Excited to see this finished, still a bunch more you could add to really capture the 80s feel. That era had some of the greatest cars in f1 racing history so there's lots of potential
Hey noticed you used my wheels and steering wheel from my P166, just ask next time im happy to help!
Funny you mentioned this, I was trying to design a "plane" with the current options we have now. Setting downforce to "lift" at speed. Got it to work somewhat but its more like a piece of paper floating right now. Nothing to actually propel while in the sky it takes its speed it gains on ground and becomes more of a glider.
Great to hear you found the problem Scawen! Seems like its an easy fix haha.
Ill have a look at the LOD3 mesh, it could use some more tweaking.
I was unsure how to go about modelling the mesh for a single seater and having it work correctly in the case of a rollover or something. Ill have a look at the Formula XR to get some ideas.
Just wanted to bring attention to a bug im now having trouble with.
After doing the recent update to the P166 the car now has a OOS error when trying to load into a multiplayer game.
Singleplayer works fine but will kick you from the server if tried online.
Just wondering how to go about fixing it,
Is this a problem on my end or a weird bug with the mod system?
Thanks Scawen appreciate that!
Just thought id mention it as a bug. Could become a common issue as it seems reasonable to
update a mod while in submission before its accepted.
Critical issue found with this system as is right now.
Was waiting for my mod submission to be looked at for a few days now,
in that time period while the mod isnt even uploaded yet ive been adding more and more. I thought i might aswell replace the mod submission
i uploaded a few days ago with this new updated version, since the initial mod wasnt uploaded yet.
Tryed to upload the updated version of the mod submission and now it says
i can only have 1 mod submission per week and it removed my original mod submission, showing i have no submissions right now and i have to wait a week before even trying again >
I really really like this change, The mod list was getting somewhat filled with small edits, lazy tweaks, or just rushed content.... Although I do feel like the time between is each submission is a little long. The time limits implemented right now could be cut in half and i feel it would be more reasonable when just updating a mod or uploading a new one.
Cut 7 days down to 4 Days when submitting a new mod ( 4 days is a reasonable buffer just to deter lazy mods ) and keep the 2 or 1 day buffer between updates ( Personally I get so much work done on a mod in one night that its nearly ready to be an update )
But I don't know how many new mod submissions have been submitted just in this first week so I don't know how bad it is from your end lol.
Having trouble figuring out how to fix this issue. Editor says my total png texture area ia 6.5 Megapixels
where max is 5. Im wondering how i can compress the textures or get it down to the 5 Megapixel limit?
Download all files and paste them into the corresponding folders in your LFS game folder.
Allow it to replace and files, make sure to make a backup just incase!
Maybe next update dude, that's a lot to ask for. It would be pretty cool but bigger priorates right now like the main update bringing us day/night cycle.
The reason for the odd name is when viewed from above, the touge resembles a seal head, body, and tail. Fans of the initial D series will enjoy competing against other racers on this show inspired touge!
Complete with gutters throughout the whole track. Gutter drops are a useful technique to get an edge on your opponent.
The starting location is fairly simple. Props were focused on the track itself to be challanging and technical but rewarding if you chain the corners just right.
A small rest area to watch or easily access the second half of the road. The full track keeps track of lap times and cutting the track through here will not award a shortcut since a checkpoint will be missed.
Horizontal yellow lines warn of upcoming turns or hazards that you should slow down for!
white guide lines have been placed to mark tight bends visually!
Achieving an under 2 minute time in xrg on this touge, consider yourself very quick!
Acer city is a full blown city fit into au1. Lots of different lines for drifting or maybe racing too!
The idea for this layout was from Acer who wanted to fill au1 with a full city and residential that you could drift on.
Top down you can see the downtown city portion with a parking garage and the residential part where racers will leave their homes to roam the streets!
The gas station is a good meetup point that you can start from to create drift lines and see what you can come up with to drift through the whole city.
Plus the parking garage also has a parts shop with a little garage to do some tuning!
There is also a small university as part of the city!
A couple of easter eggs are hidden through the city. A sweet party or maybe some homeless guys in an alley see if you can find them!
Lots of stuff going on around the pits before racing begins!
Inspired by japanese/european race tracks. The track itself is short and very wide. I was unsure of what type of car would be used so built a track that fit everything. From experience the less powerful cars are most fun trying to out-break opponents and lots of room for passing!
The pit area is full of life with people selling racing parts and even the tire and part shop located behind the pit area. Over the bridge is a viewing station and also a emergency tunnel to give emergency vehicles quick access to the track in the case of a crash.
The pit area is of full garages with high tech tuning and mechanics to help get your car solid.
Spectators on the slight chicane ready for some passing action and high speed!
This road has much less detail but has double wide roads so drifting is two-way.
Top down view of the whole track. There are three main sections to the road. Back entry(Top left), double hairpins(bottom right), and the fast section(bottom left). You can drift each section individually back and forth or try and connect the whole track!
double hairpins preview. Right by the entrance to the road its the quickest section to get to and is easily driftable.
Back entry preview. Carry lots of speed to show off in front of spectators! keep momentum and you can keep drift all the way to the double hairpins!
The original file is called: FUN DRIVE TOUGE
But i've included a few others to try out which involve racing!
Left lane is single wide at most spots along the road and is used to drive to the "top".
Coming down, the lane becomes double wide which allows drifting.
Detail focused while maintaining a drive-able touge.
A key part of the real life touge is the tolls. There are a few of them scattered throughout the road the higher you go on the mountain. Detail/props are limited in the LFS editor but i tryed to incorporate as many of these details as possible.
The track can be continuously drifted on your way back down while you pass other drivers making their way to the top or resting/watching at any rest-stop along the road. To keep drivers from crossing and causing crashes, small concrete bumps are placed along the yellow divider line. This technique is used on the real road, but instead it is used as a repellent against racers and drifters.
Theres many resting points along the mountain to wait for friends or repairing damage with zipties! keeping with an 90s theme spectators are out to watch the illegal street racers!
At the top of the mountain the final toll booth is blocked off before leading into a "tunnel". The is where you circle back and can now show off to spectators and tandem with friends back down trying to keep in the left lane where possible. Hashed yellow divider lines means you can cross them, as long as there is no traffic coming the other way!
Top down view of the road. The track had to be smaller then i wanted based off the prop limit and how much detail i wanted to put into the road. But its a fun road to get the 90s street drifter vibe.