The online racing simulator
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Slashpca
S3 licensed
This mod was unpublished because of my use of an official real life Florida license plate that I legally use on my real car displaying the Gadsden Flag.

The mod team has stated that it is a political symbol and will result in a long ban for me potentially.

What a sad state we find this game in. I would imagine it's fairly common for a country to display political symbols on thier license plates. If this game is anti-american let's just come out and say it.

I will not be fixing this mod or uploading any more future creations.

Thank you guys for the the decades of enjoyment.
LAMOHEHE BALBONI
Slashpca
S3 licensed
Vehicle mod: LAMOHEHE BALBONI
Details page: https://www.lfs.net/files/vehmods/5D2867

SHORT DESCRIPTION:
Quote :Mid 2000s Exotic Italian

DESCRIPTION:
Quote :Italian car maker Lamohehe's best selling exotic sportscar the Balboni.

The Balboni has a V10 engine, all-wheel drive, and a six-speed manual gearbox. Built with the purpose of creating an exotic race car for the street.

With it's 552 HP V10 and at the time futuristic AWD system the Balboni can still hang with modern supercars at a price point that makes this currently one of the best entry level exotics.

COVER SCREENSHOT:
BUEK GRANDADDY
Slashpca
S3 licensed
Vehicle mod: BUEK GRANDADDY
Details page: https://www.lfs.net/files/vehmods/FB8561

SHORT DESCRIPTION:
Quote :1987 American "Muscle" Car

DESCRIPTION:
Quote :The 1987 Buek Regent Grandaddy was the final version of an American icon that shocked the automotive industry.

The Grandaddy became the goliath slaying turbocharged v6 sleeper muscle car we all know and love in 1984. By the final year 1987 the Grandaddy was nearly perfected, with the fabled GDX variant shooting well over the advertised numbers and boasting an impressive 350 hp and nearly 500 ftlbs of torque over it's standard Grandaddy and G type little brothers.

The Regent Grandaddy unfortunately was only offered in a 4 speed automatic, but it's state of the art rear coil suspension coupled to a strong live rear axle made this vehicle a legend in the drag racing and streetlight racing world.



Modeling Videos:
https://www.youtube.com/live/PzfsKBLcb7A?si=v0jAUDOl8kG8lVPv
https://www.youtube.com/live/iBm7U4p59xQ?si=C6n6JgOpj2BsyI4Q
https://www.youtube.com/live/tJhOxE2ysvA?si=DlfWG0maOMdGP_jC

COVER SCREENSHOT:
Slashpca
S3 licensed
At this time I currently can't even upload a skin to the LFSW database.

It's a bit frustrating especially considering I paid for the extra mod and skin upload slots.

I have 2 brand new mods ready for review and I can't upload either of them, because of the limit on unpublished mods blocking me until I "fix" this unpublished mod that I can't seem to upload a revision for.
Timing out when trying to upload anything.
Slashpca
S3 licensed
For about the past week I have been unable to upload skins to LFSW, I recently tried to update a mod and received the same error, but the mod uploaded anyway. Now I'm trying to update a second mod and I can't seem to get it through, same error page in all situations.

Please see attached.
Slashpca
S3 licensed
The clicking Sound is a sample of a bike chain meant to replicate motorcycle chain noise at low speeds.

Is the newest sound in the current version 2 of the bike acceptable to everyone?

When it comes to the default setups, I ride bikes using a game pad and I truely think the default setups are as fundamentally rideable as I can make them. The idea is to make the bikes easy to ride, if you're faster or prefer a more aggressive setup you're free to make it work for you and upload it as KiiT did (thank you again).

I've been working on making the models of all my popular vehicles have higher fidelity on objects in your immediate view while riding / driving. For this bike I doubled the points on the windscreen edge and mirrors for my next update.

I never once modeled anything before I started making mods for this game, I'd like to think I'm improving and plan on slowly improving older models between working on new cars.
Slashpca
S3 licensed
Incredible work as always!

I'm not sure the tail lights look "that deep" in real life. Possibly you could match the V shape on the inside part and bring it closer to the lens?

In real life the S650 tail lights almost just look as if the lens itself is glowing. No real depth.
Slashpca
S3 licensed
Quote from Ibtasim6781 :Hey mang. Have been driving this bike a bit and I like how it handles.
However I found a few issues

· Rear Indicators don't work
· Skin mapping is a bit weird with a few spots missing which result in white spots (custom black skin for showcase)

Sorry for the late response, I will try to address this when I have some time. I'm working on a few large mod projects at this moment.
Slashpca
S3 licensed
Quote from Eduard.kbg :it's fcking cool man... but can you make the back fans rotate or improve...

Done, also updated the SIMPRAJET with spinning fans.
Slashpca
S3 licensed
Quote from Scawen :Editor Patch E7:...

Loving the work you've been putting in, excited to use these features!
Slashpca
S3 licensed
A vast majority of the currently uploaded mods are running around on 100k tri ripped wheels. They go right through the review process this way. Pretty common to see even a tweak mod on the aftformentioned wheels.
Slashpca
S3 licensed
Quote from cuni :Then please upload your favorite setup. I've been fighting with this bike and haven't found a proper setup.

The issue with making mods in this game is no one provides any actual feedback, it's just complaining. Complaining about the sound, setup etc without any feedback.

What is the actual issue with the setup for you? If you're using a mouse or any button inputs
Instead of axis for throttle and brake you're wasting your time trying to ride motorcycles in a simulator.

