That is incorrect. Previously the idea was to release everything in one go, Tires and graphics/map updates. But the tires are taking more time, while all the other changes are nearing completion. There for they went trough the effort to re-install the old "retro tires" which is in the current release of LFS into the new version with graphics/map updates.
So the next thing they release will be new graphics/map updates + old tire physics.
Here is something I've been working on, on and off for a while. It's very far from completion still as I have the whole interior to make. But I figured I might as well make the wip thread right now.
Very nice work on the track so far! Having made tracks for beamNG i can see the hard work gone into this, getting the nuances in the elevation changes just right is mighty impressive. Hats off. Hope we get to see this in LFS one day.
Another way it could be done, and this is also just me brainstorming. Say that all tracks were available for single player use. Then you could have a voting system in place for which 3 tracks would be put up for multiplayer use during the following week. Something like that?
I think the tracks file size could be kept down if they had a similar texture size limitation as the car mods for a few custom textures, but are also allowed to re-use existing game files for things like grass and roads.
Here we go again I'm currently working on 2 new cars. An R33 GT-R and this civic.
The full modelling process is being recorded at 5fps into a time elapse.
I'm using images.
Current progress:
I am planning on making a coupe version as well with shared front end, as well as a pre-facelift front end.
I've also been LiDar scanning my EJ9 using an iPhone app called "Heges" which scans using the faceID camera. I will re-topo the dashboard from these scans.
Deriv mods have a "download original archive" button on the mod page which is where you get the complete assortment of files. You don't need to ask permission if permission is already granted (in the case of mods with derivs turned on) You only have to ask for files if derivs are turned off.
Lfs is also the only car game with such a big mod repository available in realtime on multiplayer servers. Obviously there has to be a sensible limit to how much complexity you can add to a mod since it has to be able to download for all clients without interrupting the game experience. With that being said I do agree that 1600 is cutting it pretty close for some more complex wheel designs. 2000 sounds good to me.
Allowing front Mac Pherson suspension where the strut is not in line with the steering axis line.
Most real cars are setup in such a way, and it produce a different camber curve.
When the strut compress in this configuration, the angle between the wheel axis and SAI line changes. This is not the case with the setup in LFS where the strut is always inline with the steering axis.
And just to add some visuals to previously mentioned suggestions.
Here is an example of an asymmetric upright, found in cars like Honda Civic 4 5 6 gen, Toyota altezza, chaser, but probably many more.
This is so amazing! I have a suggestion which is to have a motor reaction torque value which you can connect to a rotator in order to get some engine movement in vehicles where the engine is visible
Loving the bike update! Very nice and playable on mouse steering. Excellent job.
Regarding bikes, one thing I have noticed is that doing ride height adjustments moves the front wheel in Z axis, and not in the steering axis. And the wheel is misaligned with the fork when you lower it. (as seen in the image)
Not sure if this is a mod based issue or a game based issue. But the spring action acts correctly. Just a little detail.