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)
I think yes, skin-support should be a requirement for approved mods. Skins are important part of the online experience.
However, just the existance of a template does not mean it is also functional or well mapped, for example there can be problems like this: https://www.lfs.net/forum/post/1982055#post1982055
The only way to check that, is to actually make a skin. Which is very time consuming for reviewers?
So maybe even go a step further a make it a requirement that a skin is included. Not a superfancy one, just something that shows that the mapping is correct.
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A note to mod makers, many mods have the message:
Some of these mods actually do have a template.
I do not know what the mod-upload looks like, but I think that the problem is maybe that the template is uploaded as a skin rather than as template.
example: the banger car: https://www.lfs.net/files/vehmods/B6064B
(by the way, super nice template with the text that explains what the parts are! also good usage of texture space)
example of correctly added template: https://www.lfs.net/files/vehmods/B21690?skins
Thanks to all modders for their work, it is interesting to follow the updates etc.
Also, remember any user can actually write a news article that displays on the front page of lfs.net
I think if a mod has reached 100% completeness, creators should not be shy to make a news post about it. (If you need help with writing/proof reading, pm me)
I could not drive in a straight line, the one-handed steering animation was too confusing. Had to turn hands off. The arm also blocks view on the gauges.
I agree with PeterN that 367 bhp is too much.
In the "hillclimb" verions, most of the included skins look weird. Especially text looks bad when it gets stretched over the panels. For example look at "Raptor" skin from topdown. In generally the mod would benefit from nicer skins imo.
In the cockpit I would prefer if the roof was a bit higher or more open, so that one can see the horizon.
I thought perhaps some people do not have skins made yet for the new mod cars.
So here is a simple one:
Not too great but better than a blank skin?
Simple use MS Paint to paint over the number. Or edit the attached .svg source file.
The black&white version can be used with the color-sliders in garage to create new varitions all from the same skin.
Hi
The "Robin_NL" account is a demo user. (as it says under your name)
Are you sure that it is the correct account?
I found an account "Robin_NL91" but it is demo, too.
On https://www.lfsworld.net/ you can click "LFS racers database" and search for names yourself.
There are 47 results for "Robin" and Country: Netherlands..maybe one is yours.
I was doing a "Westhill" skin but found some possible problems with the skin template:
The front "windscreen" panel shares the same graphic on outside and inside.
Anything that is painted on the outside, also appears on the inside (mirrored)
Is it possible to make the parts more "connected" on the skin template?
Just the vertical parts of the sidepods are three seperate areas. (front, side, end)
Also they are not lined up on the skin: If you want to paint a line across the sidepod then you can not simply draw one line across all surfaces.
Same with the bumpers. I am not 100% certain but it seems the areas also have different stretching?