Damn, I thought that guy was just using speed hacks! (Yeah, we actually did see an RB4 with 7 gears)
Liking the Q12 update, quite a lot of minor landscape variations and details. Carefully placed rocks, reception/delivery signs, etc. We have little custom hotlaps through the industrial estate to take all this attention to detail in
If you're after text that is input, you should be looking at the BTT packet.
If you're after the text content of a regular button, you'll need to keep track of that yourself.
If the usual AA setting is missing, and only AA off or 4X is shown, this is the AA setting for mirror views. When the main AA setting is missing, it means the post processing option is enabled in the misc settings, which can also cause performance differences.
Breadcrumb trail on my Garmin 25 is pretty useful indeed...
I don't actually use map rotation in LFS either, however I noticed it because there also seems to be a rotation that is applied regardless of this setting depending on the chosen layout. Sometimes it's rotated 180 degrees -- this is also missing in this update.
Scawen, this is not a new bug, but since you implemented the brilliant shift-f12 mode for triple screen without needing to use the utter useless NVidia Surround, sometimes (maybe always) I find that on first use since starting LFS shift-f12 switches from windowed to full triple monitor window, but with the game only on the middle screen. If I toggle it again twice, it will then be all 3 screens as expected. Not a major issue though.
Very dark cars in pits (I mean in shift P, not in garage). Obviously post-process needs to be enabled for shaders to work, I just didn't expect the change in shaders to affect anything when post-process is disabled. I'm aware this is an LFS issue rather than your shaders though
Many thanks for making these updates adding to the immersion of the game, long after I paid for the game and had several years of enjoyment from it. I look forward to future progress!