The online racing simulator
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superlame
S3 licensed
Looking forward for this for sure! I saw in your instagram that the model has no bumpers / no front hood etc.. please make different configurations for - Missile Drift and etc. It will be cool Big grin

P.S. I actually doesn't see this mod for a first time. I remember seeing it some months ago when modding was still illegal Big grin but planned to be added. So hope you did some improvements from the last time I saw it.
superlame
S3 licensed
yikes
superlame
S3 licensed
Quote from Gutholz :I do not have Photoshop and opened the file with Irfanview.
Are the roof and sideview meant to overlap like this? Or maybe it is my software?

You need Photoshop to open it properly, idk maybe gimp can work too but i'm not sure.
superlame
S3 licensed
I can't pm you on forum so I'm writing here.. We can't chat because the stream is on "Youtube Kids" mode. Also we are seeing only part of the screen. Make it fullscreen on OBS
superlame
S3 licensed
Nice! I will come, tell approximately time when will you stream and time zone.
superlame
S3 licensed
Quote from BeNoM :Same here! I've just been going into pits immediately until the mod downloads aha

Strange o.O I deleted some mods from mods/vehicle folder and downloaded them again and my game didn't crash.

Also for crash logs I have a .txt file in my gamefolder called "crash.txt" but I don't know if its from LFS or some 3rd party app I have like ( Discord Rich Presence, TCLights, TC Binds)
superlame
S3 licensed
yes, thats what i faced too.. two or more things can't share same of the special mappings for lights.. maybe try to make the lights on 1 object. something like the fz5 lights
superlame
S3 licensed
Try Running as Administrator the .exe
superlame
S3 licensed
There is already some sort of telemetry and its the Hotlap analyzer - LFS World Raf Hotlap Analyzer But you need old browser that supports Flash Player.. Maybe if the LFS World Raf Hotlap Analyzer and LFS Remote get converted to HTML5 will be more efficient. And modded cars to adapted ofc
Last edited by superlame, .
superlame
S3 licensed
Quote from Flame CZE :I don't understand, why are there two separate sound files? Should I load both of them and then re-save, or how does it work?

For the video, I only used the Stratos_real.

You can actually put both of the files inside LFS_EDITOR\data\engine



Stratos_real is the engine configuration file you load from Edit Engine in LFS Editor

While Stratos_SoundV2 you load from Transmission / Audio -> ENGINE SOUND FILE.

superlame
S3 licensed
If you want the old steering animation you can replace it with the old one from version 001

Copy the .ban file from folder move -> LFSGAME\mods\vehicles\vehicles\CMR TRANSAM~001\move

Rename str_saloon.ban to str_camaro.ban

Paste & Replace the renamed file in

LFSGAME\mods\vehicles\vehicles\CMR TRANSAM~003\move
superlame
S3 licensed
What about Options -> Graphics -> both lods on 1.0
and
Options -> Misc -> Multiplayer speedup option -> Yes -> Multiplayer car draw 500m and dynamic lod on 0?
superlame
S3 licensed
Writing here since I didn't find more appropriate thread/discussion.. [EDIT by Scawen: moved to bug thread]

So, I think this message for when someone is connecting, and when someone fails to connect is getting a bit annoying.. This message "lfsname failed to connect" appears every time someone tries to joint he server and the server is full. Maybe more player slots and driving slots or just removing this message that appears will be cool

Last edited by Scawen, .
superlame
S3 licensed
Sorry if this has already been reported, but wrong skins loading for the mod cars.
superlame
S3 licensed
Quote from bayanofmansorofisky :Made the high resolution skin (2048x2048) template for u bois enjoy Big grin

Ok, I don't know what happend but last time I tried making 2048x2048 skin the cargo went white, and when I downscaled it to 1024x1024 the cargo skin showed up.. Nevermind everything is ok now and going to remake the skins in 2048x2048
superlame
S3 licensed
Quote from denis-takumi :and new bug in game

- play the game on mod car in real time
- update mod (add new textures and maps)
- after public go to game
- go to box and then go to track
- mod was updated but new textures still not shown

Maybe restart your game or reload the textures.

