My uneducated guess is that the suspension already is 3-dimensional in simulation (an A-arm consisting of two constrains in a V shape) but that there is no adjustability for it. This would in theory make anti-dive and anti-squat an easy implementation.
Whether or not the steering is simulated with tie rods, I also don't know for sure, but I would guess not because of how perfect the steering behaves in all situations.
I know the devs have their hands full but they have been surprising us before with cool stuff. So I'm wondering if there is any plan to expand on the control we have over suspension geometry, allowing more suspension types with suspension arm locations place able in 3 dimensions. Allowing things like:
Multi link
semi trailing arm
Live axle with panhard bar or watts link
Toe curves
Anti dive/anti squat
non symmetric uprights for double wishbone
manual steering rack placement
I have a feeling the physics engine is more than capable to handle all of this if you let it loose
And granted, it would make it harder to build a coherent suspension but the current 2D system could still be left there as an option.
So dropped some new updates on this recently if anyone wanna try.
Changed suspension geo abit. It has lower SAI, kinda like caster plates going outside the strut towers (as many comp s15's use)
And went back to double wishbone rear, and tweaked geo to handle better.
pretty low caster too. Let me know how it feels, i haven't tried it on wheel, only on mouse.
Lemme know if the FFB is too weak or fine. If it's too weak i will increase the caster a bit again.
Also included a fast drift setup with road supers in the back, and road normals in the front. Still with the 265 235. Can drift pretty wide and fast with that for a short distance before the tires overheat.
I personally like to add 100kg to the front tires, but that's just my own preference.
And sorry about still using the vanilla LFS steering wheel. I'm gonna replace it at some point. It's just I'm right at the top of the tris limit so i have to optimize more for that.
Hello. An early view of a new project. For this one I don't have a time elapse like the saliva 15 but I have a good WIP screenshot that I would like to share.
We are a long way left until finished on this but I thought i would make a thread to post my progress reports in.
Thanks!
I couldnt find the issue. Its set to -450 to 450 in steering and that's the only setting i can find.
But try it again because I have changed it to GT class so the max lock is now 60 degrees instead of 45. Maybe that fixed it.
Sorry, having some technical difficulties with getting the tire types right now xD I see 2 ppl are online. so its a little bit stressful to fix it lol
Edit: Okay fixed the tire types.
Now its 235/40 x 9 front and 265/35 x 10 rear and Road normal, road super, knobbly
I will also tweak the handling later. For example it has a high scrub radius right now.
Might be my fault. Not sure. Thanks for letting me know.
About the spec-r yes I wanna update that too with new steering wheel, new wheels and some various stuff.
Thought I'd make a thread for skins meant for the Saliva15 mod and other mods based on the that mod. They can probably be used on different derivs as they all should have pretty similar UV layouts.
So basically SALIVA15, SALIVA15 RAIJIN, SILLY15-MEI, SILLY15 DGP, SALIVA15 RIDGE, SALIVA15 GOCHA, SALIVA C15. Hopefully i didnt miss any.
Starting off with Kei Office for SILLY15 DGP
If you have some, or wanna make. Feel free to post.
Just making a thread for the mod because it's still wip and this can be a place to give feedback and for me to say what will be added. Mod will be uploaded very soon in a wip stage.
The mod is a derivitive of my own previous S15 based mod but with a different bodykit.
That's not out of the question. The engine sim have a built in RPM holder constraint.
If this RPM constraint was made to update in realtime based on your outgauge RPM and control the engine sim throttle via your LFS throttle you could actually run it externally.
But it would only work for your own personal vehicle of course.
it not just might be too CPU heavy for LFS. It definitely is off the scales too cpu heavy for LFS. One engine with 10 cylinders is enough to tax a ryzen 7.
It's probably better if the devs focus on improving the current sound system instead when the time comes.
What bose said. It's my understanding that the maps are no longer compatible with the current build of LFS and need the graphics update to work. This is because the maps are entirely converted to new materials.
I think scawen have also said that it would be too much work to separate the WIP tire physics update from the graphics update to release one without the other.
Yea, Blender is the most efficient 3D program in my opinion when you're used to the key bindings.
Thank you!
I've done some work optimizing the body. The full exterior (with everything visible in the video) is now at 33k tris which leaves another 30k tris for interior, wing mirrors and the other missing details like muffler.
I've also begun setting up the suspension and frame and all that stuff.