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Avraham Vandezwin
S3 licensed
Quote from Günni92 :Regarding the sequential gearboxes:

I see that they are not as popular as I expected them to be Big grin. I am open for discussion about changing one or more cars over to H pattern.
We could look at all cars in the "class" (Supertourer and Clubsport 300) and define, which change on the Clubsport cars would provide the most variety (e.g. we don't need multiple RB4 with sequential). I will put that on my todo-list and am open for your ideas.

Smile After a test drive, these “Clubsport” versions are very pleasant to drive. Just enough power to not fall asleep and force you to reach the limit. It's very stimulating. Too bad the AI is totally insignificant on the track (especially on Rockingham). Perhaps there is something to improve here with the AI setup? The settings offered are indeed very perfectible, especially that of the FZ5. Otherwise (I know this will shock purists...) why not make special versions of cars for AI? (while waiting for the new tires physics and its new AI, of course Wink)

Regarding gearboxes (I can't be objective here, as I only drive H gearbox Big grin) I think the XRT & RB4 could be with an H gearbox. Apart from comfort, I don't see not really the use of the sequential gearbox with this kind of gear ratio. I would even tend to consider that all these cars would gain in charisma by being in H gearbox (I actually converted them to drive them).

The current mod system is essentially (at the moment) a vehicle editor. Real "race" categories are missing to select and sort the mods in order to compose grids. The mod system needs something specifically dedicated to racing. This “Clubsport” category could serve as a model here. Many models already created could complete this category if their specifications were adapted for this.

Don't give up on Günni92. You are on the right path. Thumbs up
Non-boolean light curves
dert296
S3 licensed
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):

https://www.youtube.com/watch?v=3daK_doWl0g&t=118s
Don't you think some things need to change?
YukselYilmaz
S3 licensed
Hello. This is my newly created account, some of you know me. I have been using LFS for about 20 years. I want to get straight to the point, this post will probably serve only as an ornament. I mistakenly posted this in the "TEST PATCH" section, every human being can make mistakes, but I got an extreme reaction from Scawen, so I deleted it and I keep writing in this section, which is where he said it is. Scawen said he doesn't care about my opinion no matter what the circumstances and he won't read my post. But since my priority is the users, since I've been talking about this with my friends on LFS for the last five years, and since I've spent more than two hours on this post, I'll address the shortcomings that caught my eye and get straight to the point.

First of all, the asphalt on LFS is like slime. I don't know why, apart from that: People can downshift unrealistically without damaging the engine, they can handbrake dozens of times per second on a memorized race track, they can put the car on the racing line, and they can even set world records doing it. But what would happen if they actually did these things? If they kept downshifting the same way, they would probably die before they even got into the corner because they wouldn't do the Heel-And-Toe shifting. Realistic driving techniques should be at the forefront and physics improvements should be made to keep everything as realistic as possible.

For example, brake disks should heat up realistically and the sounds from the brake disks should be audible. Tires should cool down faster, just like in real life, and the drifting technique should be faster in some corners, just like in real life. On a racetrack where the racing line is memorized, you can't set a world record by handbraking hundreds of times a second and then just sitting the car into the corner without any technique. The grip limit is unrealistically high or can be increased by unrealistic actions by drivers. The grip limit definitely needs to be lowered. There are unrealistic responses when adjusting pressure, camber and toe settings in the vehicle settings, for example, toe settings do not have the necessary effect on the tires. When driving at abnormal and unrealistic grip speeds, tire temperatures can be fixed very easily and driving can continue. When high speeds are reached, the car's response is often unchanged and the feeling of high speed is insufficient.

Let me ask you a question, how many people in real life can drive like in LFS without realizing it? To be honest, if you're going to drive realistically in LFS, it's harder to drive at the same speed as people who drive unrealistically than it is to race Senna in real life. I'm a former street racer and an active licensed retro racer and these are the biggest shortcomings I feel.

