might need to tweak it a little bit, but since the last engine was more or less fictional it could be expected. It now has slightly more hp though, so it might just be a power curve issue.
I see the value in wanting this, but also you can just make a copy of the dds folder and swap the name of the folder between folders, selecting which one you want to load with. LFS loads and launches so fast and the texture folder is so small i doubt this would ever be really viable
I'd suggest adding a slider to the top right of the screen (0 (off) to max distance) that fades (alpha) the point representation squares based on relative distance from camera. When working on any mod, not being able to differentiate between what's directly in front and all they way on the other side is what wastes a lot of time at least for me (in P view)
I'm getting unexpected behavior in the following scenario:
1. Made FZ5 2023 mod in editor 0.7C
2. Shared , copy pasted share folders into data of updated editor folder (separate independent install/folder)
3. Mod opens up in editor 0.7E without issue, able to edit publish etc except:
Issue: every time I replace the steering wheel subobject (select subobject, load other subobject) I get either part of the steering wheel to load or none with some seemingly random points.
The steering wheel subobject I used(made) is working fine on all my other mods.
I tried to see if my saved subobjects were simply old and not supported or something so I saved from a loaded mod again and tried to replace but same behavior.
Lastly I tried to replace the default FZ5's steering wheel and it worked first try with any of the subobjects (old and newly saved)
Also saving my fz5's default steering wheel and modifying it then replacing it with the modified one works.
So I guess this is a report and a request for help incase I'm missing something.
The ability to turn off the km/h part of the digital speedo
and the ability to use non skewed numbers (so flipping driver side is more visually consistent)
Hi everyone,
my suggestion is to implement a version of adjustable lighting that is present in LFS Editor (Ctrl + LMB) into LFS in Free View mode (with a toggle button to enable this functionality).
I understand this would maybe not match up with the track if some static lighting is used but nevertheless it seems like a great feature for taking screenshots of for example mod cars from different angles very quickly without having to move the car into position.
Hi everyone,
My suggestion is to implement on off curves for lights (fade-in, fade-out) (for headlights , instrument cluster lights, etc.) that are adjustable in LFS Editor (because of different bulb technologies used).
I feel like this can really add to the immersion and realism instead of the current boolean texture light on / texture light off feel that is simply dated by modern standards.
I realize that this would currently make little difference in the way the game feels however I think it would be much more noticeable once the full lighting update is released.
Here is an example that I found and liked a few years back (watch the rear brakes at 1:58):
I got tired of seeing this error every time on my mod (XRR PRIME) so decided to fix it.
This happens with the vanilla XRR from the start so probably slipped in at some point in development
I've attached the fixed version of the extinguisher sub object that is identical excluding the tiny triangle causing the issue. Enjoy
XRT MINI creator here, for some reason I can use the mod on the server without issue, however if someone else attempts to use it, as already mentioned, they get OOS - CAR shortly after using the mod.
EDIT: Someone on the server managed to use it successfully, I'm not using any test patches and neither are they, maybe that's the main cause of the issue
Hello, I'm attempting to export and edit s_clock texture to make a custom gauge display, seems like there isn't a way to do it so am I missing something?