Finally someone who puts some explaining labels on the skin template!
It looks a bit clean, especially in the cockpit. There are many flat, unicolored planes.
How about some holes and dimples in the metal panels, where stuff used to be attached or was taken out?
Maybe loose leftover cables.
Hm, and I know the real cars do not always have speedometer and rpm gauges but maybe this one should?
Since players can just turn on virtual gauges which gives advantage over those who do not.
That might be a normal ratio. It is in line with the ratio I have seen in other games with user created content.
Even on youtube or facebook:
It is super easy to give "likes" but only a small fraction does it. Even fewer write a comment.
For me, partly yes. I have written some comments on mods but not rated anything yet.
Many mods are still in a WIP stage.
Realistically, such mods would "deserve" a low rating because they are missing details or have unfinished physics etc.
However, most likely the creators are already aware of that. So a low rating would tell them nothing new and just be discouraging. And if the problem is not so obvious, then one should write a post and explain it in detail rather than downvote.
To be honest, I see no way around that.
Ratings are an important tool for filtering the growing mod list.
But they should only be one (of several) factors for approval.
Some factors can be automated:
-Are the ratings good?
-Does a skin template exist?
-Do all LOD-level exist?
If all those checks are okay, then a human team can invest their time to make the final decision.
(If one of those basic checks fails then they do not need to bother)
A mod might have good ratings but if there is one comment that discovers a serious flaw then that negates all ratings. That is something only a human can decide.
Yes, good example. Mouse users might not notice that and give good ratings without being aware of the FFB.
Another example would be the UF 1100T with good ratings but imo questionable aerodynamics: https://www.lfs.net/forum/post/1976394#post1976394
No offense meant to either of those mods.
Physics are tricky to get right and not easy to judge. Few people really have the knowledge to give really informed ratings. (for example I do not, beyond my gut feeling)
That is something where I would rather trust a small team of experts rather than the broad masses.
version 15:
the inside rearview mirror is bugged, you can see through it.
it is correct in the non-turbo version.
also the stick-thing that holds the mirror stays in place when you adjust mirror position, which looks strange. (that applies to non-turbo, too)
well, if a server is set to allow such unfinished cars then it is not really the creators fault.
Currently the car deserves its low rating for the reason Eclipsed explained.
However, this is a self-made model and most technical stuff is there. (all lights, steering, wheel, license plate, coloring, mirrors, cockpit gauges etc) As far I see, only skin support is missing.
So you get my respect for getting that far!
It is nice to see the progress of modders and how many people are experimenting with the mod system. Personally I find this car more interessting/impressive than yet another XRT with tweaked stats.
On one hand, I would not like the mods list to be cluttered with lots of low quality entries.
But I also think these cars should have their place in LFS. Not everyone had experience with modeling before LFS mod support came out. People need to be able to share their work. Maybe learning modders should just keep all their early work on their computer or delete it...but why not share it? What is the worst that could happen? This model's origin story is perfect example: It was made for another game, but that game was never finished. It collected virtual dust on some forgotten HDD for years and now it finally comes to life in LFS. So beautiful, much wow, very car!
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On the car itself:
This is likely never to be a super pretty car, but the low-polygon-look has its own charme. It fits the aesthics of some layout tracks tracks, the ones with lots of blocky concrete elements. Like an old video game but in LFS.
Blocky cars for blocky roads! Interstate '76 feel.
I suggest to add some finishing touches, like bit better cockpit displays, but overall keep the style. Not sure if more textures would actually improve it. Add some fitting rims, maybe.
Some things:
-license plate is sometimes flickering from certain angles/distances
(Looks like Z-fighting https://en.wikipedia.org/wiki/Z-fighting , is it maybe be too far back into the chasis instead of on top?)
-more normal steering-wheel instead of..this plane-style yoke thing?
-engine is bit high RPM?
-chasis casts no shadows but the wheels do
CLRS530:
No need to give out server code.
I meant that the hosting works as it does now. But allows two connections from the same IP, if the host was started from that account.
Maybe. Or maybe it can be a small selling point; and eventually people get more licenses anyway if they want to race on public servers.
I used search-function and found...my own old thread, but no solution.
Why I think this would be useful:
It would allow players to get familiar with the track without getting spectated all the time.
Especially now with bikes, which are very hard to control and players often miss checkpoints.
It is a bit annoying to get spectated so often but of course route checking is also needed for valid time keeping. So it would be good to have an option not to get spectated but just invalidate the time.
Are the front pillars (left & right from frontwindow) are a bit too wide?
On the cockpit screenshot they block much of the view. Compare with the readl car, there they are thinner.
I bet not everybody knows that. Previously, creating a server ingame was likely not used often because people used dedicated servers. Now one can basically start a dedicated server from ingame, that is impossible to know without reading about it. The only hint is the new "select Country" option.
Also on https://www.lfs.net/hosting/admin maybe it could be added:
Beside that, I tried hosting and it worked well.
Just the list of mods is getting a bit long, that might eventually need a better solution.
Nice that the web interface automatically finds all your layouts that were ever uploaded to forum.
The different configs are just visuals at the moment.
(In original LFS cars, this function was only used for closed roof/cabrio option.) It has been suggested that different configs can have different physics but it is not possible yet.
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You likely know already, but the default skin is just a white square..
There are some fun mods already
It is nice that the mods system works so easy, in other games it is often a hassle especially in multiplayer.
I think as next step it might be very worthwhile to think about limited/fixed setups again.
Especially old roadcars have very unique handling, soft suspension, open differential and so on.
In LFS, drivers are very free to change all that. It makes the cars faster but they also lose character and some realism.
So personally, I would like to see mod-creators limiting setup settings a bit so that not every budgetboxcar can be tuned to have a rockhard suspension and perfectly spaced gearing.
And also it would be nice if LFS gets some per-server setup restriction system.