The online racing simulator
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Metalmoltres121
S3 licensed
Quote from turbofan :that kind of pictures only show finished parts and is not convincing at all to...

could of but idk what kinda sicko would make a supra and then redesign the front end to fit an audi quattro inspired grill then slam in an interior designed out of a capri. May I ask if you've at least looked at the reference image I used for most of the body of the car?

Now if you're asking for detail in reality the car doesn't have much when you do a comparison to the existing cars in the base game which I used for reference. However, if you're particularly looking at the wheel you may or may not notice that they're ripped from the xrg itself so I could determine the proportions for the car before modelling.

Now for the documentation itself, I have never considered documenting my work from the beginning so this would be new to me. The best I've got are these images of the oldest blend file I saved of me working out the body shape off of the vectors I mentioned above.

I have no clue about what these examples provided (particularly this one: https://www.lfs.net/forum/thread/107068-Lemon-Duckling) that I haven't already.

The only ripped elements are the lfs models I used as a reference and to fabricate my own interior.
Last edited by Metalmoltres121, .
Metalmoltres121
S3 licensed
Quote from Metalmoltres121 :Since the majority of the shape of the car was gonna be based on the supra I...

After making the exterior came constructing the dreaded interior. To give the best results I started off by absolutely butchering the xrg interior and chopping up sections to construct my own dashboard. I then yanked off most of the interior shell off of the xrg and reshaped it to fit into the srg's shell. I also nabbed premade assets including the mirror, seats, and shifter (which I would later modify) from an unreleased mod I abandoned along with constructing a new handbrake, wheel and steering column. Other new parts are the mirrors and door side indicators.

The interior was heavily inspired bu the mk3 capri.
Metalmoltres121
S3 licensed
Quote from Metalmoltres121 :Build process for the sr gt starting here...

Since the majority of the shape of the car was gonna be based on the supra I found some vectors and eyeballed the basic body shape of the car using them. I then extended the body height of the car so that it would be closer to the ground; redesigned the bonnet of the car; made a front lip for it; reshaped the back of the car to make it more hideous; made my own rear windows; and flared out the wheel wells cause the car was looking rather narrow compared to the xrg.
SR GT - Build Process
Metalmoltres121
S3 licensed
Build process for the sr gt starting here:

The initial plan was for a hatchback coupe that would have a Totata a60 Supra rear end mated to the front end of a Ford Capri. This plan then changed to mating to the front end of an 80s Audi Quattro.
Metalmoltres121
S3 licensed
Does this still exist?
Metalmoltres121
S3 licensed
where it go
Metalmoltres121
S3 licensed
Are you planning on making a sparring partner for this car at some point?
Love the mod, I just wish there were more cars to race it with.
Metalmoltres121
S3 licensed
It's fixed as far as I can tell, found out I accidentally had it locked to center.
Metalmoltres121
S3 licensed
Quote from iiiiil :i locally changed s_clock texture's type to "fixed" and now it works
"dash" type is used when you want to have custom dash background etc

Thank you for the advice, been trying to figure out a solution on my own.
TURRENO 140GTE
Metalmoltres121
S3 licensed
Vehicle mod: TURRENO 140GTE
Details page: https://www.lfs.net/files/vehmods/F6788C

SHORT DESCRIPTION:
Quote :(TRG) 1.4L V4 mid-engined sports car produced in the early 80s.

DESCRIPTION:
Quote :GT spec sports car.

The 140 GTE is a mid-engine, rear-wheel drive sports car by Truenno powered by a 1.4L V4 cranking out 128bhp. The 140GTE could rev up to an impressive 8500rpm which was possible due to previous motorcycle engine development. The 140 GTE was accompanied by the 220 GTE which, as the name implies, had a 2.2L engine.

The 140 GTE's 1.4L V4 engine generates 96kW of power at around 6640rpm and delivers a peak torque of 154Nm at around 5010rpm. Considering its relatively lightweight structure at just over 1 metric ton, the 140 GTE boasts an impressive power-to-weight ratio of 130bhp per ton. The engine was pared to a 4-speed manual transmission.

The car's weight distribution has been thoughtfully balanced, a 46:54 front to rear for peak dynamic handling characteristics. Underpinning the 140 GTE's performance is its independent suspension system, which enhances its ability to handle various road conditions with precision and stability. Adding to its stability, the Truenno 140 GTE is equipped with a clutch pack limited-slip differential (LSD).

