Hmmm tried to get into the editor today, I've been running the most current patch since release. I'm signed out and can't sign back in. Checked the firewall setting on my side, changes my webpass. Nothing seems to be working
I've got it to where the editor snaps the Hub OB to the correct location, moves and acts like a wheel as intended but when I test the mod in LFS proper it's acting as if they were standard subobs. They lose the Hub Ob function. They do not spin, turn and they move with the body as if they were subobs.
Edit: Oh you HAVE to have the latest test patch in LFS, I see. I thought you just meant you needed the latest LFSE test patch to make the hubs. I guess I'll make the mod private until that feature is forced onto all players in game. Id rather not tank the rating on the mod over it.
Yeah I'm working on that right now, but It appears to be finicky. The car looks and acts correctly in LFSE but the wheels are off center not moving in game for me. I need to build more solid single object wheels in Blender for this purpose now, a lot of my wheels are built in LFSE as SRE. I know a way to extract them but I may just start over with some of them.
It's an issue for me because you now have to tie in 1/4 body customization options to the wheel. I will be using this new hub feature to allow my mods to have separately paintable front and rear wheels, and to be able to run 2 different wheel designs and spoke face offsets. Great for Drift and Drag cars.
I'll have to mess with this when I have time, but I wanted to say that I appreciate you also talking about how we can future proof these mods for the physics and lighting updates.
If there's anything else we should be doing so we don't have to emergency update the mods when the final Patch drops I would love to hear it!
I appreciate the passionate reply and I will touch on all these points when I have some time to work on the car.
The steering wheel subject is touchy, I've found 3 or 4 different variations. Mine is a little thicker than the one in the Motorsport video because mine has the twine wrap. I've seen some wheels mounted with the spokes at a 45 and some with the spoke pointed right up at 12 o clock. I've seen some wheels with a super large diameter that almost pokes over the side of the car and some smaller ones. Most of the decisions I've made had to do with the view of the gauges. I'm open to making the wheel diameter larger and I've talked about doing it with my testers as well.
I do beleive I should raise the driver position up vertically.
The cross texture thing happens when I map most of my cars, I'm not sure if it's worth fixing.
The animation is very low effort I just simply widened the grip of one of my existing ones and the car does deserve something better.
I plan on putting much more time into refining this car because I am passionate about these Bentleys. I got caught up working on patching some of my other existing cars while this car was in review, and frankly I still have ALOT of issues I need to work out on them but I won't forget about this car.
I wouldn't worry about that graphical error in the frame screen, firstly you're not meant to drag my VEH file into editor and look at that, secondly I know exactly what causes it and it's actually a crucial part to the current feel of the bike and will absolutely be staying.
The lights work, I'm no longer working around the current light system in the game. They look the way I want them to look in the editor and I'm assuming the system in the editor is what the game will adopt when the night mode update comes out. Either way lights are superficial in the game right now.
The animation system for bikes just doesn't work well and isn't worth putting much more time into. The guy moves based on the angle of the forks not the lean. I just leaned the rider forward and flared out the knees a little so it doesn't look completely ridiculous when you're racing. I have other animations that look even better racing but you guys wouldn't like how it looks when cruising.