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Scawen
Developer
Quote from Gunn :CMX files are obsolete (not compatible with the new system). Scawen is working on a new solution. There is no current ETA for the new mode/system.

Quote from Eclipsed :...So we're kinda back in pre-CMXviewer times with skinning,which I actually never experienced before - save the skin in LFS folder and while being on track in shift+u mode,switch to high or low textures resolution to force LFS update textures...

Quote from Gunn :Yes, at least for the mod cars and the updated RB4. For now the CMX viewer is still useful for viewing the other standard cars. I'm keen to begin skinning some of the newer content too.

For anyone following this thread but not following test patch updates:

In Test Patch A10 there is a new skin viewer mode in the garage. You can use manual or auto reload to inspect the result of your changes and zoom / rotate features to get a close look at the model.

https://www.lfs.net/forum/thread/97038
Scawen
Developer
Test Patch A10

Skin Viewer in Garage - Click "Viewer" or Press S key
- Rotate vehicle with left mouse button
- Rotate view direction with right button
- Use mouse wheel to zoom in and out
- Select lighting mode, background colour or LOD
- Reload button or auto reload while editing a skin

https://www.lfs.net/forum/thread/97038
Scawen
Developer
Quote from versiu :Someone can explain why thing that I didn't touched broke? It's still okay in the editor and wrong in the game. In maps and cutouts everything are still the same as before. I exported this car 3 times and this error is still there...

PS
I compared this one to latest proper working version and everything are the same in maps and cutouts...

If you use Test Patch A9, do you get a message "Cross-texture triangle found in LODx - mapping corrected" when you enter the garage?

If so then you have the model fault described here. https://www.lfs.net/forum/post/1985581#post1985581
Scawen
Developer
Test Patch A9:

You can now export a skin template from the garage screen
- In the "Colours" tab select 1024 or 2048 size
- Click "Generate Skin Template"
- Select a skin template or wireframe guide
- The resulting image is copied to the clipboard

More translations have been updated - thank you translators

https://www.lfs.net/forum/thread/97038
Last edited by Scawen, .
Scawen
Developer
A lot of people have been confused by this message. It had to be set to this due to a small bug. Although it's factually true, your user name and password are confirmed - that is a good thing.

I've now fixed that so it now shows a more welcoming message, as in older versions, if you use test patch A7.
Scawen
Developer
OK, the reason for this is known.

It's the same reason as that texture flipping bug above. This bug comes up when a SIDE mapping (with a main cutout and an opposite cutout) is wrongly applied to triangles that cross between both sides of the model. LFS can't deal with this situation. All it can do is avoid a program crash.

In Test Patch A7 you see this message in the garage: Cross-texture triangle found in LOD2 - mapping corrected

If you see this message, the model needs that fix for the mappings, described above. Otherwise it can get a flipped texture in the garage and you sometimes get the collision bug.

The correct way to set the mappings for LOD3 meshes is shown in Flame's post and my post here:
https://www.lfs.net/forum/post/1985902#post1985902

And in the case of the MRG V8 I also saw the problem on the roof in the LOD2 mesh:
https://www.lfs.net/forum/post/1985581#post1985581
Scawen
Developer
Thank you for the report. Yes, I do believe it is connected with that helpful message that is now displayed in Test Patch A7.

I've now reported the bug on the mod's comment thread.

For anyone who doesn't know about this bug, what causes it and how to fix it, I've described it here:
https://www.lfs.net/forum/post/1985581#post1985581
Scawen
Developer
About the "messed up mesh after hitting a barrier", I think it is connected with the message:

"Cross-texture triangle found in LOD2 - mapping corrected" (which is a new helpful message in Test Patch A7) as reported by Yaper here:
https://www.lfs.net/forum/post/1985853#post1985853

Rubie already knows about the fix for this bug, but for anyone else reading this, in case this bug comes up with another mod, the solution is described here:
https://www.lfs.net/forum/post/1985581#post1985581
Scawen
Developer
We aren't looking at mods for approval if they don't have a lot of votes in all categories. That's what we are saying, it's a "community approval" system. There is no way that volunteer reviewers are going to be trawling the list of low-voted mods, looking for ones that should be approved, despite being missed by the community. I had a random look at some of the bikes and can see they are way short, in number of ratings.

