The online racing simulator
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Drifteris
S3 licensed
Quote from Marcin20022 :Please Try Kasawaki The Motorcycle MOD And ADD AI And You Will See How They Are...

Bike AI is known to be slow as hell, Scawen (developer of LFS) couldnt make them ride any faster because game physics are very complex. You lucky that there is bike AI at all. When mods support was introduced, bikes couldnt be driven by AI at all.

More bike physics updates will come but after the big graphics update that Scawen is working hard right now.
Drifteris
S3 licensed
Started working on the engine. Using just cameras was difficult because not whole engine is visible, so i took some engine schematics from service manual and aligned them to match all the engine mounting points on the frame.
Found a stripped bike photo with engine visible and used that as well for better reference. However it's a perspective photo so everything is a bit warped but it was good enough for the engine part.

Also made some rough handlebars.








More engine parts were made. Even having this references i still had to google each part to see more clearly how it looks, even though i own the real thing and i could just go and check it, but i feelt like looking at ebay listings was more time saving.
The main base of the engine along with the oil pan is also starting to take shape. One under bike photo does help a bit to visualize it's shape, but had to look at it on ebay as well.











Schematics do help a lot, even though it might be off by a bit here and there, it's still very helpful and makes whole modeling process a bit more enjoyable.
Kawasaki ZX-6R (2009)
Drifteris
S3 licensed
Started modeling my own bike a few months ago and since reviewers want a development thread posted i figured i might as well start doing them.
Progress might be slow and could take me months to complete, quality models take a lot of time though.

The way i started modeling my bike was that i took a lot of photos from all sides (over 500) and then used a photogrammetry software to make a rought model out of them. Then exported the mesh with cameras into blender.







Then i checked the size of the model and scaled it down to make sure it matches the real dimensions by measuring wheel base and general width and length dimensions.
Then using multiple camera views i started modeling the shape of the front fenders as generated mesh quality was quite bad in some places. Its good enough in few areas that aren't shiny but overall it was better to use camera views for more accurate modelling process.







After that, worked a bit on tail section, side fairings and gas tank to make a rough shapes that will be polished later on. Some cameras were a bit off in few places but i tried to use the ones that matched the best. Still considering my previous bike models, this one probably is the most accurate







Modeled simple fork tubes and made sure they fit properly so i could start working on the triple clamp, smoothed gas tank a bit more and started making brake discs. Using array modifiers it's quite simple.







Made some progress on triple clamp and modeled lower fairings, again just a rough shape which will be polished later on.







Brake calipers were annoying as always to make, just takes a lot of time to deal with it's weird shapes.







Rough shape of front mudguard was created along with rear sprocket.





Started modeling rear swingarm, again some cameras weren't aligning well, but i did what i could.
Found rear swingarm schematic in service manual pdf file and used that as well to better align it.









A bit of frame was made, subframe, seat, passenger seat and side panel under gas tank. Pretty random but i do separate parts bit by bit so i don't make it wonky and don't burn my self out.











This is how it looks as of today.




This was a progress of roughly 10 days, 4 months ago when i started this project. I since then stopped because i worked on Chimera update and Turbo reaper projects so had no time.

Will try to get back to it and hopefully continue it.

It's funny that if not Scawen adding mod support with experimental bike physics, i probably would have never got into motorbikes. And not only i made 4 bikes, but also got one in real life. That's how awesome LFS physics are.

EDIT: changed images preview size because firefox wasn't automatically rescaling them causing images and text to go off the page.
Last edited by Drifteris, .
Turbo Reaper
Drifteris
S3 licensed
Work in progress pictures of turbo reaper mod
Drifteris
S3 licensed
Maybe object/track mods could have higher texture limit than 5 megapixels?
Drifteris
S3 licensed
Quote from Viperakecske :I love Live for Speed

Yes i love Live for Motorbikes too
Drifteris
S3 licensed
I think it would be best if we could create our own lists in-game, similar to favorites but for each brand that we like.
OR ability to flag each mod with a keyword so its easier to find it next time. Because i admit you drive one mod, then after some time its impossible to find it, because you dont remember how it was called, although you know the real brand of it.
Drifteris
S3 licensed
Quote from Scawen :I think the tunnel lighting is quite well balanced, compared with the street...

i noticed street lamps don't cast dynamic shadows inside the car (like sun does), is that for performance or will there be an option to have it?

