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OpenClutch
S3 licensed
Would it be possible upload bigger pictures? They are quite small and can't see anything in them

[edit] ah I see them in the mod post, what did you actually change on it? different rims?
Last edited by OpenClutch, . Reason : added context, saw mod posting
OpenClutch
S3 licensed
Can you put these threads in the wip section? https://www.lfs.net/forum/499-Mods---Work-in-Progress

Then when you submit your mod, you link it to that thread. This is the general section about modding in general.
OpenClutch
S3 licensed
It's based on my mod, just curious whats the build plan? More power? Different kit? cage with some race goodies?
OpenClutch
S3 licensed
We've been pulling together a database of mods, and are currently planning on using transmission to identify motorcycles. I don't think there is anything in insim that can identify a motorcycle, either have to get the data somehow, or use their api
OpenClutch
S3 licensed
You should also refer to the slx180 since you leveraged the dash and cluster...

Where did the long champs come from? where did each part outside of the xrt?
OpenClutch
S3 licensed
Not sure if it's a supported method, but you could go into the lfs folder, mods/vehicles, then find the mod you want to drive that you previously downloaded, take off the ~01 or whatever number, and do the same for the .veh file inside that folder. Then in lfs you can go to mods, and test at the bottom and it should show up in that list. No idea if this breaks the texturing or anything else though!
OpenClutch
S3 licensed
Has my permission to use the totoya super mkiv mod!

Looking really good so far, hoping I can get some backflow to the original mod from this!
OpenClutch
S3 licensed
Just checking the lod2, and it seems quite high with about just shy of 8k. The lod2 should be closer to 1k tri for performance sake. It's not too hard to make, just takes an hour or two depending on if you want to include the wings as configs. Just retopo it manually keeping the shape, and I usually do the windows as matt black to keep simplify the potential gaps
OpenClutch
S3 licensed
Some pics of making the TRD wing as attached. I did have two other ref pics I was using, but didn't take those progress shots.
OpenClutch
S3 licensed
Please replace the TRD on the cluster with TDR or otherwise, TRD is copyright by Toyota. Also rear suspension should be double wish bone, no idea why it's set to trailing arm.
OpenClutch
S3 licensed
Please add to the description where you sourced these parts from not from the linked slx130 touge mod. For example that looks like my cluster texture and mesh.
OpenClutch
S3 licensed
Good catch Flame. It looks like he's using my mod now: https://www.lfs.net/files/vehmods/76E5CB

You can tell by the trd cluster, skin mapping has my name, and it's obvious that this is lexyc16 model. Please change the licensing to point back to my mod as linked above and give credit where due.
OpenClutch
S3 licensed
Test it in lfs before updating? You have to have the drift setup first in the list to allow 50 degrees on all other setups (if not in first, it can exist in the list, but I think it returns to 38 degrees when you duplicate that setup or start a new one)
VGI-6 SOON
OpenClutch
S3 licensed
Vehicle mod: VGI-6 SOON
Details page: https://www.lfs.net/files/vehmods/939084

SHORT DESCRIPTION:
Quote :Soon inspired hatchback

DESCRIPTION:
Quote :Building upon the existing base model of the VGI-6 (thanks Dornardo!), we've given it the Spoon treatment. This includes a bunch of new additions to the model as well as a full retune of engine, suspension, and physics.

Features:
  • Look the part: Front lip, custom mirrors, side trim and light, sunroof, rear wing, full interior replica, rims, brake calipers, undercarriage with suspension, high poly wipers and sunvisor, and many more quality of life improvements
  • Feel the part: engine reworked to replicate the Spoon EG6 version at 210 bhp with realistic torque curve and reving out to 9k rpm, reworked suspension from ground up using actual suspension geometry (thanks Martin18!), adjusted body to actual wheel base, frame, and weight for realistic physics
Behind the scene features:
  • New cluster system, will improve in the future
  • Skinable (without stretching)
  • LOD2 for realistic shadow
  • Ambient points used throughout
Credits:
Dornardo:
  • Base car! Thank you!
Rubie:
  • Cluster
  • Rear subframe, with front and rear suspension
Martin18:
  • Frame adjustment from base car
  • Full suspension overhaul
  • Setups
  • Engine
  • Sound
  • Research
  • Testing
PopnLochNessMonster:
  • Two skins for Aovan, and Soon Type Two
LFS:
  • Wiper blades from RB4
  • Sunvisors from RB4
  • Seat from RB4
  • Side indicator from XRT
AHPP for:
  • Bucket seat
  • Sunroof (heavily adjusted)
  • Steering wheel (heavily adjusted)
  • Exhaust
  • Rims
Original work:
  • Shifter and shiftboot
  • Side trim
  • Heavily adjusted mirror from base model to match look
  • Heavily adjusted front lip from base model to match look
  • Adjusted rear spoiler to match look
  • Brake calipers
  • Rear window texture

COVER SCREENSHOT:
Toyota Supra MKIV
OpenClutch
S3 licensed
Just making a thread to expand on some of the development from the Supra I made.

