The online racing simulator
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AR92
S3 licensed
Lemme try to find the photos in description too.
AR92
S3 licensed
Quote from Flame CZE :That looks good now Smile

By the way, the Discord links in the description don’t work anymore. I suggest to always upload images as attachments in the mod review thread or a WIP thread if it has one.

Thx. For some reason (i mostly suspect the dimensions of image ) image didn't appeared when i shared, so i edited it back to link.
AR92
S3 licensed
I'll try to fix that if i can find some time today.
PANTHER SILHOUETTE RACER
AR92
S3 licensed
Vehicle mod: PANTHER SILHOUETTE RACER
Details page: https://www.lfs.net/files/vehmods/28FEC4

SHORT DESCRIPTION:
Quote :NASSIN Panther Silhouette Racer

DESCRIPTION:
Quote :80's... Era of the sharp body lines and styles, like which is shaped with an axe, aero-cap wheels, digital gauges... a race car... which is dressed like a metal armoured samurai... which is coming from Tokyo's dark side, took its style and design from a crazy and rebellious culture, the Bosozoku... is coming to race grid... a track warrior... which is backfiring like a fire breathing dragon... Y'know who it is, its the Nassin Panther Silhouette Racer...

First of all, huge thx to Jake_Blasted for converting an underrated Japanese classic, the Nissan Leopard Ultima. And for opening derivatives as well.

Making a Super Silhouette styled car for this game was always in my mind's one corner. And now its coming true.

Bodykit is fully made in editor, by looking to real life photos of R30/R31 Skyline Super Silhouette. Thanks to Jake_Blasted for letting me use stripped interior parts and race spec stuff from his Roku Hatch, and thanks to E U R O B E A T as well, for more race spec parts from his GT-V32 Gr.A

Here is the proof photos, about bodykit made in editor, progress in step by step:
https://cdn.discordapp.com/att ... 557328429461607/image.png
https://cdn.discordapp.com/att ... 6/Ekran_Goruntusu_281.png
https://cdn.discordapp.com/att ... 1/Ekran_Goruntusu_282.png
https://cdn.discordapp.com/att ... 564725747253268/image.png
https://cdn.discordapp.com/att ... 583250582941836/image.png
https://cdn.discordapp.com/att ... 584401470586921/image.png
https://cdn.discordapp.com/att ... 4/Ekran_Goruntusu_287.png
https://cdn.discordapp.com/att ... 908260790992896/image.png
https://cdn.discordapp.com/att ... 908327920828598/image.png
https://cdn.discordapp.com/att ... 908466110570566/image.png
https://cdn.discordapp.com/att ... 539439965745152/image.png
https://cdn.discordapp.com/att ... 3/Ekran_Goruntusu_295.png
https://cdn.discordapp.com/att ... 6/Ekran_Goruntusu_297.png
https://cdn.discordapp.com/att ... 666317959532666/image.png
https://cdn.discordapp.com/att ... 003588218847332/image.png
https://cdn.discordapp.com/att ... 6/Ekran_Goruntusu_315.png

The aero cap of the rim, Bulk Racing 84Z, inspired by the Volk Racing 84C from real life, fully made in editor also:
https://cdn.discordapp.com/att ... 146670745915463/image.png

No ABS, No Traction Control=Real Men Car Na-na

COVER SCREENSHOT:
AR92
S3 licensed
If you make a decent interior to it too, it can be a dope mod man. I love old vintage or heritage British Fords (including vans).
AR92
S3 licensed
Thx for feedback I'll look what can i do but isn't it more realistic? But i can try to make it more clear
VGI-6 KANJO 2.0
AR92
S3 licensed
Vehicle mod: VGI-6 KANJO 2.0
Details page: https://www.lfs.net/files/vehmods/E54321

SHORT DESCRIPTION:
Quote :Kanjo Style VGI with 2.0L engine

DESCRIPTION:
Quote :This mod was based on the Rubie's VGI-6 Kanjo mod which was based on dornardo's VGI-6 TEDAVI mod, and i have permission to use models of them.

Kanjo Style VGI-6 with brand new 2.0L engine & 6-speed transmission.

COVER SCREENSHOT:
AR92
S3 licensed
little bit alpine a110-ish yet same time reminds an Honda s660 too, good job 👍🏻
Bug: Editor dash mapping gets darker in the game when used with custom colors
AR92
S3 licensed
I'm working on a car which has different gauge colors in each car color (Tuttu The Dog's De Tolorato). I prepared my backing texture and putted it to main object. I binded gauges to m2 color slot. When gauge mapping named like "m2_speedo" or whatever, it looks good without problem, but after the extracting it to game folder with test mod in lfs button, in game it gets darker. But when i remove "m2_" prefix from the mapping name it fixes the problem (naturally this time it gets fixed color.)

