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Bokujishin
S3 licensed
Last update of the year: bodywork is more or less finished \o/ (just need to cut the space for the fuel door).

I also added the radio antenna for the road version, now I need to finish the tail lights as well as the front grilles of the road version. Then windows and the various plastic parts to finish the exterior.
Bokujishin
S3 licensed
LFSW name: Bokujishin
In-game name: Cyk
Full team name: Mudsnails
Country: France
Bokujishin
S3 licensed
The built-in mods are the only ones that are supported, if you're trying to download mods from other places, chances are they were made for older versions of LFS (most likely cracked versions of the game).
Bokujishin
S3 licensed
With the layout editor, it will definitely be possible to reach the water, but given that cars go through (visually) solid ground in some places, there is absolutely 0% chance that they interact with water IMO.
Bokujishin
S3 licensed
The new Kyoto looks great! Looking forward to trying the updated tracks and configurations as well.

Quote from cruz1320 :i cant wait to not be able to run this Big grin...

Chances are framerate will actually go up, especially if your problem was the number of cars, as this should be a CPU issue, and multithreading will help there (although I don't know how many threads Scawen plans to use, if it's one for the game/physics and one for rendering, it may not change that much, but if it can use more threads for multiple cars, that would help).
Graphics will be more demanding, but it definitely won't double the GPU usage.
Bokujishin
S3 licensed
Back to bodywork, front fender and doors are done.
Screenshots are from Blender as I messed up smoothing groups when importing the doors into the editor.
I also fixed the roof's missing recess and adjusted shapes here and there, so I should be able to complete the bodywork soon.
Bokujishin
S3 licensed
I made a base vehicle in the editor and imported the current Blender geometry. There seems to be several conflicting bits of data on the Internet (maybe different versions of the car), so I may have some wrong numbers here and there, but this is a start.
Bokujishin
S3 licensed
Decided to venture into rim modeling for a bit, so I made both the cup rim and the Esprit Alpine road version's "La Flèche" rim (this one was a huge pain, shapes are all over the place and the spokes-hub transition is different for every single spoke...).

Rear bumper is also finished, I started working on the trunk and tail lights, not sure how much time I will have in the next few weeks with end of year festivities approaching.
Bokujishin
S3 licensed
Front is now done on the Cup version, with headlights modeled and working. I will need to adjust the slight overlap between the headlights and the hood. On the road version, day lights are modeled and working, front grilles still need work.

In other news, since I own an actual Clio 5 (though pre-facelift), I went ahead and took pictures of my car on a cold frosty morning to make a photogrammetry model, the results are pretty nice but unfortunately still quite noisy in the doors area, even though the frost helped reduce reflections, but after scaling and rotating the result, I managed to fit the blueprints quite nicely, and will be able to adjust some overall shapes using this. This should help me finish the general exterior model so I can then move on to cutting the panels and modelling the rear lights properly.
Bokujishin
S3 licensed
If you want a car to have day lights that also serve as turn signals, which is not that rare in modern cars, you can use a slider subobject to fake this (got the idea from the Protech mod, which however does not hide the side lights):
  1. Move the triangles to separate subobjects, e.g. DRL_R, find_R and same for left side.
  2. Make sure the origin of each subobject is on the correct side of the car (so it is properly detected as left/right indicator)
  3. Make the subobjects sliders, connect them to left/right indicator, and adjust their slide axis and distance to hide them somewhere.
  4. For the indicators, do the opposite: move the triangles to the hidden position, and make the slider show them.
Attached screenshots show the settings for one such slider object, and the result when combined with lights.

You can use the same trick to dim the DRL when the low beam is turned on, instead of keeping them as is or turning them off, but this will require a texture to properly dim them.
Bokujishin
S3 licensed
Another one: it would be nice to be able to use multiple clocks types at the same time, 2 or maybe 3 would be ideal, so we can mix and match (analogue tacho, fuel and oil temperature with digital speedo, or RPM lights mixed with other displays).
I would also like to ask for digital RPM (seeing the actual numbers, not gauges). For instance, the Clio Cup displays the RPM as numbers as well as rev light style, plus gear and digital speedo.
Bokujishin
S3 licensed
I would like to see a new mapping type added (or rather a special texture?), similar to s_mirr, but for an internal rear view monitor that you can see on e.g. GT3/LMP cars. This mapping would then display the already existing virtual mirror, or maybe a manually placed camera object if needed (might need to tweak position or camera FoV, but default virtual mirror should be a good start).

