The online racing simulator
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Gutholz
S3 licensed
I am unsure about these two translations:

1) "no power unit" - That refers to cars without engine? Or to controllers without FFB?

2) 3h_enf_cars "enforce cars" - Does that mean the server only allows cars? (no bikes)
Or does it mean only certain cars are allowed?
Gutholz
S3 licensed
The wheels disappear when the viewpoint is too near to the body. When the camera gets moved further away, the wheels become visible. (see attached screenshots)

Steering angle is too large, the wheels clip into the chasis at max angle.

Does anyone how good the brakes really were on these cars?
I imagine not too great, so maybe maximum possible force should be lower?

The engine cover might need some details, currently it looks like one massive piece. Maybe hinges and seams where the hood opens. And of course leather-belts to keep it closed. Nod

Quote from PeterN :Looks good when not moving. Can the hubs and axles be detached from the body and attached to the suspension/wheels instead?

I think you have to define those parts as "mud guards" and then they move with the wheel. (like on LX4 etc)
Gutholz
S3 licensed
The front wing has similiar lift&drag as the FBM frontwing. Looking
That can not be right?
Gutholz
S3 licensed
Good mod and I like the choice of car.
But the 3d model has some problems: Between some parts there are tiny gaps where you can see through the car. Sometimes it is also just along certain edges.
It does not look so bad in a still picture but in motion, there is this annoying flickering and shimmering.
Also some strange things are going on around the windows/pillars, as seen in your screenshot:
https://www.lfs.net/attachment/242469
(more noticeable when the view changes, for example rotate car in garage)
Gutholz
S3 licensed
I do not have Photoshop and opened the file with Irfanview.
Are the roof and sideview meant to overlap like this? Or maybe it is my software?
Gutholz
S3 licensed
I had the same problem it happens when you install the testpatch over an old LFS version.
https://www.lfs.net/forum/post/1971066#post1971066
Gutholz
S3 licensed
Is it possible to load modcars in the LFSviewer?
Gutholz
S3 licensed
It seems the front mudguards can get damaged just from "normal" driving. Two-wheeling can make them scrap the ground? They look bit strange when bent. Not sure what to do about it, maybe shorten them?

Otherwise, top notch mod.
Gutholz
S3 licensed
That is a cute little car! Nice details in the cockpit.

The RPM-gauge is partly covered by the steering wheel, especially at the important area near the red line.
Maybe rotate it or move it around a bit?

The openend engine hatch for cooling is a nice touch. (Like on NSU Prinz.) Does that work okay with the collision model? Also perhaps have it as option how far it is openend. (like the roof/cabrio setting of some LFS cars) Might make it look more varied if there is a grid of cars.
Gutholz
S3 licensed
In the garage-screen, on the right side there are two buttons to select a car:
"Mods"
"Car"

I suggest to remove the "Mods" button.
It is potentially confusing to have it in the garage/setup screen. To new players "Mods" might read like more setup or tuning options. (like installing a different engine)
But then they suddendly get this whole list of random cars in various stages of completeness.

There is still the "Mods" button on the car-selection screen, which is imo the place where it belongs.
Gutholz
S3 licensed
I like all the piping-framework. Looks good from inside cockpit and defines the feel of being inside a purpose-built car. Too bad that so much of it gets hidden by the bodywork.
Would it be possible to make it a bit more visible? Especially at the sides, like in the pictures posted by versiu.
Gutholz
S3 licensed
ops, I was on version U.
V..U...too similiar Wink
Gutholz
S3 licensed
After installing LFS_PATCH_V_TO_W45_setup.exe ,the driver was standing in the car.
What I did, not sure which steps are relevant:
-installed the LFS editor (into seperate folder) and messed around with the LX4 model.
-installed the patch and looked at the new layout-square map. I am not sure if the driver was already standing at this point because I instantly zoomed around the map.
-went to Blackwood with XFG and saw the driver standing in the car.
-driver is standing in garage too. the passengers are sitting.
-switched to a different car: driver is sitting normaly.
-switched back to XFG: now driver is sitting correctly, too.

edit:
The problem stays after LFS restart and it happens in many cars. (I did not try all)
It does not happen with the MRT5.
Last edited by Gutholz, .
Let's see your brickmobiles
Gutholz
S3 licensed
With the new modding tools, lots of nice looking cars are being created.
This thread is not about those. Schwitz

This is about the "brickmobiles" and cubes on wheels.
Most of those first attempts will likely not be made into finished mods, but maybe they are fun to look at.
Show the monstrosities that come into existence when you open editor for the first time, click random buttons and then run out of artistic talent.
I start with with this LX4000-Dunebuggy:
Gutholz
S3 licensed
Quote from lfsrm :Classic cars should be possible too, but we need old type of road/slick tyres if we want to mod something like an 70' F1 or touring car accurately, unless you could reduce the tyres friction/grip of the default compound which is an approximation but should be ok for the time being.

When old cars are raced today, there are often not 100% original anyway.
For example there exists some series for historic cars, like "Historic Formula One Championship" but as far as I looked, they seem to use modern tire compounds.
So instead of "racing in the '70s" it could be "racing 70's cars in 2021".
With the same compromises that exist in real life when these cars are driven today.