My requests from the developers are as follows:
1) Lowering the grip limit and improving the response between the asphalt and the tires. Better optimization of the asphalt.
2) Tires to cool down in about the same time as in real life.
3-) Physics improvements that have the same consequences as in real life when not driven with the correct driving technique.
4-) Accurate modeling of the effect of Camber, Toe and Pressure settings on the vehicle in LFS.
5-) Physics improvements that will not allow the clutch limit to be increased by drivers with unrealistic moves.
6-) Between drift and grip, grip is not always faster, drift can be a faster technique in some corners. But this is not the case in lfs. There may be many reasons for this and some of these reasons are related to my requests 1,2 and 5.
7-) Damage to mechanical parts when incorrect driving techniques are applied, as in real life. Mechanical parts should also be damaged during an accident.
8-) To feel the high speed when driving at high speeds and to improve the car's reaction to this high speed.
*9-) Definitely and definitely make a track editor program. Users should be able to model tracks and thus avoid driving on the same tracks all the time.*
*10-) LFS can be open source, so that it can get to the level it has come to in decades in a few weeks. Drivers can agree among themselves to bring the optimization they want. If the original version is left untouched, a program like "Content Manager" can be made, just like in AC.*

There is much more to say. These are not improvements that cannot be made, these improvements can be made and LFS can come to a much better place. I would especially like to draw your attention to my requests number 9 and 10. Please comment below this post, I have no bad intentions but I am not treated well by the developers. These are my demands and requests as an experienced user of LFS. Thank you very much.
Last edited by YukselYilmaz, .
LUNDQUIST MOTORSPORT
S3 licensed
Quote from Flame CZE :If you used LFS Editor test patch D50 or higher to update the mods, then you must also use LFS D50+ in order to see them.

i do have have the latest version on both editor and lfs but does the servers need update too for me to see?
Flame CZE
S3 licensed
Moderator
If you used LFS Editor test patch D50 or higher to update the mods, then you must also use LFS D50+ in order to see them.

Quote from Scawen :WARNING: INCOMPATIBLE UPDATE!
TEST PATCH D50 IS REQUIRED AND YOU MUST BE ON A D50 HOST
OFFICIAL VERSION SHOULD BE RELEASED IN MID-DECEMBER

iiiiil
S3 licensed
if you didn't make interior for rhd, could you lock it to lhd at least? that's 1 click in editor
also fix the engine, it says it has to be 6 cylinder in description
Rubbel_31
S3 licensed
Will there be language options for the editor ?
Scawen
Developer
Editor Test Patch 0.7D52:

Wheel object visibility:

No change in editor but game now matches the editor
- "inside covered" or "open wheel" only affect logo and lighting
- visibility of brake disc and spoke object is no longer affected

Rim and spoke objects:

Rim now gets material properties from first mapping in spoke object
Spoke object can have more than one texture page, including _ALP
- for example a chrome material can now be added as first mapping
- and in that case the rim would also use that chrome material
- no alpha sorting: transparency should only be used for overlays

Lights:

Multiple mappings per special name e.g. more than one l_head
- a second word is allowed e.g. 'l_head front' / 'l_head top'
- the second word is only to make it clearer for the mod creator
- extra names such as l_sbrk and l_tbrk are no longer needed
- reduced number of special light mapping names from 18 to 12
- mesh configurations are now fully supported by the lights
- e.g. separate mappings like 'l_head stock' and 'l_head sport'
- NOTE: maximum of 4 mappings per special name in a configuration
- NOTE: all mappings in use in a group must share a single texture

Dashboard:

Option: Show low and high beam icons simultaneously
- (shows icons for lights less than the current light switch)
Option: Show dim icons when not illuminated [default yes]
- (allows you to disable the faint image of icons that are off)
Option: Show dim segments of digital displays [default yes]
- (disable the faint non-illuminated segments of gear / speed)
Editor options: Dash lights off/on / Expand dash texture display

https://www.lfs.net/forum/thread/106004
Scawen
Developer
Test Patch D52:

Lights:

Support for multiple light mappings (enabled in LFS editor D52)
Virtual gauges now show sidelights / low beam / high beam symbol

Dashboards:

Support for new options (minor updates) now available in editor

Interface:

Multiplayer N-list +/- buttons now refer to size of buttons

Wheels:

Support for new rim material settings (enabled in LFS editor D52)
Wheels set to "inside covered" now match the editor
- "inside covered" or "open wheel" only affect logo and lighting
- visibility of brake disc and spoke object is no longer affected

https://www.lfs.net/forum/thread/106005
Scawen
Developer
Quote from Vladimir_nose :I hope I was understood correctly with my English

Yes, thank you.

