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Tomsteel
S3 licensed
Quote from Eclipsed :I noticed this car has very unrealistically low drag value - according to LFS max possible speed is 240km/h (without taking tyre resistance into account),that's way too high for a 125hp car. Drag should by increased so the top speed is just above 200km/h - there is a real car as comparision for data.

You are correct, it is currently using unrealistic values. I'm working on a little refresh now where I've already tweaked the aero parameters (using some rough estimates). Thanks for pointing this out!
Tomsteel
S3 licensed
Quote from Evolution_R :Hello! I haven't done any research but I don't think calipers are supposed to move with the trailing arms. Uhmm
Making it as separate brake object would be better.

I don't see a problem with the front strut thought. Wink

EDIT: A better solution could be separating the strut as mudguard object and the caliper as brake object.

This is the actual rear suspension:



Using "mudguard" for the front strut could be the technically correct method, thanks for the tip, but I can't see any real advantages. (the only thing that bothers me with the current state is how ugly it looks when driving from wheel camera, sadly mudguards are visible there too)
Tomsteel
S3 licensed
Quote from Evolution_R :This is a great mod! Thumbs up

I'm wondering is it normal brake calipers to be attached to the suspension parts?
Especially the rear caliper, which is moving with the trailing arm suspension. Front is OK, because it is a brake object.

Also I think front/rear lights parts are a bit too reflective.

Same goes for the cup version.

Hi! Thanks for your suggestions! The rear caliper suppose to move/rotate with the trailing arm since it is attached to it, but as a "brake object" it does not roate at all, so I found it more realistic to merge them together.

Do we have a better solution for the front strut?
Tomsteel
S3 licensed
Version 75

- modified rear bumper
- front windscreen visor is now part of the skin file
- side mirrors are no longer mapped to the same color config as the interior
- LOD3 is set to use skin mapping

Thank you for your suggestions! Wave Please let me know if you experience any problems with the mod.
Tomsteel
S3 licensed
Quote from johneysvk :well, in my case, i did not want my mirrors the color of my interior, as i colored those with the skin and i did not want bright white interior either, don't really see the point when you have the mirrors skinnable.

I think in the situation where you need distinguish between teammates, they're likely to be using skins anyway Smile)

You are totally right, I've already separated the interior and the mirrors couple weeks ago for the exact same reason, I just forgot that it is not in the public build yet. Face -> palm
Tomsteel
S3 licensed
Quote from johneysvk :I'd like to suggest also unlinking colour for interior and side mirrors

What is the problem with that?

I intentionally created them this way for easy customization. Watching the stream yesterday proved to me, that this gives players ability to use unique visuals without creating skins. It could also be handy for teammates with small distinguishing details.
Tomsteel
S3 licensed
Quote from Eclipsed :Well,I have some feedback from making a skin for it - the windshield visor should also be mapped into skin file,currently it can be only white or colored with bodywork color in garage (which colors over the skin too). Also the sideskirt on skin mapping is much bigger than it actually is - the lower part is simply covered by grey stuff. And low priority suggestion - maybe add also rear wing end plates to skin.

First of all allow me to congratulate for these events, keep it up!
Thank you for your suggestions. Thumbs up

I've modified the windscreen visor and the rear spoiler-endplate to be part of the skin and the visor will not use the color configs anymore, so it will always represent the color of the skin file.
The lower part of the side is indeed covered by the black sideskirt, so those are "unvisible" parts in the skin currently, but that part is temporary.

Currently I'm working on custom sideskirts, rear bumper and an instrument cluster.
Tomsteel
S3 licensed
Watched the whole race yesterday, it was fun, enjoyed it.
It is still unreal to see my little baby being used in such event by these professional drivers.

I would love to have any feedback on how well the mod worked.

(Pacsi Wave )
Tomsteel
S3 licensed
Quote from Flame CZE :LOD3 is also drawn when the car is inthe far distance. It's noticeable if I adjust my User LOD graphics setting to the minimum.

Should I use skin data with all the nonskin parts painted black, or is the general base colour enough?
Tomsteel
S3 licensed
Quote from Flame CZE :Can you fix the LOD3 mappings? It should have the skin/colour mappings just like LOD1 and LOD2 - now it's just grey.

Sure, I'll fix it in the next update, thanks for the suggestion! Why is it important though? Isn't it just used for collision geometry?
Tomsteel
S3 licensed
Quote from Flame CZE :Your mod is actually in consideration for approval, it should be done soon. However it’s still marked as WIP - are there any major changes you plan to do with it?

Thank you so much for the confirmation. You're right, I forgot to uncheck the WIP.
Tomsteel
S3 licensed
I'm not sure if it is the correct thread for a question like this, so feel free to delete it if not.

I've uploaded my mod couple months ago for private testing with my friends, which was relesed to the public last month. However the mod is still not approved, which is perfectly fine, if we consider how many mods are waiting for approval and mine is essentially only a month old in terms of public visibility, but I am a little worried that it might get lost in the "old stuff" because of the original upload date, so I would really appreciate if I could get a confirmation on that it is being scheduled for approval.

