The online racing simulator
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Aleksandr_124rus
S3 licensed
Quote from versiu :Why not? Some people want to use their personal tune of car and on the other side there's a lot of people that don't want to scroll list full of useless mods (different tunes/customs of one car) so there's some kind of win win here.

I don't know of any modmaker who made the mod private for this reason. Imao the vast majority of modmakers just want to have a mod for personal use to make themselves privileged over others. Because everyone else can't use this mod. But the author can. I find it odd to say the least.
I am against private mods. But I'm in favor of having this option in LFS, because it gives more freedom to be creative for that small percentage of modmakers who just don't want to show their creativity in public. Its like how shy artists hide their paintings in their closets.
Aleksandr_124rus
S3 licensed
Quote from Tomfuel :Hello,

Joke : the irony of the story is that finally, if the Cup was not canceled, only 3 overseas have signups ; and 1 is a Gum Garage member team !!! (Australia).

Clearly, there is a before and an after to this unfortunate experience : Mod’s Authors have the power to ruin your leagues, your events, your races by a simple click.

Anyone doesn't agree with your rules…
anyone disappointed not to succeed in pre qualifying or qualifying session..
anyone wants revenge after penalties or in a clash with another participant..
anyone with a geopolitical motivation …
etc .. (there is no limitations to annoying someone)

.. could very well make inaccessible its mods, even if it gave the right of use to the developers and users of Live for Speed according to the data upload rules

I will say at once that I do not know what happened and the details of the situation. But basic principles are important to me. It was also not very reasonable of you to trust (obviously) someone you didn't know, who was supposed to do everything in a good and decent way just because he is good and right or one that suits you.

No matter what you do. Sometimes you get people who aren't decent, sometimes they are decent just your interests don't align, and sometimes the situation just changes. For leagues such as yours, with mods from the same author - this situation shouldn't have happened at all. The organizer is wiser to have the authorship of legue mods, especially if there aren't many, because with many authors can agree to create their versions of other people's mods.


Quote from Tomfuel :I hope in the future a feature to guarantee the use of the online current version of a mod car for a correct (and no-stress) functioning of the leagues LFS

The basic principle of changing a mod by author should be inviolable. But this can be considered as a mutual agreement of both parties. Although even so, the author of the mod waives his right to change his mod. And in my opinion, even this is not a very correct way to do it. The best way is not to lead to such a situation at all, but to have your own mods.
Aleksandr_124rus
S3 licensed
Done, change published. Now it looks like that, it hard to manipulate with torque line along with horsepower in this graph editor.
Aleksandr_124rus
S3 licensed
Quote from iiiiil :It's pretty obvious that there is a problem with the engine because torque graph wasn't replicated correctly.
Your engine has almost 0 horsepower and torque until 2500rpm. Not sure about idle rpms but it seems like 3500 is too high, this can be the answer why car just don't accelerate from rolling start.

Model looks good, maybe needs some small things in interior, but i hope you will fix the engine

Oh shit, i noticed that red numbers are horsepower and i look on the line of the 0 on red numbers and not on dash one... There are no numbers on the LFS graph and I was in a rush when I did it, and screwed up a little.
Ill fix it now.
Aleksandr_124rus
S3 licensed
Quote from kentwolf :It doesn't accept the skin you made for it O_o plus then you want to generate a skin tempplate it doesn't do it.

Works for me.
On first choose skin, (second color) and then press "Generate skin tamplete" and it copied in your clipboard, and you can just Ctrl+V it in Photoshop or something.
Aleksandr_124rus
S3 licensed
If you have a question about the engine and why it runs so weird, it is important to understand that the real car has a 2JZ GTE, a typical aspect of 2JZ is that it does not have much torque at mid rpm, and you need to make a clutch-kick to start drifting.

I found a dyno graph with a 2JZ with about the same power as will be used in the real world, and pasted the values into the LFS Editor and made the graph similar to the one in the real world. And the result is as it should be. Idle speed according to the graph is 2400 rpm. Engine gets a noticeable push after 5,000 rpm. In reality, 2JZ does not go in a slide on soft semi-slicks after increasing the gear because it rests in the middle rpm.

So it's not a bug, it's a feature.
Last edited by Aleksandr_124rus, .
Aleksandr_124rus
S3 licensed
Quote from kentwolf :Is it possible you could make a skin template for this?

