I decided to model a simple engine block to help me work out the dimensions of the car - there's a lot of engine to fit into a small car and I want to be sure it is a realistic design.
Subsequently I realised that there would be glimpses of components through the rear of the car and around the intakes, so added a bit more.
It is all low poly (for example each three branch manifold is only six triangles) but I think it will good enough for those "glimpses".
I have decided to create another sports prototype from scratch to my own design and for this one it is time to think ITALIAN!
I have chosen to design a Group 7 / Can Am / Interserie style car from the early to mid 70s.
Those were categories with practically no rules and so that produced some awesome brutish cars with high power, low weight and some innovative design features.
My car will be heavily inspired by the Ferrari 612P and 712P but with the later monocoque construction and aero of cars like the McLaren M20.
1 & 4 - Scawen has stated that the editor displays the car as it would be in the new (development) version of LFS and not the current (public) version so best to leave roughness at 0 for now
2 - If you have set a page in the editor as type 'skin' and have corresponding cutouts and mappings this should work
3 - I think this applies to whole vehicles based on an original LFS car - I think that small components would be OK (eg. original work)
Skin support added but I have retained the separate number roundel. Hopefully this is the best compromise to retain the original concept of allowing quick and easy, unique colours with a number that can be created in any basic paint package and is high res.
I gave it a quick go - great setup and much easier to drive ...
I agree on the caster but I was using what the real car used. Apparently it was "up on it's toes", difficult to drive and required subtle inputs so maybe that's what the default setup simulates. Also, with the "old" physics (as I understand it) there is an unrealistically large amount of weight transfer so maybe that explains things further.
What I don't like is the way the car looks with your setup. This may be as much my fault as I modeled the car to sit right on the default setup and this is quite different.
Overall I don't think I will add it to the download. I think you are doing some clever stuff and I will try to learn from that when I do the setups for the new physics.
Well the concept was to keep it simple as in '67 everyone ran with just their racing colours (stripes, nose) and this way anyone can do a quick number and choose colours in 5 mins. Plus you could also do logos and graphics within the roundel.
I guess I could come up with a way to support either approach - I will have a think.
(Really like when my cars are used in RTFR and Retro Cup )
Thanks. You may be right but I have tried hard to make it as driveable as possible but these were high power / low grip cars and they were very tricky in real life, which is why they started experimenting with wings the following year.
I think anyone who sticks with it should learn to enjoy it - I am right in the groove and LOVE driving it!!!
Thanks! I will have a look at that when I do the next version. I guess it will all change with the new graphics that self shadow but I should be able to improve it for now.
I am still working this but am holding off from a few things in the hope (not expectation ) of some improvements to the LFS editor wheel and suspension definition systems in the next couple of months.
Meanwhile, there is plenty to be getting on with ...
One example is that I have decided to offer two configurations to give a some choice and variety on the grid. Hopefully these small differences together with some well chosen colour schemes will make the action seem more realistic:-
Classic
Yellow Ducted Aero Screen / Red Steering Wheel / White and Chrome Exhaust
Generic
More Conventional Screen / Black Steering Wheel / Dark Grey Exhaust
I saw this before when AI cars were damaged but thought it was that they couldn't brake with the damage but ...
Just tried a few 2 lap races with compulsory pit stop and (with my WIP mod) the majority of the AI overshoot the pit box and get disqualified.
Happened at WE, FE, KY and BL (0.7D44) but was OK at RO (although there was some contact).
I tried the same (WE) race with FZR and it was fine so it leaves me wondering if there is something I can do - how do they "know" the length of the car?
Trying not to over post here but I'm sure I speak for the vast majority when I say that your efforts on this are greatly appreciated.
Also it seems to me that when the new physics and graphics are released there will be a sudden focus on LFS and the first thing that reviewers and YouTube Vloggers will do is jump into an AI race so it will be a downer if they all crash on the first corner. However if it is a better experience it should have a positive affect on your bank balance .
On a practical note, it seems to be a downhill braking problem so could there be a compensation factor for the incline? Also, if a human driver locked a wheel they would release the pressure and reapply the brake whilst perhaps taking a wider line - could this be simulated?