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ivancsx
S3 licensed
Quote from nikolai_01 :well its even heavier in the rear compared to stock LX4, added masses of the rollbar, although i removed rear tyre. The oversteering is kind of due setup too, i should play with the anti roll bars

Aight, I'll wait for the updates πŸ˜‰
ivancsx
S3 licensed
Quote from nikolai_01 :OK! thats a project to start haha, might consider longer gears as it tops up at 192, might give it a go up to 215-218 top speed on 6th.

thanks for feedback. hopefully would be able to sort out shift light fast

08.02 EDIT: would add temporary shift up light integrated from lfs on the dash (like oil pressure lamp), but i would try and do from scratch a standalone shiftlight in blender and sort it out somehow, would take time tho. also fixed some minor stuff, mainly in interior, would fix the setup, fix some minor exterior stuff, like the paint on the rear fenders, would remove the black part. also engine needs rework, the max hp is achieved very close to the rev limiter (~150rpm below it). going to aim for the 7k mark and might decrease rev limiter to 8k rpm (now 8500).

I think the power are just right, but maybe you could retune the suspension, so it will not snap oversteer when driving agressively. This car is fun but in my personal preferences, it needs to be more understeer-y a bit so it could cornering faster without spinout because snap oversteering due to nature of heavy-rear car 😁
ivancsx
S3 licensed
can I give some input?

to me, the suspension setup are too stiff, while attacking Fern Bay Green for the Round 1 Grip Masters, the car doesnt react as how drivers wanted, I suppose because again, the suspension setup are too stiff

also, differential needs some work to it

other than that, maybe you could adjust a kit little bit to made the wheel a bit out a bit? because it looks weird to see wheel are too inside, not aligned with fenders Big grin

and for me personally, it's weird to have small V8 engine that it's output are 200bhp only, with relatively high rpm (with those rpm and cc, I think the car should normally have output around 250-300 bhp if the engine really exist in real life), but it's your choice tho, all is great, only the suspension setup as I said, needs rework to make the car faster Big grin
ivancsx
S3 licensed
Why I miss this hidden gem, this is pure fun car !!

my only critics are the gear ratio, inbetween 4-5 and 5-6 are way too short, maybe you could fix them to get long enough?

I upload my setup for gear ratio, hope it will be your consideration to tune your gear so big or small track are covered perfectly

and mind if you add shift light? I quite unsure when to shifting, it might be help me a lot if you add shift light so there's an indicator whether it's the right time to shift up or not yet Big grin
ivancsx
S3 licensed
Quote from Papator :skin Template needed
perfectly equilibrate with TBO class Thumbs up

thanks for asking the skins, now I just realized that the car skin maps are quite messed up, so I updated the file and attach this wireframe to you all to work with the skins Big grin
ivancsx
S3 licensed
Quote from Scawen :OK, the reason for this is known.

It's the same reason as that texture flipping bug above. This bug comes up when a SIDE mapping (with a main cutout and an opposite cutout) is wrongly applied to triangles that cross between both sides of the model. LFS can't deal with this situation. All it can do is avoid a program crash.

In Test Patch A7 you see this message in the garage: Cross-texture triangle found in LOD2 - mapping corrected

If you see this message, the model needs that fix for the mappings, described above. Otherwise it can get a flipped texture in the garage and you sometimes get the collision bug.

The correct way to set the mappings for LOD3 meshes is shown in Flame's post and my post here:
https://www.lfs.net/forum/post/1985902#post1985902

And in the case of the MRG V8 I also saw the problem on the roof in the LOD2 mesh:
https://www.lfs.net/forum/post/1985581#post1985581

just restored all my project from failing HDD, and yes, my bad that LOD2 have wrong maps, so collision bug occured

could anybody checks if it still exist? I had updated with corrected one, hopefully there's no issue anymore to this first scratch made directly from LFS Editor Big grin
ivancsx
S3 licensed
Quote from Papator :hello, i had a problem testing the mod this morning. on a head-on collision, the front of the car went into the passenger compartment and my view was blocked by the deformed bodywork.
I also had the impression on the outside that the length of the car had reduced.

when i ran a solo race of GTR (including three mods) to see what would happen, the same thing happened with an AI that slightly hit the rear of the previous car. on the replay you can clearly see that it is unplayable in the inside view, while the AI continued the race quietly.