Also that tunnel looks kinda bumpy Big grin
Drifteris
S3 licensed
If you struggle to run Blackwood industrial alone with decent frames then it's time to upgrade. We have LA track if you want to build big layout.

This is my layout with 2500 objects and with fps uncapped, runs at 500 fps.


I'd prefer LA but i wish the ground didn't start at Z : 2.00, unlike 0.00 on autocross. Small issue but less height which is already kinda limited.
Drifteris
S3 licensed
Quote from Pasci :The mirrors don't work or only work when you're cornering. Frown So they're pretty...

That's because riders head is pretty close to them so game turns them off to save resources i assume, not quite sure how that works but i can't do anything about it.

What you can do and i've been doing that myself for every bike mod, is to set up a custom camera and place camera inside the rider helmet so you will see mirrors just fine.

Example of my camera settings for this bike:
Drifteris
S3 licensed
For one developer to create and update all tracks and create additional tracks is a lot of work. Yea the quality is top notch, but even these tracks get old eventually and LFS physics are just too good to not be experienced on custom tracks.

Yes we have a layout editor with concrete blocks, but those are very dull and boring looking, almost textureless and looks like lego blocks. Some people have created impressive layouts using concrete blocks, but visually it's very primitive looking, not to mention bumpy and slippery concrete slabs.
It works for the most part but i just wish we had more objects to play with, bigger limit, scenery objects like trees to place so the layout doesn't look so plain and empty. Chalk, bigger chalk lines? Those eat a lot of objects because of how short they are.
Sometimes i feel creative so i load up LFS, but then i get unmotivated pretty fast because i just can't build the layout i want.
Can't even do rally cross layouts because there is no surface to support that.

I think even some sort of primitive level building tool would be enough for a start. Like building inside the 4x4km area of LA but ability to actually place roads, buildings, trees, etc.

As an artist and creator i'd love to create something special for LFS. Tilt
Drifteris
S3 licensed
Quote from NENE87 :Did you have already tried the normalize script? That adjust the piece for...

i tried, but idk if it does anything because nothing changes, selected objects or not. I tried using ramp objects that i copy pasted and rotated on Z axis but it just doesn't work as expected for some reason.




I'm using blender 4.1.1 for this.
Drifteris
S3 licensed
So i tried this blender tool and it's kinda weird to me. I tried importing my Kitchen Rats map because it's kinda of a stress test and this is how it should look like:


But after i imported it, it looks like this:


I think it's mainly slab walls that are weirdly rotated, so maybe that object is not supported yet?
Also i don't quite understand what i'm doing wrong here:


(Ignore all the slab walls being weird) i rotated the selected piece a bit by Z axis which i should be able to do so, only this one object, but when i export it back to LFS somehow many others are affected as well? (different sizes, angles, etc.) And slab walls looking normal.
Drifteris
S3 licensed
Ratings seems to be fine in-game, its only website not showing them correctly. I assume someone raited after reupload so main raiting is back on website except for other ones.
Drifteris
S3 licensed
Now i know i'm really close to LOD1 limit but i'd like to know how this happened


Stock config which is closest to limit is the biggest one:


I've reuploaded it again, but not sure if that's gonna happen again or not and what was the cause for it.
Drifteris
S3 licensed
Quote from Scawen :Flame is correct. The hard limit that the exporter will allow for LOD2 is 8192, but it is a bad target. A sensible target is around 1000 triangles.

It is common (generally, not only in game editors) for a sensible target to be much less than the legal limit.

However, I am still considering the possibility of bringing the legal limit for LOD2 down to something sensible. In the early days I didn't realise how important it was to be strict about enforcing sensible limits. Maybe the LOD2 limit should really be 2048 or so.

