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Snoop.DriftEra
S3 licensed
Quote from Scawen :It may be confusing for you, but try to imagine how confusing it is for me, dealing with suggestions all over the place.

I'm surprised you keep control over other threads all over the forum.
Also I understand the amount of info comes through your head. I'm just doing one mod for many years and my brain blows up when I try to sort things out in my paper notepad while working on it. I can only imagine what it's like to be You.

Quote :
Most of your points are really about the modeller, so would be better placed in the other thread.

I'm sorry I perceive Modeller and Editor as a one solid thing (LFSE). I posted in wrong thread twice, I think now I will transfer my post again to the correct thread, sorry for that.

Quote :
Redo is quite a lot more difficult from a programming point of view, as the editor wasn't designed in such a way to support that from the outset.

Ok, we can live with it. Just wanted to point it out.

Quote :
I don't think this is a bug, if you are talking about the blending from nearby pixels. It's more the atrist's responsibility to ensure that the cutout doesn't butt right up against pixels that are a different colour. It's fundamental to how bilinear filtering works, rather than bad programming.

No. This is a different issue. I'll update my post with evidence in another thread. In a few words: the leftmost mapping pixel is taken from the rightmost pixel of the page.

Quote :
I can't take a few days out from development to examine thousands of buttons to find out which ones don't work as expected. More helpful is specific examples of buttons you find which don't work as expected.

Will update post with examples.

Quote :
Since Editor Test Patch D8, you can now break off triangles from a subobject into a new subobject
> LFS Modeller Suggestions / VladM: https://www.lfs.net/forum/post/1990727#post1990727

Wow great! thanx!!!!!

P.S.
Thank you for taking time and provided us with links for correct threads.
Last edited by Snoop.DriftEra, .
Snoop.DriftEra
S3 licensed
Quote from johneysvk :you can disable a lot of them from within airio. not sure what AirAttack did to you.

You can't disable insim chat spam and insim flags AD that forced to show while you race.
I don't want my rearview mirror to be hidden by spam while race. I don't need extra flags (double flag) in the center of screen.
P.S.
AiAttack what they did to me? They are a troll/crasher-welcoming team with double standards and corruption. But it's an offtop.

Quote from johneysvk :
too much visual clutter imo and tbh i don't really see the need to see that stuff while on track?
car name is already shown.

F11 is almost empty. It only has handicaps/driver name/mod name.
You can't remember all specs of all mods. I'd like to see user's specs while watching their battle online. I think it would be useful for events also. As an event host you can quickly inspect participant car's specs before start.
Last edited by Snoop.DriftEra, .
Snoop.DriftEra
S3 licensed
Quote from Lopyt_Music :...and it has awesome motion clarity and contrast in a dark room, though I admit its tiny.
Currently using FOV of about 80...

Oh I remember the days of CRT monitor and how painful to me was to switch to TN matrix even though TN was wider. I switched just about in 2018 or so. The colours and output of CRT were great! I still miss colour benefits.

For 14" monitor my FOV was 90° and my eye/picture distance was around 60cm.
Now I use 105°FOV at 24" monitor with 80cm distance. (Some play with extra low values, but for me it's all about a 'natural feel' of a car and environment. 105 is pretty close to how I see cockpit/world IRL. None of advices and calculators did fit to me, so yeah, it's all about personal preferences as Scawen said.)
Snoop.DriftEra
S3 licensed
This post is part of one list from my notepad splitted into three separate topics:
LFS Suggestions
LFS Modeller Suggestions
LFS Editor Suggestions

LFSE:
Some I consider important:
0. Point #8 in LFS suggestions thread applies to LFSE as well.
3. Fix: Chat text overlaps and hides the mesh points. (Also would be nice to have it smaller and LESS annoying while you work on other things leaving highlited bugs for later fix).
5. Add: RMB values insertion for:
a) colours.
6. Fix: LMB/RMB small/big (0.010/0.001) values adjustments are inverted in some places right now:
a)Pivot point values in special draw mode.
b)Aerodynamic values
9. Add: Allow -> AT or MT only.
10. Add: [Draw points] to [Special view] separately. Sometimes it's good to see them with wireframe only without frame.
11. Add: Break from SUBs to SUBs.(I've heared it's done, thanks!)
12. Add: Merge from SUBS to SUBs. Somewhat as we assign tris to configs.
13. Add: Move/Rotate axis of subobject wthout moving/rotating object's points/mesh. Useful for adjusting future parts axis as pop-up headlights or wipers.
14. Allow to lock LHD or RHD. Right now you can "select side", but when you lock the side it switches back to "built as". I made perfectly switching side model and I want to make separate LHD and RHD versions by clicking just one button instead of moving driver/finding RHD subs/Flipping points/Flipping tris/Fixing Maps. Too much hassle.
15. Flip attachments (with mapping). Now to flip attachment, I have to manually flip points, flip faces (tris), then I have to fix wrong mapping that did not flip.
16. Ctrl+RMB - Copy, Shift+RMB - Paste for whole set blocks as [Suspension], [Transmission] etc. So you can swap whole tranny from one set to another in couple clicks.