Here is the photo when m2 prefix is added to mapping name:


And it shows in game like this:


When m2 prefix is removed from name:



And it shows in game like this when m2 prefix removed:
AR92
S3 licensed
I wanna ask, is there any possibility to put dynamic switches (i mean throttle, brake, clutch, engine rpm etc.) to new slider, rotator and spinner object types, for example the pedals inside the car, the pulleys in the engine etc.
AR92
S3 licensed
Quote from ivancsx :but imho, based on 1600 tris limit rules, I would say, I didnt have problem with that except when it comes to very complex rims, i.e. BBS rims (for someone who willing to make it from scratch), 1600 tris definitely cant really make a good visual to it (image attached)

and that "mesh" styled wheels like BBS are generally compatible with turbofans/aerocaps so that at least requires one more 1600 again imo. (in the case if putting them as hub objects exceeds 65536 tri)
Last edited by AR92, .
AR92
S3 licensed
Quote from Scawen :Also, go for a walk and have a look at some real steel wheels. Smile

Don't worry, i know what a steel wheel is. Yet i somehow managed to reduce it down despite the limit and even updated it some minutes ago Wink What i meant by "old steel rim" is its design and shape, if you know. According to shape of the rims of old cars, they are mostly made out of one piece and there are holes on it. Modern rims like alloys have "spokes" or "arms" or whatever, you name it.
AR92
S3 licensed
Quote from Drifteris :You can surely optimize that a lot more imo. It's really simple design, it shouldn't need that many tris. Suppose the holes are way too smooth.

I'm not really sure this fits to "way too smooth" definition: Frown
AR92
S3 licensed
Quote from johneysvk :Very fun when this happens 4-5 times per lap when you're trying to qualify or practice for a race...

Is it really neccessary to fix that with limiting possibilities on such vital part of the car? Isn't there any other way to optimize the game? Yet i don't have any issues like that.
AR92
S3 licensed
Conflict of what priorities? Few people that who still has old pc in 2024? Even some game developers and companies removes support from old devices when its needed. Only for fixing some small temporary fps drops when leaving from pits? Even after moving a little it gets smooth again in any average pc or laptop. What's the point then to put more complex graphics if our cars will not look good with them or if the game reached already to limits of possibilities that game engine permits? Is this game engine really weak this much to handle just only little bit more- just 2000 or 3200 tris? One of my mods has 480 tri for single spoke and can't really find a way to reduce it more without losing details, and cuz of this, it only permits to increase it to 3 spokes yet i need 5 more to complete a old steel rim, and it looks like this:

AR92
S3 licensed
Quote from pärtan :Lfs is also the only car game with such a big mod repository available in realtime on multiplayer servers. Obviously there has to be a sensible limit to how much complexity you can add to a mod since it has to be able to download for all clients without interrupting the game experience. With that being said I do agree that 1600 is cutting it pretty close for some more complex wheel designs. 2000 sounds good to me.

+400 polygon will not save anything enough i suppose, yet some particular value types in programs should be power of 2 or something y'know.
Last edited by AR92, .
AR92
S3 licensed
Sorry but im gonna be outspoken a little bit now. LFS is the only game in the world that restricts it's modders and it's community this too much... yet you made such an action again. If hackers finds a way to get around the limit, then make their efforts useless with "at least" trying to increasing the limits instead of fixing it down to 1600. You are not limiting the polygons only, you are limiting variety of rim types and designs. Not much, at least something like 3200 is all we want. We all too don't agree such ridiculous amounts like 10-20k. But now we must put "bluetooth wheels" to our cars. Is it really okay to affect the most because of few? In 2024 it’s so cheap and easy to get a laptop pc that can run lfs without a graphics card. Is it really this much hard to listen what your community says or thinks once? Probably my comment will be deleted by mods, doesn't matter what i say, doesn't matter what this community thinks and wants. Let it be.
Last edited by AR92, .
AR92
S3 licensed
Is there any chance increasing the max 4 default setup limit to 6 or 8 maybe? For new 8 config feature i mean.
AR92
S3 licensed
Just saying to keep the suggestion up to date in this thread also, is there any way to making s_clock_formula's LED tacho colorable as well? And maybe a new led type fuel and temp gauge like LED tacho, along with numbered type. It can be so useful for the many 80's cars which has digital dash clusters.
Last edited by AR92, .
AR92
S3 licensed
and other suggestion that i thought about just now, i think leds of the LED tacho of s_clock_formula (LED, not LCD type), should be colorable as well, and maybe new LED type fuel gauge like LED tacho, for some cars' which has led gauge instead of numbered gauge.
Last edited by AR92, .
AR92
S3 licensed
Quote from rane_nbg :AR92, how about you use "_" instead of "~" for naming your textures?

im saying that already, you need to copy the same texture contains "~" character and rename it to "_" everytime.
AR92
S3 licensed
basically and shortly we should be able to use the textures which contains "~" character in their names as well, when changing a texture. it can ease the process, sorry for long story.
AR92
S3 licensed
@Scawen we should be able to use the textures which contains "~" character. its so hard to reduce the number of materials cuz of that, when too many materials error occurs. +that causes everytime copying the absolutely same texture with different name again and again and again. and it expands the png folder un-necessarily about size.
AR92
S3 licensed
Well, it's not possible for some situations, for example the situation which the 3d model of the mod is licensed as BY-NC (or something like that i don't clearly remember which is which at the moment) with other saying the situation you have to keep derivatives on. And people are free to do everything with your mod when your mod licensed as that, doesn't matter you like their work or not, or it has remarkable changes or not. So it's not looking that possible to me at the moment.
FGED GREDG RDFGDR GSFDG