There are so many possibilities, I can't think of a simple way to support them all.

The different ways that dashboard lights work, or the interactions between sidelights, daytime running lights, low and high beams.

Also, features such as daytime running lights becoming indicators. Some American cars flashing the red tail lights instead of dedicated indicator lights.

Daytime running lights that are always on when the engine is running, but dimmed or off when other lights come on. DRL may or may not have an equivalent on the rear.

Some things I don't even know yet, like if a car has daytime running lights, does that mean it doesn't have a "sidelights" option on the headlights switch (traditionally have three settings: off, sidelights, headlights) is their headlights simply off / on / auto?

Oh yes automatic headlights, yet another thing.

Clearly, this stuff is not going to be covered before the release in under two weeks. I wonder if some kind of more fully flexible system will need to be created in the future, but anyway I don't have time to think about it now. All I'm doing at this point is some fixes for important issues and a few things that are simple to update. Also have been discussing things on an Editor suggestion thread.
henricat2006
S3 licensed
Quote from henricat2006 :I need to finish mapping the bodywork correctly, then I'll make a variant with these modifications.

I still haven't been able to adjust the skin mapping, for some reason the LFS mapping is different from the LFS Editor, but as soon as I managed to fix it I will update once again.
Goran_MNE
S3 licensed
Quote from stuchlo :nice buggy Smile

I have some suggestions about the physics. As far as I know, IRL it was based on 110 L chassis with shortened wheelbase and therefore it should have double wishbone in the front and a swing axle in the back. Also the wheels look little strange (tire sidewall ratio should be about 80).

I'm not good with the editor, That's the main problem, I'll try to fix the setup
Goran_MNE
S3 licensed
Quote from Gutholz :Please change vehicle class from "Saloon car" to Truck.

Only 1711 kg?
2,74 tons according to wikipedia.
Engine should be 4 Cylinder and 80 bhp.

Im still bad at editor, but i will try that tomorow
Optional update for LFS_restart.exe
Scawen
Developer
Hello Racers.

The latest (Test Patch D51) versions of LFS and LFS Editor have new icons kindly provided by Flame CZE.

These icons look better and contain a larger icon image that works well with modern versions of Windows.

If you don't use the test patch, you will get the new icons when you update to the official version (soon to be released).

But there is one file that can't be updated when you are getting an update from the auto update system, and that is the small program file LFS_restart.exe which normally sits in your LFS folder, waiting to be used when you get an update for a new version.

So if you would like LFS_restart.exe to have a nicer looking icon, click this link to download a zip file containing LFS_restart.exe which you should save into your LFS folder, overwriting the existing file.

Download: https://www.lfs.net/file_lfs.php?name=LFS_restart_2023.zip (85 KB)
Last edited by Scawen, .
joaopaulopt
S3 licensed
I think LFS could create an official app like LFS editor but only with that function.

