I really like the you intention to optimize the game to the bone so even people playing with potato pc can appreciate the sim even after the update!That's the way to go!
Do you know how can i check AC car mesh?
I digged a bit already, looks like i found a very similar model on another website, meshes are different but who knows what they did..may be some optimisation already.
finally i have found another detailed 3d model for the car! It's a bit highpoly but it has detailed interior...half of the car only and is 120k polygons
I am just going to make for now the open version.
Actually i made the car almost from scratch (just took the rac as base ) but changed it completely using blueprints and real specs (at least what i found with help of other users as well).
I think it's very difficult to reproduce race cars since there is very few spec data to be found.
I think as well, considering the game physics, road cars are rendered quite well.
Yeah at slow speed the car feels indeed sluggish. The suspensions with base setup are really soft but seem quite stiff. I am experimenting now with other setups.
It's going to take long before it gets approved then , i am really a beginner with modelling and doing it in the spare time.
The focus has been on recreating the physics of the car first of all ( at the end odf the day i could even drive a shoe box and i would not really care if it's fun), next is to make it look nice for the eye of course.
It makes a huge difference with spring stiffnes. I went for a soft-medium spring. The specs given seemed extremely soft. I could manage to match the braking power of the original but i did not manage yet to dial in bump and rebound. Going to publish it right away...
You're right, right now out of the box is quite pleasant to drive. Actually better than the AC one already. I can imagine that the specs suggested by the others could make it really like the IRL one.
Hi all, i'm creating a replica of the well know MX5. I took the 3d model from https://sketchfab.com/3d-models/mazda-miata-mx-5-na-d51fcd44b74f4daf8012c41e0400c041
Then i looked for blueprints for suspensions and transmission specs (for gear ratio and rear lsd diff)
I placed then all the masses like the blueprints and configured the engine so that it has the real power and torque curve. The mass ratio is 50F%50R like the real one without driver and fuel.
What i did not manage to find are the specs for brakes (power) and dampers.
I still have to clean a bit the 3d model of the interior.
On track feels quite pleasant to drive.
Let me know what do you guys think.
I think you have a good point here. Look for instance how modding goes on AC . The developer just doesn't care about legal issues and just let everyone play with mods. They don't put themselves in first place having to deal with mod approval and mod hosting. Also, I don't think real cars uploaded on racedepartment with real logos and so on created from scratch ever got taken down due to copyright infringment if not stolen from other games (but may be i am wrong). I usually buy 3d stock models of cars for my work but i don't think the artists need to pay anything to the manufacturer although they get a profit.
In a game is perhaps different due to licensing but look how simracing.gp does: they have mods from racedepartment that represent real cars but they make sure they are not ripped from other games.
My take on this is that you can't block people from recreating real cars or stealing them from other games first of all, AC has been so successful thanks to mods and made it great over the years, i think you should make LFS completely open for modding and it will live for ever. What i mean is that you could go on with the sort of mod workshop you proposed that can be the official one, with approved quality and tested mods (not copyrighted of course). I would leave anyway the game open both for tracks and car mods of any kind but not on the official page. I know piracy is hard to fight but if you can't beat it you need to exploit it.