The online racing simulator
Searching in All forums
(71 results)
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I have 2 brand new mods ready for review and I can't upload either of them, because of the limit on unpublished mods blocking me until I "fix" this unpublished mod that I can't seem to upload a revision for.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
Possible to set a moving subob to move with the Anti Roll Bar and Brake bias on the fly adjustment?

Would also be cool to have adjustable boost level on the fly and tie that to moving subobs as well.
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
I'd like to preface this by saying I have no idea about coding, especially how this game is coded lol.

Would it be possible to set certain subobs like bumpers and wings as "removable" in cases where they sustain a certain amount of "damage hit points" or deformation. They would eject from the vehicle in that case.

Ejectable downforce subobs could be tied as the aero points as well so when they eject from the vehicle you lose that aero effect.

This might be too far off the scope of possibilities right now but I just wanted to mention it.
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)
Slashpca
S3 licensed
Quote from Slashpca :Would it be possible to add a digital time clock to the s clock formula?

Also adjustable "red line" to the digital dashes where the hash marks turn red (or whatever color on a slider preferably) at a certain rpm to redline. I've tried to hack it by putting red glass over the area but it doesn't look good to me.

Thank you for all the hard work.

Also would it be possible to make it an option in the editor to disable passengers on specific configs? Like cars with sayh a racing config with the passenger seat removed, or on a bike config with the rear footpegs and seat removed?

It would also be cool to be able to enable that wheel and tire size customization option in the game pits like you guys did on the vanilla GTR cars.
YKS-100
Slashpca
S3 licensed
Would it be possible to add a digital time clock to the s clock formula?

Also adjustable "red line" to the digital dashes where the hash marks turn red (or whatever color on a slider preferably) at a certain rpm to redline. I've tried to hack it by putting red glass over the area but it doesn't look good to me.

Thank you for all the hard work.
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.
FGED GREDG RDFGDR GSFDG