well, for me personally, it's addicting because I could directly see the result without opening the main LFS program, so if I ever spot irregularities on the model that I'm making, I could fix it directly, also I could adjust the mechanical aspect based on the 3D model I'm making there, it's addicting to me personally, makes me kinda autistic when working with it hahaha
also, it's challenging because control input relatively simple yet completely different treat than any other 3d modeller, let's say in 3dsmax, there's cut tools to split 1 quad to 2 or many quads just in that area we're select, while in LFSE, in build mode, when we click on 2 points, there's a blue (?) or grey points, that if we click it makes another split to it, and redo the process to the another tris that we want to split.
Oh, if it specific for modeller, then maybe my suggestion were M for "Fuse to Average", and alt+M for "Fuse to Green" since Shift+M already assigned with "Map" tab, because in Blender if I remembered correct (havent open Blender for a long time because LFSE more addicting and challenging to make something), M were also assigned for fuse (or Merge in Blender menu says)
Or maybe.... can we have a dialog version just like when we tried to extrude points? Would be feel handy with only hotkey M, just like how E for Extrude were defined
IMHO as ex e-sport player that have competes on asian level, LFS AI lacks of exciting duels, as you can see, even on some occasion, fastest AI holding them back against the slowest AI until finished, and oh if theyre driving equal car, most of the time the car that being overtaken, slowing down for nothing, to be a comparation, I have driving 3 wide against another player on Assetto Corsa just to defend the 5th position, and seeing how AI in LFS racing, it just make me way bored to watch it without any sacrifice on both AIs
Also, AI reactions are too slow, so I personally fine if AI system arent priority to develop, I prefer doing Time Trial rather than race with AI, except if I wanted to practice my racecraft for competitive racing again, which I already quit from it 3 years ago
Last edited by ivancsx, .
Reason : Rip english, sry
Hello, actually I'm not usually making thread about what mod that I'm making, but this time, I wanted to make a side plan, but probably would be early 2024 to be released, just like how my Veloce GT released this year.
okay so, based on my Veloce GT which I classified it as Sportscar since it's compact, also a Roadster because it's open top. The car I'm making now are classified as Hypercar, so it probably have wheelbase around 26xx-28xx, wider track, have V12 Naturally Aspirated engine, ofcourse same as Veloce GT, it have full electronics, but as because LFS didnt support Hybrid engine, so I'll go with V12 N/A but with plenty of electronics, says TC, Engine Brake Reductions, ABS, paddle shift, etc etc
I dont have a plan about how power figure will be, but with 1350kgs dry weight, I think the most reasonable power are in between 600-700bhp for it
let's talk about design wise, well, after playing BeamNG, I just notice that this beauty car Exist, it's Civetta Scintilla, it reminiscent of Ferrari car, so I planned to made the same design as this Scintilla, but with my noob skills of modelling
I need to sketch my own design first before get into modelling through LFSE
Whoa, this motivates me a lot, total dedication from Scawen and Eric, working on Black & White, up until who they are today
So much inspires me, I kinda hate my job where I'm working now, and almost feeling hopeless, doing mods here is just like my escapism to free my mind from stresses and depressions I do wish I could be like this 2 guys that doing what they love the most, chasing and following their dreams
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Anyway I might be missed the story, but why LFS are only consist of 3 people of developers? Why dont recruit more hands to speed up LFS development and keeping up with famous sim racing out there? Is there any back story that makes the developing team stays 3 people only? I would like to know
tbh this styling are so me, but unfortunately you need to work hard for handling, since 900bhp with only under 1100kgs waaay to beast, it's handling poorly, maybe if you rework on chassis and suspension geometry, it could be lovely setting time on the South City courses
this time I premade kit for 2023 season, all done in LFSE so far with almost no blueprint or references (just relying on eye accuracy alone), with homework to do some detailings and the big parts is interior
I made the naming into G1 and G2, which is G1 based on Pennzoil Nismo, and G2 based on Xanavi/Motul Pitwork
G1 are equipped with RB26 which ofc Inline 6, and G2 are equipped with VQ30 which ofc V6 based on 350Z on later year(?), I quite missed the details on this JGTC era, so pardon if I'm forget some details of it
both car are real in terms of specs, so far on raw test of mine using mouse & kb, it could have very competitive laptimes around westhill, but for G1, looks like I need to enlarge my guts, since the car tends to understeering (kinda feel like the front are too heavy, despite it has only 53:47), but on the other hand, the G2 are quite twitchy, maybe because low-end torque are too kick in(?) or maybe the COG are too low (since Motul Pitwork bodywork are lowered more), but when you nailed it, it have same laptimes as FZR at most, and at very worst are same with FXR, which both high and low standards (per AI test run)
that's all for now, I'll update it if there's another update of it
I noticed the suspension bottoming out, making it sometimes unstable highspeed cornering and under hard braking
I couldnt say much since I'm on mouse+KB right now, but overall I like the visuals of it, only from me the handling and probably sounds that still a homework for you
RE3 GTR are cancelled due to new rules about retopo thingy, sad but let's moving on to the next car will ya
instead of RE3 GTR, now we have Lillia-X GTR, thanks to Humuk78 that lending me the model, since it's allow derivatives, so this are extended modification of Lillia 180X that you already know