The online racing simulator
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AS5 car sinking / hovering
pärtan
S3 licensed
This is a little bug I came across. There is a small concrete section next to the road on one of the AS5 (along with more tracks) on which you sink into the road/hovers above it. I'm guessing it wouldn't be very hard just aligning the bounding box with the rendered ground. I knew it was there since a time back and now when I was making a layout I realized how deep you actually sink and how high you actually hover.

Position


Glitches







It doesn't really affect the driving on this layout rather than looking / feeling weird.
Last edited by pärtan, .
pärtan
S3 licensed
LFS got awesome graphics, I don't get how people can't see it. I for one perfer the current graphics over a big blur of nonsense. Also I don't want a bunch of people seeking "eye candy" all over in the game. People should understand that LFS doesn't need to attract any other audience then the audience who perfers realistic handling physics.
pärtan
S3 licensed
Quote from Racer9 :That's not a "fan hole" as you call it. That's an actual gauge position for the car that dashboard is modeled after. Mitsubishi GTO/3000GT, fyi.

Oh, I see. My bad.
pärtan
S3 licensed
Quote from Inouva :Engine temp is not implemented in lfs yet
Also the oil presure gauge it's move when you press the gass, but the measure is not implemente yet on lfs

Quote from Pärtan :On a not entirely unrelated topic, another thing that might bother me once the engine temp is working. I would like the engine temprature gauge to be in the dashboard rather then sitting in the fan hole.

I know
pärtan
S3 licensed
Quote from Zipppy :It's sometimes hard to see when the gauge is the same colour of the car tbh, I've wished for a translucent backdrop for gauges, but for now, we got the Virtual Gauges OutGauge application.

Mmh, I was talking about the gauges visible in the 3d dashboard of the car rather then the HUD style ones. But of course backdrops for those should be added in too.
On a not entirely unrelated topic, another thing that might bother me once the engine temp is working. I would like the engine temprature gauge to be in the dashboard rather then sitting in the fan hole. Maybe moving the boost gauge to the a-pillar? Maybe add vacuum to the boost guage? I'm drifting off abit now. An image to show what I mean.

Last edited by pärtan, .
Gauge backdrops
pärtan
S3 licensed
This is just a small improvement suggestion that I came up with a year ago or something and that I just remembered now. See, the thing is that I would like a white backdrop for my gauges with black text. Like in for instance an S15. The idea is to add a new color slider, just like for the rest of the interface and for all the other things on the gauges but for the background so you can put a white background with black digits in your gauges. I belive this would take a couple of minutes to do, correct me if I'm wrong :P
pärtan
S3 licensed
LFS is supposed to be realistic right. Anyone can't just piece together a track in real. However, in real there is a great number of tracks to chose from while LFS only got 7 not counting the autocross Add more tracks but I still say no to a track editor thing.
pärtan
S3 licensed
There are 5 horns to pick from, Isn't that enough? I mean, it's just a horn. However, individual car sounds would be nice
pärtan
S3 licensed
Now that the bump is made, I'm going to take this opportunity to express my opinion. Personally I don't think LFS needs that much of a graphical improvement. In z25 when the XRT got itself a new set of rims and an updated dashboard. That was to me a huge improvement. I don't think any biggies needs to be made to improve the graphics of LFS. Improve some of the cars, for instance the RB4. Give it some fresh rims, improve the interior. The over all graphics in LFS is a relief in my opinion. They are not drowned in blur and particle effects. It's easy on the eyes if you know what I mean.
Some things I might miss though is for instance some nice back fires as you hit the rev limit, some glowing discs as you brake from 200 kph. Avarange things like that. And again, do to all cars what you did to the XR in z25.
Subaru Impreza sounds and setup
pärtan
S3 licensed
Just a little something I mixed together. The engine note sources are unknown. The bov sound is from the bov pack.