Thumbs up congratulations for this very cool mod which is very well balanced with the "basic" GTR

That's quite weird since I didnt have those result when had massive collision, but perhaps I'll do further checks on it, thanks for reporting those issue 😁
ivancsx
S3 licensed
Quote from Octosquad :Hello

ok so the car understeers and I am wonder if you can fix that I appreciate it. The base setup is just not that good at all.

But I like the car overall.

Thanks for your input, but I doubt it's because the nature of "heavy front" car, but I'll look into it later when I get back to home πŸ‘Œ
ivancsx
S3 licensed
Quote from Scawen :It's not.

LOD3 is the 3rd level of visual detail.

It is *also* used for the collision mesh. Not *only* for the collision mesh.

I've explained this in the past a few times. Maybe we need it in the LFS Manual.

More information: https://www.lfs.net/forum/post/1979872#post1979872

EDIT: I see LOD is mentioned in the LFS Manual but I think it is not clear enough there, or actually misleading.
https://en.lfsmanual.net/wiki/LFS_Editor_Guides#Level_of_detail_.28LOD.29_and_Shadow_.2F_Physics_.2F_Collision_meshes

EDIT2: I've updated the manual to explain more clearly about Levels of Detail and how it affects the model as it is drawn at increasing distance.

Ahh, that clearly explained why the mirrored skin problem still exist, that means LOD3 skins map are also linked with other LODs. That misleaded by me but it all clear now πŸ‘Œ

Aight, next time I need to be aware of that so the mirrored skin problem on garage menu wont be happen for my future mods, thanks a lot Big grin
ivancsx
S3 licensed
Quote from Scawen :OK, as for the actual LFS 'bug' where the mappings swap side in the garage the first time loaded or when you select a new setup, I have found the reason for it.

I'm not yet sure if I can avoid it happening in the code, but I've found how you can prevent this bug appearing, with the MRG model, and Rubie can do it for the DORITO model.

The reason is that the SIDE mapping is also mapped to some top triangles, in the other LODs.

This can become a problem because LFS doesn't think that mapping can remain on one side only (because some of the TOP triangles go from one side across to the other, and are not confined to a single side of the car). OK, I'm still a bit vague about this, but if you see the attached screenshots, this can explain how you can fix it.

Simply, the triangles in the LOD meshes should also have the correct or appropriate mappings, or the reported bug (flipped texture in garage) can come up. This is still the case in the updated MRG (as it was really unrelated to the mapping corrections you did).

Please tell me if my explanation doesn't make enough sense.

I've just tested, and yes LHD still have this problems, let me do quick fix for this one

just curious, if LOD3 are used only for collision, why it affect skins map on LOD1 on garage menu? does skins map are also linked in between LODs?
ivancsx
S3 licensed
Quote from Scawen :That looks good, judging from the screenshots. I may be able to report on the flip bug later when I understand it.

I think I am right to suggest that the cutouts "SIDE_RIGHT" and "SIDE_LEFT" should have their names swapped - but you can check by looking at the skin parts they refer to.

yes, I have checked this and that's true, I mistaken which side that needs "flip:yes", but it's already fixed as per new update files now together with major car mechanical setups


Quote from Scawen :Thanks for the info! Interesting that the left side mapping is because you started from the LX6 model base.

The LX6 is an unusual model, because it is built with points and triangles on the left side, which are then mirrored to the right side. I think only the LX and XF models are built this way.

So in their case, the main side mapping is from the left, because it's less conceptually confusing, when the 'main' cutout is on the side where the mapping and its triangles are, and the 'opposite' cutout is on the opposite side.

But your MRG mesh has the usual right side points and triangles, so that's how it gets a bit confusing with the main mapping from the left.