For any race, whether on a circuit or an open circuit, it would be important to have something that helps and even more so when we have official mod support, this would help a lot to improve the car and its performance 😁
Flame CZE
S3 licensed
Moderator
When all possible lights are enabled in dashboard editor, the list gets too long so the sliders for "neutral" are hidden.
Scawen
Developer
Editor D51 is now available

Dashboard:
Support for new dashboard lights / symbols: sidelights and neutral

Rim editor:
Mouse wheel can be used to zoom in and out quickly
teeembo
S3 licensed
Quote from Scawen :Grid size of 1mm helps with "snap to grid" function

If I set rear wheel style to "different" the grid for the rear rim editor is still 10mm and not 1mm (front = OK)
AkoLemon
S3 licensed
Interior is mostly finished, just need to add tris for stitching and interior lighting, maybe a few tweaks here and there





New seats are also modeled and fully finished in editor
Both seats and stitching are made separately colorable


*Again, looks weird in blender, for some reason some individual vertacies randomly flip and that causes this weird lighting
Flame CZE
S3 licensed
Moderator
Quote from Vladimir_nose :Some cars have separate high and low beam headlight units, sometimes even different dimensions.
I think in the future we should do something like multi-material
Far/Near
Only distant
Only the neighbor
Dimensions only
Dimensions/Low/High (For example, in old cars with one round headlight)

I think some of the ways are already possible - see this post in the editor test patch thread:

https://www.lfs.net/forum/post/2066300#post2066300
Quote from Scawen :There are currently 4 main ways to set up headlights.

1) Model contains l_head only.
Result: Sidelights, dipped and full beam share the l_head mapping.

2) Model contains l_side and l_head.
Result: Sidelights use l_side. Dipped and full beam share l_head.

3) Model contains l_side, l_head and l_full.
Result: Sidelights use l_side. Dipped uses l_head. Full beam uses l_full.

4) Model contains l_head and l_full.
Result: Dipped uses l_head. Full beam uses l_full.
In this case there is an option: Sidelight can use l_head or l_full.

Avraham Vandezwin
S3 licensed
Quote from subUwU :Yes, as a person who enjoys racing the AIs, this would be a great addition, however only creating a racing line for custom tracks wouldnt be enough. Things such as track borders would have to be defined for the AI to randomly not hit it. Smile

Smile Many racers enjoy racing against AI, for different reasons. Others would like to have a ghost mod to practice with. This solution based on player replay, if it were technically possible to implement, would satisfy many players.
This would also create a dynamic between players on the AI, in particular to make it more competitive on each combo. This would expand the use of custom tracks to solo players. Furthermore, the question of AI will arise if a track editor is developed for LFS, which would be an important addition.
You're right. For custom tracks, demarcation of boundaries and obstacles would be necessary.
Flame CZE
S3 licensed
Moderator
Quote from Kova. :But you know what's really missing like the cherry on the top of the cake? The low fuel light :')

Low fuel light is also supported now in LFS Editor D50 Smile
Quote from Scawen :Dashboard:

Dashboard lights for fog lights and fuel warning are now available

Scawen
Developer
Updates still planned for Editor Test Patch:

Dashboard editor:
- some way to see all the lights, e.g. scroll bar
Last edited by Scawen, .
Scawen
Developer
Thank you for all the testing!

Editor test patch D50 is now available with various updates.

Be aware - the mods it saves are not compatible with current official LFS!

Info and download: https://www.lfs.net/forum/thread/106004
Test Patch D64
Scawen
Developer
WARNING: THIS IS A TEST

THIS DOES NOT CONTAIN NEW TYRE PHYSICS OR THE NEW GRAPHICS SYSTEM

PLEASE TEST BEFORE YOU POST

PLEASE... NO OFF TOPIC FEATURE REQUESTS!


Hello Racers,

Here is a new test patch: 0.7D64

Please read the list of changes below.

0.7D64 is SEMI-COMPATIBLE with 0.7D

- You CAN connect online with 0.7D
- You CAN play single player replays from 0.7D
- Some rare mods or bike mod setups can cause OOS
- You can use mods from the latest LFS Editor (allows new features)

Please back up or rename your LFS.exe from version D so you can revert to it if necessary.