We've added new ratings in game (from test patch A5). So it's easy to give ratings, in the garage or on the mods screen. I hope people will use the test patch and give ratings to their favourite mods, or visit each mod's web page by clicking on the comments link below the rating stars.
Scawen
Developer
Thank you for the testing!

Test Patch A6 is now available: https://www.lfs.net/forum/thread/97038
Test Patch A13 - Various updates
Scawen
Developer
OFFICIAL VERSION 0.7B IS NOW AVAILABLE: https://www.lfs.net/forum/thread/97376


WARNING: THIS IS A TEST

PLEASE TEST BEFORE YOU POST


Hello Racers,

Here is a new test patch: 0.7A13

The changes are listed below.

0.7A13 is COMPATIBLE with 0.7A

- You CAN connect online with 0.7A
- You CAN play replays from 0.7A

Please back up or rename your LFS.exe from 0.7A so you can revert to it if necessary.


Changes from 0.7A12 to 0.7A13:

EV battery light now comes on when charge is less than 5%
EV dashboard is now blank when the car is switched off (I key)
FIX: Clutch temperature no longer displayed for electric vehicles
FIX: Power-weight ratio display wrong for EV with power restriction


Changes from 0.7A11 to 0.7A12:

Improved checks when clicking a link to install a mod
Car name is now shown below driver name in F11 and F12
Key to toggle Viewer mode in Garage changed to V (was S)
Added some translation lines for the Viewer mode in Garage
FIX: Obscure message "Not found" on entering garage with test mod


Changes from 0.7A10 to 0.7A11:

New LFS://getmod link to install a mod from a link on the website
- works if LFS is not running or is running but not in multiplayer
- can install mod from entry / game setup / garage / mod screens

LFS join links no longer start new instance if LFS already running
- makes existing LFS join host (from entry or multiplayer screens)

FIX: OOS if AI on grid with non-rally car when changing to rx track
FIX: Remote EV would jump / glitch during pit stop if throttle held


Changes from 0.7A9 to 0.7A10:

Skin Viewer in Garage - Click "Viewer" or Press S key
- Rotate vehicle with left mouse button
- Rotate view direction with right button
- Use mouse wheel to zoom in and out
- Select lighting mode, background colour or LOD
- Reload button or auto reload while editing a skin

More translations have been updated - thank you translators


Changes from 0.7A7 to 0.7A9:

You can now export a skin template from the garage screen
- In the "Colours" tab select 1024 or 2048 size
- Click "Generate Skin Template"
- Select a skin template or wireframe guide
- The resulting image is copied to the clipboard


Changes from 0.7A5 to 0.7A7:

Interface:

Ratings are now translated - thanks to the translators
Home / End / Page / Arrow keys now work on the mods screen
Rating button has click sound / acts on release (as other buttons)
Increased size of grey or yellow 'favourite' star on mod image
Demo 'unlock' message "Welcome to Live for Speed Demo" restored
FIX: Virtual KB button now works in mods screen filter text entry

Technical:

Garage warning for mesh error (Cross-texture triangle found in LOD)
Downloaded mod is now unzipped from memory (not intermediate file)
FIX: It was possible to get stuck after a failed mod list download


Changes from 0.7A3 to 0.7A5:

Mods screen:

Mods screen can be set 2 or 4 columns wide
Favourites filter is now available on mods screen
Click the star on a mod's image to mark it as a favourite
Rate mods in game either in garage or mods screen dialog
Note: CTRL+click or click on left to remove a rating
Translation updates - thank you translators!