Anyway, I don't think it's related to the "left side flipped texture first time load in garage" bug while I'll look at this morning. Smile

ahh, that's why the problem exist, in short, the position of cutout must be representing left or right side where the mesh started (the main ones, not the mirrored one), and yes, I've checked the original LX, that starts from left instead, that's why the cutout are positioned on the left side

I've clearly understand now, thanks a lot ! this will help me a lot when working for upcoming mods, really appreciate it Big grin
ivancsx
S3 licensed
okay, now that's quite magic Big grin

easy fix for now, but I dont know how to test this kind of irregularity to check whether this problem exist or already gone
ivancsx
S3 licensed
Quote from Scawen :I haven't really figured this mapping bug out yet but I can reproduce it and I've looked in the editor and seen something a bit strange.

Reproduction: I only see this bug in the garage, when first loaded. Sometimes it is correct again in the garage and I can make it happen again clicking the rallycross setup.

Oddness in the editor: The mapping (M1_side) is from the left side, which I guess should be OK (maybe...) but its primary cutout is called "SIDE_LEFT" which is kind of what you would expect but the odd thing is that is actually the mapping for the right side of the car.

It's kind of confusing because the entire JPG skin is a mirrored skin. Any artist who wants to make a skin for it, would have to mirror all logos.

So I would suggest that the default skin should be flipped and the cutouts re-done, which would be helpful for the artists.

I think I would recommend that the M1_side mapping should really be from the right, as it is aiming for triangles that are built on the right right-facing. It is possible to do this exactly accurately, by selecting that mapping, changing to right view then click "ADJUST".

I've got a feeling that sorting this stuff out would remove the 'bug' (and make it easier for the artists) and it would be better to do that before too many people make a skin for this quite cool mod. Smile

By the way, I have a vague memory of someone reporting this bug a few days ago, but I can't find it. Maybe it was this car or another one... please tell me if anyone knows of another mod with a similar bug! Uhmm

quite strange about the side mapping things, FYI I started this car mod from LX6 base (since I initially planned to make LX6 GTR at first, but changed mind after several works done), I didnt really touch the position about the mapping, only a resize it to match the entire side panel of the car, because I'm using LX6 base as template for mappings, that quite strange resulting that on garages

for cutout position, I just realized that I wrong to put "flip:on", still working for it as I reconsider it will be hard for any skins artist to make their own skins with current state
ivancsx
S3 licensed
Quote from sinanju :One side of your skin - the one with logos - is mirrored ...


I doubt if the problem only on garage, but as for me, it's fine when on track

But let me test it out again later and see if the problem exist, thanks Big grin
ivancsx
S3 licensed
Quote from PedroXDBR :Hi, yesterday i host a very interesting race with your mod. People seems to like it (including me), but i have some questions and feedback about it

- The front feels too much planted at low speeds while it slides out at higher speeds
- The car has too much undertray downforce, and its located right in the middle of the car
- Power to weight ratio is a bit off compared to GTR cars
- The car is kinda unpredictable, sometimes it looses the rear and sometimes the front
- Steering feels odd, a slight movement makes a huge change in direction
- Its very easy to flip someone if you rear end the person https://streamable.com/42jy8n
- Suspension motion range is well above what we see on GTR cars


My suggestion to fix the handling "issue" would be to:

- Maybe changing tires size to 310/35 R18 front and 355/30 R18 rear (not sure about it because it might not be necessary if other things gets changed)
- Reduce undertray downforce and make the undertray point more towards the rear, relying more on wings downforce
- Match power to weight ratio (and make the car a bit heavier and powerful, maybe Big grin)
- Decrease suspension motion range (using Max Up settings on LFS Editor to .230m front and .220 rear) as well as reducing a bit more the upper arm lenght, basing on what XRR and FZR suspensions looks like. Caution not to change too much of the car's track
- Make max steering lock 24Β° and car steering wheel turn 540Β° (or 270Β° on LFS Editor)
- Push front lower point of LOD3 a bit backwards, and upper front a bit up and slightly forwards

Wow, quite detailed critics that I need. Thanks a lot !