I use an Xbox equivalent controller and I can ride this bike at max effort until the tires disentigrate. Setup and geometry wise the bike is very similar to the other popular bikes in the game.
Slashpca
S3 licensed
Quote from Decadence :Well it was a subobject but i made it part of the main so i can colour it with the body of the car. Im new to this so thats the only way i can make it work for me Smile

You just needed to enable the option "subob uses custom colors" it's on the main tab, where you select subobs.
Slashpca
S3 licensed
Quote from Scawen :I don't know about this. To save me trying to figure out, please can you explain in more detail?

For example on a McPherson suspension, you adjust the caster by moving the top thrust point forward and back. The only way right now to see the caster number is using the suspension diagram like he stated, but when you open the diagram the special draw submenu and points disappear. So you have to adjust the point, tab into the suspension diagram back and forth sometimes a dozen times before you nail the desired number.

It would be cool to have adjustable caster within reason as something we can enable on mods for adjustment in the pits. As well as adjustable rear trailing arm geometry for motorcycles specifically, move the pivot up and down and move the rear trail length as well at the rear axle.
Slashpca
S3 licensed
Quote from Scawen :Let's make that this afternoon. I still need to:

- make spinners carry on and stop in the default position
- update vehicle editor to allow testing by switches
- merge code into old LFS
- more testing

Love what you're doing, amazing seeing you show off those coding chops in real time. This has been maybe the most exciting week in gaming for me in 10 years.
Slashpca
S3 licensed
Quote from Victor :Please try again. Should be fixed.

Now I'm attempting to upload a new mod, and the section for the 5 screenshots isn't working. I select the files and it still says no file choosen. Tried waiting a while and submitted with error "Provide screenshots of at least the front, rear and side views, an interior screenshot and at least one action screenshot."

Nevermind, it was just insanely slow. After I submitted this post I walked away on it again and came back to 3/5 uploaded and just waited for the other 2.
Last edited by Slashpca, .
Slashpca
S3 licensed
I wasn't sure where to post this, but maybe it could be a fix for both pop ups and rotating objs? I have layered alpha glass pop ups on my EMPERORS SUNRISE mod that seem to work fine, but I created a swing out windscreen for my FLATTY MODEL 8, and it works as intended besides this strange bug with the windscreen alpha. Same alpha I had before I broke it off as a pop up light subob.

I've seen this bug before, like for instance the alpha glass on my pending mod HYPERION, in the pits and in vehicle editor you get this same effect on the mirror turn signals. But they seem to be corrected once you spawn on track, this windscreen is not fixing itself.

I've tried, flipping tris, single and double sided, moving the page with S_glass_alp up and down the list to change it's order in the Textures tab in the editor. Nothing works so far.

Please see the attached photo.
Slashpca
S3 licensed
Quote from Victor :Please try again. Should be fixed.

Car uploading is fixed thank you!
Slashpca
S3 licensed
Quote from Scawen :Thanks. I have contacted Victor about it. It's not related to the test patch.

The website update was quite major, including upgrades, so not everything has remained fully operational and Victor is working on those things that he couldn't fully test in advance.

When was the website updated? I'm getting an error when trying to update a couple cars.

"Array ( [aCarModArchive] => The uploaded file is not a valid 7zip archive )"

Tried creating the ZIP from 7d53 and 7d54. (uploaded a coupled updates on other cars with 7d53 yesterday without issue)
YKS-100
Slashpca
S3 licensed
Would it be possible to have a second row of animation slots on the motorcycles that are "activated" when the medium and high speed bike physics take over in game? These slots could pertain to lean angle as opposed to steering angle as well.
Slashpca
S3 licensed
Quote from Scawen :I understand why you chose to use unrealistic settings before, even if I don't agree with that approach.

To make a good mod in the proper way, the thing is to get as accurate values and settings as possible. If there are physical problems it's really my job to sort that out by improving the physics model. I do understand slight tweaks to mods to deal with imperfect physics.

But the mod still has massive downforce now, even after the steering model changes. Speaking as a mod user (not as a developer) I'd like to explain that makes me simply not want to use the mod at all. No bike in the world has F1-style downforce, as it's impossible. In my opinion the undertray should be deleted, the downforce set to zero and then work on the bike's geometry, mass, weight distribution, suspension, drag, etc. to make it as near to a real 600 as possible, then it will be a fun mod to use.

I've been playing your sim for 17 years, I trust your opinion. I'll make the changes.
Slashpca
S3 licensed
[quote="Drifteris;2063719"]I've tested your bike on Westhill and they can't even make past the second turn without sliding off the road (out of 10, 2 crashed on the first turn). Must be issue with insane downforce on that bike.

https://i.imgur.com/8Kvg7fx.gif

There was no logic behind the dowforce decision besides trying to make the bikes feel good. Simply put I don't think even the current physics feel correct under braking. The massive downforce made the bike fun to ride. I'm not really sure if it made the bike faster cornering but it was far easier to run consecutive laps without crashing. I've played with the setup and every number in the editor for a year and have never liked the way anything worked besides that downforce slider.
Last edited by Scawen, . Reason : removed img tags to avoid auto play
Slashpca
S3 licensed
Quote from Scawen :Can anyone give an example of cases where AI do very bad steering (and maybe spin or crash) when they leave the main path to join the pit lane path, or when they leave the pit lane path to join the main path?

If you think of an example, please state the vehicle name and the track + config.

E.g.: FORMULA US 93 entering pit lane at WE1.

On bikes they crash brutally on the high speed kink style corners on West Hill and the start finish at Blackwood on motorcycles for me. Seems as though they come in way too fast and start to steer way too late. If I lower them to level 2 or less skill they stay on track but they're hilariously slow elsewhere.
FGED GREDG RDFGDR GSFDG