(The game GT Legends does it similiar: The cars are old but they are driven on obviously modern tracks.)
Gutholz
S3 licensed
Interesting decision, I like that there is an automatic download system and review process.
In other games, mods often add lots of content but also much hassle to the point where it hinders online play. I think it is important to keep mod quality high to ensure a good experience.

Quote from Scawen :How to try the mods system:

downloads, web pages, videos, documents

It might be good to have these instructions on the lfsmanual? Since it is a wiki, the community could help to improve the documentation.
For the videos, youtube allows to add timestamps/chapters:
https://www.youtube.com/watch?v=b1Fo_M_tj6w
That makes it easier to follow long videos or when you have to go back to a previous step etc.
Gutholz
S3 licensed
Hi,

Quote :Could this simply be a matter of players not really running the same VAR as mandated by the race's creator?

When spectating another car, you can press F11 to see its VAR and ballast settings. Usually servers with VAR have scripts that disallow you to join the track with wrong settings. As far I know, it is not possible to cheat that.

You can go to https://www.lfsworld.net/?win=stats&racer=Julian_Byrd to compare your lap times/statistics to other drivers. It only works for unrestricted cars, though.
For example Blackwood with the BMW formular your fastet laptime is 1:20.020
The world record is 1min12 and in races times around 1min15 are common.
As a slow driver myself, all it comes down to is practice and talent. Wink

Quote :Most driving sims don't seem to model the way weight transfers from front/rear, left/right under lateral G-loading while turning, on/off breaking, etc. They all seem to have a "flat" modeling of that for all conditions.

In a replay, press "F" to get a view of the forces on the car/tires and shift+L for a suspension. You can see how the weight shifts. But most important it shows the forces on the tires. If the arrows are red, it means that tire is slipping which usually means loss of time. On the other hand, if the arrows are too short it means you are not going as fast as possible: the tires still have some unused grip reserve left.

The FXR with VAR is kind of special: It has 4WD, wings and slicks. So it has very good grip/power ratio.
Also it has a turbo: When you lift the throttle, turbo pressure drops and takes a while to build up. (Watch the gauge and compare with other drivers) So if you are too cautios, that is more punishing than in a non-turbo car. Corner exit speed is very important.

A replay would be most helpful. After a race press "2" and enter a filename. It will be saved in LFS\data\mpr (multiplayer) or LFS\data\spr (singleplayer). Then attach the file to forum.

Quote from Julian_Byrd :I've clocked a few 2:42's at Aston in the FXR at 0% VAR.

Which Aston Layout, Grand Prix? The WR there would be 2:37, so that would actually not be that far of pace.
Last edited by Gutholz, .
Gutholz
S3 licensed
I guess at beginning mouse is easier because the quicker movement can sometimes save you.
In the video, I do not see anything special that others are not doing with a wheel setup on full rotation.

Gutholz
S3 licensed
On the lfs-wiki there is an entry about AB: https://en.lfsmanual.net/wiki/Absolute_Beginner%27s_Leagues

Maybe in the meantime absolute-beginners.nl could link there?
Currently I am still not able to race but I could help to add some basic info on the LFS-wiki. (server links etc) Anyone with LFS-account can log into wiki and make edits.
Gutholz
S3 licensed
The most exact way would be to open the 3D files of the cars in a modeling software.
The "rendering" forum for has the downloads (example: https://www.lfs.net/forum/post/1955454#post1955454 ) and some tutorials.

Depending on program and file-format, the measurements might already be displayed in meters but they could also be in some internal format.
In the later case you could take a known measurement (rim size or dimensions from BMW Formula cars etc) and do the math.
Gutholz
S3 licensed
Quote from DaY_WaLkeR_TR :Topic isn't about pirates. I'm actually talking for Unlicensed players. There are many demo players which refuses pirating. Not all demo players are pirates.

P.S. Most of my friends let the cracking because of Steam's regional pricing back many years ago. Also they don't buy DRM'd games (Denuvo etc.).

From a quick google search it seems all turkish accounts who posted in this thread are active in a community that runs cracked servers.

Some years ago there was an attempt to cooperate with another cracker, to have him as LFS-reseller. As far I remember, that did not work out.
Gutholz
S3 licensed
I think in some cases (like this thread) it is no problem.
New users have not yet seen those pictures and they are stil of interest.

But for example this thread: https://www.lfs.net/forum/thread/10841 about graphic settings and custom textures. It is from 2006: The graphic engine has changed, computers have changed. After 14 years the download-links are obviously no longer relevant or working. Everything is different.
In such case it is better to make a new thread instead of posting in such old thread. There are so many other, newer threads about graphic settings and textures..why choose a thread from 2006?
Gutholz
S3 licensed
Quote from UniValvePlums :What game is that? It cant be LFS because of the weather effects, looks like a track conversion
to a different game, hence the old blackwood curbs

The rain effect in the mirrors looks like netKar Pro and it is also mentioned in the youtube comments.
(netKar Pro was the successor to Assetto Corsa.)
Gutholz
S3 licensed
5tag:
by your estimates at 225 km/h (topspeed) the engine would have an an rpm of ~2000. But actually it is ten times higher at 20.000rpm. I do not know why they use such high-rpm engines, but it means a reduction gear is needed.

michal:
ah, that must have changed since when I last watched formular E. (which was a bit ago Wink )
Gutholz
S3 licensed
the formular e engines have a max-rpm of ~20.000 rpm
FGED GREDG RDFGDR GSFDG