EV support:

Now displays RECHARGING instead of REFUELLING in pit stop
F12 menu now says "Charge to add" instead of "Fuel to add"

AI path generation:

Engine Brake Reduction is considered in the braking calculation
FIX: Rear wing could exceed maximum setting while calculating


Changes from 0.7A2 to 0.7A3:

Mods page:

Added 'class' filter (e.g. saloon, buggy, kart, bike)
Click author name to see mods made by that author
Mod images are cached in a new LFS\cache folder

Misc:

More updated translations - thank you translators!
FIX: Commands like /mustpit could disable mods in single player

Multiplayer:

FIX: Loss of sound due to excessive engine revs on remote mods
FIX: Warping (jittering) of mods downloaded after joining host


Changes from 0.7A to 0.7A2:

AI for Mods:

AI paths can be generated for mods with a drive system, excluding bikes
- Paths can only be generated in single player
- Simply add your AI and click GO
- You have to wait a while the first time the path is generated
- NOTE: If the vehicle can roll, the AI does not avoid rolling it

Regenerative braking for Electric Vehicles:

- Only for FWD and RWD vehicles
- Charging efficiency 90%
- Uses reverse motor torque as much as possible on drive axle
- Reduces brakes in accordance with the reverse motor torque
- NOTE: motor braking is affected by limited slip differential

Electric Vehicles:

Recharge rate is now 600kW * 0.9 charging efficiency
FIX: Karts and EVs could drive during pitstop (throttle now held at zero)

Misc:

FIX: /car command required capital letters for SkinID
FIX: Crash when saving setup of a mod that was not yet loaded
FIX: Crash with live settings for a mod that was not yet loaded


INSTALLATION:

A FULL version of LFS 0.7A 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: 0.7A13


DOWNLOAD:

PATCH 0.7A TO 0.7A13 (SELF EXTRACTING ARCHIVE) (If you already have 0.7A)
https://www.lfs.net/file_lfs.p ... =LFS_PATCH_7A_TO_7A13.exe (1.4 MB)
Last edited by Scawen, .
Scawen
Developer
Thank you for the feedback.

Test Patch A5 is now available: https://www.lfs.net/forum/thread/96942

Mods screen:

Mods screen can be set 2 or 4 columns wide
Favourites filter is now available on mods screen
Click the star on a mod's image to mark it as a favourite
Rate mods in game either in garage or mods screen dialog
Note: CTRL+click or click on left to remove a rating
Translation updates - thank you translators!

EV support:

Now displays RECHARGING instead of REFUELLING in pit stop
F12 menu now says "Charge to add" instead of "Fuel to add"

AI path generation:

Engine Brake Reduction is considered in the braking calculation
FIX: Rear wing could exceed maximum setting while calculating
Test Patch A5 - Mods columns / favourites / ratings
Scawen
Developer
TEST PATCH A6 IS NOW AVAILABLE: https://www.lfs.net/forum/thread/97038


Hello Racers,

Here is a new test patch: 0.7A5

The changes are listed below.

0.7A5 is COMPATIBLE with 0.7A

- You CAN connect online with 0.7A
- You CAN play replays from 0.7A

Please back up or rename your LFS.exe from 0.7A so you can revert to it if necessary.


Changes from 0.7A3 to 0.7A5:

Mods screen:

Mods screen can be set 2 or 4 columns wide
Favourites filter is now available on mods screen
Click the star on a mod's image to mark it as a favourite
Rate mods in game either in garage or mods screen dialog
Note: CTRL+click or click on left to remove a rating
Translation updates - thank you translators!

EV support:

Now displays RECHARGING instead of REFUELLING in pit stop
F12 menu now says "Charge to add" instead of "Fuel to add"

AI path generation:

Engine Brake Reduction is considered in the braking calculation
FIX: Rear wing could exceed maximum setting while calculating


Changes from 0.7A2 to 0.7A3:

Mods page:

Added 'class' filter (e.g. saloon, buggy, kart, bike)
Click author name to see mods made by that author
Mod images are cached in a new LFS\cache folder

Misc:

More updated translations - thank you translators!
FIX: Commands like /mustpit could disable mods in single player

Multiplayer:

FIX: Loss of sound due to excessive engine revs on remote mods
FIX: Warping (jittering) of mods downloaded after joining host


Changes from 0.7A to 0.7A2:

AI for Mods:

AI paths can be generated for mods with a drive system, excluding bikes
- Paths can only be generated in single player
- Simply add your AI and click GO
- You have to wait a while the first time the path is generated
- NOTE: If the vehicle can roll, the AI does not avoid rolling it

Regenerative braking for Electric Vehicles:

- Only for FWD and RWD vehicles
- Charging efficiency 90%
- Uses reverse motor torque as much as possible on drive axle
- Reduces brakes in accordance with the reverse motor torque
- NOTE: motor braking is affected by limited slip differential

Electric Vehicles:

Recharge rate is now 600kW * 0.9 charging efficiency
FIX: Karts and EVs could drive during pitstop (throttle now held at zero)

Misc:

FIX: /car command required capital letters for SkinID
FIX: Crash when saving setup of a mod that was not yet loaded
FIX: Crash with live settings for a mod that was not yet loaded


INSTALLATION:

A FULL version of LFS 0.7A 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: 0.7A5


DOWNLOAD:

PATCH 0.7A TO 0.7A5 (SELF EXTRACTING ARCHIVE) (If you already have 0.7A)
https://www.lfs.net/file_lfs.p ... e=LFS_PATCH_7A_TO_7A5.exe (1 MB)
Last edited by Scawen, .
Scawen
Developer
Temporarily removed Test Patch A4, awaiting fix from Victor, as the favourites lists isn't working correctly yet.
Last edited by Scawen, .
Scawen
Developer
Thank you all for the testing! Thumbs up

Test Patch A3 is now available: https://www.lfs.net/forum/thread/96825

Quote from Bose321 :Would it also be possible to have regen when you let go off the throttle? Most EV's I've driven have a regen force that you can set higher or lower, like chucknorris also suggests.

That is answered above: https://www.lfs.net/forum/post/1982625#post1982625
Test Patch A3 - Fixes and Improvements
Scawen
Developer
TEST PATCH A5 IS NOW AVAILABLE: https://www.lfs.net/forum/thread/96942


Hello Racers,

Here is a new test patch: 0.7A3

The changes are listed below.

0.7A3 is COMPATIBLE with 0.7A

- You CAN connect online with 0.7A
- You CAN play replays from 0.7A

Please back up or rename your LFS.exe from 0.7A so you can revert to it if necessary.


Changes from 0.7A2 to 0.7A3:

Mods page:

Added 'class' filter (e.g. saloon, buggy, kart, bike)
Click author name to see mods made by that author
Mod images are cached in a new LFS\cache folder

Misc:

More updated translations - thank you translators!
FIX: Commands like /mustpit could disable mods in single player

Multiplayer:

FIX: Loss of sound due to excessive engine revs on remote mods
FIX: Warping (jittering) of mods downloaded after joining host


Changes from 0.7A to 0.7A2:

AI for Mods:

AI paths can be generated for mods with a drive system, excluding bikes
- Paths can only be generated in single player
- Simply add your AI and click GO
- You have to wait a while the first time the path is generated
- NOTE: If the vehicle can roll, the AI does not avoid rolling it

Regenerative braking for Electric Vehicles:

- Only for FWD and RWD vehicles
- Charging efficiency 90%
- Uses reverse motor torque as much as possible on drive axle
- Reduces brakes in accordance with the reverse motor torque
- NOTE: motor braking is affected by limited slip differential

Electric Vehicles:

Recharge rate is now 600kW * 0.9 charging efficiency
FIX: Karts and EVs could drive during pitstop (throttle now held at zero)

Misc:

FIX: /car command required capital letters for SkinID
FIX: Crash when saving setup of a mod that was not yet loaded
FIX: Crash with live settings for a mod that was not yet loaded


INSTALLATION:

A FULL version of LFS 0.7A 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: 0.7A3


DOWNLOAD:

