The online racing simulator
Searching in All forums
(607 results)
Darkone55
S2 licensed
Hmm, I have no idea what happend to the server , but everything runs fine again.

Quote from Kajojek(PL) :Arent the textures too light for a race track? I think they are, they look like they are brand new never used before.

The people who had to get on their knees to paint the track did a very good job, don't you think? :P

No, indeed it looks like it's brand new, but it seems they repaint the circuits in real life for every big event. So I made it look like that. Maybe I'll make it look a bit older later.

Currently I'm trying to fix that bug.
Last edited by Darkone55, .
Darkone55
S2 licensed
Quote from ORION :here, this is spray
http://www.zt-racing.com/gallery/rainy_day_final.jpg

Hehe, check those tyres, I wouldn't drive with those tyres with that much rain. illepall

But, very nice edit.
Some small modifications by Darkone55
Darkone55
S2 licensed
Made some small modifications again for LFS.

The first one is a texture mod for Aston. Wider lines, the red is real red now, ther curbs red/white and the tarmac a bit darker. A bit as seen on Grand Prix'.
Preview:
http://www.cyxian.nl/screens/preview1.jpg
http://www.cyxian.nl/screens/preview2.jpg
http://www.cyxian.nl/screens/preview3.jpg

There's only one bug in it. Because the lines are a bit wider than the original ones, and the pit lines white instead of yellow, the exit is a bit weird now;

http://www.cyxian.nl/screens/bug.jpg

Download:
http://www.cyxian.nl/screens/AstonTextureMod.zip

There's no readme.txt in the .zip. Just backup the old files (or whole dds folder), then extract the .zip to: [LFS folder]\data\dds\


Second one is a very small. It's only 1 texture for the Autocross. The red part of the skid pad and drag strip is a bit more red now.
Preview:
http://www.cyxian.nl/screens/preview.jpg

Download:
http://www.cyxian.nl/screens/AUTextureMod.zip

There's no readme.txt in the .zip. Just backup the old files (or whole dds folder), then extract the .zip to: [LFS folder]\data\dds\


Last one is a sound update. The skid sound is higher now, and I filtered it a bit too.
Preview:
http://www.cyxian.nl/screens/preview.mp3

Download:
http://www.cyxian.nl/screens/SkidSoundMod.zip

There's no readme.txt in the .zip. Just backup the old files (or whole dds folder), then extract the .zip to: [LFS folder]\data\snd\

They're all beta versions, so suggestions or other comments are always welcome.

Enjoy!
Darkone55
S2 licensed
Hehe, I don't know.. But I wouldn't mind if the devs get 'inspired' by this. :P
Darkone55
S2 licensed
Quote from wheel4hummer :But, I have 256MB of vram, but my card is defective (I get ALOT of artifacts)

But have you tried the 256*256 version already? If not, just try it. When that doesn't work either I don't know what the problem is. So then I'm afraid you will have to use the original textures (and if you lost then you should have read the readme.txt :P).
Darkone55
S2 licensed
Quote from NeonMuffler :very nice!, love it
but in what folder do it put it in?

Read the readme.txt.
Darkone55
S2 licensed
Quote from Electricwolf :

I host them by myself now. Sorry i didn´t see it

I mean, just host the pictures yourself. And put a link to the original thread instead of the rar's (even if you host them..) ok?

Next time just ask if you can but a link here or so, saves you a lot of trouble.
Darkone55
S2 licensed
Hey, please remove the direct links to my modification. Make it link to the thread instead please. 1 link is enough. To the .rar files as well as the pictures. Host them yourself if you want direct links please.
Last edited by Darkone55, .
Darkone55
S2 licensed
Quote from wheel4hummer :Does this modification make anyone elses framerates cut in half? (My video card is a defective 9600XT)

Download the low resolution version? That's the same res as the original textures.
Darkone55
S2 licensed
Yes Tweaker, thanks for your reply. You are right. But I already added cloud textures, not too much, that looks weird, just 15% of the original texture.

I still want to add objects to in in the future, but I still have to figure out what. Because I can add objects from circuits, but some textures are used for more circuits. But I'll need to have a look at the circuits very carefully to do that.

@ TaiFong, this is the difference I got between LFS and real reflection;
http://www.cyxian.nl/screens/comp.jpg

The difference in the colour of the reflection is hardly visible. I think that's quite realistic.
Darkone55
S2 licensed
Well, I personally like it. I really tried not to use too much colors, but I looked at real cars, and in real it's quite simular. But the sky is blue right..?

Let's just say this is a beta version.
Darkone55
S2 licensed
Quote from wheel4hummer :Are these reflections for Blackwood also? I wish there were more hires textures, I have 256MB of vram, and LFS only uses up 30MB of it!

They are for al circuits, and all conditions.
Darkone55
S2 licensed
And here it is!

Download:

High Resolution (512*512):
http://www.cyxian.nl/screens/reflection_mod_hi.rar

Low Resolution (256*256):
http://www.cyxian.nl/screens/reflection_mod_lo.rar

The low-res is the same res as the original textures.

