The online racing simulator
Searching in All forums
(35 results)
1
Metalmoltres121
S3 licensed
Quote from martin18 :tire imbalance is worst now, put rear rims back to 18 inch, and bump the front...

When I get back from my holiday I'll try and take a look into that since I myself haven't been totally fond of the occasional understeer while pushing the car. Regardless of the issue, it's current state it is oddly balanced amongst its competition. I would like to master the art of tyre setups.
Metalmoltres121
S3 licensed
An update will be coming soon when LFS lets me, and it will introduce more performance tweaks. Particularly, a drop in torque in exchange for the same peak power higher in the rev range will be introduced due to queries regarding the authenticity of an engine of such capacity producing 490hp. This tweak will result in less wheel spin at low speeds, which should benefit most drivers.
Metalmoltres121
S3 licensed
Quote from martin18 :Great job, a lot of very minor tweak to take it to that LFS GTR category, but...

Thank you.
Engine noise will be tweaked by Krunal in the next mod update.
In regards to tyres, I was unsure what to do with them so I copied the settings directly off the FZR despite the obvious weight distribution differences between the two cars. I'd like the mod to be as authentic to the settings used to create the other GTR class cars, hence brakes, and aero kit along with tweaks such as the way I had the engine setup done to be consistent with common features found among Scawen's cars. There aren't any mid-engine GTR cars available to borrow settings from so if you have a recommended tyre setup in particular I'd be glad to take it into consideration.
Metalmoltres121
S3 licensed
Quote from turbofan :Amazing mod ! This drives so nice with default set. And looks balanced with...

Thank you, it was a fun tuning the car and setting it up the class. I had such a great time test driving the SLR I ended up getting carried away for hours.
Metalmoltres121
S3 licensed
Quote from ivancsx :the only things that hold me to vote this, is the sound...

Just a question, what are you referring to as 1.5? Are you increasing the exhaust volume? If that's the case I'm not sure why you would do that for, nor would I recommend cranking up the mod's noise settings. If you're referring to the master volume and engine sounds, I can ask Krunal to tweak it.
Current noise setup I believe uses a little clipping to result in the harsh v12 noise and we haven't tested if the master volume being cranked up produces more clipping.
Day 5 Progress Screenshots: (Retroactively Updated)
Metalmoltres121
S3 licensed
Day 5 Progress Screenshots: (Retroactively Updated)

Premise:
Texturing and colouring
Dying on the inside
Constructing interior
Test driving and tuning
Day 3-4 Progress Screenshots: (Retroactively Updated)
Metalmoltres121
S3 licensed
Day 3-4 Progress Screenshots: (Retroactively Updated)

Premise:
More model tweaks
Modeled a basic interior
Imported to LFS Editor
Day 2 Progress Screenshots: (Retroactively Updated)
Metalmoltres121
S3 licensed
Day 2 Progress Screenshots: (Retroactively Updated)

Premise:
Made more body...
Metalmoltres121
S3 licensed
Day 1 Progress Screenshots: (Retroactively Updated)

Premise:
Created the general mock-up for the body.
SLI GTR
Metalmoltres121
S3 licensed
Been working on this mod for a fair while and have been too lazy to start documenting up until now.

Concept:
- GTR Class Car
- Italian JGTC competitors as inspiration, namely the Diablo and F40
- Mass and Power restrictions target standard to class
- Other limitations such as fuel tank, turbo for smaller engines only, inertia multiplier and fuel capacity
spec'd to class regulations
- Keep tri count close to the base game cars for artistic consistency
- 3.5L NA V12

Note: To help with the process, I am using ripped models from LFS that have been ported to Blender as a reference and cannibalising parts from them for minor accessories.

LFS ported cars located through this source:
https://youtu.be/HkRlqbFo0SA?si=GbKr1qY3Aw8oSUUO
Last edited by Metalmoltres121, .
Metalmoltres121
S3 licensed
Quote from LE_TANCKER :Nice job man! I would love to see more unique "from the ground up" models...

The mod is already released, and the car will have 3 base setups. [hard track] is an attempt to match the XR GT in terms of performance to slot it in the GTi class. [road] in today's patch should handle more like an 80's lemon.

Link to Mod:
https://www.lfs.net/files/vehmods/C3A996
Metalmoltres121
S3 licensed
Quote from Metalmoltres121 :Update...

Update: (most likely the last)
Made new spokes inspired by audi b2 ronal r8 spokes as the audi coupe b2 was part of what inspired the design of the car. The new spokes were constructed using mostly booleans and merging to optimise construction and poly count. Textures were also taken off the xr gt rims

List of Changes:
- Engine retune (peak torque & power altered)
- new custom spokes inspired by audi b2 ronal r8
- cannibalised brake callipers from the XR GT
- transmission tweaks to setups
Update
Metalmoltres121
S3 licensed
Quote from Metalmoltres121 :could of but idk what kinda sicko would make a supra and then redesign the front...

Update:
Finally got back to working on this mod. After several hours of my night and morning I will never get back...
I have remodelled and tweaked this lad. Main alterations to the body consisted of mainly beveling and subdividing to get rid of the surplus of sharp edges my less experienced self-made. Additionally, I fixed the abysmal front roof line as previously it looked flat and 2 dimensional.

To capitalise on the 80s aesthetic I added additional tupperware (plastic) to the sides of the vehicle as well as tweaked the door pannels to be both longer and have a blocky seem line bellow the window frame.

An oversight was fixed where the door handle is missing, idk how I missed that tbh, it's literally on the cover screenshots...

Summary of Most of the Changes:
- Updated car exterior (Tweaked Model)
- Plastic trim added
- Redistributed weight to be less rear bias
- Decreased fuel capacity from 67.5L to 65L
- Fixed door handle and indicators on both sides
- [hard track] is now the default spec
- tweaked all setups
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.
1
FGED GREDG RDFGDR GSFDG