Questionable, but i'll share:
17. Add: Optional ON/OFF light-up timing values for Lamp/LED lights/indicators. Reason: Lamp lights does not light-up immediately as LEDs. (Bad idea in case one mod may contain different types at different configurations at once, but anyway)
18. Add: [Show Main], [Show Wheels], [Show Subs] buttons in main menu and special draw as well, same as in LFSModeller.
19. Don't reset steering angle when 'car drop'.
20. Add: Disable aerodynamic parts in aerodynamics menu when in use (Sorry I didn't find HOW tu un-use it back).

Note: I understand it can't be made by the finger click. I just shared some enhancements I would do if I could.
Last edited by Snoop.DriftEra, .
Snoop.DriftEra
S3 licensed
Great job, man. But the steering angle... ewwww.. I don't think it's like that IRL.

update:
I mean steering wheel tilt.
Snoop.DriftEra
S3 licensed
This post is part of one list from my notepad splitted into three separate topics:
LFS Suggestions
LFS Modeller Suggestions
LFS Editor Suggestions

LFS:
1. Fix: Green dust at grass. C'mon. It's over 15 years of green dust. We got used to it, but can it be beige finally? Smile some say it fixed in test patch. Wink
2. Name list [T] function. Exchange cars when both users are in cars. Take over when one user is spectating.
3. Add: Remap buttons e.g headlights/indicators.
4. Add: "Hold" options for some functions. Would be useful for e-brake/indicators/emergency lights when using car parts at the rig (Function is ON as long as contact is CLOSED).
5. a) Fix: Replay timeline screws up when switch time/camera, also interacts with F9-F12 menus. Each time your cursor hovers over different replay time because of it. Annoying.
b) Fix: Replay timeline dedicated shift+F is annoying. Why not just move timeline under HUD and F9-F12 menus and leave as a part of the whole HUD with common shift+F?
6. Fix: Replay camera skips when change replay time at timeline. Annoying.
7. Fix: Left view instead of [Shift]+[L] (suspension), and front view instead of [F] (forces) are the least options I quickly need while setting my car in garage. Annoying. (BTW Thanx for free rotate option, really needed it for years. Still lack of it in lobby).
8. Fix: Colors mismatch 0.6 vs 0.7. (See screenshot below).
9. Add: You were kicked/were banned/lost connection as a different states instead of just lost connection.
10. Add: Save kick/ban/vote chat messages to MPRs. Some troll/crasher gangs abuse votes, and vote log neeeded for proof.
11. a)Add: Start replay button.
b) Replay lost when race restarts while you trying to find correct/unused name to save previous replay and you end up saving a short bit of new race. Any way to solve it?
12. a) Add: Flags/Names/Chat text transparency option. Chat spam blocks rearview mirror. Flags are important, but disturbing.
b) Add: Option to disable any INSIM text. Insim spam is irritating during race on some servers ran by 12 y.o. kids (AiAttack for example).
13. Save car/mod+skin/set choice for each user (driver) name.
14. Add: Shift+J from garage.
15. Fix: "Can't reset - could hit another car" is annoying and useless since it resets car at same place. What's the point if it not returns car back to track as it was in old versions?
16. FIX: Shift+U View is now limited by screen boundaries. Hard to turn camera 360+ degrees when cursor is off. In older versions there was an ability to look around unlimited.
17. Camera:
a) Add: Save custom cameras and choose amount and types of them in cameras set that you use.
b) Custom "View locks" for different view types. (e.g. 1st person "head" view and custom "locked action camera" view).
c) Custom rear views
d) Custom FOVS for different view types.
18. Fix - 3rd person view car Mirrors turns into dark chrome or shiny black instead of just black when inactive.
19. Add: F11 Car/Mod Name, Power, Torque, Mass, Weight distr. or Layout (FR/MR/RR/FF), Tyre size (F,R)
20. RMB digital values for colours.
21. Ctrl+RMB - Copy, Shift+RMB - Paste for whole set blocks as [Suspension], [Transmission] etc. So you can swap whole tranny from one set to another in couple clicks.
22. Fix: Any material properties other than 'constant shine' in helmet.sre leads to skip that part to HEL_DEFAULT. Can't use matt part of a new helmet.
XX. IMHO: Shift+U camera control felt much more convenient in some older version of LFS.
XX. IMHO: [space] play/pause logic in replays is dfferent in cinematic mode and shift+F mode. Confusing to have [space] work as a shift+F in shift+U mode. Space=Play/Pause at any modes is way better.

