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Gabey1
S3 licensed
Quote from Jake_Blasted :With the beam center point being the average of all mapped points, you could...

Awesome idea, definitely a big +1 to the in game beam adjustment, like real cars have Cool
Important stuff regarding car lights in the future version.
Gabey1
S3 licensed
Hello, I really hope the developer / community see this post and take some thought and give out feedback.

I've lately been thinking of a way to solve a couple of problems or doubts regarding developing and releasing the new graphics, more specifically the part concerning headlamps and foglights.

Problem / possible solution - my idea #1 = Location and implementation of light beam source dummies/subobjects

This suggestion is only IF there was gonna be a light source dummy/subobject

If there was going to be a light beam, there should be a source for it, where it shines from, visible from the outside of the car, by other drivers. Problem would be, there are not currently ways to define this, not even manually. Chaos would be, if the new version dropped, mods without this subobject are gonna get unpublished (All mods).

So, i thought of a potential way to implement these dummies into all mods at once, by the developers; if such thing is possible.
The dummy location would be auto generated as shown below.


Suggestion #2 - Types of headlights/their respective beam patterns.

As we all know, not all cars have the same beam pattern, things evolved over the years but I'm pretty sure we can narrow it down on these, for now:

It doesn't seem like a huge deal at first, but driving close to walls, you'd always notice it Smile
This could be implemented as sort of a option in the Lights tab.
The colour of the light could stay user defined, as it always was.

That's all i have time to write now. I'd much appreciate some feedback, positive or negative. Thanks Big grin
Gabey1
S3 licensed
Looks good! Can't wait Big grin
Gabey1
S3 licensed
Someone make a mod of this.
Make a race with it.
Who wins, gets the toy.
Big grin
Gabey1
S3 licensed
Quote from Pukyy :I have a LFS Blanket and Bedsheet combo
https://imgur.com/a/a33uBms

Gdje ba ovo nabavi xDDD
YAHAMA CT125 DR
Gabey1
S3 licensed
Vehicle mod: YAHAMA CT125 DR
Details page: https://www.lfs.net/files/vehmods/DF2CD0

SHORT DESCRIPTION:
Quote :Refreshed, Derestricted version of the CT125. Pure 2 stroke!

DESCRIPTION:
Quote :Minor modifications done to Jake_Blasted's CT125 mod.
Added livery, license plate and made new gauges.

COVER SCREENSHOT:
Gabey1
S3 licensed
Quote from Scawen :NOTE: If you upgrade your host to 79 slots, you must then restart the host to actually gain the extra slots.

Merry Christmas Scawen. Celebrate it in good health with your loved ones.
Gabey1
S3 licensed
Quote from Averro :Awesome, always happy to see new "normal" realistic cars added.
Two little things, do you think it would be possible to add a configuration for taxi (a little taxi sign on the roof) and give the car a skin template? Otherwise a great realistic mod, thanks!

Hello, and thank you for your feedback, i agree about LFS needing more cars like this. Big grin

Yes, i'll do that someday, especially the skin template which is my main focus right now. The reason i released it already is that more people can enjoy it online now, during the holidays, including myself.
Gabey1
S3 licensed
1.9TDI and 2.5TDI versions are getting submitted tonight Smile
Gabey1
S3 licensed
Looking promising Big grin
Gabey1
S3 licensed
Quote from Scawen :Let's make that this afternoon. I still need to:

- make spinners carry on and stop in the default position
- update vehicle editor to allow testing by switches
- merge code into old LFS
- more testing

Good luck! We can't wait Omg omg omg
Gabey1
S3 licensed
Awesome that you are taking the time to consider this. My suggestion is make it able for the upcoming moving subobjects to hook to the ignition.
A good example is those car multimedia displays that fold out of the dashboard when you turn on the car.
(Vice versa - go back to start position/angle when you turn off the car)