Done Thumbs up
Aleksandr_124rus
S3 licensed
Add skin support, add default skin, change steering wheel size and position, changed animation, add fictional logos, add new mappings
Aleksandr_124rus
S3 licensed
Change default setups a bit, change size of steering wheel to a bit smaller, add new textures in interior, change some mappings, change engine sound
Aleksandr_124rus
S3 licensed
Quote from Kid222 :I enjoy it a lot, 5*, hopefully this mod is here to stay and will be eventually approved/staff picked, as it deserves it in my opinion.

Physics and setups are good to go straight out of the box, unlike most of mods, model is detailed and very well done.
Wonder how will the car and cockpit look like with new lighting model. Smile

Thank you. It's nice when ricers like your mod.Smile
Aleksandr_124rus
S3 licensed
Quote from KittigRuug :I really like this car by its looks and physics. Very solid!
When driving it with the setups provided I like to choose the "mid grip slick". I think it hits the marks of being not to high downforce'd and being a bit of handful. Also the understeer from being a front engined card makes sense to me.

Points of improvements:
- The blow off valve sounds off to me on upshifting. I don't know if that's just how the game creates it or something can be done about it. But it sounds like a cut-off or fast played sound to me.
- Somehow the "high grip" setup is quicker on the straights and has less grip in corners to me. So it seems to have less downforce and should not be called high grip?

Keep up the good work!

Got it, thank you for feedback!
Aleksandr_124rus
S3 licensed
It's nice that with each update the modeler is getting better and better. Maybe it will be difficult to implement in a triangulated mesh, but Slide Points on edge, and edge slide on other edges sometimes is missing feature for me.

https://youtu.be/57FUdeOpetU
like that.
Aleksandr_124rus
S3 licensed
Quote from timdecnodder :Your cord structure is in auto mechanics terms coined the Carcass of the tire, so the carcass level is the cords

Maybe, but I'm not sure about that, as far as I understand carcass is a more general term, for cord I've heard names Steel-cord or tire belts. But even if this is true, how exactly will this affect the current tire physics?
There no change in grip after layer of rubber that goes to the metal cord, what should be felt. Normal road tires, semi-slicsm, and slicks, all of them have different types of cords, and i do not see any deferense between all tires in stiffness e.g. from side deflections.
Aleksandr_124rus
S3 licensed
"Just to say for now that a tyre model may be broken into:

- carcass model
- tread model
- friction model

The carcass model is about how the tyre's structure and pressure affect the output forces depending on the state of the wheel. I can use my simulated tyre carcass (non-realtime) to see how some of these forces vary. I've been making changes to the in-game realtime model to more closely match the simulated tyre.

I don't claim that the simulated tyre is an extremely accurate model of a real tyre but it does give an insight into distortion and deflection and how that changes with tyre proportions and pressure."



Interesting information from the Scawen, but it seems that the cord is not implied in the tire physics at all, or is it somehow included in the carcass model. But on the current version of tires it is difficult to notice.

In my opinion, the lack of cord in the tire is the main problem of the current tire physics, both physically (because there is no difference in the deformation and bending of the tires, between different tires) and in their dynamic parameters such as an unreliable ratio of temperature\wear\grip relative to constant heating by friction. Why does temperature\wear\grip depend on the cord? I may be wrong but as I explained above, with the help of the graph, in my opinion, unreliable decrease in grip relative to the constant heating of the tire is caused by the lack of cords and its parameters of a dramatic drop in grip on the real tire when the layer of rubber ran out. And since there is no cords in LFS we have to simulate its properties through simplifications in the form of not quite correct temperature-grip properties.

It may not be so important for racers because they do not want to drive the tire above the operating temperature range in a first place. But for example for drifters, these parameters are extremely important, and all drifters know about the problem of rapid loss of grip at high tire temperatures in LFS.

I would like to hope that this will be fixed somehow in the new tire physics.
Aleksandr_124rus
S3 licensed
I would also like to hear feedback from the racers about the physics and how the car is controlled, and also from those who drove in the GT4 class in any simulators.
Aleksandr_124rus
S3 licensed
Changed stock setups. Fixed mapping of the seat, fixed mapping of steering wheel, In rollcage change some tubes (close to driver) to unmirror and make rollcage with flip side. Changes logo size to a bit smaller, and some other small changes in mappings to make more realistic look.
Aleksandr_124rus
S3 licensed
Quote from Avraham Vandezwin :2- I can't help you, sorry Frown.
3- Not a separate mod, just an alternate config accessible when creating a new setup. Like the XRR. If that's not possible, that's okay. This does not detract from the quality of the module. It's just an old man's whim Big grin.