Known OOS cases when joining a server earlier than D50:

Loading more than 2400 objects in a layout
Use of a bike setup with adjusted fork ride height
Use of a car with visible spare + different size wheels


Changes in D64:

Graphics:

FIX: Subobject transparency was not visible in forces view


Changes in D63:

Graphics:

Spinner objects now stop nicely at the default position
Support for the new light switch options in Editor D63

Misc:

LFS now always checks for existence of some folders at startup


Changes in D62:

Korean IME:

FIX: The fix in D61 was incomplete and should work now


Changes in D61:

Graphics:

Vehicles are no longer fully regenerated on every mirror adjustment
- fixes bug that moved subobjects were reanimated on mirror adjust

Korean IME:

FIX: Since 0.7C the last character would be lost on pressing enter

Interface:

FIX: Handicaps message after /h_mass now states correct added mass


Changes in D60:

Graphics:

Support for stretched tyres (when rim is wider than ideal)

Commands:

/key command accepts 12 keys described by a word (see Commands.txt)

Misc:

Updated document Commands.txt (in docs folder)


Changes in D59:

Graphics:

Small indicators on side of XRG/XRT/FXO/LX4/LX6/RAC/FZ5 now flash
Subobject indicators left / right now relative to whole vehicle
FIX: Lighting of subobjects and wheels was as if at vehicle centre


Changes in D58:

Lights:

Headlight switch now incompatible between versions < D50 and >= D50
FIX: Extra light of remote cars was not visible when switched on

Moving subobjects:

Popup headlight system generalised for moving objects with switches
Light / horn switches work even if car does not have that feature


Changes in D57:

FIX: Transparency could vanish with more than one vehicle in view
IS_PLH now allows 'silent' update (with Flags bit 7 (0x80) set)


Changes in D56:

Transparency now works correctly with popup headlight objects
Popup headlights now support flip function


Changes in D55:

Multiplayer:

FIX: LFS could crash if a player left when a mod was not downloaded

Graphics:

Popup headlights and internal mirrors are excluded from forces view
Skin mappings that move with driver side swaps no longer avoid flip


Changes in D54:

Lights:

FIX: XR GTR mistakenly had the road car popup lights enabled

Interface:

Pedals are now shown to the left of the list of connections

AI:

FIX: AI would reverse assuming "stuck" during stop-go penalty


Changes in D53:

Lights:

Lights now work on subobjects (e.g. bike handlebars)
Popup headlights are also supported (already on XRG and XRT)


Changes in D52:

Lights:

Support for multiple light mappings (enabled in LFS editor D52)
Virtual gauges now show sidelights / low beam / high beam symbol

Dashboards:

Support for new options (minor updates) now available in editor

Wheels:

Support for new rim material settings (enabled in LFS editor D52)
Wheels set to "inside covered" now match the editor
- "inside covered" or "open wheel" only affect logo and lighting
- visibility of brake disc and spoke object is no longer affected


Changes from D48 to D51:

Interface:

New icon for LFS.exe includes 256x256 icon image
Commands /status F11 and /status F12 are now available during SPR
F key /commands are processed immediately (not added to text dialog)
Connections list in game / race setup screen can have a scroll bar
- scroll with mouse or Page Up / Page Down keys
New +/- buttons to adjust size of text in connections list
FIX: Various text commands such as /spec now disabled in replays

Lights:

Side lights, low and high beam headlights are now supported
Text command /light (requires two parameters) to switch lights:
/light ind [off/left/right/all] - switch indicators/hazard lights
/light head [off/side/low/high/low_off/low_high/next/prev] - lights
/light [rfog/ffog/extra] [off/on/toggle] - switch fog/extra lights
/light all [off/on] - switch all switchable lights off/on at once
Key '3' now toggles between off & low beam like /light head low_off
SHIFT+3 goes through all headlight states like /light head next

Multiplayer:

Maximum possible connections increased to 79
- there will be a higher charge for 79 connections
- free hosts are still limited to 47 connections
- maximum cars in race has not been increased

InSim:

License byte added to IS_NCI packet (after Language byte)
IS_PLH packet sets handicaps for individual players
TINY_PLH - request IS_PLH listing player handicaps
SMALL_LCL - full control of lights including fog and extra lights

Commands:

/h_mass username X - set added mass for user's car
/h_tres username X - set restriction for user's car
/teamarrows=no/yes - arrows on non-race small map use name colour

