The online racing simulator
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Gutholz
S3 licensed
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)
Gutholz
S3 licensed
Quote from UnknownMaster21 :Where did this car go? Can't find it at all.

It is still there.
Ingame search for "time" or author "toto"
Make sure the filters are set. Show all cars and Show tweak mods=yes
Gutholz
S3 licensed
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. Smile
In general I think default setups should always be one driver one. (no passengers)
Gutholz
S3 licensed
I would assume variants of the logo and related graphics are okay, too?
For example a full picture of the Michelin Bibendum mascot?
https://de.wikipedia.org/wiki/Datei:Michelin_Logo.svg
Gutholz
S3 licensed
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.
Gutholz
S3 licensed
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)
Gutholz
S3 licensed
looked like at the end Lee ran out of battery charge and nerves Shrug
nice broadcast Thumbs up
Gutholz
S3 licensed
From the one included skin it seems as if left/right side share the mapping? Come on, it is not S1 anymore Wink
Gutholz
S3 licensed
around the edges of the doors are some see-through gaps. (from inside and outside)
bug or because racecar?
Gutholz
S3 licensed
after a crash I got strange looking damage. It stayed like that after shift+r but was fixed after going to garage screen.
Gutholz
S3 licensed
Quote from sinanju :Not really a support question, but...

... should any mod that's submitted only be approved if supplied with a skin template? Blank or otherwise.

I spent a lot of time doing a skin for a bus, and then after using this skin for a while, next time I chose same bus, the bus downloaded as a newer version, and my skin was all wrong. One side became roof, and other side was upside down.

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.
---

A note to mod makers, many mods have the message:
Quote :No skin templates kit has been provided by the creator of this vehicle mod.

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)
Last edited by Gutholz, .
Gutholz
S3 licensed
I see that there is now a skin template. But the two side-views are both facing to the right?
Gutholz
S3 licensed
What function excactly does the button 3h_sml_setp "set" have? For translation.
Gutholz
S3 licensed
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.
Gutholz
S3 licensed
good name Smile
would prefer it with realistic engine power. windows are too dark from cockpit view. (wash me!)
Gutholz
S3 licensed
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.Cool
Here is a simple skin, if you still need one
Gutholz
S3 licensed
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.
Gutholz
S3 licensed
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.
Gutholz
S3 licensed
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?
Gutholz
S3 licensed
glad you like the skins, thanks for your work on this mod Thumbs up
Gutholz
S3 licensed


Here are two skins I made for this car. You are free to include them with the mod, if you want.
First one is based on the logo of Löve (love2d.org), I thought it could make for interesting skin.
The "Hot Stuff" skin is a basic gradient with few extras.
I left the protection bars and cage in light colors, so it is still possible to adjust their color in LFS.

The flame graphic is from wikimedia by Mimooh:
https://commons.wikimedia.org/wiki/File:Flames_by_mimooh.svg
Creative Commons Attribution-Share Alike 3.0 Unported license.

The source .svg files are included, so anyone may make their own variations.
(add your driver name/number, change colors or make something completly new)
Gutholz
S3 licensed
regarding this thread: https://www.lfs.net/forum/thread/96674-Cant-use-mods-with-S3

Not strictly a bug but:
On a demo-server, if you click "mods" button then LFS will tell you:
"You must be in S3 mode to use mods."
The message is confusing when you have S3 unlocked. The actual problem is that the server is in demo mode. The message should be something like:
"This server does not have mods enabled."
Gutholz
S3 licensed
The server you are currently online ([AA] Rallycross GTI) does not have mods enabled. I think it is in demo mode.
For example server "[AA] Porsche Cup" allows mods. Or try in singleplayer mode.
The message is a bit confusing, because it makes it seem as if the user does not have S3 but actually it is a server setting.
Gutholz
S3 licensed
That sounds like a nightmare for any external tools, host settings, hotlap lists etc.

Quote :it won't be needed to post 5 different bikes all of the same model

Is that really nessecary though? Some mods get flak for being merely tweak-mods of default LFS cars. So does it need the same mod in 5 different tweak versions that look the same? No matter if done by being seperate cars or setup options..
Gutholz
S3 licensed
wait, that reads a bit as if you do not know that it is possible to use the LFSeditor as viewer:
copy the files in mods\vehicles from LFS into the editor's folder.
Then load the vehicle and there is a "color" tab just like ingame where you can select a skin. There is also a "reload textures" button in button right (bit hidden) that reloads the skin.

It is bit cumbersome and spams some errors about missing textures and all the extra buttons clutter the screen...but better than ingame shift+u mode.
FGED GREDG RDFGDR GSFDG