Started out with the external low poly model made by Lexyc16, and a high poly model of the interior made by Pooya_dh

I wanted to try and make a supra that is both accurate, and detailed where it mattered most like the interior, I also wanted to ensure I could allow derivates as that's always want I want to try to strive for, building great cars for others to build on.

To build on it, it needs to be a solid foundation. Making sure that there was no gaps in the mesh, that the groupings are all setup correctly, used some lfs techniques for the window defroster, and window trim with dots (takes forever to map). Took a lot of time in the interior, made the TRD cluster, and textured all the little bits, the supra really shines in the interior as it was one of the goals of the manufacturer of the car.

I wanted to aim for around 50k triangles for the base car, I try to keep a ton of texture space as well, I was aiming for around 2.5mp. That way I can build another car based on this one with a body kit and some other goodies that fit the build. I got the car complete at around 49k triangles without extra pieces, and I had it at 3mp for textures, I bumped up some of the texture sizes to use some of the headroom like cluster, and interior pieces.

I spent a considerable amount of time designing the sound of the 2jz engine, it has a pretty unique sound of deep, but also screams higher rpm. I went through a process of R&D to try and figure out how lfs handles sound on engine waves, to try and align it with a real life example. First I did some research into how the engine sound was developed, which turns out by using a cork sound sample in a loop. I figured that the devs would have designed the sound for lfs around that sample, so starting with a cork sound would yield a good starting point. Went to garageband and found a good cork sample, and recorded it and exported it to audacity. Trimmed to under 65 msec.

I used a spectrum analyzer that could tell me the frequency of what lfs engine was (in the sound editor of lfs, just solo the engine, turbo, and intake) comparing it with a youtube reference. I then played in audacity through about 12 versions of a wav file to try and get the right pitch and length, in the right "waves" in the wav file, so having a peak sound near the beginning, can create a passable rev limiter sound, and fading out near the end can add some softness to the sound, by using a gate and filling out the sample a bit with amplification, can add some volume, but without clipping. Then it was using the spectrum analyzer to see how the lfs sound editor worked with all the sliders. Turns out that I got the best sound from leaving the exhaust pulse tone at 1.00. Interesting relation between Exhaust pulse tone, Unevenness, and Exhaust pipe tone, for instance, using 1.39 Exhaust pulse tone, and 39 Exhaust pipe tone, had some harmonic frequencies around 6k rpm, though not the sound I was going for this build. Just interesting on how lfs does this, I would love to learn more if anyone knows more about this!

I had martin18 help me with the physics which he hit a home run with, the car feels heavy and rolls accordingly. He also created some great setups with it, drifting is great fun with xrt power to weight ratio, race is planted and fun.
OpenClutch
S3 licensed
Quote from Scawen :Thanks, unfortunately the solutions aren't simple, though I'm sure we'll do...

That solution could work. I often share out of the share folder anyways to preserve the png naming convention. Even if I had the dds in the online version, and somehow I lost it locally, I could always convert the dds back to png, even one at a time wouldn't be an issue considering the situation (and hopefully learn to backup using any of the free cloud services).

As a test on my private car (deriv off), I opened the 7z, deleted all the pngs out of the folder, then uploaded, and not using any vpn from Canada, it was 55 seconds to update. I'll change the car back to the original untouched 7z (reverted to orig now) as I just wanted a comparison before you worked on the workaround.

That does seem like it could be a good solution for the time being, as well as decreasing overall storage space for you guys by about half. I could just let the modders know that want to use my mod, to contact me to share them a copy of the mod through the share folder.
Last edited by OpenClutch, .
OpenClutch
S3 licensed
Quote from Scawen :I suppose it just depends on if the upload takes less than 100 seconds or not...

For me, it's always been quite slow (Canada, 1.5gbps download with 1gbps upload, gigabit switching, using ethernet to upload), taking multiple of minutes to finish uploading the updated mod file.

I did do some more testing as I wait for a fix, as I have nothing else to do lol.

I tried multiple browsers, Chrome, Firefox, Safari, and they all had the same error in uploading.