Scawen, if you going to lower LOD2 limit to 2k then don't do it randomly whenever and at least tell when you gonna do it. Because I and probably many others have worked within current limit of LOD2 that is 8k and now mods would get unpublished which resets raitings back to 0 btw. I'm working on lower poly LOD2 but it will take some time as i don't want to just have a box LOD2 that will look shit for shadow and randomly change to box at further distance.
GHOUL 250RR
Drifteris
S3 licensed
Vehicle mod: GHOUL 250RR
Details page: https://www.lfs.net/files/vehmods/EF6281

SHORT DESCRIPTION:
Quote :250cc Sportbike

DESCRIPTION:
Quote :Honda CBR250RR MC22 inspired motorbike made in Blender.

An iconic motorbike that revs to about 19,000 RPM

Highly detailed model with realistic LOD2 for shadows. Includes naked configuration and more to come.

Most textures are made by me using Gimp, Blender, some are taken from original LFS files.

Adjust inside camera to see the dials.

COVER SCREENSHOT:
Drifteris
S3 licensed
Quote from AR92 :I'm not really sure this fits to "way too smooth" definition: Frown

Plenty to save there
Drifteris
S3 licensed
Quote from AR92 :One of my mods has 480 tri for single spoke and can't really find a way to reduce it more without losing details, and cuz of this, it only permits to increase it to 3 spokes yet i need 5 more to complete a old steel rim, and it looks like this:

You can surely optimize that a lot more imo. It's really simple design, it shouldn't need that many tris. Suppose the holes are way too smooth.
Drifteris
S3 licensed
Quote from Scawen :Have you learned to use the rim editor properly? This is not clear from your reply.

1600 triangles for some spokes is way more than enough.

I wouldn't call it "way more than enough", i'd say it's "just enough". I don't try to make them high poly, just to look good enough but it's always around the limit. One wheel i made for new mod is around 1400, so just enough, even though it's set as hub object anyway.

Also i never included the rim into the spoke model. Center core could be deleted but then transition from spokes to center core is sharp. Also this is rear wheel, front wheel center core is more exposed.

But anyway, for Chimera i relocated spokes to hub sub objects so all is good.
Drifteris
S3 licensed
Can we have it at least double that for bikes? Because wheel is visible from both sides unlike cars and only 2 wheels instead of 4.

Some of my bike wheels are right on the limit while the more interesting spoke design of Chimera is double the limit. I could optimize it a bit more but not that much. Before i exceeded the limit on those rims i tried simpler design and it looked awful.
Drifteris
S3 licensed
Quote from KiiT1337 :On this last update, when changing lights from side/low beam/high beam, only one side light up, then the other, and when flashing high beam only right headlight really flash.

Well on real bike, left one is a low beam light, right one turns on when high beams are switched on. So i thought it's a bit more realistic. For flashing i don't know it might look weird if you don't have low beam on. Also i didn't really find how flashing high beams look like on this bike. I will add different modes to other configs that has both lights on with low beams and high.
Drifteris
S3 licensed
Quote from Scawen :Thanks. Can you think of any more info, were there other people there, were you in your own vehicle, what sort of things were on screen? Did anyone else get a crash at the time? Were you using any special draw modes?

I don't know if any one else got the crash but i just left pits with XRR and game sort of lagged for a bit then froze and crashed. It's nice that you found the issue Smile
Drifteris
S3 licensed
Had a crash on D64 in multiplayer

Faulting application name: LFS.exe, version: 0.0.0.0, time stamp: 0x657de650
Faulting module name: LFS.exe, version: 0.0.0.0, time stamp: 0x657de650
Exception code: 0xc0000005
Fault offset: 0x0017d1c1
Faulting process id: 0x25dc
Faulting application start time: 0x01da30ef3db70621
Faulting application path: D:\Program Files\LFS_0.7D\LFS.exe
Faulting module path: D:\Program Files\LFS_0.7D\LFS.exe
Report Id: 423208f2-00e7-4558-882d-243455909f7b
Faulting package full name:
Faulting package-relative application ID:
Drifteris
S3 licensed
Small issue, but ignition switch test is missing in vehicle editor. I got one slider connected to that but in order to test it i have to change it to horn or something.
FGED GREDG RDFGDR GSFDG