In my opinion, it would be nice to add more configurations, I used all 4 of this, in my mod, which is very little for the ideas that I have. https://www.lfs.net/forum/post/1972068#post1972068
I also know mod makers who created mod packs based on one car with dozens of different options, for expanding the body, bumpers, spoilers, hoods, all sorts of details, etc. And they are very indignant about only 4 options that need to be applied to one mod.
It would be just as great for cruise servers to use the ability to tune and modify based on such models.
And not only for them, it would be useful to anyone who likes the mod, but does not like a particular detail or lacks something. And he can find this in other configurations
Thank you for your positive feedback.
Final view. A bit of testing, finishing touches, and a submission soon.
4 configurations: stock spoiler \ RB spoiler \ bench \ bench + splitter and diffuser. They are all customizable in the garage.
4 color sliders: base \ roof \ hood \ moldings and plastic.
I work as a professional industrial designer and 3D modeller more than 10 years. For me, the ideal of a beautiful car is Nissan Sil80, I made a model for render a long time ago.
Blueprints and references
But with the news about the mod system, I Change mesh for as I thought at that time, for a more authoritative look, cuz I was not sure if it was possible to create identical-looking to real cars. And optimize the mesh it to fit the limits of the LFS Editor
Try to how its look in LFS Editor. Not bad, But I want more staff.
Optimize mesh a bit more, and add more staff like springs and spoilers..
Different spoilers for different configurations. Stock, rocketbunny, and just big bench
I got "Unlocks for this week all used" Cuz I accidentally has one wrong unlock it on my PC in the LFS game, and one success. Then one unlock in Editor when I'm working on a PC at home, it works nice. Currently, I'm doing my mod on PC, but I want to work in Editor on a notebook too when I don't have access to my PC. So I got this message from the Editor on Notebook 9.11.2021. 9 am. I get that is the same unlocks count. So I try to unlock it last Friday and the same result. Well okay. But even now I getting this message from the editor on notebook..Bug? Maybe different Ip is a problem?
And maybe need to do two different counts for license unlocks on Editor and on LFS game?
"But I want to work in Editor on a notebook too when I don't have access to my PC" - btw it is okay to use the "share" function for this, or maybe it has another way?
As mod creator, I want to know where is the border between acceptable and unacceptable in creating mods. I understand that there is a license, and a warning about the non-using of real names, logos and nameplates created by your mesh. And apparently, for this, UZM412 it was deleted, cuz it's a real "Moskvich 412" Russian Car.
XRT is based on Mitsubishi Starion GX too, and looks pretty close, but has some slighty changes. And it's okay, but how exactly need to change the exterior, and interior to make a legit mod?
I am asking this question for the 3rd time, but apparently, the developers did not notice, I hope now I can get some kind of answer.
I made a model based on Nissan SilEighty according to the blueprints and Photos, it is my mesh. I will not add the logos and nameplates. I made different bumpers and made changes to the dimensions of the model. Сan you accept such a model? Does it fit the criteria for not using real cars? Maybe ill need to somehow change the geometry of the model?
Nissan SilEighty is a real fan modification of Nissan 180SX (rear) and Nissan S13 (front) Subsequently, this model became so popular among the people that the Nissan factory produced several hundred models for fans..
There No car names or logos, images are attached. Сan you accept this? Or do I need to somehow change this model?
How about doing the categorization in the in-game browser? For example, tabs only for Wip mods, and only with changed values without external changes, like UF1300 was. And so on, tabs for every chassis class, or maybe for Drift, Drag, Race cars. I don’t think that in this case, it will be necessary to worry about a lot of the same-looking cars.
If it 24h then ok..but I'm even don't remember when I played on TC servers, probably years ago, maybe more than 3 years.. and a very small amount of time. And probably I'm In the same country, although I sometimes travel, but rarely.
Ok, then if I got banned only on TC server, why do I have an empty list of hosts? Is that how it should be? It is very strange..
If I am banned on TC servers, I do not mind, but I need the rest of the servers...
Hi there.
I had this acc long time and I recently bought S3 (due to recent news about mods), doing unlocks and testing new mods, today I'm enter on the "Chuckland" server and got an automatic ban with - "Banned for possible account fraud(Code 1)".
What do I need to do?
Awesome that the things I asked beginning to become reality. I'm ready to create mods!
But I have some questions.
1. For example, if I made an obvious model Nissan S13 according to the blueprints, I will not add the logos and nameplates. Сan you accept such a model? Does it fit the criteria for not using real cars? Maybe you need to somehow change the geometry of the model?
For example here is Nissan SilEighty which is a real fan modification of Nissan 180SX (rear) and Nissan S13 (front) which has never been released in the factory. No car names or logos, images are attached. Сan you accept this?
2. In LX4 we have a configuration that allows adding the roof. Сan we do something similar? For example dozens of additional modifications, with a spoiler, without a spoiler, different rims, different sets of body kits, etc? Will there be any limit? Not considering the limit of the triangles and vertices.
3. On cars with wheels protruding from the body, you can see how the suspension works. I think it is possible based on this make a more detailed version of the suspension with springs, struts, and shock absorbers that will also work. I'm wrong?
I'm afraid that you got misunderstanding of the situation in which the development of LFS is. Maybe subconsciously you try to compare it to other big projects and because of this you have that resentment.
LFS developers are investing all the time, but that is only 2 people, one writes the code and the second is engaged in modeling and texturing. And it's all. Other projects may have dozens or even hundreds of developers. There is no need to compare it.
And there is no easier to say the exact date. Considering that they constantly have new ideas, or they take what they see in the Improvement Suggestions threads and appearing bugs which amount depends how big update itself. All this requires additional time to resolve. If they said the date, it would also constantly delay, which would cause even more complains.