Layouts:

Max objects increased to 3000
NOTE! using more than 2400 objects will cause OOS on servers < D50

Bikes:

Increased maximum value for brakes, suspension stiffness, damping
NOTE! higher values not available when connected to servers < D50
FIX: Fork tubes misaligned if ride height adjusted in other setups
NOTE! adjusting fork ride height will cause OOS on servers < D50
FIX: Weight distribution was wrong if any trail reduction was set
FIX: Wheel masses not correctly positioned for trail reduction

Engine:

V16 engine is now available and some classes allow larger engines
New firing order for I5, V6, flat-8 and V10 engines (affects sound)
FIX: V12 engine firing order was wrong causing poor sound quality

Incompatible updates:

New features for mods including wheel and passenger positions
Support for new rim styles and different wheels front and rear
Fog lights are now functional if enabled by the mod creator

Graphics:

Removed wheel LOD reduction that was related to angle of view
Tyre manufacturer now appears at the top of tyre after reset

Dashboard:

Support for new dashboard lights / symbols: sidelights and neutral

Translations:

Updated translations - thank you translators


Changes from D to D48:

Interface:

A small map is now displayed at Layout Square if there is a layout
New display in F9 / F10 views shows estimated laps given fuel use
Engine health (with colour code) is displayed in F9 / F10 views
F9 / F10 extra displays are now switchable (Options - Display)
Speedo and tacho are moved UP if required for extra displays
CT display now uses dot matrix font if translation allows it
Driver / fuel buttons in garage are now only shown if relevant
Speed at redline is displayed beside each gear ratio in setup
Simple versions of F11/F12 displays are now available during an SPR
A message shows the name of any mod that can't be loaded in an SPR
Four-character mod names are shown in results table instead of MOD
Downforce tab is now shown for all vehicles
- previously was only for those with adjustable wings
- shows an estimated maximum speed based on wind resistance
- note: the estimate does not consider rolling resistance
FIX: Crash when two events on calendar used same event image
FIX: Calendar time could be wrong near start of daylight saving
FIX: Small camera movement on releasing LMB after 2-button rotation
FIX: Chat text in mods screen is now in front of interface buttons
FIX: User names that start with '.' now correctly displayed in chat
FIX: Crash if /track command was used while generating AI path info
FIX: AI skill level always used Latin codepage in F11/F12 menus
FIX: Engine brake reduction had no effect for EV but was visible
FIX: /setlap command error if name coloured and number 4 chars long
FIX: Replays auto-named with special characters could appear wrong

Controls:

A force feedback display is shown below the pedals (bottom right)
FIX: Mouse wheel gearshifts are now equivalent to 100ms keypress

Game:

Possible to reset if an approaching vehicle is moving slowly enough
Reset is now possible during a pit stop if the state is "finished"
Speed limiter (at 80 km/h) can be manually enabled if no pit lane
Auto gear shift: downshifts are now done at slightly lower rpm
FIX: Auto shift *up* did not work if max power rpm above redline
FIX: Driver swap enabled very high speed limiter if no pit lane

Mods:

An EV charge/discharge power bar in place of the clutch bar
- only visible if Options - View - Show pedals is enabled

A new "Cleanup" mode in the mods screen
- you can select to keep latest mods and test mods
- there is not yet a feature to keep replay mods

Support for new options set per vehicle instead of by race class
Support for "hub" subobject that moves and rotates with a wheel
Support for new pit speed limiter flashing light option
One wheel drive and no anti-roll if wheels are staggered
Click Skin ID in garage colours tab to copy ID to clipboard
Hold CTRL in Garage: Mods button becomes Test (direct to Test mode)
Opening mods screen is prevented if a rating request is in progress
FIX: Mod with 27 character name appeared in mods screen Test mode
FIX: Crash if mod had more than 64 materials

Dashboards:

Engine damage light on dashboard is now available if set in editor
Support for new speedo and tacho style options (see editor notes)
Support for dashboard backing texture system, text colours, opacity
Can also set background colour without supplying a backing texture
New needle pivot texture works better on light coloured dashboards
Dashboard brightness should now be the same as in the editor
- this update also affects the RB4 and MRT5 (recently updated)
FIX: Text size on dashboard more closely matches text in editor
FIX: Brightness of multi function display now matches the editor

New steering model for bikes:

Improved handling and braking ability
- Feet down steering model up to 7 km/h
- Low speed model only from 7 km/h to 18 km/h
- Interpolated model from 18 km/h to 36 km/h
- High speed model only above 36 km/h
FIX: Steering glitch between feet down model and low speed model

AI vehicle control:

Improved braking prediction so less running wide at corners
- considers brake balance (which is not ideal for every corner)
- can result in better lap times due to improved line following
AI braking prediction now takes account of engine braking
AI can now ride motorbikes (a bit slowly due to safety margin)
AI will drive more gently when off track on a bad surface
Bikes slow to avoid taking off over large humps in the road
Avoid unnecessary downshifts by looking ahead to see if needed
FIX: Sometimes could reach a maximum speed and stop accelerating

AI misc:

Distance to vehicle considered dangerous now depends on length
Distance to vehicle considered safe is reduced at low speed
- should prevent long vehicles hitting the brakes on green light
- gaps between vehicles may be smaller when speed is below 20 m/s
AI can enter configs with no path (but will not drive)
AI can now enter the game with an object (to just sit there)
Better collision avoidance when close behind or beside others
Reset is available even after engine switched off after long wait
Message history is no longer enabled for AI path generation
FIX: AI can now reset if in contact with a stationary vehicle
FIX: Errors in fuel calculation related to "Refuelling allowed"
FIX: It was possible for the fuel calculation to report 0 stints
FIX: A hang generating path for a mod with "Max up" wrongly set

AI in pit lane:

Target speed 1 km/h slower in pit lane to avoid speeding by mistake
- was possible for a powerful car to overspeed shifting 1st to 2nd
Improved driving in pit lane when close behind other drivers
Avoid excessive downshifting when approaching speed limit zone
Approx 1 second safety margin entering pit lane to avoid speeding
Use speed limiter or throttle to avoid wheelspins causing speeding
Smoother transitions switching between main path and pit lane path
FIX: Choice of pit stop box was wrong (bug introduced in 0.7B)
FIX: Slow start / stuck in pit stop if max torque at very low rpm
FIX: Some mods would brake too gently and miss the pit stop point
FIX: Some mods would overshoot their pit garage when parking
FIX: Can now reset at the end of a pit stop (e.g. fallen bike)

AI overtaking:

Various improvements to improve the overtaking decisions
Overtakes are considered on a group instead of individuals
Better estimate of the possibility and duration of a pass
Pass decision from low speed now allows for acceleration
When planning a pass time is allowed to pull in after pass
More distant consideration of other vehicles at high speed
There should be fewer dangerous overtakes in braking zones
FIX: AI could get pointlessly stuck behind a slower vehicle

Regional downloading system:

We now have 3 download locations for mods (NL/JP/US)
Faster downloads if you are in N/S America or Asia/Oceania
Locations in Asia and Oceania will download mods from Japan
Locations in North and South America will download from USA
Download redirection is handled automatically by our server
Regional downloads can be disabled by a new Misc Option
Yellow redirect message is shown the first time you are redirected

Graphics:

Dust colour on grass and dirt tracks now uses a dirt colour
- previously used average colour of surface which looked odd
- smoke and dust acquire lighting colour from car's location
FIX: Mudguard / handlebar / trailing arm subobject could disappear

Physics:

Improved bike physics (affects lean angle and tyre forces)
Pit speed limiter now based on drive speed instead of world speed
- prevents wheelspins (e.g. at RO) pushing car over the speed limit
FIX: Narrow cars were sucked in when near fence or narrow barrier

Audio:

Tone variation limited to 0.99 to prevent an engine sound bug
Switched off experimental "Prevent clipping" option by default

