The online racing simulator
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terga
S3 licensed
Quote from Evolution_R :- LOD3 could have skin mappings or at least be the same color as LOD2;

That sneaked through the cracks. Big grin Thanks.
terga
S3 licensed
TeamName: AlenPeeToo
number: 27
car: PROTECH 95
teamManager: {Alen Terzic, Terga}
Team leader discord user: teraln

drivers:
- {Terga, Alen Terzic, Slovenia}
- {DiallaDK, Joakim Stensnæs, Denmark}
- {GenesisFL, Jake DeStout, USA}
F3 Dallola F308
terga
S3 licensed
Started working on this Smile

terga
S3 licensed
Quote from Scawen :No worries, please don't spend much time looking. Smile

I've currently set a limit of 8192 for the points and triangles of LOD2. Even this seems seems very high to me, really. LOD2 should be in the hundreds rather than thousands.

I'll test if compress groups can be done at the time of export without any delays. I don't think it's a long function though.

Yes, my estimation was conservative. I try to keep it between 500 and 3000 depending on the complexity of the vehicle.

I tried sitting on a populated server and looking for mods that cause big drops, but i couldn't find ones that i could definitively say cause problems. Tried out the reduce detail function and it's very handy. Thank you!

In any case i have a hunch this update will improve things a lot. Thank you for the quick update!
terga
S3 licensed
Not off the top of my head sadly - the ones i remember caused issues seem to have been deleted. I'll do some research and see if i can find some examples.
terga
S3 licensed
Quote from ivo_drifta :https://www.lfs.net/forum/thread/102659-Mod-approval-checklist
''LOD2 should have a reasonably low number of triangles while keeping the overall car shape (around 1000 is usually more than enough)''

I think 8 000 - 10 000 tris for LOD2 should be good.
Less than that may can cause problems,
because for example my mod - FEND BR have 4 different configurations
1: stock/roof
2: offroad/roof+winch+roof rack+snorkel and other stuff.
3: open cab - without roof
4: open cab - without roof and the doors are off

All these details needs shadow and have to be visible from long distance.
In my case main body+all details are ~7 400 tris in LOD2 only.

I haven't tested configurations in LOD2, but at least in LOD1 they do not add up when it comes to the triangle counter. Each config has its own number of tris. So for example if your base car has 40k, then you can have 2 configs that both add 20k, even though the limit is 63k.
terga
S3 licensed
Quote from Scawen :That sounds as if it should be easy enough to implement, but I wonder what that limit should be?

I can only speak about my experience from the cars i've created. I am 99% sure you will never need anything more than 10000 triangles for a high quality LOD2.

Here are some LOD2 examples of my mods:






As you can see you can create shapes that are complex enough with less than 10000 triangles. Honestly these can all be optimized further to below 5000 without losing shadow quality and any kind of quality when looking at the car from a distance.

I expect it will present an issue for people that buy their models or don't know how to use a modeller to decimate, but it's a price worth paying for a stable sim in my opinion.
terga
S3 licensed
We have discussed this on discord many times; why is there no separate upper limit to the number of triangles in LOD2 when it comes to the editor? It's a real fps drainer when people join the track with an LOD2 that has 10s of thousands of triangles. Sometimes the game will even freeze for a split second because of cars like that joining the track (i have a high end pc). There are way too many mods like that out there.

I realize it can become a problem of backwards compatibility in implementing a limit now, but i think it's necessary and better done sooner rather than later.
terga
S3 licensed
Quote from Dennis93 :I agree. Adding it to existing cars would perhaps not be ideal.
If you look at most pro setups for BF1, FOX, GTRs (winged cars general in LFS) setups are always much higher than what you’d expect, and this is because of the big delta in dynamic and static force on suspension, which normally is adjusted with packer gaps, heave, preload and other fancy words I cannot fathom to remind my jet lagged mind.

Would it be something perhaps to have as a experimental stage in the editor alone? I believe the system itself is ready, as it already simulates roll stiffness incredibly accurate.

Thanks.

It's worth noting that the biggest reason for the high ride height with the "pro" setups is the fact that the aero model is very simple. Ride height doesn't really change anything and neither does pitch. Would probably be a good idea to think of implementing these at a point where the aero model also gets a much needed update.
terga
S3 licensed
yes/27/terga
terga
S3 licensed
yes/27/terga
terga
S3 licensed
Complete physics overhaul done.
terga
S3 licensed
Complete physics overhaul done.
terga
S3 licensed
Demo dont have reverse
terga
S3 licensed
Public now!
terga
S3 licensed
terga
S3 licensed


Putting finishing touches on the physics...
terga
S3 licensed
Quote from terga :yes/27/terga

Something came up, sadly cant make it.

no/27/terga
terga
S3 licensed
yes/27/terga
terga
S3 licensed
Quote from martin18 :Because it’s a 90 degree V6 which is nearly flat. And in LFS you can’t specify 90 degree or 60 or 120 etc

This. It also makes it easier to get the sound closer to the real thing since you can't change the firing order in LFS. The engine is moved further up a bit to compensate for the lower COG of the flat engine.
terga
S3 licensed
Great job by the organizers on this! I didn't think you could make energy conservation this fun Big grin. Sadly only participated in the last round, but i had great fun adapting on the fly!
terga
S3 licensed
Quote from SamuelPaim :OMG insane car, very fast!

Terga is the best! A Porsche 917K is the next one?

Thanks guys! As far as my next project, i want to do something less extreme and more raceable. All my cars so far have been rockets with not too much grip. Maybe i'll do a 917 later. Big grin
terga
S3 licensed
yes/12/terga
terga
S3 licensed
Quote from M3THANOL :

But seriously, this trifecta that you have made public all look so stunning, great job man. My only gripe (haven't driven then in anger yet) is that the rear wing end plates look disproportionally thick.

Hmm yeah now that you say it, you're right, slipped my eyes. Easy fix that...


Quote from M3THANOL :
Did you do the engine from scratch, I assume its based on the Cosworth DFX Smile

Yeah i made it from scratch. And yeah it's the same kind of engine as the DFX but this particular car was powered by Honda/Toyota in 97-98. Essentially it's the same 2.65 liter turbo V8.
Last edited by terga, .
terga
S3 licensed
12/Terga/Alen Terzic/Slovenia/Nitor Velox
FGED GREDG RDFGDR GSFDG