If the Scawen said "soon" (who never says anything about the update time and date) then it means it is already on the horizon. And they always release updates earlier as a test patch so that others can suggest improvements and find bugs, so you didn't suggest anything new. And maybe I'm wrong, but im belive the test patch will appear during the November.
- Trackeditor. LFS with ingame browser of tracks created by players with default filter by rating. (that would be clear that high-quality tracks needed)
- Vob modding support in lfs with ingame browser car mods created by players with default filter by rating and with adding car in garage apart from others feature. (that would be clear that high-quality mods needed)
Only these two things will greatly fill LFS with content and unload the developers. In fact, these things will already be enough to make LFS a mainstream simulator, like the Asseto Corsa is now. Free modding is what gives life to many games. For some reason, many do not understand that these are priority things. all the following desired versions of cars or tracks will be available in browsers.
Not so important but good things:
- Version of the car without taking finish time with the ability to change all parameters, engine, wheel width and diameter, wheel rims etc
- Update default cars models (to more poligonal\detailed versions)
- Dynamic weather and wipers
- Better damage model: carbody, suspension breaking, engine overheat, gearbox breaking, etc
- Dynamic temperature of asphalt (depending on tire driveways and weather)
- In-race safety car bot
- Car Sounds, revlimmiter, wind on hight speed, etc
- Update driver mesh, better animations (gear change, levers and buttons control)
in drifting on road cars i do not see a strong difference between cold tires and in the optimum temperature of the tires
I didn’t say there’s no difference, i said "do not see a strong difference" and i do not said that is not okay, there need to understand what I mean. "they have a bit more grip and respond better in various situations." Maybe, and maybe that is placebo effect. Statements like "I can feel it" are arbitrary and have no verification value. I can give an example, Grip in relation to temperature can be easily verified by more objective indicators such as lap time. In time attack KY oval or BL gp can be improved by about 0.1-0.2 seconds if the tires are warmed up to optimal temperature. If you say you can feel it ok, then come on do it yourself. For an experienced racer, it is not difficult to drive with a difference between the results within 0.2 seconds on a one minute configuration in same conditions, but it will be harder to say to the exactly tenth of second.
And there is thought experiment starts, a lap time of 1 minute starting cold tires on track like predict your exact result up to tenth of a second without displaying the interface of lap times and sectors. And if the result is better than tossing a coin, then maybe you're right. But usually people don't feel it. Although this can be understood from mistakes or well-passed turns..But the conversation is purely about feeling grip in a moment. If you do it yourself I think you will understand more than what you are talking about. Yes 0.2 sec it still a difference and its important difference for racers, but it a still small difference, that a very hard to feel in a moment especially when we talking about drifting. I would say that this is impossible to feel, but who knows, maybe you have super expensive steering wheel with sensitive feedback and in same time you so special that you can feel the trampling of horses in a field 10 km away.
Nice work devs! Its great update for everyone but Drifters and Rally guys special grateful to you. Waiting for the next update with graphics and physics.
Judge task:
- Acceleration from leader according to waiting opponent, respect zone is until blue line. (Distance is more than car body on blue line - restart and one strike for leader)
- Initiation is yellow-blue line marks (Before that small flip without slowing down is allowed)
- Deacceleration zone is red line marks on side of track (Handbrake is allowed, brake is not allowed)
- Outside zone is yellow line marks (Need kill green clip for perfect run)
- Touch and Go is white line marks (Need one wheel in it for correct pass)
- Finish is red line.
ititiation can be done in small flip without slowing down, or cluch kick.
Brake is not allowed.
Handbrake is allowed only in Deacc zone.
False start - restart and one strike for leader (allowed for follower)
Non-compliance respect zone - restart and one strike for leader (Distance is more than car body on initiation is not allowed)
Drift Сompetition with Qualification and Pair runs on Single-elimination tournament
Lislon Drift Challenge is a drift competition with an unlimited number of stages in order to identify the strongest drivers on a specific track. The number of judges is 3, in qualification each be responsible for their criterion: Style, Line and Angle. In pair runs, refereeing is carried out by simultaneous (blind) voting, in the chat of each of the referees. (to eliminate the suggestibility / influence factor) in the case of 3 judges. The competition is held in the format of qualification + Pair runs (top 32\16 or top 8)
Events will be held on LSN Drift Ground server.
First Stage
The LSN DRIFT GROUND server is open for training runs
I do not see anything wrong with the FZR being faster in drifting than the XRR, this is the variety in cars that we asked for, including the variety of car behavior and car handling, at competitions in lfs you can always make it necessary to participate in intake restriction or ballast for balanced cars. So no problem here.
I have been a fan and a spectator of drift since of 2009, and for this I know about all the details that take place in the real competitions. Yes, there is a car for Formula D and wheels width with 300mm+, but usually they have 1000hp+ so I don't think this is relevant in our discussion. Imao 265 the width of the rear tire is better for XRR, this width is set to the maximum for example in RDS GP competitions who is the organizer and supporter of FIA IDC 2021. In DMEC you can participate too on 265 wheels and 285 max. And those with a 285 wheel usually have 600+ horsepower to effectively drive on it. So I don't see anything wrong with that. But 275 is ok for me too.
But I am pleased with this reaction to the feedback that I see from the Sсawen, thanks for supporting the drift community!
And I noticed some looks like bugs, idk it mention before or not, when you switch the configuration from RX\Drift to Default and back, then the active setups gets lost parameters of Steering lock and tire type, lock is going to 24 and tires to slicks.
And , about steering wheel hand animation, its quite broken now on 1080 degrees lock to lock when you have a large steering lock value.