Unfortunately, at the moment, it is impossible to do something like this in configs. The configurations for the GTR class are arranged a little differently than what we can do in the editor. In the configurations, I can only make a different appearance of the car, nothing more.
Maybe devs will add something like that in the future.
Aleksandr_124rus
S3 licensed
Quote from Avraham Vandezwin :Hi Smile,
1 - It's good. AI shifts gears Thumbs up
2 - The dashboard is much better. Suggestion: An additional or different texture for your dashboard to catch the light better and have better relief and it will be perfect.
3 -I have paddles on my steering wheel. I also have an H gearbox. My problem is that I prefer to use the h gearbox, even with paddle cars Tilt.
In the last millennium, we only had paddle shifters and we drove cars with H-speed gearboxes. Today, using paddles makes me feel like I'm back in 1998 with Toca2 from Codemasters. It's stupid, but it has that effect on me Big grin.
That's why I asked you if it was not possible to have a version of this car with a real h gearbox with a lever, for old fools like me Big grin ?

It's really a nice job. Congratulation !

Hello

1 - NiceThumbs up
2 - I'm wondering how best to do this? Unfortunately, 2 texture mappings cannot be applied to one triangle. And I can't add more triangles because I'm already at the 65.5k limit.
3 - Im sorry, but I don't think it makes sense for this to make a completely separate version of the same mod.

Thank you for feedback!
Aleksandr_124rus
S3 licensed
Changed mapping of interior
Changed redline
Aleksandr_124rus
S3 licensed
Quote from Eclipsed :If AI cannot shift gears,the redline (revlimiter) is too low - raise the value!

Ok, i will fix itThumbs up
Aleksandr_124rus
S3 licensed
Quote from Jonathon.provost :Beautiful work! This got me very excited and think it would make a great spec series championship mod. Very well done!

Thank you, if you would like to fix something in the mod, feel free to say so.
Aleksandr_124rus
S3 licensed
Quote from Avraham Vandezwin :Hi Smile,

1 - At home on Historic Rockingham (for example I haven't tested all tracks) the AI is stuck in 4th gear.

2 - For the dashboard, you are right. There's no need to make it complicated. Sometimes a fine-grained texture with shiny black plastic parts (for contrast) do the job well. Once in the race, you no longer admire the dashboard Big grin.

3- For the gearbox (sorry, I was not clear). It's mostly a matter of hardware. When playing with an H gearbox, it's easier to have a planned configuration. I only tested with the keyboard, but I imagine that speeds are configured in + & -. Not for an H gearbox.

I hope to be able to test this marvellous car in my simulator as soon as possible.Omg omg omg

1 - To be honest, I don’t know at all due to what this can happen, I don’t understand how ai behaves and why, and how I can influence itShrug

2 - i'll try my bestSmile

3 - Since I want to make the mod as realistic as possible, it is necessary to make paddles shifters. Most steering wheels have this function, and also i think if you use the keyboard then this is not such a problem.
Aleksandr_124rus
S3 licensed
Quote from Kanker_aap :Amazing work once again, thank you fro making this mod Smile

Thank you. It's nice to know that people like your workSmile

Quote from Avraham Vandezwin :Absolutely beautiful professional work (even more beautiful than usualBig grin).

A mod that places LFS at the level of the best current standards in terms of graphics. Ready to play with beautiful textures and working LODs. I haven't tested the physics yet, but I trust you Wink.

Great job Aleksandr_124rus. A huge thank you Thumbs up

Thank you, it's encouraging when people like your work. Big grin With the LODs still have to work, they are not detailed enough for the shadows.


Quote from Avraham Vandezwin : Three quick notes:
Shifts seem to stick a bit when the AI is driving the car.

About shiftings, I don't quite understand, can you explain in more detail?
Maybe in options u selected auto gearbox and this is due to the revlimiter on auto gearbox?


Quote from Avraham Vandezwin : I imagine that we will soon have interior textures for the dashboard in particular?

It might, but for me just be hard to map this kind of interior and make it beautifully textured, but I'll try. But I realized that it needs to be darker.

Quote from Avraham Vandezwin : Is there a possibility to have a configuration with a manual gearbox? (Paradoxically, the palettes make me feel like I'm back in the early 2000sTilt

I do not quite understand what you are talking in reality there is a steering wheel with a Paddle shifters, in mod selected the same. Technically it is a manual gearbox. Only player can choose manual or auto gearbox in optionts of the game. But this refers more to the availability of controllers, or switching on the keyboard.
Aleksandr_124rus
S3 licensed
Published, I modeled it for a long time from scratch, a lot of work there. Please give some feedback 🙏
Aleksandr_124rus
S3 licensed
for comparison
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