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.
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.
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.
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.
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.
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.
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.
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.
"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.
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.
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.
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.
1 - Nice
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.
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 it
2 - i'll try my best
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.
Thank you. It's nice to know that people like your work
Thank you, it's encouraging when people like your work. With the LODs still have to work, they are not detailed enough for the shadows.
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?
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.
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.