Server/event options:
23. Only steering wheel users allowed.
24. Only H-shifter users allowed.
(as I'd like to compete in equal circumstances in production class)

Note: I understand it can't be made by the finger click. I just shared some enhancements I would do if I could.
Last edited by Snoop.DriftEra, .
Snoop.DriftEra
S3 licensed
Quote from Scawen :To me that seems like another option for s_clocks_alp:

- show numbers (no/yes)
- show markings (no/yes)
- needle colour
- text colour

Bingo! Been in my wish list for years. Finally i can scratch it out..Thumbs up

P.S.
We can't use digital (formula) and analogue gauges at same time at the moment. Would be nice to have one adjustable sheet with many options to use multiple variations at same mod.
Last edited by Snoop.DriftEra, .
Snoop.DriftEra
S3 licensed
Oh I love it!!!
Snoop.DriftEra
S3 licensed
Quote from Scawen :I don't see a connection between those. What were the circumstances?

At the moment of crashes I was cruising at overpopulated car-mod server "Just a Ride" with 46/46 users. Nothing special. Just a relaxing fast runs around Westhill with some traffic.
Right before that i participated in Street Drift Series, Round 3, which required a sign-up. It was my first sign-up ever. I was redirected to sign-up from LFS main screen.

The only uncommon thing in my hardware this year is a different Android 8.0.0 phone that freezes USB-modem connection in LFS from time to time so I need to reconnect, which never happened with previous phone (it's only my suspicions ATM).
Crash to desktop only happened yesterday in these three cases.
Last edited by Snoop.DriftEra, .
Snoop.DriftEra
S3 licensed
Caught multiple crashes yesterday. Never happened before. LFS worked as a clockwork all the time before.

1)
Faulting application name: LFS.exe, version: 0.0.0.0, time stamp: 0x62596d7f
Faulting module name: LFS.exe, version: 0.0.0.0, time stamp: 0x62596d7f
Exception code: 0xc0000095
Fault offset: 0x0010b257
Faulting process id: 0x1730
Faulting application start time: 0x01d922c8f989e423
Faulting application path: D:\GAMES\Live For Speed\S3\Live For Speed S3 (0.7A)\Live For Speed S3 (07A)\LFS.exe
Faulting module path: D:\GAMES\Live For Speed\S3\Live For Speed S3 (0.7A)\Live For Speed S3 (07A)\LFS.exe
Report Id: ee6777e9-c464-42ab-969e-ff859ade784e
Faulting package full name:

2)
Faulting application name: LFS.exe, version: 0.0.0.0, time stamp: 0x62596d7f
Faulting module name: LFS.exe, version: 0.0.0.0, time stamp: 0x62596d7f
Exception code: 0xc0000005
Fault offset: 0x00022fcb
Faulting process id: 0x105c
Faulting application start time: 0x01d922ccf5a535ee
Faulting application path: D:\GAMES\Live For Speed\S3\Live For Speed S3 (0.7A)\Live For Speed S3 (07A)\LFS.exe
Faulting module path: D:\GAMES\Live For Speed\S3\Live For Speed S3 (0.7A)\Live For Speed S3 (07A)\LFS.exe
Report Id: 3ab50165-1d5e-46ed-9e2d-fbf194ef3cca
Faulting package full name:

3)
Faulting application name: LFS.exe, version: 0.0.0.0, time stamp: 0x62596d7f
Faulting module name: LFS.exe, version: 0.0.0.0, time stamp: 0x62596d7f
Exception code: 0xc0000005
Fault offset: 0x00046bf6
Faulting process id: 0x1340
Faulting application start time: 0x01d922e4d54ed8f1
Faulting application path: D:\GAMES\Live For Speed\S3\Live For Speed S3 (0.7A)\Live For Speed S3 (07A)\LFS.exe
Faulting module path: D:\GAMES\Live For Speed\S3\Live For Speed S3 (0.7A)\Live For Speed S3 (07A)\LFS.exe
Report Id: 1699dd92-7293-449f-bfcf-3a7569cc07d2
Faulting package full name:
Faulting package-relative application ID:
Snoop.DriftEra
S3 licensed
Oh wow! Devs bringing more life into Live For Speed. I can't believe! Thank you guys!