Multiplayer:

Improved setting of tyre state after receiving a position packet
- previous location of tyre contact is better estimated (for forces)
- most noticeable when viewed car had not been on screen for a while
- e.g. after tabbing to another car or fast forwarding a replay

Misc option "Full physics for remote cars" is enabled by default
- low res physics previously used for cars other than the 4 nearest
- option approximately doubles CPU usage by physics in multiplayer
- could cause issues at turn 1 with many cars depending on PC power
- use profiler display to check CPU usage with the option enabled
- see profiler by pressing car icon then P in Misc/Graphics options

Engine damage repair in pit stop
- yellow counts as minor damage (6 seconds)
- red counts as major damage (12 seconds)

Team arrow colours on small map are now enabled by a host option
- arrows on non-race small map take colour of first name character
- option is not yet available but is coded as /teamarrows=no/yes

Cancel button and ESC key to cancel the process of joining a host
- the currently downloading skin or mod is allowed to finish first
Temporary (free) hosts are shown without colours in List of Hosts
Stationary cars can now lag for longer (3 seconds) before vanishing
FIX: Remote car using pit speed limiter did not move smoothly
FIX: Crash enabling filter in List of Hosts after all were disabled

InSim:

IS_CPP packet with Time = 0 is instantly processed (not stored)
- allows it to be followed immediately by an IS_CPP with Time > 0
FIX: ZByte was not set in IS_OBH packet

New commands:

/status none|F9|F10|F11|F12|next|prev - sets status screen
E.g. /status next will cycle through the F9 to F12 status screens
(you could assign it to a CTRL+ or ALT+ key and then a wheel button)

/liveset and /pitins - do the functions of F11 and F12 menus

You can use operators:
= (set value)
+= (add to value)
-= (subtract from value)

Examples:
/pitins ftyre = r3 : change front tyres to R3 in pit stop
/pitins rtyre = super : change rear tyres to road super
/pitins fpressure = 1.1 : set front tyre pressure to 1.1 bar
/pitins fpressure += 0.1 : increase requested pressure by 0.1 bar
/pitins cancel : cancel all pit instructions
/pitins tyres always : change all tyres
/pitins tyres 20 : change tyres if wear > 20%
/liveset bbal 60 : set brake balance to 60%
/liveset rarb -= 0.1 : decrease rear ant-roll bar by 0.1

Available options for /pitins:
fuel, tyres, repair, symmetric
ftyre, fcamber_l, fpressure_l, fcamber_r, fpressure_r, fwing
rtyre, rcamber_l, rpressure_l, rcamber_r, rpressure_r, rwing
cancel, fcamber, fpressure, rcamber, rpressure

/pitins pressure commands can accept unit (psi/bar) (no unit = bar)
E.g. /pitins fpressure 30 psi

Available options for /liveset:
bbal, farb, rarb

Multiple commands on single line:

Multiple commands can now be added on a single line which sometimes
can avoid the need for a script file, e.g. to set a button to
change tyres in pit stop, you could use a double command:
/pitins ftyre super /pitins rtyre super

NOTE: some commands cannot be followed by another command:
/say /echo /join /rcm /pass /msg /altf /ctrlf

Maximum length of command and F key text increased to 95 characters
Wider text display in CTRL+ and ALT+ tabs in controls screen


INSTALLATION:

A FULL version of LFS 0.7D must already be installed


To install the PATCH using the SELF EXTRACTING ARCHIVE:

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
4) Now you can start LFS in the normal way

NOTE: You can see if the patch is correctly installed when you run
the program (LFS.exe). At the bottom of the entry screen: 0.7D25


DOWNLOAD:

IF YOU ALREADY HAVE 0.7D:
PATCH 0.7D TO 0.7D64 (SELF EXTRACTING ARCHIVE)
https://www.lfs.net/file_lfs.p ... =LFS_PATCH_7D_TO_7D64.exe (1.8 MB)
Last edited by Scawen, .
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