I have no idea actually, I've always used the same starter sound, I did quickly check a few of my early mods, and they seem to have it too, I may have gotten a sound pack from martin18 years ago, which goes the same for the blowoff sounds as well. I've only ever dived into the wav editing for the engine sounds.
I was aiming for around 2000hp, super wide rear tires at 450mm, and lightweight frame, aiming for sub 800kg. I wanted realistic aero, to keep it somewhat grounded. I ended up going with more like 1800hp, and a bit heavier to keep the suspension together, it kept getting damaged under heavy downforce.
Originally I was going for a k24 or b20 because there were a few builds that actually hit 2200hp, but happened to come across that k48, that touted 800hp N/A kinda power. There are "lots" of 1000hp k24s, so two should make 2000 (that poor crank)
The race was a 50 lap race around aston on a custom layout, two big straights, hitting up to 440km/h. Super hard to keep the tire heat down and keeping it fast, it was super fun to build.
There probably will be more unlimited events in the future!
I might make it public once I go back to the mod and clean it all up, still missing a few details and tuning it.
I noticed while playing today, that I couldn't load up any new mods since sometime today. When scrolling through the mod list, it just says "Image file not found". I'm likely on the USA servers if that matters, maybe it needs a reboot? One that I don't see a picture for is SLX154 in the game, but do see it on the site. When I try to click on the mod name, it says "The requested mod was not found at LFS.net".
Wanted to build a car for the AHPP Unlimited event, love both the Honda NSX and Ferrari Testarossa, and wanted to add my own flair.
Some of the wip shots are attached.
I originally wanted a k24, but some people convinced me to do a v8, so happen to find a v8 made of two k24s, being a k48, more info here: https://www.neutronengines.com/
Totally agree. Just trying to get some ai going myself, and really struggling to get different ai cars, I've been trying to pre set up a grid with a bunch of different cars on ai, then spawn them all, then start tracking each AI and controlling them.
A few downsides so far:
can't do this while players are active in the multiplayer server, this would need to spec all, end race, load grid, then start race to reset AI cars
can't choose which pit box to spawn from, hence above to control the order they spawn (I want the traffic to spawn in a different place than the real drivers)
An alternative could be spawn them, then teleport, but then I have to detect if someone is there, which can be tricky to spawn many ai
It would really help if I could just spawn ai like /ai AI1 /mod xyz123 /pitstart 20 /color 3
With this, it should check if I have access to the mod (error if not), spawn the named AI1 onto pitstart ID 20, use the 3rd color (or 4th if you want to start at 0), then I could spawn traffic in a section, and disallow real players from spawning in them.
The above would also be really helpful for spawning the object mods that are "tracks", currently I'm looking at doing autohotkey to do gui manipulation with the lfs ui to get the right mod, config, and color or skin. It should work for now, but would be super handy if it was easy to implement the above by calling it directly.
Appreciate the feedback, the gauges are like that since that was what was originally on the mesh from sketchfab. I'll add it to my list to update at some point, I could probably double the tri count for those since it's always front and center for the drivers.
I don't have much to add, just can't wait to get my hands on this to add to our underground racing server. I can't think of needing anything else, can get coords already, and calc a path for traffic manually. I suppose if we could get coordinates from the local ai through the local insim connection, that would probably be best, though no biggie if that's too much work, can always use the server packets.
The only thing I was thinking if a driver pushes them off line, to be responsive enough to get back on line if something is in the way, ie stop, start driving again, correct steering till on line.
Edit: Another thought, are we able to get the same stats out of the local insim of the real driver? That way I could drive around and record the info with my inputs, and "replay" the values as an AI
I recall seeing somewhere that a cork was used during development, and that was the starting point for the wav file that is looped as a pulse.
I spent a considerable amount of time understanding the default cars, and recreating a pulse in garageband using a cork. Then I used audacity to tweak it after I got the main structure done. Check out my wip thread for the supra for some other details about it: https://www.lfs.net/forum/thread/108021
Honestly the existing sound engine works pretty good, though I should work with Jake_Blasted to do some more tutorials for them, some of the sliders aren't worth touching since it cheaply changes the sound.
I'd love some rev limiter functionality, with separate wav and slider for hitting the rev limit. Seems pretty simple and would add quite a bit of realism for the amount of effort (though not fully understanding the object sound is made in, maybe there isn't any room). I've done a fake kinda rev limit sound, but is very difficult to get that and a decent sound at the same time. I'd be curious if there are any sound engineers in the lfs community that would know more on what specifically could be added to alter the wav in a better way than it is.
Only for other games though, not sure if this would adjust the risk of someone taking someone else's mod model to re-upload here since it's all community ran and reviewed. Which if someone is already planning on uploading models from here to another game, I'm sure they would have the 3rd party tools to do so (which I believe the LFS car license should make that illegal)
Being part of AHPP, I totally agree. It definitely would speed up some mod development, currently there is a process to export to obj, though involves using 3rd party tools, which always has to be cleaned up afterwards, easily a couple hours for each export. Another really useful feature adjacent to this if it could import materials back in, being able to export to blender or other, work on it, then import it again would greatly speed up 3d modelling for lfs (though I’m pretty happy with the editor, speaking from what I’ve heard in the community)
We've been pulling together a database of mods, and are currently planning on using transmission to identify motorcycles. I don't think there is anything in insim that can identify a motorcycle, either have to get the data somehow, or use their api
Not sure if it's a supported method, but you could go into the lfs folder, mods/vehicles, then find the mod you want to drive that you previously downloaded, take off the ~01 or whatever number, and do the same for the .veh file inside that folder. Then in lfs you can go to mods, and test at the bottom and it should show up in that list. No idea if this breaks the texturing or anything else though!
Just checking the lod2, and it seems quite high with about just shy of 8k. The lod2 should be closer to 1k tri for performance sake. It's not too hard to make, just takes an hour or two depending on if you want to include the wings as configs. Just retopo it manually keeping the shape, and I usually do the windows as matt black to keep simplify the potential gaps
Please replace the TRD on the cluster with TDR or otherwise, TRD is copyright by Toyota. Also rear suspension should be double wish bone, no idea why it's set to trailing arm.
Please add to the description where you sourced these parts from not from the linked slx130 touge mod. For example that looks like my cluster texture and mesh.