Let me resurrect this old thread with some new stuff that has been done in the LFS Manual recently.
About a year ago, the main page got a fresh look with a hopefully more accessible and eye-catching layout, divided into sections. All pages are still listed in the left column.
Each car page has an extensive infobox on the right side with various details about the car's chassis, drivetrain, suspension, dimensions and other features. At the bottom there's a gallery showcasing the car's exterior and interior. Some cars which have undergone notable updates also include a section with before/after comparison images (RB4 GT). You can also read about the cars' history or fun trivia (e.g. RaceAbout, LX6).
The track pages have got a similar refresh and expansion. There are new sections about the history, development and past track updates of Rockingham or analysis of future development of Kyoto Ring. There are trivia sections in tracks as well - do you know about the hidden toilet at Blackwood?
Don't forget about the LFS Editor articles, which have also grown a bit recently. There's still plenty of content to cover though!
Apart from my own contributions, big thanks to MandulAA and a few other people who help shape up the LFS Manual. There are still quite many things we would like to do. Remember, it's a wiki so anyone with an LFS account can log in and help. The help pages have been reworked to help new contributors look around. There are also dedicated help pages for cars and tracks. Feel free to come up with new ideas, discuss things and don't hesitate to edit the pages - you can't break it
If I understand it correctly, a different technique would have to be implemented to generate soft shadows with variable-size penumbra. I found some presentations talking about percentage-closer soft shadows (PCSS).
One thing I've been wondering, although not related to Kyoto updates but the new lighting system in general. In real life, all shadows created by light sources of some width/height include penumbra, where only part of the light source is occluded by an object. This makes the shadows look softer the further away it is from the occluding object:
Judging from the new screenshots, the shadows are always sharp no matter the distance from the object. Is this something that you would like to look into in the future? I don't know how difficult it would be to implement but I think it would add an extra level of realism for the new shadows.
Edit: Judging by the reactions, some people seem to misunderstand - I'm not saying this is essential to have or should delay the big update, it's just an observation, something that would be nice to have.
POSCHER 819 is marked as WIP - make sure you enable "include WIP mods" in filters
MERSOLES CE66S is not approved - make sure you show "all" instead of "approved"
- mirrored car body model
- added textures for windows, mirrors, number plates
- mass distribution tube frame (1350 kg 44:56)
- basic suspension setup (MacPherson front, trailing arm rear)
- rough power/torque curves (304 bhp, 371 Nm)
This mod in progress is heavily inspired by a real Czech car designed by Václav Král in 1991. The plan was to produce a limited series of 100 units, but only 3 prototypes were made and 1 kit with no engine and gearbox.
I've bought this 3D model by sdmodely on CGTrader. Sadly it is too high-poly to be imported directly into LFS Editor so I had to decimate it a bit. I will try to fix some topology issues but overall it looks pretty good.
Can you be more specific what exactly LFS is missing? With the introduction of vehicle mods, you are now able to adjust the torque curves of the engine or change many aspects of the suspension. I'm not sure what you mean by "more detail to suspension", "tune the differential" or "shows what it does with suspension".