Here's a video: https://www.youtube.com/shorts/vzLMlfK5GEM

Thanks for listening to the community. This will be something special
Gabey1
S3 licensed
Thanks, everything seems to work fine now. The 1-8 shortcuts are much more convenient
Gabey1
S3 licensed
Found a bug. The light colour preview isn't getting updated for the newly supported subobjects (atleast my steering wheel subob here.) It works fine ingame, the color is updated ingame, but not in real time in editor for some reason. Here's a video https://www.youtube.com/watch?v=8E28GS1U3ps
Gabey1
S3 licensed
Gotta love this D53 patch. Everyone loved that. Glad lights work on steering subobs too!
Gabey1
S3 licensed
Quote from Pasci :Interesting mod - I hope I can drive it next week. Smile

But why do you always take screenshots in dark areas/under bridges? Smile
Cockpit looks very nice - but please also take a screenshot on the street and not under bridges Big grin

It's because it looks the nicest to the eye in my opinion, that's all. The interior pic is on purpose like that to show off the interior backlight Smile. Thanks for your feedback Smile I hope i can release the mod next week too
Gabey1
S3 licensed
Thanks, im looking forward to submitting it this week hopefully, if not then early next week. Currently working on seats and mirrors
Gabey1
S3 licensed
Quote from plkrk :Bro, this some another high quality mod we love , what about some fantasy +500 hp version ? Smile

Nah, we dont have enough well driving, normal power cars Smile
Gabey1
S3 licensed
Thanks everyone

Quote from rane_nbg :Very nice, but does it have a car stereo?

Of course, deciding on which one to put :S
Audi A4 B6 (Mutliple versions - coming soon!)
Gabey1
S3 licensed
Hello. I've been recreating my real life car inside of LFS. I fully made the mesh of the car in blender, while i used my friend (lfsw: Kanker_aap)'s interior. He will send the interior modelling progress photos later.(EDIT: the video link is below.)
I plan to release the car with multiple trim levels/engines (hmm, maybe a 1.9TDI 96kw FWD, 2.5TDI 132kw AWD diesel and 1.8T AWD Petrol engine). Who knows!

You can watch my modelling progress here: https://youtu.be/eM6bhJSjZmQ
You can watch Jere's interior modelling progress here:
https://youtu.be/ZOB1m9xfntI
Here are some snippets of the car.




Please give feedback or ideas on what you think so far.

Coming soon!
Last edited by Gabey1, .
Gabey1
S3 licensed
Wow. Awesome that you considered and implemented my suggestion. Right on! Big grin People are gonna love this. Thanks!
Here's how it all works together in my upcoming mod:
Gabey1
S3 licensed
Also, it would be much appreciated someday if we could have a toggle for the dashboard warning lights that they are invisible when off. It would be a great addition to mods replicating more modern cars, which have this very effect - especially the cars with LCD displays as the dashboard. This is in many cars while driving at night!
Here's a bit of an idea what i'm talking about if you're interested:

You can see how the inactive dash warning lights are not visible. Thanks and Good luck !
Last edited by Gabey1, .
Gabey1
S3 licensed
Hey @Scawen. On many cars the side lights are turned on whenever the headlights(low or high beam) are. My upcoming mod uses the High beam mapping for the sidelight(it's just not as bright as l_full) and when i turn on my lights (3 key) low beam comes on along with the sidelight but the sidelight indicator on the dash doesn't turn on even though the sidelight is clerarly on, as i can see it from the outside. Could you make it consistent so that whenever the sidelight mapping is turned on, that the bulb on the dash lights up too, not just when you do /light head side. Thanks
Gabey1
S3 licensed
Quote from Scawen :...

Understandable, very much appreciate your input. Good luck with the tyre physics
Gabey1
S3 licensed
Would be nice if we could have a key bindable to toggle high beam (in controls). Like in real cars.


EDIT: To be fair, i'd like to hear what's stopping you from incorporating bindable toggles for all the lights (fogs,extra,low(already there),hi beam etc) in the game controls. It would be the most convenient option for mouse players, as binding commands to ctrl/shift shortcuts makes it a headache for everyone using mouse/kb now. Thanks for the update and any feedback you might have
Last edited by Gabey1, .
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