(This car is subject to potential changes in the future)

COVER SCREENSHOT:
Metalmoltres121
S3 licensed
weow, AI getting some much needed attention is sick 👍
Metalmoltres121
S3 licensed
Quote from henricat2006 :I found this problem in the car interior.


thx for pointing it out, a new patch will drop resolving that issue soon.
Metalmoltres121
S3 licensed
Quote from henricat2006 :I think he tried to base it on the 12A 2-rotor rotary engine with a displacement of 1146cc, the original engine has 130hp and 156Nm of torque

This is correct, as stated in its description it is meant to simulate a rotary with a displacement between the 12 and 13 2-rotor Wankel engines, however outputting power closer to a 13b.
Last edited by Metalmoltres121, .
Metalmoltres121
S3 licensed
Thx for the tips 👍
Metalmoltres121
S3 licensed
I noticed the incorrect ride height setup, I will adjust it at a future date.
XR KEICHI
Metalmoltres121
S3 licensed
Vehicle mod: XR KEICHI
Details page: https://www.lfs.net/files/vehmods/7FE3C5

SHORT DESCRIPTION:
Quote :(XRK) 2+2 rotary powered sports car built on the XR platform

DESCRIPTION:
Quote :Intended to compete with the XRG.

1 year into the production of the XR GT the 12R-GT rotary motor was complete. The engine is a 1.2L two-rotor design developed for motorsport and use in their upcoming sports cars. Due to the high development costs, production costs and time required to develop a new sports car from the ground up, it was decided that the XR platform would be utilised as the foundation for their sports car. This decision allowed them to expedite the process of introducing their new sports cars to the market.

The 12R-GT rotary engine, with its compact size and lightweight construction, was an ideal powerplant for the sports car. Its innovative rotary design provided a high power-to-weight ratio and smooth power delivery, making it well-suited for both track performance and everyday driving. Due to the reduced engine weight and facelift up front, the XR-based car now provides a weight distribution of 51:49 front to rear in contrast to its sister car's (the XRG) 52:48 front to rear.

The XR Keichi would find itself filling the void for an affordable sports car from the company left behind by the XR GT due to its poor handling characteristics compared to sports cars of the time. However, the Keichi would be overshadowed by other rotary-powered sports cars in terms of performance and sales figures and was discontinued after 5 years of production with only 12,000 units produced.

(Uses a two-stroke flat-twin to simulate a rotary)
(This car is subject to potential changes in the future)

COVER SCREENSHOT:
Metalmoltres121
S3 licensed
Quote from Avraham Vandezwin :Undeniably. It is also possible that, for various reasons, the number of solo players has become greater than the number of online players, even on the best days.

I'm picking it is due to how intimidating the skill is of players who compete in these big events for those who are only just getting into the game which keeps them away from online racing.
Metalmoltres121
S3 licensed
Honestly, I'm surprised the AI issue hasn't prompted people to make more mods balanced around the uf1000 and the gt class of cars. The issue of the AI performing conservative driving however will still be a problem regardless but at least they aren't ALWAYS losing total control when they inch a tad bit too close to the car infront.
Is there a snapping tool in LFS_Editor?
Metalmoltres121
S3 licensed
Hi, I'm new and have little to no clue on how to make my way around the editor.


The issue^

So I was trying to use the flip function and I was informed that I needed to have the origin snapped to the centre of the model for the swap side function to work which makes total sense.
My question is, whether there is a way for me to either snap the origin to the mesh or vice versa. Or must I do it the cumbersome way of moving all the faces and vertices to what would be a rough estimate of the centre of the origin and try to line it all back up all the texture mappings once again?

Any insight would be greatly appreciated.
Last edited by Metalmoltres121, .
Metalmoltres121
S3 licensed
Not a bad mod at all, I'd suggest you rename it to the Short 23 since the specs you are using are not from the 318ti but actually the 323ti.
I'd recommend you make a second mod with minimal changes that is a 318ti with the correct engine specs, then you would be able to name that one the Short 18.

318ti engine specs:
1.8L inline 4
103 kW (140 PS; 138 hp) at 6,000 rpm
175 N⋅m (129 lb⋅ft) at 4,500 rpm
209 km/h (130 mph) Top speed

Try to drop the mass down to roughly 1255 kg / 2767 lbs with a full tank of gas for the 318ti, so make sure to lower the mass to under that number to hit that value when the card is fully topped up with fuel.

However, in regards to this car's current setup, the mass with a full tank of gas should be just under 1330 Kg / 2932 lbs, currently the mass
indicated does not include a tank of gas meaning the car is heavier than irl.
Metalmoltres121
S3 licensed
Running into issues with creating my own pages from my own png.
I get hit with 'Invalid texture TR_interior1 - Invalid file'
Properties include:
Location - C:\LFS_EDITOR\data\png
Dimensions: 512x512
Bit depth: 24
file type: png

(tbh this is probably an issue with the fact that I'm new to the mod-making scene, if so, tips would be appreciated)
Metalmoltres121
S3 licensed
Even if it's not available for multiplayer, I'd love to be able to build custom map circuits, though I'm not sure what format the maps are built in and I don't imagine they are obj files that I can construct in blender.
FGED GREDG RDFGDR GSFDG