PATCH 0.7A TO 0.7A3 (SELF EXTRACTING ARCHIVE) (If you already have 0.7A)
https://www.lfs.net/file_lfs.p ... e=LFS_PATCH_7A_TO_7A3.exe (1 MB)
Last edited by Scawen, .
Scawen
Developer
This will be fixed in test patch 0.7A3
TEST Patch A2 - Mod AI / EV regenerative braking
Scawen
Developer
TEST PATCH A3 IS NOW AVAILABLE: https://www.lfs.net/forum/thread/96825


Hello Racers,

Here is a new test patch: 0.7A2

The changes are listed below.

0.7A2 is COMPATIBLE with 0.7A

- You CAN connect online with 0.7A
- You CAN play replays from 0.7A

Please back up or rename your LFS.exe from 0.7A so you can revert to it if necessary.


Changes from 0.7A to 0.7A2:

AI for Mods:

AI paths can be generated for mods with a drive system, excluding bikes
- Paths can only be generated in single player
- Simply add your AI and click GO
- You have to wait a while the first time the path is generated
- NOTE: If the vehicle can roll, the AI does not avoid rolling it

Regenerative braking for Electric Vehicles:

- Only for FWD and RWD vehicles
- Charging efficiency 90%
- Uses reverse motor torque as much as possible on drive axle
- Reduces brakes in accordance with the reverse motor torque
- NOTE: motor braking is affected by limited slip differential

Electric Vehicles:

Recharge rate is now 600kW * 0.9 charging efficiency
FIX: Karts and EVs could drive during pitstop (throttle now held at zero)

Misc:

FIX: /car command required capital letters for SkinID
FIX: Crash when saving setup of a mod that was not yet loaded
FIX: Crash with live settings for a mod that was not yet loaded


INSTALLATION:

A FULL version of LFS 0.7A 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: 0.7A2


DOWNLOAD:

PATCH 0.7A TO 0.7A2 (SELF EXTRACTING ARCHIVE) (If you already have 0.7A)
https://www.lfs.net/file_lfs.p ... e=LFS_PATCH_7A_TO_7A2.exe (1 MB)
Last edited by Scawen, .
Scawen
Developer
I'm nearly ready to approve this mod, but I gave it a test and it has one tiny problem. The engine rotation is the wrong way.

It needs to be set to "clockwise". The setting is in "Object Positions" in the vehicle editor.

You know when it's correct as when you blip the throttle, the left side of the car will lift.

This is the case for nearly every car ever made with a longitudinally mounted engine.
Scawen
Developer
I'm not sure if the unmoderated test servers should just allow any mods, although the thought did occur to me the other day.

I was hoping that we would approve more mods, but we still need more voting on the existing mods, and more time to get more mods that are good enough to approve. That system is not yet finalised, along with other parts of the acceptance and approval process.

I always assumed that anyone who wants to test unapproved mods at any of the world wide servers, could do so simply by starting their own server which is ridiculously easy and only takes a few seconds. I guess the hardest part must be thinking of a name for your temporary server! Big grin

So the answer is, I don't yet know if it's the best idea, to allow unapproved mods at our test servers. If we remove any need or encouragement for mods to be approved, will anyone bother to try to get them approved? But I think that mods approval system needs to be considered in conjunction with the initial acceptance system which has left our reviewers somewhat drained by the work level (and abuse of the system by a minority of submitters) and now there is a backlog of mods awaiting initial acceptance.
Scawen
Developer
Thanks for asking the question.

We have to say the responsibility is on the mod creator to make sure the model they are using is truly legitimate, and that the person who originally created the model, really gives their permission for other people to use it and modify it.

It's quite distressing for the reviewers to have to reject a mod, that someone has done a lot of work on, but forgot to verify its legitimacy before they started. Also there are so many mods coming in and we are providing a free service, it's simply not possible for us to do a full police style investigation into every mod that is submitted.

