when going between driving sides.

In the editor, it seems to transition sides correctly, in the game the texture flips.

Gold handle is game (incorrect) red handle is editor (correct)

This seems to be the negative effect of this change done in D55:

Quote from Scawen :Changes in D55:
Skin mappings that move with driver side swaps no longer avoid flip

I suggested it in this thread.

Not sure what to do in this case Uhmm
Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
Quote from RealistAdam :When I reviewed the videos on the Live for speed YouTube channel, I could not see any interior lighting in the vehicles. I saw that the light from the headlights of the vehicles illuminated the interior of the vehicle. Interior lighting may be needed for this. It can be opened and closed optionally. The reason I suggest this is because I don't want to give suggestions outside the scope of future test patches. thanks for everything.

Quote from NeOn_sp :Would be possible and easy to implement a new LFS command similar to the "setlaps" but in this case to set mandatory pit stop completed yes no for a player?

Guys, keep it test patch related please. Suggestions go to the vehicle mods forum or improvement suggestions forum.

https://www.lfs.net/forum/532-Mods-System-Suggestions
https://www.lfs.net/forum/8-Improvement-Suggestions
Last edited by Flame CZE, .
Flame CZE
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Moderator
It won't download by clicking the link from here because the link is HTTP only. When I copy the URL manually into a new tab, it works.
Flame CZE
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Moderator
Quote from Slashpca :I wasn't sure where to post this, but maybe it could be a fix for both pop ups and rotating objs? I have layered alpha glass pop ups on my EMPERORS SUNRISE mod that seem to work fine, but I created a swing out windscreen for my FLATTY MODEL 8, and it works as intended besides this strange bug with the windscreen alpha. Same alpha I had before I broke it off as a pop up light subob.

I reported it in the Editor test patch thread and Scawen is aware of it: https://www.lfs.net/forum/post/2068959#post2068959
Flame CZE
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Quote from Snoop.DriftEra :If it's not too late, since you reached to lights update, is it possible to think about suggestion #5 from this post:

"5. Add: Multiple maps for same light map e.g. "l_tail1, l_tail2, l_tail3....l_tail9" (therefore no need for side/top maps + more light variations possible)."

This is already possible:

Quote from Scawen :Lights:

Multiple mappings per special name e.g. more than one l_head
- a second word is allowed e.g. 'l_head front' / 'l_head top'
- the second word is only to make it clearer for the mod creator
- extra names such as l_sbrk and l_tbrk are no longer needed
- reduced number of special light mapping names from 18 to 12
- mesh configurations are now fully supported by the lights
- e.g. separate mappings like 'l_head stock' and 'l_head sport'
- NOTE: maximum of 4 mappings per special name in a configuration
- NOTE: all mappings in use in a group must share a single texture

FGED GREDG RDFGDR GSFDG