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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 👌

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 24° and car steering wheel turn 540° (or 270° 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?
ivancsx
S3 licensed
Quote from Eclipsed :When someone is on track,you can see his restrictions in F11 menu when spectating,that way event admins can see what's used. Also it's possible to define custom cars (original car with specific restriction) in airio and it spectates people when not using correct restriction. So don't worry about that stuff and make the car more realistic. Also who knows - in future there might be more cars that could group with default powered Lister in same class.

Well, if restriction could be monitored by event organizer or admins atleast, then okay. I'm prepping the real spec of this car soon

Quote from Gutholz :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.

I'm not quite sure, because there's lot of version of this car, some of them said 700bhp, and some are 560bhp as you mentioned

But looks like I'll follow the 560bhp one since it was realistic and not so far if "Balanced of Performance" applied, but let me decide and dig more info about it about perhaps recent car spec, so it will follow real spec despite the car exterior not so realistic 😄
ivancsx
S3 licensed
Quote from Eclipsed :LFS has the good old intake restrictor - available on same screen in garage where you select fuel amount. So don't worry about power,make it as the real car and additionally you can create a base setup with already added restrictor to match the performance (call it LFS GTR or something like that). But only proper testing will show the right value,which event organizers do.

hmm, what should I put it

I know the restrictor power feature exist, but does event organizer, or admins who held the race (if there's any GTR Classes race session someday) could force participant who are using this car to use the BOP'd setup? because in fairness, if there's no mechanism that forced player car to use specific limited settings, then this car will be out of league using the actual 700bhp/1100kgs, and never be able to participate from anyone league with GTR classes, which was my initially intended to it :/

ahh sorry if my english messed up xD
ivancsx
S3 licensed
Quote from MandulAA :Great job! Hopefully some talented creative people create some skins for this, would look really cool instead of the default full colors. Once small thing that bugged me when I switched to the chase view: could the rear lights (brake and turning/hazard) have just a little bit more smooth curves and be more of a circle instead of a 8-point polygon? Since the car has smooth curves all over it and looks great. Smile

uhh yes, the rear light needs to be redesign a bit so it's not low poly, thanks for pointing out the small mistakes !

Quote from Zopiac :My only two complaints are that, visually, the steering wheel is perhaps a bit close to the dash (I feel as though my knuckles would smack into things when holding the wheel) and that on hard braking my wheel's FFB kicks around a bit. I wish I knew what caused the latter as I've seen it on a few mods so far! Just spikes of force wrenching the wheel one way or another.

I didnt know if this was a problem or not, but in my G29 it feels the same, I'll try to find the issue, and perhaps update this car if I found how to fix that, thanks
ivancsx
S3 licensed
Quote from Eclipsed :In my opinion you should had leave it original spec and let event organizers use restrictors for car balancing as they do also in real racing.
Also I would welcome a road going version - only 4 of those were built,so LFS users could have a chance to drive one of the "unicorns".

This what I'm considering, does LFS has "force" restrictor to power limit? because actual V12 Jaguar Engine have around 700bhp, which quite monster compared to the other GTR car

And with restrictor, I doubt it will feel way to different or even undriveable since, that's why I decided to do my own "Balance of Performance" myself. but perhaps I'll made a different mod which have full blown 700bhp and 1100kgs, ofcourse with some minor modifications so it will not look similar with this one

and those road version, seems interesting enough to made, but let's see if I have motivation to do it Big grin

Quote from Zopiac :I'm not sure if it's intentional, but there are some bits of wood veneer still visible. Left of dash and bottom of door card. Getting clipping with audio, which I mostly solved by reducing header/exhaust mix, gear volume, and wind/skid without changing the tone too much. Seating position seems quite far back compared to normal. Also some gaps around the doors My bad, it's just some shine on the rollcage making it look like I was seeing sky through the door.

No problems with the driving, however, and that's what really matters.

Thanks for pointing out again ! just checked and duh, my bad.

Gonna fix it soon, and for driving position, I tried to mimics how Lister Storm GT2 are, which is quite back because of big front engine, so yes, it's intentional.
LSV 12 GTR
ivancsx
S3 licensed
Vehicle mod: LSV 12 GTR
Details page: https://www.lfs.net/files/vehmods/C9F8FE

SHORT DESCRIPTION:
Quote :LSV 12 GTR by Ivan CSX Studio

DESCRIPTION:
Quote :An iconic race car from the past, based on 1992 Lister Storm GT2

Spec are downgraded to meet "Balanced Of Performance" when compete with GTR Classes (XRR-FXR-FZR), with 7.0L V12 with measly 510bhp and weight more than any other GTR car, it's an beast car to drive with, could more or less beat FZR (the fastest GTR car in its class)

This mod are intended for any league holder to use, if there's a league with GTR car, then this car will be a great candidate to giving some variations in racing with GTR classes

COVER SCREENSHOT:
ivancsx
S3 licensed
please fix the suspension, trailing arm in front doesnt take lightly on my G29, weird physic

otherwise, great mod ! is it from AC ? I believe the only one who made this Primera BTCC, Patrik Marek Big grin
ivancsx
S3 licensed
Quote from Gutholz :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.

Duh, why notification doesnt appear on my email

Yes, I think it quite thick, will make revision soon, thanks for spotting it too 😄
ivancsx
S3 licensed
Quote from joaopaulopt :I really liked it, I just think you could just go inside Smile
Because you can't apply Co-Driver, that in rally championships is mandatory.
Only if the car is only applied to rallycross Smile if it is applied to rallycross it's perfect Big grin

Congratulations on the work, I really liked it, it's very good !!

ahh, i just realized that, okay noted, will do some updates to the model, thanks a lot Big grin
FGED GREDG RDFGDR GSFDG