I did have a friend be able to upload in the US, they were able to use firefox and get a few updates through.

I also tried using a vpn to hit a different load balancer.
  • Canada - 105 sec timeout
  • US - 105 sec timeout
  • UK - was able to update multiple of my mods only coming in at 45 seconds to upload
So for now, my work around is using a vpn to the UK to update my mods. Makes sense on why some mods are able to update but not from my region. Not sure why the Canada (Toronto) load balancer is so slow getting back to LFS.net.

Did some research into options:
  1. Cloudflare enterprise you can increase the timeout to a custom amount, however looks like at least 10x the cost of the standard plan (doesn't make sense to do this)
  2. Increase the throughput from load balancers to LFS.net, could include the processing of the files as well, to get below the 105 timeout
  3. Refactor code to call back a keep alive connection packet back to the client to not have cloudflare detect a timeout. Could go further to launching a background task, with live updates on progress on the client side, likely much more work for this.
Hope this helps!
OpenClutch
S3 licensed
Thanks Scawen, I agree that if linking to a lfs deriv acted the same as an external resource, this would solve the issue.

If fixed, I'll go chase down the derivs that I know of and get them to link back to my SLX180 for full transparency.
OpenClutch
S3 licensed
Just gave it another go, same timeout for me, 105 seconds. Tried uploading a 6.7MB 7z mod file.
OpenClutch
S3 licensed
Quote from Scawen :Please can you describe exactly at which point in the process that goes wrong...

For sure, this is happening while trying to update a published car:
  1. I just export an existing updated mod from the editor using the using the "EXPORT mod for UPLOAD" button
  2. Go to the mod page to upload the latest file (7z format)
  3. Put in a comment, then just hit submit, takes a bit to load
  4. Then the cloudflare error page shows up
I'm in Ontario, Canada if that helps if it's a load balancer type of thing.

I did try originally on my personal car, SLX180 CLUTCH, then this morning I tried the SLX180 DRIFT and same error.
OpenClutch
S3 licensed
Trying to update a mod: https://www.lfs.net/files/vehmods/submit/AD2342

and I get a server error, although the website seems to be working, same with online for me, just when I try to update that mod, I get the cloudflare error.
OpenClutch
S3 licensed
I'd love the ability to publish a car that is based on a derivative mod, but disallow further derivatives. For example, I have the SLX180 mod, and did the SLX180 TYPEX, which links back to the SLX180 and is fine since I allow derivatives on the TYPEX as well.

When I want to build a private team car based on the SLX180, I can't link to it and have derivatives turned off, so when I look at the new how many derivatives I have for the SLX180 now (thanks Scawen for the the update, looks awesome), it isn't accurate since the team cars are set to link back to the original external source so I can have derivatives off.

In short form: allowed to base mod off a derivative, with the new mod having the option to turn derivatives off (it should be on by default I think).
OpenClutch
S3 licensed
There already is a 180sx or 240sx that allows derivatives (which is fully featured, 3 different rim options, sil80 or pop up headlights, different tails, full interior vs stripped interior, etc): https://www.lfs.net/files/vehmods/A0CB3A

As well as many versions from that original, like the SLX180 TypeX, and SLX180 Drift.

I would probably opt to make it a simple JDM build with factory specs (maybe aim for 281hp/ton), the N.S80 already has some kits on it as well.
OpenClutch
S3 licensed
Just added sileighty front end to the SLX180 mod, which has derivatives allowed. It's stock with the KA24DE, and I have a 180sx TypeX mod with the SR20DET.

I did vote for the N.S80 to be adjusted to factory dimensions, feel free to try out the physics from the SLX180 for it, Martin18 and I spent a considerable amount of time dialling in the 180sx. You could also take a look at the SLX180 Drift mod, which has slightly different physics more tuned for drifting if that's where you want your N.S80 mod to go.

Love the new Porsche 718 Cayman, I'd be down to help with a drift build of it seeing there is such a wealth of information in Denofa's videos. Also looking forward to the RTR mustangs for drifting, that could be really interesting considering the amount of R&D that team does in suspension geometry and design.
OpenClutch
S3 licensed
Love the mod, just a few things that I noticed during testing.

- LOD2 could be a simplified without gaps, aiming for around 1000 tri
- There seems to be some artefact in the side mirrors as attached, I had this issue on the iveco van, it seems that the mirror mapping, is catching the 3d mesh lip around the mirror, I just made the mirror more shallow until that went away, not sure if there is a better way
FGED GREDG RDFGDR GSFDG