Setup with gear ratios from a 2009 Subaru Impreza
(It was made fast otherwise)

http://www.box.net/shared/gspzmbgz2d

Two clean Subaru engine sounds for the RB4.
http://www.box.net/shared/3dj8gda4yg
http://www.box.net/shared/rmfxb8zy32

Have fun
Handbrake locking
pärtan
S3 licensed
Assuming that one use an axis input to simulate the handbrake. Live for Speed got a built in function to lock the handbrake into place when the car is standing still. The only problem is that the only way to later disengage this handbrake locking function is to get the car moving. This doesn't allow for smooth take offs. Another thing is that some people perhaps have a handbrake construction with an actual locking button on it. Would they need to have a built in function to simulate this when they can just do it with there real hand. I think this function should be optional. I also think that you should be able to bind a button to act as the locking button you would normally find on a handbrake. Hold while pulling the handbrake, press again to disengage. It shouldn't be too hard to do.
Also, as many suggestions gets instantly rejected by other users, I understand that this isn't a priority ect. But that's not a reason not to suggest it now, is it?
Last edited by pärtan, .
pärtan
S3 licensed
Quote from Ni-san :I would like some mountain courses like in Initial D, Tokyo Drift and NFS Underground 2 and Carbon. If possible I'd like some kind of rule which prevents a downhill car from starting while another car is racing uphill or opposite. This can be managed by stop-start lights. However this will probably require a lot of programming, and due to the tire physics they're working on these days it's probably something that we won't see in the first place.

Or... Sorry for a bump but I just got to say this. Or you simply design this touge road map idea like a full mountain with a couple of different roads which could be turned into different track layouts and there for forming a circuit with one downhill section and then an upphill section. This would also add more variation in different forward/reverse/layout options you got when selecting this map environment.
pärtan
S3 licensed
Quote from tikshow :they burn their clutch because they change gear with full throttle, on roadcars you must disengage the throttle before you want to change gear in endurance races, in a few laps you can't burn your cloutch, except in south city

I know that, but i meant the automatic gearbox system in the game right now based of the manual system.
pärtan
S3 licensed
I think it's a good idea, whenever I play with people who use the manual semi automatic gearbox out there at the moment, they all seem to burn up there clutches pretty fast. Maybe this would prevent that?
pärtan
S3 licensed
For everyone who would like to change the engine specs, just use tweak. It's obvious that this being a compulsory feature of LFS would never work out.
pärtan
S3 licensed
I totally agree with this. I've myself been suggesting this before, aswell as backing other people up with it, and I'll do it again. There really are no arguments what so ever against adding a touge track to LFS because you can do all diffrent types of racing / driving on them and since there are so much drifting activity on LFS, they would be very satesfied with it aswell.
pärtan
S3 licensed
Quote from dawesdust_12 :

Additionally the LFS graphics engine isn't capable of rendering a track with multiple routes, making your city pretty dull with 1 set of roads in a circle...


Actually, LFS is rendering all routes only that they aren't accessible. If you look over the map in shift U mode you will notice that everything is there but blocked off.
pärtan
S3 licensed
Quote from Funnycat :Not too convincing. I'd suggest generating one here
http://www.french-number-plates.com/platemaker/
And making it a texture + use the black as displacement.

If you're using Vray I can give you my plate, as seen here:



In that case, he should apply a bump map because the current plate is 3D and he should keep it that way.
pärtan
S3 licensed
Quote from drift1r :maybe an xrtd xrt with a d for...

Quote from the stig pl :...diesel

+1
Last edited by pärtan, .
pärtan
S3 licensed
Why not? I mean, it would please everyone with a nice road up in the mountains, especially me. What's most similar at the moment is Fern Bay...
pärtan
S3 licensed
Quote from J03130 :Why does it matter??

Because the topic is from 2008.
pärtan
S3 licensed
Quote from vane :peel p50...

+1
pärtan
S3 licensed
It's a good idea but i don't see a reason to keep theese at different buttons.
First you hold the button to ignite the engine and once the engine is running, you have to let go of the ignition key and press it again to shut it off. There are no problems with keeping them on the same button input.
pärtan
S3 licensed
Then this wind-volume feature should be improved so that it reaches longer, yet allow less volume before breaking zero.
FGED GREDG RDFGDR GSFDG