Options -> Graphics -> Textures ( excluding skins ) if its on high res, put it on low res and then back to high res as it is originally.

superlame
S3 licensed
Quote from denis-takumi :i thing now to export textures and uvw maps from 3d max


But UV Mapping is not supported.
superlame
S3 licensed
Quote from Evolution_R :That's why we have to cut the whole rim like this to load it properly (which is not ideal).
360 / 5 (spokes) If would be possible to load the full rim ... minimum number of spokes 0?

I did some testing and look what I found out Looking

Edit: If you change the number of spokes the rim goes crazy Big grin Look what happens when you decrease the number of spoke by 1 ( 4 ) ( Second picture )



Last edited by superlame, .
superlame
S3 licensed
Quote from Scawen :Please let me know if that doesn't work.


The lfs object file extension is .sre, while the rim/wheel is .spk . So It does not work.

Well it can work but will some extra steps. You need to modify 1 value in Hex Editor.

Steps:

Load .sre which you saved as LFS Object from The Modeler in HEX EDITOR.
You need to modify the first values - Replace the SREOBJ with LFSSPK
Save the file with new extension - filename.spk

After this you will be able to load it from the spoke editor!


All thanks to Draggo. Smile Smile

Here is what you can see inside Hex Editor.


Last edited by superlame, .
superlame
S3 licensed
Photo.. With the one and only! Scawen!! (It is in F mode because he was driving the Truck and his name was not visible)
superlame
S3 licensed
Quote from mpantel :Legend man! thanks for that. That will be useful for then i include exact specs for different years for group a cars.

No problem, you can edit your quote btw and delete the imgur links if you want, they take a quite a lot of space on the page and look a bit spammy.
superlame
S3 licensed
Hi,
I don't have 3 monitors but I think this should work.

First go to Options - Screen and click Borderless Window ( multiple monitors ) Shortcut: SHIFT+F12

If something needs more adjustment, you can go to: Options - View - Multiple screen layout. And set 1 monitor on the left and 1 on the right
superlame
S3 licensed
Quote from mpantel :Not sure if we can already enable this, but can we include the weight and intake restrictions from the info tab on the setup screen via the editor?

You can. Example for this is the LCT3000 Truck It comes with 2 Default Setups - Empty and Loaded, the "Loaded" has automatically adjusted Handicap - Voluntary Added Mass 200Kg.

I tested it right now and figured out how to do it. ( there might be other way but I could thing of only this method right now)

1. You make the setup inside LFS Game.
2. Copy the setup from LFS\data\setups
3. Paste the setup to Editor\data\setups

Now inside the editor.
4. Click on the button "dup" ( I recommend clicking the button "dup" and load the custom setup you made, over the "duped" one so, you can have backup with the default one if something goes wrong )
4.1 Load the setup by clicking "Load" in Editor like the picture below.
4.2 You can change the setup name by RIGHT Clicking with the mouse over the "[unnamed]" setup


After everything is done, you can test it ingame by "TEST Mod In LFS" And see actually that it comes like default setup.


superlame
S3 licensed
Quote from ivancsx :

then for aerokit, ofcourse I try to mimmicking on how the V8SC kit looks like, it's not perfect yet because I do modelling inside the app instead import it from 3dsmax / blender instead (which I do hope LFS team could add support import obj partially instead replacing all items on it)



This is what I found in the Live For Speed Discord.

- create a new vehicle project (any)
- import .obj as main object
- create new empty subobject
- select all object triangles and click "break off" (this will move all triangles to that new subobject)
- from there you can save the subobject, discard the vehicle project, open the actual vehicle project and load a subobject

might help. Here is the discord, feel free to join LFS https://discordapp.com/invite/wZrUTJN
Last edited by superlame, .
superlame
S3 licensed
Quote from mpantel :So how do we copy a custom engine sound we created back to the editor? I choose edit engine, loaded the sound and hit save then exported. But it still loaded the generic generated one.

Try replacing the .eng file you made, with the one thats inside the .7z file that Modeler exports.

Edit: Have you tried [Transmission / Audio] and load from there? Also the button "Load ENG inside "Edit Engine"is for configuration for the engine specifications - example - You make 2JZ Engine, click "save ENG" then you can load this .ENG configuration 2jz engine to any car.

Picture of where the .eng SOUND file is loaded
Path: LFS_EDITOR/data/engine
Last edited by superlame, .
FGED GREDG RDFGDR GSFDG