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Tazka
S3 licensed
Quote from martin18 :Yes!!! Soo excited for this I’m a MX5 fan boy! I’ve had 2! Please make a 1.8L spec and a stripped interior roll caged version for spec races!

Another fanboy here Big grin Had a 10AE NB for over 5 years. I've also driven the NA couple of times. Hardtop variation would be cool! Here's a 3D model of the hardtop: https://grabcad.com/library/miata-hard-top-1

Added some files if they help you with the textures.

Here's a calculator tool for modeling diferent brake calipers in NA miata. I'm not sure if it helps you or not, let me know.
https://www.blackartgraphics.com/pages/mx5-brake-bias-model


Here's specs of the suspension:

NA OEM Showa
Front
344mm body
121mm stroke
464 max length
Rear
242mm body
131mm stroke
374mm max length

NA OEM Bilstein (R package)
Front
342mm body
122mm stroke
464 max length
NA Rear OEM Bilstein
242mm body
127mm stroke
369mm max length

OEM shocks are 153/70 Newton meters/second, compression/rebound.
R package Bilsteins are 430/75 Newton meters/second, compression/rebound.

And here's a table of springrates https://miatiniracing.files.wordpress.com/2018/06/mx-5-federraten.pdf
Last edited by Tazka, .
Tazka
S3 licensed
Really nice! The steering wheel would look better without the lfs logo imo.
Tazka
S3 licensed
Very nice. I see that JZX100 went through as it is so i think this would go through even with the original s13 frontend as a "variation".
Tazka
S3 licensed
Quote from Gunn :I'm using Corel Draw 9. It's the same software I used to create all of the Pro Kits. I like to use vectors because any asset I create can be re-scaled to any size without loss of quality, and I love the clarity and precision vector brings to the table.

You did all the pro kits? Thank you sir. They have been very helpful for the last 15 years. Big grin
Tazka
S3 licensed
Wow that's really nice! You got some talent on car design!
Tazka
S3 licensed
Quote from Nadeo4441 :Not that it matters, but they have made a couple of factory ones, both SIL80s and Onevias, in limited numbers

No they haven't, they were produced by KidsHeart tuning company not Nissan. Onevias were made by Nissan, that's true.
Tazka
S3 licensed
Quote from lfsrm :I think it would be a problem only if the modder is selling the mod, changing the logo and the name should probably be enough.

The car manufacturers these days have registered design on their products. It protects the 3D design of a product. It's another thing if they really care about people uploading their cars in a racing simulator. It's mostly to to prevent their competitors from stealing their design that they put so much money and time to.

This is why LFS and GTA has 3d models similiar to real cars but not recognizably so.

Track builder would be cool addon.
Tazka
S3 licensed
Quote from superlame :So this will be similar to the downloading skins from the master server I guess. But will there be an option for us ( the mod creators / publishers ) to have the textures at higher resolution ( 4096 x 4096 ) locally.

Like skins - When we are creating skins its ususally 4096x4096 and we put it as .JPEG in our data/skins folder.

When we upload it to the master server we downscale it to 1024x1024 so it fits the requirements for upload.

Just save the textures at 4096 resolution dds and replace the mod texture file in your dds folder.

Btw. we can upload 2048 car skins to master server now. 1024 for helmet skins still.
Tazka
S3 licensed
Quote from Scawen :It's the usual thing. If we don't talk, it's "where are the devs" and "why have they abandoned us". If we do talk and excitedly announce things that we are working 12 hours a day on, then don't quite make a point where we had said "we hope to be able to say something on day X" then we get told off again by some people. There isn't really a way around that! Looking

But the really great thing is that most of the community members totally understand what we are talking about, and I am very happy to hear the nearly all positive comments since my last post. I'm working super hard on average 12 hours a day, 7 days a week, for quite a few months to get this current project ready for a public test patch. It's pretty tiring but think it'll be worth it. Smile

People are just impatient because they are so excited to see your updates so try to take their impatience as a compliment. If they wouldn't care about your work they wouldn't complain.
Tazka
S3 licensed
Quote from Racer Y :just another Tuesday in Finland.

Enjoy. Smile
Tazka
S3 licensed
Couldn't all the 1024 skins in the database be forced to resize to 2048 and then make minimum requirement to uploading skins of 2048? Then all the skins in the server would be 2048 to begin with.

But sure continue with the things now that are more crucial than this.
Tazka
S3 licensed

Tazka
S3 licensed
Quote from Scawen :
I have had this "pressing space in chat mistakenly presses buttons using VR crosshairs" on my notes for a while so would like to sort it out. I'm struggling to think of a solution though. Sometimes people actually type a word or two with the virtual keyboard (because they can't see the real keyboard) so I think VR click needs to be active by default when text box opens.

But when typing with the real keyboard, that's when the space bar becomes as issue. I remember a suggestion to have a small minimum time to hold the VR click to make it act but I think that would make the VR space bar too much trouble. It needs to be fast. And don't really want it working differently when there is a chat box open.

