Yes of course, you can do whatever you want with the engine sound, just keep in mind this is still a GTI, a civilian car that is supposed to sound somehow sporty without going overboard.
I double checked the left and right indicators mesh colors, everything seems fine ( the mesh color is white ), there is nothing I can do for now unless if I just apply an orange color to the base mesh, which is not something I want for the front/rear light style to be honest :s.
Are you using a Direct drive wheel ? I changed the caster value in the latest version, it didn't improve the ffb feels ?
1 - strange, I will see what's up with that
2 - do you find it hard to drive ? Or it's just a personal opinion?
3 - how? Does the ffb feels weird ? Could you be more precise about that if you don't mind?
4 - that's one tricky subject, sound in general is very setup dependent, for me personally I wanted to stay as far as possible from "racy" or aggressive engine sound, since I can't really control how it sounds at higher rpm, unless you go full bang with it and make it sound like a race car, I mean it's hard for me to give nuances to the engine sound with the actual lfs sound engine (eg: quieter at lower rpm, screamy at higher rpm).
The car general dimensions are fine (compared to other small hatchbacks), it's the car width around the windows/pillars area that are a bit too large, that's why I should've gave some more thickness to the interior panels and narrowed the whole top of the car when I started this project.
it's fascinating how interiors ergonomics expose all the flaws of exterior design !
It's true that it feels more planted than what some of you people expected, the thing is a car doesn't feel the same when drove near its limit, which also reveal its flaws, and since I m not really good at stressing out a car, I thought having a "too balanced" specs as a first version and as a base to start with and try to make a little bit more sensational down the road (with people inputs), without scarifying how it handle as it's supposed to be a well balanced GTI.
I think you are right, now that I checked other similar car, the rear suspension type doesn't make sense.
I really want to keep the power output as it is, but before any final decision I need to try the thing with the changes first.
And don't get me started about the body proportions , there is so many mistakes I made, especially with the interior, one of them is what you mentioned already, that "too large" impression, it's because the inside body panels aren't "stuffed" enough, side parts of the interior lack thickness, plus there is some elements that need to be enlarged... but that's something I want to correct for my next projects.
and the front side windows are too large too .
Anyway, thanks for the inputs, I will try to mess up with the physics a little bit more.
I think I will just offer the three customization options, rims ring and back and the front spoke.
There is also an issue with LOD3 which doesn't fit the body shape very well.
I will fix all of those when I get back from work
I thought it could be better to offer the option since this car is from an era where ESP started to be pretty much standard, why it's turned off by default ? well that was my personal preference since it's way more rewarding to drive with the thing off.
I made some good progress this weekend, there isn't much left, mostly setting up and importing mirrors mesh, filling some holes and modeling the rims and finishing some of the texturing work (skin and other things) :
Is it possible to have multiple mappings support for lights emission meshes ? like the possibility to have duplicate l_head or l_side etc ?
I was trying to test interior buttons emission for my mod, it's just impossible to have proper result with shared mapping between the headlights and buttons alpha.
Simracing is all about immersion, graphics and physics are both important, a very good sim should aim to nail both aspects.
I agree that lfs was and still (in some aspects) a very good sim, but let's try to not deny other people work, I believe that there's many passionate devs behind those sims (AC/C, iracing, rfactor...) that are striving to bring us quality products, they kept the sims community alive and we even grew in number in these past years!
I also agree that passion plays a no negligible role in a product quality and longevity, but without visibility you might as well give up earning the fruit of you labor, I understood that the hard way, I hate the concept of social media with passion, I prefer the old fashioned discussions platforms, but because I m a graphic designer and my job by nature require heavy exposition to all kind of medias, I m forced to use them to not give up my passion and livelihood.
This is how life goes, it's all about compromises.
You people need to think a little bit about the game and the community as a whole and not only what your preferences dictate, the devs clearly stated that the game needs more visibility to attract players, but instead you want to bury the game even further just because it "feels good" to be unique.
Do you think that I like bloated program that runs in the background each time I want to play a game ? hell no, but if it what it takes to attract more players, I will gladly embrace the new platform.
and yes, we were all kids/crashers/beginners when we started to play the game, it's up to us the community to guide the newcomers to become better as a players, there is nothing wrong with that.
If you have something against steam, please don't drag lfs into this vendetta of yours, steam is probably the most populated gaming platform on PC that offers the necessary visibility for a nich indy game like LFS.
If we go by your logic, they should start selling only physical copies and close their social media accounts since internet induce heavy addiction for the weak and distracted users, plus being heavily regulated by corrupt governments.
Iracing devs are doing it just fine, by using steam as a proxy to direct users to their licensing platform, and even if they sell licences directly on steam that's still bonus incomes for the devs.
Great modeling, and yea using scanned data as a guide is like heaven for modelers, I had so much suffering with inaccurate blueprints that I stopped doing real cars altogether.
I never thought that using random net images as a source to generate point data is this reliable, maybe I m just out of date, I always believed that you need a good 3D scanner or at least a phone with a dedicated app to scan the real thing.
You need to understand that everythings has its upsides and downsides, there is no perfect decision when it comes to allowing community involvment into the game content creation.
What I mean is, without modding we would probably not see some of the actual (and future) well crafted mods and since as we know LFS is a small budget game, we won't expect comparable amount of content from the devs themselves anytime soon.
But at the same time, it's true that the content that the devs did or are doing in the future has a guaranteed quality that mods don't fill most of the time, that's why I could understand the logic behind refusing mods support.
So that's why, and if you noticed, there is a tight integration and multiple filters to promote decent mods and to encourage modders to make some efforts into their work, and I think this is the best approach to, at least partially, resolve the lack of quality of some mods.
Yes you are totally right, if you look at the more recent interior WIP images, you can notice that I made them a little bit bigger.
If I remember, 2006 was the year when the EU forced the car manufacturers to adopt a minimum mirrors size for safety purpose, so compared to most modern cars, I took the liberty to not respect this requirement since this car is supposed to be a little bit older than that.
What I need is some spare time to quickly export a wip model to check and make sure the ergonomics are usable once and for all.
But yes, there is some mistakes I made with the general car proportions that I want to summarize when I finish this project, as a reminder and advices for me and for those who are interested in cars creation.
Thanks for the compliment , I will try to do better next time, since it's nowhere near the efficiency of the original lfs cars models.
Thanks, it annoys me how much little time I got these past months, I have so much personal projects waiting for completion, I just want to see the damn thing ingame !
Yes, I still have to finish some parts of the interior.
Often I don't like the design of some elements, so I tend to redo things midway which drag the whole project, plus I did the mistake of doing a high res version using subdivision, I should've started modeling the whole lowpoly car manually, because now cleaning the mesh will take even more time, and time is something that I lack nowadays.
But that's just my inexperience modeling lowpoly game assets, that's why I think this project is a very valuable learning experience.
No it's just optimization, sacrificing some surface smoothness to meet lfs's triangles limit.