My suggestion is:

- Foam Blocks!

I think the physics of object must be something similar to triple tire stack object from Blackwood Circuit.
Last edited by Snoop.DriftEra, .
Snoop.DriftEra
S3 licensed
Oh I remember the topic where Scawen explained how GPU can be utilized for generating sound echoes. That was amazing and I thought how good would it be if devs will keep share some of such educational info with us.

I'm a bit late here, but I had to say what I was going to say long time ago: Thank you, Scawen, for sharing progress in that way!
Snoop.DriftEra
S3 licensed
I like the way you present the changes.
Oh and the mirrors. I like that you noticed and changed the shape.
Snoop.DriftEra
S3 licensed
Getting ready for the night.
Tried to implement my longtime idea(dream) of glowing glass:
Snoop.DriftEra
S3 licensed
It's been a while. I'm back from half-year pause (really had no mood for anything since February, 24th).

None updates been made to mod itself, but few more parts I've made to bring this mod closer to finished status. Here are some pictures from modeling process and tests(0.6U):

+ OEM wing
+ 3 types of exhausts. Stock, Street, Track (VOB mod heritage >XRG/XRT/XRR)
+ Propeller shat, differential, drive shafts.
+ Fuel tank (New version).
+ NISMO style hood (New version).
+ Factory brakes for the stock version.
+ Full Zenki (aka CA Aero) kit is finished.

The diagram picture shows how inaccurate my suspension model is (something in between S13 and S14). Anyway it was made from photos, so the result is not that bad, and since LFS has no multilink option and no chance to make arms active at all, I will leave it as is with some minor changes.

For those who ask about release: STOCK VERSION COMES FIRTS. I won't release any of that crazy tuner cars with wide bodykits and fancy wings until i get the basic model as it should be. I still lack of CA18DE/DET and SR20DE/DET is still unfinished. Also some parts, mappings textures and configurations has to be optimised for gpaphical savings.
Last edited by Snoop.DriftEra, .
Snoop.DriftEra
S3 licensed
Ooooooweeeeeeee!!!!!! The $#!t is hot!
Snoop.DriftEra
S3 licensed
Why the hell do I see this mod with "include tweak mods" turned OFF?
Snoop.DriftEra
S3 licensed
Why the hell do I see this mod with "include tweak mods" turned OFF?
Snoop.DriftEra
S3 licensed
Quote from NENE87 :Just after retopology discussion...

So you think it's one of our S3 users attacking servers? And my friends calls me a paranoid..Cool
I hope you're wrong.
Snoop.DriftEra
S3 licensed
Quote from Eclipsed :What exactly do you mean with "better hosting system"? A decenterized like it used to be,so the pirates can make a fake master server once again,earning money from LFS devs' work while devs are earning nothing from the pirated version users? Or do you have a better concept than current one?

I remember the days of Pereulok crack servers. Pereulok never made money on LFS. And Pereulok's connection quality was way better than LFS in 2022, which surprised me. There was a rumor that Pereulok takes LFS' audience away. But since Pereulok voluntarily shot itself down, i don't see much population online at official servers since then.
Not justifying crack servers, I just want to say that THIS conception seems to be fail either.
Snoop.DriftEra
S3 licensed
Do you think it is really necessary to upload 16 versions of a same damn mod a day?
All these versions are saved on server and our PCs and eat some resources.

Or is it the change log shows wrong upload timestamp?

added:
Quote :- update because new car has same name with old mod.
files conflict, need to update 15 time ( /fp )

^^^Did not know this. Sorry.^^^
Last edited by Snoop.DriftEra, .
Snoop.DriftEra
S3 licensed
Quote from Gutholz :In a perfect world it would be possible to just take someone's word for it but we saw how that got abused.

And we have a very small community of an old loyal LFS fans. Now imagine LFS fanbase will grow to same number as AC or other sims? What yall gonna do then? Review every single mod manually.
I mean all these legal issues must be somehow optimized so everyone: LFS devs, Modders, OtherGameDevs can be ok with that.

