The app told me:
"InSim : password does not match your multiplayer admin password"
So I cleared the password I had set in "Start Server" menu and it worked.
In the pre-race screen, it should hide itself. (It makes the startgrid list disappear.)
Ingame the displayed numbers are just "0" "0,0" and "0,00%"?
They do not change when driving.
Mods that are still in development are marked with a "WIP". (= work in progress)
I understand your point.
I hate it on wikis or github (where multiple users edit text or code together) and someone commits dozen of changes every minute.
It is like everytime they save locally, they also upload or publish. That is not the way.
Many quick uploads should only be done when nessecary, which is rare.
https://www.lfs.net/files/vehmods/C0B610?changelog is another example
today, 5:44
today, 6:03
today, 6:29
today, 6:59
today, 7:16
today, 7:20
today, 7:40
today, 8:49
today, 8:51
today, 8:51
today, 8:54
today, 8:57
At least nobody is hassling them about more progress reports
With a few exceptions, most mods have only been used in casual short races.
I think it might be better to wait a bit. In the meantime see which cars turn out to be popular, test out balance in shorter events and races etc. It also allows people more time to get familiar with new cars and build setups.
Old versions need to be kept so that you can watch old replays.
There are situations where many uploads in a short time can be useful.
For example when several people are working on the physics together, giving feedback etc.
I think the better solution is an option an option to delete old versions (and re-download when needed, like skins)
Plus modders and server owners might have to think if too many updates or too many untested WIP cars are eventually becoming annoying.
It is also fault of servers when they allow so many WIP mods.
Here is a combo that the AI does not handle so well:
Buggy 1600 https://www.lfs.net/files/vehmods/277019 at Blackwood Rallyecross, both directions. Also Fernbay Rallye Green.
On the asphalt parts they brake in a way that just makes them skid for dozen of meters right past the turn, every time.
AI skins are randomly reseting between races. (Might be an old known bug, I never played much with AI) Once I had several mod cars and XRT, all with unique skins. After some restarts and track changes, half the cars were set to solid color paintshops. With the buggys, I had 6 cars in different colors. After changing track, all cars were black/white.
Also how about a button "Add as AI" in the garage next to "Join"?
To more easily add an AI with the current car,setup,skin.
There are only two oval tracks, for the longest time there was only one. Still people are doing oval races.
I think there are enough rallyecross tracks (including custom layouts) that there is decent places to race such buggy. It does not need roadtires in my opinion.
I was surprised how much it understeered on asphalt. Not saying if it is bad or unrealistic, honestly I have no idea, and I only tried briefly with mouse. Just when you brake from high speed and turn in a bit...you plow straight ahead. On dirt it handles better. Add some AI drivers on Blackwood Rallye or Fernbay Green, they act very surprised too. I guess it is due to all the weight at the rear.
new steering wheel is better than the old airplane yoke, but too small.
Compare it with the hands, it is only 3 hands wide or so. Hands animation is actually good though.
The rear lights can disappear into the chasis when the rear is damaged:
Sometimes that actually gives a nice effect ("lights destroyed in crash") but sometimes it looks bit strange.
When viewed from above, the level of detail changes to a solid colored block.
red&orange are Poly Parvus. White is a FT28R mod car with same problem.
Other cars are a default XRT, RR07, UZM 1700 TURBO: They still show some rough details (front window etc) at that distance.
I tried AI with various mods on Southcity and Westhill and they drove okay. I added 5 or 6 mod cars with 2 AI drivers each, using lower class race cars.
AI racing was more interesting to watch now because of the speed differences. Of course they did their known derpy moves and sometimes are too robotic in always driving the same line. But overall it is less noticeable with many different cars and there was more passing and action (good and bad) on track.
skin template generator:
Would it be possible to export wireframes with random background colors for the parts?
With some cars it is hard tell which part you are looking at. (road cars are easy but aero elements are often hard to identify. Now we have even more unusual shapres like go-karts)
Finally a dashboard but it is bit stretched/deformed.
When hitting a wall sideways, the wall is often visible through the cockpit. (See the attached replay from cockpitview) Maybe the collisionbox ist a bit off?
With latest testpatch it also gives warning "Cross-texture triangle found in LOD2 - mapping corrected" but I did not notice it causing problems, yet.
suspension looks way too low: the tires clip through the chasis.
Especially the front wheels clip when steering and max steering of 60° looks comically high..
Is there a checklist for mod approval?
I ask because I saw this post: https://www.lfs.net/forum/post/1986522#post1986522
The mod is good but it was approved without having LODs. It seems like something a checklist would have caught. I could start writing such list but not sure if there already is one but of there is demand.
I noticed the same problem as Papator.
It happens randomly on crashes, the force of the impact does not seem to matter much. It can happen when lightly touching a wall, too.
The car's graphic stay messed up even after restarting the race with SHIFT+R.
(see screenshot: start light is red but car is already messed up)
I think it is not good that people can simply remove their published mods just like that. Unless there are serious issues to resolve. (like the sound-bug some time ago or license problems)
Also it would be nice to have a message on the website like "removed by staff: reason" or "this mod is set to private" when following a link. Currently it just directs to the list view.
Downloads are ingame, automatic.
Just click "mods" button. It is a new button under the usual" "car" selection button. Then scroll the list or use the search. ("turbo" should find it)
The outside mirrors have not visible frame, looks bit strange.
The "rallye" setup is unrealistically high? "Shitbox" setup has flat tires? That is maybe a bit too shitty to include as a default setup.
In general I think default setups should always be one driver one. (no passengers)
Where do you find the 700bhp? On wikipedia or here: https://www.supercars.net/blog/1999-lister-storm-gt2/ it says 417.6 kw / 560.0 bhp @ 6400 rpm. Or is that a different version?
560 would not be so far off from the 510 that you have now.
If the goal is to be an addition to the LFS GTR cars then I would say: Give it roughly fitting performance "out of the box". The last few percentages can be dialed in with weight ballast and intake restriction by event organisers. That is often done with LFS cars, XRG gets 1-2% restriction to race with XFG. In TBO class the FXO often gets 2%, XRT 1% and RB4 is default.
But sometimes on less strict servers the cars are run as-is because the differences are small.
If the differences are bigger then it would always require an admin or script to be present.
Also setups are usually based on non-restricted cars. It could be annoying if the car becomes popular to be mixed into GTR class and players have re-do setups etc.
The real car was used in various series, probably with different adjustments to their changing rules. It was fitted with an intake restrictor at some point, too. So it does not seem completly out of place that when entering the LFS world, it would be adjusted again.
I think that is normal message.
If you have a S1/2/3 license then it would have unlocked the game and the message would be "Welcome to S3!"
But with demo there is nothing to unlock so it only tells you that your password was correct. (in case you want to use it later on for unlock)