This would help greatly with cars that have no internal mirror. Also, if you look at the 4M GT3 mod for example, its right side mirror is almost completely obstructed, so you can basically only use the left mirror currently.
Bokujishin
S3 licensed
More progress on the front, now only missing the upper grill and headlights.
Bokujishin
S3 licensed
Progress on the overall mesh is slow as I spend some time modeling more detailed parts, such as the bottom part of the rear bumper and its fake grills, as well as the side mirrors.
I also improved the front bumper, and added details I was missing before; I'm not satisfied with the bumper's blade part yet though, so it's not included here.
Bokujishin
S3 licensed
Yeah, I think I will do both normal and cup versions, the cup version only differs visually in the added spoiler and roof intake, the removed front daytime running lights and the interior being almost entirely stripped, as far as I know. The road version will certainly be based on the TCe 140bhp engine of pre-2023 though, as after that it's either 90bhp or hybrid.

Back to Blender, I ended up purchasing the blueprint I was using for reference, instead of using just the low-resolution preview, so I'm revisiting the entire thing to fix the shapes that were sometimes off quite a bit. I'm also using this as an opportunity to model cars in more detail, not just for LFS, so I'm going for a high resolution model, from which I will make the LFS geometry.

The screenshots show the overall shape of the car, it's now a single mesh with much cleaner topology, but I'm still missing some of the front bumper and door details, and still fixing the trunk and rear fender shapes around the tail lights and the C pillar. And of course, I'm now extending the mesh over the lights and will have to cut them out properly.

Once I'm done with this overall mesh, I will start making the various panels again - I've made the hood already (quick and dirty test), just because it looks so different with the guide mesh extending toward the front grill. I'll probably try to make a low-poly version of the hood pretty soon, to get an idea of how many triangles I can get away with.
Bokujishin
S3 licensed
Reworked the geometry around the pillars and roof, still need to tweak the volume. I turned on the subdivision modifier to start hunting bad curves and topology (which is still a big mess for the most part).

Added the top intake and "rear wing", drafted the roll cage as I came across a figure describing it in the Clio Cup technical rulebook.

Also added the rough shape of the central brake light to work on it later, as its support helps close the rear window.
Laurent Coil Cup
Bokujishin
S3 licensed
I started modeling a Renault Clio Cup, as I found it interesting that the car basically drove on 3 wheels in some corners, since the inside rear wheel tends to lift. I'm happy to see that it is also possible in LFS (and while tweaking the suspensions, I realized the XFR also exhibited this behavior to some extent), although more work is needed as it likes to flip as well.

Anyway, here's the current progress in Blender, I'm satisfied with the overall shape despite the low mesh resolution and some questionable topology, but now I'll have to properly plug all the holes and refine the shapes.

The custom logo fits in the Renault rhombus, but is modified to make the letters L and T (first and last from Laurent, which is basically Renault with the letters rearranged). Hope it's okay this way.
Bokujishin
S3 licensed
Skin for #42
Bokujishin
S3 licensed
Hi! Godot is a game engine, but also has a pretty nice UI editor for non-game applications (or for games too). You don't need it to run this tool, actually the 60-ish MB executable is the engine itself (with the editor and some other stuff removed, and my own project embedded).

One important thing with Godot though, is that it supports multiple rendering APIs, like Vulkan and OpenGL, and I chose Vulkan by default, so if your GPU is old it may not support it; however, I also released an OpenGL version, you can use that one and it should work just fine.
The next release of Godot should automatically allow falling back to OpenGL if Vulkan is not supported, at that point I will be able to provide a single version, and that error message should stop showing.

Let me know if you have any other issue!
Bokujishin
S3 licensed
#42 reporting for duty.

BTW I think you meant September 26th.
Bokujishin
S3 licensed
GodotInSim v1.3 is now available on GitHub.
It introduces more format customization for GISUtils time strings, the default grey color for LFSText, as well as fixes for LFSText (some characters in the extended characters of the Latin code page were not being converted properly), and a few other minor additions or quality of life improvements.

Also, while I haven't had as much time as I would like to work on actual projects using this tool, here are a couple sneak peeks:
  • Multi-class standings and live gaps, each class can be configured with arbitrary cars, and a "hidden/ignored" class can be used for safety car and other utility vehicles if necessary.
  • Live delta, displaying the time delta to the best recorded lap of the session, and colored arrows showing the derivative (current improvement (or lack thereof) over the best lap, that's the rate of change of the delta). Also displays final deltas for each sector.
Bokujishin
S3 licensed
Sadly I did just check, and I'm getting the same value for all tyres, even non-existing ones (e.g. 0 (R1) for "all 4" tyres of the Reaper X1 bike, or 5 (road normal) for the 3-wheeler Hadraplan). At least that's what I get with the default setups.
Bokujishin
S3 licensed
I haven't checked the values, but the IS_NPL packet gives you the tyre compounds for "all 4" wheels - maybe 2 of those values are equal to TYRE_NUM, which would indicate a motorcycle?
FGED GREDG RDFGDR GSFDG