This keeps the throttle "hanging", which is not really a proper blip and is just as the name says, to remove the engine braking. I also forgot that there is the paddle shift option that actually blips the throttle in downshifts
Exploiting =/= cheating. It's already a small disadvantage to be running with a H-shifter since the majority of the time you're driving one handed with other hand on the shifter and propably 0.5% of the LFS players use it. Clutchless upshifting is and always will be slower because you cant make the revs run down any faster than what the engine will allow unless you're in gear and braking. In sequential boxes it is very possible to upshift without clutch faster in real life, and it is widely used by the majority of professional racing drivers. Not to mention, LFS doesn't have any sequential gearbox type that would require using clutch for upshifts so this is really not any issue.
Only clutchless downshifting provides a small advantage over the balance of the car getting rid of possible engine braking or getting to an optimal RPM on lower gear faster. However it is a very marginal advantage, as the time spent on neutral is still just about the same as if you would kick the clutch in whilst on throttle. I would also add in a bit of whataboutism on this subject, the other sims like Assetto for example have this problem as well, it's just as easy to downshift without clutch and without grinding the gears even if the damage is set to full as it is here.
Cheating, at least in my opinion is when you manipulate the game or controls with the help of an external software. Most obvious ones are mentioned here already. Unlike in F1 2022 for example () altering the grip or power levels of the car or the surfaces of the track are very visible as the car will hop around with LFS netcode expecting them to lose grip and understeer, or during acceleration will make the car jump always when the next update packet is "read". It doesn't even look similar to having high ping, so if you know what you're looking for you will see it if someone cheats. I've attached a MPR as a very good example of track surface manipulation i found on this forum but for some reason the post was deleted. (I'll let you guys guess which one of the cars is cheating )
The more discreet cheating methods in my opinion would be the usage of clutch/throttle blip/whatever you can think of macros which can make the slightly more difficult manoveurs such as heel & toe extremely simplified. Using the button clutch binded through the game with button control rate set to max isn't an exploit as it is an inbuilt function in the game itself, but there are ways to emulate axis on a button press with 3rd party software which in return will make blipping the throttle, pushing the clutch and shifting possible with just one click of said button. I'm sure there are people with different opinion to mine that if it's allowed it's not a cheat but to me it's an unfair advantage over people who don't want to use any external software just in order to keep up. I would also say raising awareness is better on the subject rather than being silent about it, as long as you don't tell how it works but mentioning that it's possible.
Simplest option would be to just force everyone to run on auto clutch or some other idea but that would be completely ridiculous to anyone who wishes to race with realistic peripherals.
On another offtopic note, maybe LFS could have a sequential gearbox type that has throttle blip on downshifts. Almost all of the modern race cars and a few luxury road cars have this function automated so it'd be a good addition to LFS, especially some of the mods imitating real life GT cars would be more realistic this way as well.
Session AND SERVER of Incident: Main server, Race 2
Lap AND MPR timecode of incident (or session time or UTC Time of Day): 19:56:28UTC, Lap 3
Car(s) involved: 51, 87
Location of Incident: Turns 9-13
Brief Description of Incident:
I'm challenging #51 for track position and after he lifted before turn 9 i manage to get alongside nicely and set up an overtake for turns 10-11, however before this #51 first hits the side of my car taking a line where a single car could only pass through, forcing me to take turn 11 slow and making another corner to be taken 2 wide.
I defend from this by changing lane towards middle in the braking and i slightly turn right before the initial braking. #51 then proceeds to hit my rear left and pushing me towards the outside wall of turn 12.
After turn 12 #51 takes a normal line into turn 13 but over 10km/h slower than his pace during this corner normally.
Team name (optional): Yes Motor Futbol Club
Team logo (optional - PNG, min 512px*512px): yes
Team will submit custom liveries: Yes
Team Home Colours: Y
Team Away Colours: K
Team Captain LFS Username: viperakecske
Team Captain Nickname: YES Gábor
Player 2 LFS Username: isaacprice99
Player 2 Nickname: YES Isaac
Player 3 LFS Username: sobis
Player 3 Nickname: YES Sobis
Player 4 LFS Username: nikopdr
Player 4 Nickname: YES uNite
This is great stuff, looking forward to see what kinds of things can be done to add detail on layouts.
I hope i'm not too late to suggest anything, but Elmo's suggestion of stacked armco wall is something i'd love to see. You can stack the current armcos but it would take 3 object spots for 1 "full object", and if you want to hide the legs of the lowest armco you risk catching the tyre with the lowest armco's top part of the hitbox (the tyre tread can "jump" from asphalt to on top of it if the armco is low enough). Having coloured options of the armco would be cool as well, for example original steel, red/white variant and perhaps yellow or white with blue or black.
Also adding to the armco, would it be possible to have a fence or a fence wall as well? Would only need to be a rectangle with a texture and collision, like the ones in the current tracks we got.
Layout pitlanes could be made more detailed by having a tent like in the example pic above but without the side walls. Of course it doesn't matter that much but it's a small bit of immersion.
Last but not least, a larger ad-banner similar in looks to Westhill's ones but a lot smaller in size would spice up layouts a lot as well and has a lot of use, especially if it would have it's own texture, or a set of them, like the smaller banner boards that are in the game currently. One example of a decent sized ad board would be 2 posts above in the Tsukuba picture.
it is more than possible, considering the other submissions the user has posted. judging by the triangle amount it could very well be from some mobile game.
I uploaded these for a friend when i noticed the site was down too. I don't have the latest UF pro-kit (i recall there was an updated one) but all of the logos should be there.
There you go, have fun. I can understand why you guys want to lock the tyre temps, but i do also hope it will never become implemented in the game apart from modded in like this.
Not officially, but you can always remove the "~000" version number behind the .veh file and folder and you can open it up in the test tab in singleplayer mode.