That is incorrect. Previously the idea was to release everything in one go, Tires and graphics/map updates. But the tires are taking more time, while all the other changes are nearing completion. There for they went trough the effort to re-install the old "retro tires" which is in the current release of LFS into the new version with graphics/map updates.
So the next thing they release will be new graphics/map updates + old tire physics.
Here is something I've been working on, on and off for a while. It's very far from completion still as I have the whole interior to make. But I figured I might as well make the wip thread right now.
I would like to suggest that the wheelbase readout measures wheel center to wheel center, rather than lower balljoint to lower balljoint. Currently the caster is not accounted for and it can make a noticable difference to how the wheel sits in the wheel arches. If you're not aware of this, it could throw you for a loop.
Would be nice if the OBJ import could be a bit more streamlined for re-importing. Let's say you have a subobject, with pages, cutouts and mappings already set up. It would be nice if the OBJ import would use embedded material data to re-route the existing mappings to the corresponding tris.
So let's say I have an object in Blender with 3 materials assigned to it. Mat1, mat2 and mat3 and I export the OBJ. If I then import the OBJ in LFS editor for the first time, it could create these mappings based on the material names.
Or if I overwrite an existing object, and this object arleady have the mappings Mat1, mat2 and mat3 it could keep these mappings, and assign them to the correct tris once again based on the .OBJ materials.
Currently, optimizing the model with an external editor is a destructive step once the texturing phase have started. So a feature like this would help a lot.
Very nice work on the track so far! Having made tracks for beamNG i can see the hard work gone into this, getting the nuances in the elevation changes just right is mighty impressive. Hats off. Hope we get to see this in LFS one day.
Another way it could be done, and this is also just me brainstorming. Say that all tracks were available for single player use. Then you could have a voting system in place for which 3 tracks would be put up for multiplayer use during the following week. Something like that?
I think the tracks file size could be kept down if they had a similar texture size limitation as the car mods for a few custom textures, but are also allowed to re-use existing game files for things like grass and roads.
Here we go again I'm currently working on 2 new cars. An R33 GT-R and this civic.
The full modelling process is being recorded at 5fps into a time elapse.
I'm using images.
Current progress:
I am planning on making a coupe version as well with shared front end, as well as a pre-facelift front end.
I've also been LiDar scanning my EJ9 using an iPhone app called "Heges" which scans using the faceID camera. I will re-topo the dashboard from these scans.
I have a suggestion relating to OBJ imports, and how to make external modelling workflows more efficient. The OBJ already come with material mappings per tris, just like LFSE. By making mappings, cutouts and pages persistent trough OBJ imports, and assigning the mappings to tris based on OBJ material names, you could minimize the work you would have to redo inside the editor upon re-importing changes you've made to an external 3D model.
So imagine that when you import an OBJ the first time, it creates mappings based on the list of materials tied to that OBJ file, assigned to the correct tris. And when you import the OBJ a second time it impose the previous mappings onto tris defined by the OBJ materials. That way you can assign the mappings in the external 3D modelling program and not having to redo the mapping assignments, cutouts and page setup each time you re-import the OBJ.
While you currently can merge an SRE into main to recycle some work, the tris have to be assigned a mapping all over again.
I don't know if this is intentional or not, but the caster, while moving the front wheel forward and backwards doesn't seem to change the wheel base readout. I was scratching my head over this before realizing what was going on. Maybe it would be a good idea to measure the wheel base from wheel center to wheel center, instead of where the steering axis line intersects the ground.
Deriv mods have a "download original archive" button on the mod page which is where you get the complete assortment of files. You don't need to ask permission if permission is already granted (in the case of mods with derivs turned on) You only have to ask for files if derivs are turned off.
Lfs is also the only car game with such a big mod repository available in realtime on multiplayer servers. Obviously there has to be a sensible limit to how much complexity you can add to a mod since it has to be able to download for all clients without interrupting the game experience. With that being said I do agree that 1600 is cutting it pretty close for some more complex wheel designs. 2000 sounds good to me.
Allowing front Mac Pherson suspension where the strut is not in line with the steering axis line.
Most real cars are setup in such a way, and it produce a different camber curve.
When the strut compress in this configuration, the angle between the wheel axis and SAI line changes. This is not the case with the setup in LFS where the strut is always inline with the steering axis.
And just to add some visuals to previously mentioned suggestions.
Here is an example of an asymmetric upright, found in cars like Honda Civic 4 5 6 gen, Toyota altezza, chaser, but probably many more.
This is so amazing! I have a suggestion which is to have a motor reaction torque value which you can connect to a rotator in order to get some engine movement in vehicles where the engine is visible