I'll recheck again later when I had quite free time, for the power to weight ratio, I doubt it will kinda weird to have similar weight and power to other GTR cars, but with current weight, I doubt it will be disadvantages to other competitors, but let me do some in depth research again with it (hope it still fun to drive after fixing some geometry of the car Tongue )

Allow me to take notes about point you've mentioned, and I'll reconsider and test your options, Thanks Big grin
ivancsx
S3 licensed
Quote from TAJM :Hi Ivan!

Congrats on the mod, it's really pleasant to see cars like this.
Have you ever considered making one with a Barra engine? Might be a 325T?
It would be great for drifting as well with a powerband around 400bhp and 450Nm torque. What do you think?

That prolly a great ideas ! but instead Barra, perhaps I'll go with 2JZ representing local drifter here which uses the same cefiro (that rear bumper cut are also from his car actually)

but maybe it will go with a separated mod, this one will be Super Touring car mode, while there will be separated mod that specifically designed for drift Big grin
ivancsx
S3 licensed
Quote from MandulAA :Interesting car! Besides the already mentioned audio clipping, I also noticed the dashboard beam light is not lighting up. Other lights are fine. Thumbs up

done updated, just check again and I missed out that small part, thanks for the input Big grin
ivancsx
S3 licensed
an update to engine curved, now are quite logical thanks to my friend who had experience working with RB20 engine, should be peaky now but not so peaky so low end torque still there, not gone

also just checked, thanks Jake_Blasted that pointed out, I forget to set swap sides for interior, now LHD could enjoy the mod too Big grin
ivancsx
S3 licensed
Quote from Jake_Blasted :Banger mod Ivan, it sounds and looks really good. Only things weird are the dash doesnt flip sides and the power it puts out.. seems really low / weird where it makes all its torque at 1500rpm? revs to the moon but doesnt seem like youre going anywhere quick lol.

Other than that im likin it! ⭐⭐⭐⭐⭐

quite confused about how 6 cyl equipped with ITB's but that sounds representing that, just I never seen how RB20 using ITB, maybe the engine will be revised to be peaky one, still researching for this

as for the interior, I'll take a look, as far as I remember, it's swap enable, but I mislooked there, thanks for pointing out Big grin
ivancsx
S3 licensed
Quote from martin18 :I know this is for grip master series, but can’t we get road supers and R4 slicks for other race series, this has that Japanese SuperTouring vibe

maybe after the series, I'll update it so it could be using road_super too Big grin
CELINE N1
ivancsx
S3 licensed
Vehicle mod: CELINE N1
Details page: https://www.lfs.net/files/vehmods/7EECBC

SHORT DESCRIPTION:
Quote :Celine N1 by Ivan CSX Studio

DESCRIPTION:
Quote :Touring car

Built for GRIP Masters SuperStockTouring.

all work are handmade by me, the mod was planned to release from the old day of LFS modding, but now with proper way, I could finish it in the new platform of LFS Modding

COVER SCREENSHOT:
ivancsx
S3 licensed
Quote from AmbitiousButRubbish :I made 1 lap on BL Historic and i love it! Great looking car Smile
How about another "Maxi" version?

I still made a research about "Maxi" version, last time I tried it's undriveable with more power than usual, but let me do more deep research of it so it will be soon ready and submitted for Maxi version (and also for another naming) Big grin
XF TURBO 5
ivancsx
S3 licensed
Vehicle mod: XF TURBO 5
Details page: https://www.lfs.net/files/vehmods/343381

SHORT DESCRIPTION:
Quote :XF TURBO 5 by Ivan CSX Studio

DESCRIPTION:
Quote :XF Turbo 5

a tweaked XF which have mid-rear engine, ofcourse it's RWD now, equipped with 2.0L inline 5 Turbo, it's quite fun to drive, yet quite challenging as changes of engine position tends to made the car snap oversteering as a nature of rear-heavy car

COVER SCREENSHOT:
ivancsx
S3 licensed
I dont know but the steering quite weird in my G29, like it's biased to another way more than to center

how much caster for this car?
ivancsx
S3 licensed
so if BMW logo are legal, could we made BMW cars for LFS using real name and logo?
FGED GREDG RDFGDR GSFDG