Other problems we have encountered, people lying to us, taking mods from websites and claiming that they created it themselves. Copying and pasting text from other mods that were submitted successfully, in the hope that it will help their mod to pass the acceptance stage. Other problems too. People submitting a mod almost immediately after importing the mesh, and with no attempt to get anything right, so we end up forced to give them a tutorial through the mods "needs changes" system and repeated submissions. It's quite tiring. I think the reviewers may have been hoping for people to be creative, careful, trustworthy, which of course we do see!

I don't know if the initial rush will die down. I really hope so. We think a mod is something to work on for weeks or months. It should be about quality, not quantity. The reviewers would love it, if fewer, higher quality mods arrived, well researched and tested, with any sources verified and legitimate. Some of the mods arriving are so badly flawed, we have no idea why they have been submitted at all. We may download, test, get a sinking feeling and think, right, where do I start, can the user who submitted it really not see the problems?

Having said that, we have seen a lot of super mods and it is really great to see that. I must admit that I'm struggling at the moment to see how we will get the process working properly as time goes on. Maybe we will have to become far stricter. We really can't just run a distribution service for stolen goods! We want to be a hub of creativity and fun.
Scawen
Developer
From my point of view, there are approximately 100 things (rough guess) that would take between two hours and one day (rough guess, let's say average 5 hours each to reproduce, identify, decide on best fix, implement, debug, test and merge) that are all "strange to leave in the public version". So let's suppose I fixed all them before release.

That would take around 100 * 5 hours, so 500 hours. Working 10 hours a day, that would take 50 days to do.

So there would have been no release this side of Christmas. Even if there were only 30 such "strange things" that would be about 150 hours of work, which would take at least a couple of weeks.

OK, just making up figures here, but hope you see my point.
Scawen
Developer
Thank you, that was fixed in a later test patch
Scawen
Developer
Dear Racers,

Thank you all for the testing over the past few weeks! Thumbs up Smile

This thread was for the test version. We have now released the official version so this thread is now closed.
New Version 0.7A - Mods Support
Scawen
Developer
Dear Racers,

We have always wanted to support user created content in Live for Speed. We thought it could be done after the new version release, with the new physics. That would have been ideal but there is a lot of demand for mods and we started to look into it this year.



At first we started thinking about simply allowing VOB mods, with some restrictions. But it would of course be better if we had an official way to edit and export mods. So we experimented with some changes in the current public version of LFS, to the point where it could load VOB models saved from our development version. It was immediately obvious that it would be too restrictive if we only allowed VOB mods on existing cars. So we made more changes to save fully edited vehicles that could be loaded in the public version.



As a standalone model and vehicle editor was proven to be possible in principle, we got more serious about the whole thing. We started working on a mod submission system, with mods stored on our website and automatically downloaded in LFS. With the new system, you can visit any server and see new mods there for the first time as they are automatically downloaded like skins.



To make a mod you can build a model (3D mesh) directly in the LFS modeller or start by importing one from another program, e.g. Blender, then make adjustments and apply texture maps within the LFS modeller. To create a driveable vehicle with your model, you could either start from scratch with a new vehicle or choose an existing car as a starting point. Adjust wheel positions, mass, suspension, engine and so on. Test the mod in your public version of LFS then export and upload it to our website. Reviewers will check it follows the rules and accept / reject / request changes. When accepted, the mod can be downloaded in LFS and used online.



There are some restrictions.

- The mods system is only for S3 licensed users.
- We do not allow real car names or logos, unless permission is proved.
- We do not allow meshes converted from other games, unless permission is proved.
- There are limits (e.g. triangle count and texture size) so the mods are quick to download.

Changes to hosting:

There are some changes to the way game servers work. We believe the only way to prevent piracy is to no longer release any server code at all (or even support LAN games). For the new version, we provide the servers, using our existing server rental system. Game server owners can use InSim connections to their servers. We have set up internet servers in various continents so you should get a good ping wherever you are.

You can start a free server in game, using the "Start new host" button. But now, that starts a host running on one of our servers, instead of locally on your computer. When you leave a free server, it closes down after a few minutes.