See first post for screenshots.

Enjoy!
Darkone55
S2 licensed
Thanks XsX, but I will just use the original clouds from the sky-maps. Works quite good I think:

http://www.cyxian.nl/screens/refprev4.jpg
Darkone55
S2 licensed
Thanks for the reply's.

Quote from Don :hey, they are quite nice, but maybe you could add some clouds to the reflections also?

fernbay reflection map is in dds directory and its file JAskyday1_E.dds

I'll add some clouds where nescesary. Maybe I'll edit the sky-maps too, so there will be some non-clouded sky's (only for the circuits outside the UK, like Fern Bay and Kyoto of course). :P

But for the clouds I will have to wait a few days, since the reflections are based on real-life, and there are no clouds here at the moment.
[preview] Reflection textures
Darkone55
S2 licensed
Last edited by Darkone55, .
Darkone55
S2 licensed
Quote from MAGGOT :Very nice Any chance I could get a copy of that PSD?

May I ask why? Because I don't like it if everyone would have got the same helmet skin.. :P
Darkone55
S2 licensed
Who wants to render this skin?
http://www.cyxian.nl/screens/hel_darkone003.jpg

I'll send the file by pm, since I found already 3 different versions of my old one, which is only 2 weeks old.

I got it in 1024*1024, but I can make it 2048*2048.
Darkone55
S2 licensed
Quote from WGooden :wow that new one looks nice, think you've seen the helmet ive been using, its that first one you posted with a few changes. Do you think I could use this new one?

Thanks. Actually I think you can use the layout, but not in the same colours. I saw your helmet yes and imo it is a bit too simular to mine.

If you got photoshop or paint shop pro I'll send you a .psd or .psp version of it with all the layers so you can change the colors on them.
Darkone55
S2 licensed
Darkone55
S2 licensed
New one (haven't seen an F1 in LFS yet so I made one). :P

http://www.cyxian.nl/screens/soep002.jpg
Darkone55
S2 licensed
Phill, about the first pic;

The perspective isn't right, and if it should be driving parallel to the lines on the road, it's not right eiter. And the car has too much contrast and is too dark compared to LFS.

As you can see here:
http://www.cyxian.nl/screens/angle.jpg

My try:
http://www.cyxian.nl/screens/soep001.jpg
Angle isn't 100% right either, but LFS can't be zoomed in more.
Darkone55
S2 licensed
Hi,

I've made a Formula 1 2005 car preset.

From the readme.txt:
Quote :These settings are based on the average F1 car of 2005.
The torque settings are based on an interview with Kurt Sperry for Atas F1 Magazine frm 2001.

"Current F1 engines produce somewhere between 250-290 lb-ft of torque with that figure peaking at around 14,500rpm. Expect bhp to peak around 3000rpm higher than the torque peak e.g.

17,500rpm, and the rev limiter to cut in a further 500-1000rpm higher than that. Sorry about the lb-ft, that is the way torque is expressed in F1, at least by the English-based teams."

http://www.atlasf1.com/2001/aug08/faq.html


An average 2005 F1 car can do about 18.500 rpm. The torque should be 3000 rpm lower (according to Kurt), so that makes about 15.500 rpm.

In-game these settings are now 909 phb @ 18471 rpm, and 276 lb-ft at 15472 rpm.
The total mass is 601 kg (including the driver). The official data says 600 kg. But some other say 605 kg. So 601 kg should be right.

As a top speed I measured 270 km/h (on the oval). The real top speed is I believe 369,9 km/h, so that is about the same too.

I included some setups too. They're originally made for the FO8, but I tweaked them a bit to

fit for the F1 (although some may need some fine-tuning).

Known bugs:
- The rpm-meter shows up to 31.000 rpm. And it's not limited. But you still need to shift at max 19.000 rpm.
- You easily shift back to early, shift back late, otherwise you'll lost control over the car.

I will host a server with these settings. I'd like to see if this works online, so join if you're in for an F1-race!

The preset can be found here:
http://www.cyxian.nl/f12005.zip

Thanks, and have fun.
Last edited by Darkone55, .
Darkone55
S2 licensed
Quote from Vortex17 :If you mean the rothmans stripes, i know. But it is awkward. Anyway, thanks. your the only person to comment on any of my cars here. Maybe as its not 100% accurate, only say...98/97% then people aren't commenting . Next time I'll do it perfect for you as you obviously pay attention to detail. For now i'll get away with it as Artistic Licience. Tee hee.

Yeah indeed, almost no one is reviewing, would help is everybody reviews the previous post when they post their own skin.

And the mapping of the cars makes them a bit hard to skin sometimes.
But you can't make a perfect skin, there's always something, but if you do the most details right it's a good skin imo.
Darkone55
S2 licensed
Here's my new personal helmet.

http://www.cyxian.nl/screens/hel_darkone.jpg
FGED GREDG RDFGDR GSFDG