The game mod scene was always based on model conversions and some parts are travel from mod to mod. I still see some of my parts made for SLRR back in a days in other games. And I ok with that since it's a digital world and you can't control all of it.

Quote from Gutholz :We are not talking about primitive cubes but about models with several thousand polygons. It feels more like a philosophical question to discuss cubes or how maybe two models are similar in certain places. I do not see how this contributes much to the discussion.
It is virtually impossible that by chance two people create the exact same mesh.

The cubes are an example of the shape limits. After that I showed my model in the lowest quality to show that it can NOT be made in other way that that. In other case it will look wrong and edgy. So, hypothetical, someone can create model with very similar mesh orientation, just because it represents the same car. That is exactly why I asked previously about 100% match by overlay. Because judging by screens may fake you. I saw some mods were wrongfully rejected by this reason even though the mesh wasn't 100% match.

Another example is Watanabe wheels that used on my mod. I made them 100% from scratch but every time I see Watanabes I check them for a mesh and many of them are look very similar, since the wheel polycount has a limit and many of them made the same way with minor differences.
Snoop.DriftEra
S3 licensed
Amazing! I find LFSE is very uncomfy in such tasks as breaking the edges and smoothing my models. It's unbelievable how you did all the job in LFSE...
Snoop.DriftEra
S3 licensed
Quote from detail :Presumption of innocence is needed to protect citizens from made-up administrative or penal charges, because they make a lot of harm to the society in general.

This is not the case when you accept something in the area of your responsibility. E.g. a stranger knocks at your door and asks to keep a bag for some days. You won't trust that person. Same case with LFS: it's other's content, but it's LFS devs who are liable for it. Makes all sense to be strict, rather than permissive.

You killed me with that one! Really good example! Agree.

But what I disagree is this:
Quote :No, a 100% match of the mesh is not required to identify a ripped model. It is trivial to move some polygons around, either by hand or by tools.
On the difference between publishing a ripped file and opening a file but not sharing it: See above.

I can rip a CUBE model out of LFS, GTA:SA, and model ONE myself. I can scale them all to the same shape and you'll never get an idea which is which.
Same to that I can create my own model, find out that the shape is wrong and fit it's mesh to a GTA:SA car for example. And when I upload it you'll tell me that i ripped it from GTA:SA, while I was just shaped it to another model, assuming that shape is better.

The lesser the polycount the easier for it to match other models.

The only reason I'm jumped into this holy war here is Rubies RX7 which had ABSOLUTELY different mesh. But if he lied about the way he modeled it it should be ok since noone would proof his mesh mach any other. He just used a 3D model as a 3D blueprint.

Added:
Also i want to add that some shapes can not be done in any other way. So two different models of same car from different authors may look the same in some places. Here's an example, that the edge can be orientet THAT way and NOT another.
Last edited by Snoop.DriftEra, .
Snoop.DriftEra
S3 licensed
LOL LFS is non-MOD-friendly....time flies by but the main line remains the same. It was and it still is.

From DORITO-FD7 thread:
Quote from Scawen :...while you avoid giving us any information about the source

I remember the times when car-packs for MAX5 were downloaded as RAR archives for free and without any description, back in the 2004. Those sources are not existing anymore. If I tell you that I took them from XtremeImport.nl - it would make no sense.

Since then "Street Legal Redline" received numerous beautiful cars and tracks but LFS received a Burger mod.
Many of those who made mods for SLR now do their mods for AC, RF and other games but not LFS. And LFS servers are almost empty. I wonder why.

Now, the thoughts I can't let go:

-Isn't it the source model's author initiative to claim his model is ripped (if it is)?
-Isn't there a presumption of innocence before that fact is proven?
-Isn't it a crime for reviewers to open RIPPED models for comparison with mod models?
-Isn't the ripped model must be 100% match the mod's mesh by overlay to say it's ripped?(wich requires reviewers to steal a suspected source model for a comparison)
-Isn't there is a law (which i know from my IRL FRP bodykit production practice) that if there's more that 10% is changed - then copyright laws does not apply to this item?


P.S.
XRT has some Mitsubishi's intellectual property in it BTW. What we gonna do with it?
Should I ask NISSAN for permission to take pictures of their headlights at my local drift event to make texture out of it later?
Some rules are nonsense and you guys overcomplicated it. This is how i see it, sorry.
Last edited by Snoop.DriftEra, .
FGED GREDG RDFGDR GSFDG