How about if "VR click by space bar" could be temporarily disabled if you start typing with the real keyboard, when the chat dialog is open? Maybe as soon as the first character is added to the text by a real keypress?

That sounds like it could work, as you can press enter or escape to get out of the dialog. So usually you don't need VR click at that point. But you might want to click other buttons on the chat dialog, so maybe the VR click function should switch on again after a few seconds? Or should it be manually enabled somehow if you want to use VR click again? Or do we rely on the mouse (or assigned controller button) for clicks, if "VR click by space bar" has been disabled by typing on the real keyboard and don't switch on "VR click by space bar" again at all until the dialog exits?

I always use mouse for clicks, so for me personally the option to disable "VR click by space bar" or the ability to reconfig the hotkey to some other button on keyboard would be the best solution.

But if there's people that use the crosshair+space in the menu and the real keyboard to type messages with that doesn't solve the problem for them.

Other than that it's by far the best VR experience i've had in a racing simulator so good job with that.
Tazka
S3 licensed
Quote from mbutcher :
Maybe I should also take this time to remind you of the space click issue I always run into while typing on my actual keyboard in VR while in text-entry mode. While typing with the chat dialog open, sometimes the gaze-cursor can trigger ok/cancel/specials when typing and pressing space, which means I have to make sure the crosshair isn't anywhere near the dialog, which just feels (and looks) ridiculous!

This. I use real keyboard to type while in VR and i always accidentally click the buttons when pressing space.
Tazka
S3 licensed
Quote from mbutcher :Wow, thanks. Will test!

Tell me the server, i'll come by to test it out!
Tazka
S3 licensed
Quote from Scawen :
Drifters have asked for the maximum steering lock to be increased and to allow the full range of tyres, for the XRR and FZR cars. We received a request to allow up to 65 degrees steering angle but it seems a bit much to me. Those two cars have double wishbone suspension so that seems to put a limit on the amount a wheel could turn before part of the wheel hits part of a wishbone with disastrous results. I don't have any real world reference for what maximum lock is achievable by drifters in real life.


Steering lock being increased a lot, with wide front wheels on double wishbone suspension, might seem to defy reality a bit. But I'm interested to hear what you have to say.

65 degrees steering angle with double wishbone suspension is possible in real life with a steering lock kit like this one: https://dri.net.au/products/wisefab-nissan-r-chassis-r34-skyline-gt-t-front-steering-lock-kit

As you said to use those kits there has to be backspacing on the wheels to not hit the wishbone. "Recommended backspacing is ~135mm (7" ET45; 8" ET35; 9" ET20). If ET is smaller, then wheels stay more outwards, if ET is bigger, then spacers need to be used."

But that amount of backspacing is pretty normal for any kind of wheels. So in my opinion it's a realistic addon.
Tazka
S3 licensed
Looks great, good job guys.
Tazka
S3 licensed
Good to have you back Lynce! Amazing work as always!
Tazka
S3 licensed
The devs will surely tell us if they are hiring people at some point, it's not like they are desperate for help. Meanwhile you can go and work for iRacing: https://www.iracing.com/job-opportunities/
Tazka
S3 licensed
Hi!

Does anyone know what's the source file for these trees in Blackwood?
Tazka
S3 licensed
Quote from bishtop :track looks no different on either video compared to LFS apart from ENB or custom shader, if theirs no download links anywhere for it then it most likely is just LFS with someones custom Shaders/enb and smoke mod

I remember the poor job someone had done of blackwood. it just did not adapt well to A.C

I tried blackwood in AC and i thought it was rather well done, maybe it was different version? What bothers me most in those videos is that there's basicly no visible chassis flex in corners. Also in AC all the cars feel some what the same. And some cars have characteristics they don't have IRL, like snap oversteer, and fishtail like an extralong truck. On the other hand it's better than LFS in the part that the break from traction to slide is not gradual, it snaps off kinda like IRL. But putting it all together LFS feels more realistic and has more logical physics imo.
Tazka
S3 licensed
Quote from Evolution_R :Yeh, but what about the loading time?
At 2048x2048 there is a noticeable delay.
If you want I can upload the highest quality - the ones I post are Quality 5 (Medium) Baseline Optimised.

EDIT: Just tried 3840x3840 and the delay between menus is HUGE. Big grin

First of all really nice work!

One tip! I guess you are using photoshop for saving the files? Click File->Export..->Save for web->JPEG High->Quality 60 should be enough and check optimized box.=Gives you good quality and small file size even for larger pictures.
Tazka
S3 licensed
I'm a long time lfs player. I just bought oculus drift today, and i laughed out loud for like one minute when i first tried lfs VR. It's so well done! I tried dirt rally and assetto corsa but the immersion is nothing like LFS. So i just wanted to thank Scawen for making the VR-experience so awesome, And for support of your great work, i bought myself S3 lisence today.
Tazka
S3 licensed
That's a nice ST205 you got there Nitro.

Here's my rainbow rider.
Tazka
S3 licensed
Last edited by Tazka, .
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