This is the mod in question:
https://www.lfs.net/files/vehmods/2670D3?information

I'm planning on creating another mod in a similar way (with long period of private testing), so it would be extra helpful to know if it messes up the approval system.

Thank you in advance!
Tomsteel
S3 licensed
Quote from Facu23 :Made a skin for it Smile i raced it today and it feels gorgeous. i'll fit it for the cup version in the future Big grin

Wooow, this looks epic! Thumbs up Thank you for sharing it!
Tomsteel
S3 licensed
Thank you guys, really appreciate it! It took me way longer to get here than I anticipated, but well worth every minute. Despite the massive version counts (sorry for that) there are still areas I'm not satisfied with 100%, so slight modifications and -hopefully- improvements will be made in the future as more and more feedback comes in.

SWIRL SPORT 06 CUP
Tomsteel
S3 licensed
Vehicle mod: SWIRL SPORT 06 CUP
Details page: https://www.lfs.net/files/vehmods/2670D3

SHORT DESCRIPTION:
Quote :Racecar version of the japanese pocket-rocket.

DESCRIPTION:
Quote :Racecar version of the SWIRL Sport.

- 2.0L engine (~230hp, ~270Nm)
- 6 speed manual transmission
- 215/40 R17 slick-tires
- ~980kg weight

COVER SCREENSHOT:
SWIRL Sport CUP
Tomsteel
S3 licensed
Hi!

This is the "cup" version of the SWIRL Sport, with all the modifications to have a nice balanced track performance.
Tomsteel
S3 licensed
Version 12

- fixed skin mapping issue caused by LOD3 conflict
Tomsteel
S3 licensed
Quote from Kanade :Broken for me too, it seems like the left side door is mirrored on right side for me, for all LODs.

Found the problem...uploading a new version. (there was a conflict on LOD3, which ruined the mapping)
Tomsteel
S3 licensed
Quote from KiiT1337 :After this last update on swirl my skin just broke.

It is working fine for me.
Tomsteel
S3 licensed
Quote from tangovalens :CESAV's Turismo Cup Round 3 (Oct 17) will feature this car in FE3. Hopefully the LOD missing texture issue can be fixed, but it'll be a great race anyway. It's a wonderful mod! Thumbs up

Fantastic news! I hope all the important problems have been fixed in the latest (11) update.

If you guys are experiencing any further bugs, please report it here, I'll do my best to fix them!
Tomsteel
S3 licensed
Version 11

- added some minor interior and exterior details
- slightly modified weight distribution and overall balance
- fixed missing skin on LOD models
- fixed badly assigned polygons at the rear
- reuploaded the skin template
- skins are now 2048x2048 resolution
Last edited by Tomsteel, .
Tomsteel
S3 licensed
Quote from Kanade :One detail I noticed: I think you missed something while making it skinable (the band under the rear wiper).

Thank you for reporting it, there are indeed a couple of polygons badly assigned!
I'm so thrilled to hear how much you enjoy driving it! Thumbs up

Quote from Eclipsed :There is no info so far that there would be any plans regarding editor update. Shrug

I believe there were mentions about some "ease of use" updates in the editor.
Tomsteel
S3 licensed
Quote from Kanade :Will there be textures in the interior panels, instead of plain color?

Sure, I have plans in terms of the visuals aswell, but I decided to wait for the new graphics engine and hopefully a more polished editor to be released in order to avoid wasting time for temporary solutions in regards of texturing.
Tomsteel
S3 licensed
Quote from johneysvk :Nice mod!

I've noticed 2 issues: custom skins don't work in LOD2 and LOD3 and you might want to get rid of the remnants of the badge in the front mesh or at least change the shape.

Thanks for reporting them! I'm aware that the LODs are not using the skin, I didn't think it was that important since they are only used in the distance, but I'll fix it in the next update.

I purposly placed the background of the badge back, it felt empty without it. The shape is obviously showing some resemblance with the original logo, but it is just a simple geometry without any copyrighted details.
Tomsteel
S3 licensed
Quote from Biadonsky :Thanks!

About the Cup version, imho if you want to keep realistic the car, don't go over 150 hp, because the real one needs stuff like cams/headers/intake and ECU reprog to reach this kind of power. 160 hp if you want to exagerate.
RPM max at 7800/8000 (stock pistons are forged and they can handle higher RPMS than stock)

The stock ECU can't handle powers over 160hp, and you need to replace it with an aftermarket one (for installing Rotrex kit, Turbo Kit or the rarest M19 NA kit)


I've come to the same conclusion about the engine details with a slightly lower rev limiter (7500rpm), but I have the temptation to raise it to about 8000.



Quote from Biadonsky :
If you need some informations about the real car, feel free to ask, you are doing a great job and is really nice to see this underrated FWD funny car on LFS.

Thank you so much, gathering information from someone this experienced is tremendous value. This little "thing" is part of my life since 2006, can't stop loving it. Smile
Last edited by Tomsteel, .
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