If you want to run a full-fledged server, or multiple servers, that stay online all the time and store replays and layouts, you can use our game server hosting system. You can choose Netherlands, USA, Japan, Brazil, Hong Kong, Turkey or Australia for the location of your game server. The prices are approximately a quarter of what they were before this change.

You can manage your hosts from https://www.lfs.net/hosting/admin

That works for free hosts started from in-game as well as rental hosts. An InSim port is always opened and available to the IP of the user who started the host. If you would like to whitelist more IPs for InSim, you can do so using the hosting admin link above.

Please read the full list of changes below.


How to use the mods system : downloads, web pages, videos, documents


Four ways to get version 0.7A :

1) AUTO UPDATER - If you already have version 0.5V or later :

- Click on "Multiplayer" then "List of Hosts" in LFS and choose a download mirror.

2) MANUAL PATCH (35 MB) - If you already have version 0.6R or later :

- Click HERE and save the patch installer.
- You can run the patch installer from its download location or from your LFS folder.

4) FULL VERSION (521 MB) - If you are new to LFS or making a fresh installation.

- Click HERE to visit the download page and get the full version installer.


Changes from 0.6V to 0.7A :

Mods:

Mods support is now available for S3 licensed users
A vehicle editor and object modeller are available
Includes support for single-gear electric vehicles

Multiplayer:

Start new host screen starts a new host on LFS.net
Host options screen now available for admins while online
Message "[user name] is connecting..." when someone is joining
Unlimited number of bans in ban file

Updated cars:

MRT with improved frame, steering wheel, wider tyres, minor updates
RB4 with more detailed exterior, interior, 10mm shorter wheelbase

Graphics:

Minor improvements to drivers and spectators
Updated ADS jpg textures for all tracks except RO
Increased number of mipmaps for number plate textures
Updated car shaders to better reproduce the editor materials
- Variable shine can now be used (alpha channel sets shine level)
- Material type 'overlay or plain' can be used for chrome parts
- Roughness value is NOT supported (specular reflection disabled)

Interface:

Using updated font from new version of LFS
Improved display size of vehicles in game setup screen and garage
Removed feature that enabled "window while connecting" on new patch
FIX: Player name could be displayed wrongly in F11 and F12 menu

Misc:

More prominent warning for clipping in engine sound editor
Experimental anti clipping audio option (enabled by default)
Anti clipping is automatically disabled in engine sound editor

Layouts:

Plain area 4km x 4km designed specifically to allow large layouts
Max selected objects in editor is now 60 (was 30)

Controllers:

Support for controllers with up to 128 buttons
Look Heading and Look Pitch are no longer automatically assigned

InSim (for programmers):
New packet size byte - now represents packet size divided by 4
This allows larger packets up to 1020 bytes (old limit was 252)
IS_ACM and IS_MCI make use of the increase packet size
New packets IS_MAL / TINY_MAL set / get allowed mods

Commands:

/allowmods=yes to allow mods on host
/cars=none to disallow all of the official cars
/cars+=xfg+xrg to add xfg and xrg to the allowed cars
/cars-=ufr+xfr to remove ufr and xfr from the allowed cars
/window X Y sets window client area width and height
/enforce - spectate anyone who is driving a disallowed car
/unapproved=yes to allow unapproved mods to be used on host
/mods=AAAAAA+BBBBBB sets a list of allowed mods (and allows mods)
/mods+=CCCCCC+DDDDDD adds to the list of allowed mods
/mods-=BBBBBB+CCCCCC removes mods from the list
/mods=ALL removes the list of mods and sets /allowmods=yes
/mods=NONE removes the list of mods and sets /allowmods=no
/mods and /cars commands can accept plus or comma as delimiter

Scripts:

Script 'ev.lfs' is run when an electric vehicle is selected
Script 'kart.lfs' is run when using vehicle with centrifugal clutch
Script 'free.lfs' is run when using vehicle with no engine or drive

- LFS Developers
Last edited by Scawen, .
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