The online racing simulator
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UniValvePlums
S3 licensed
speaking of XinputPlus, how on earth do I emulate force feedback with it? It just throws this error whenever I try to.
UniValvePlums
S3 licensed
Correct me if I'm wrong, but wouldn't object culling optimise the (theoretically accessible) stadium environment?
UniValvePlums
S3 licensed
Ahh okay, must be my imagination going haywire then, thanks for the clarification Petals
UniValvePlums
S3 licensed
Small bump, sorry, but i have an answer. Scawen has mentioned that with the removal of the track 'path' system, AI drivers can drive in X and Y layouts, aswell as lap times on X and Y configs can be counted. Hope this helps. Again, sorry about the bump.
UniValvePlums
S3 licensed
I can relate to checking here every day for a report, and after thinking about what you've said about a suitable order of operations, the best time for suggestions will be when the initial public release is made available, so devs can consider some users suggestions without having to divide focus between that and developing the latest version Petals
UniValvePlums
S3 licensed
I'm aware of the incredible amount of work that the LFS team are processing, and I'm in no way trying to force this down their throats. This is a place for suggesting potential improvements for Live For Speed, and I'm doing just that Smile
Making more of Rockingham driveable?
UniValvePlums
S3 licensed
Little suggestion; why not make more of Rockingham X driveable? I'm sure many people would enjoy and appreciate the large open carpark and narrow roads surrounding the track, similar to Westhill X, as well if released alongside the graphics and physics update, It would carry on with the theme of expanding track environments, as Eric has already done with South City. Maybe even making the roads surrounding tracks like Blackwood, Aston, and Kyoto driveable! I don't know much about programming myself, especially on a scale of LFS, but I'm sure it wouldn't be completely out of the question Petals

Take my (excellent) diagram as something to base it on, or at least get a good idea of what I'm talking about Omg omg omg
Broken Physics and GUI Rendering
UniValvePlums
S3 licensed
I know this is a very niche situation. However;

1 - Gagues on self-made cars break after ~2000hp is exceeded
(More specifically, the auxiliary gauges such as oil pressure,
fuel lever, turbo pressure, temperature, etc.)
2 - Physics for cars with suspension stiffer than ~10,000n/mm is broken

https://youtu.be/al1ojj3dzQ4 (Gagues)
https://youtu.be/PRrkVED_vxo (Physics)
UniValvePlums
S3 licensed
Ah okay, thank you for the advice, I'll remember to post in the correct subforum next time Smile
Skin glitch with long cars
UniValvePlums
S3 licensed
Hello all,

I have noticed a peculiar glitch in the Live For Speed Vehicle Editor, where longer cars have their default skins cut off in the skin template. Is there any way to get around this?

Thanks in advance,
Nic

EDIT - I also found out that when I copy a .eng file from lfs/data/engine to lfs_editor/data/engine, and then select it from the LOAD WAVES menu, the engine sound is still the default when loading up in lfs. Very weird!
Last edited by UniValvePlums, .
UniValvePlums
S3 licensed
@breon absolutely, car mods are rlly good now that the official releases are, well, official
UniValvePlums
S3 licensed
Quote from auch_enne :
And to the community, I was wondering if we could chip in together and give Scawen an modern pc Wink Seeing as he is still on some old duo core system with a 60 hz monitor Did I Say That?

a glimpse of hope for my 2 core 2 thread beast of a laptop Petals
UniValvePlums
S3 licensed
yep, makes westhill jumps so much fun
Wall And Car Glitch
UniValvePlums
S3 licensed
This has been a known bug in LFS for many years and I think it should be fixed or another solution to be made.
https://streamable.com/qxfyhg
Even though the car was travelling at 270MPH, I have managed to replicate it at speeds nearer 150mph.
XFi Estate STR
UniValvePlums
S3 licensed
Hi guys,

Just wanted to let you all know about something I've been working on as of late.

It is essentially a stretched XFG with a better engine, rims, and frame.

Frame:



The frame has been lengthened to accommodate the bigger engine and fuel tank.
------------------------------------------------------------------------------------------

Changes to the front:

-Slimmer, meaning looking headlights using Hakodesh 2017 texture.
-Smaller, brighter foglights using the same texture as the headlights.
-Longer bonnet to add to the estate look.

Front:


------------------------------------------------------------------------------------------

Changes to the back:

-Darker lights using Hakodesh 2017 texture.
-Deleted wiper because racecar

Back:


------------------------------------------------------------------------------------------

The stock 1.3l NA i4 has been replaced by a much meatier 2.4l turbocharged i5 which sends 505bhp straight to all four wheels. The wheels are Fifteen52 TurboFan rims. Double wishbone suspension at the front and back make the car's overall stability much better.

Powercurve:



Wheels:



Suspension:



I need to fix these seats Smile

UniValvePlums
S3 licensed
I wonder if any other racing drivers will sprout from the LFS seed?
UniValvePlums
S3 licensed
Any idea of what the new minimum specs could be?
UniValvePlums
S3 licensed
Would the (relatively) low poly count of default cars look worse with the new graphics, with the triangles being more visible?
UniValvePlums
S3 licensed
looking good!
GM_SST_AVANT200
UniValvePlums
S3 licensed
Vehicle mod: GM_SST_AVANT200
Details page: https://www.lfs.net/files/vehmods/580ACC

SHORT DESCRIPTION:
Quote :My first proper stab at using an external .obj model

DESCRIPTION:
Quote :I made this for the GripMasters SST championship.

COVER SCREENSHOT:
UniValvePlums
S3 licensed
how did you even complete a lap
UniValvePlums
S3 licensed
Actually looks sick Big grin
Any clue when you're going to be opening for testing?
File conversions.
UniValvePlums
S3 licensed
Hello all,
I have a working prototype for a VW Golf IV estate in LFS, but I cannot publish it, because the polycount is just under 150k. I need to convert from .SRE to .OBJ so I can then run it through a program that reduces the polycount down to just under 60k.

Thanks in advance,
Nic
UniValvePlums
S3 licensed
I completely agree. A - The chance of the LFS devs making the mods system available to s2 or s1 users is almost none. B - The likelihood of someone spending just £12 more to play with mods and so many more servers is quite high. All the proof I need is the amount of demo vs licensed users playing before the mods update vs after the mods update.
FGED GREDG RDFGDR GSFDG