I confirm automatic downshifts occur at lower RPM and this was done during the test patch stage, with plenty of time for testing. The main reason it was done was because of the automatic shift at high rpm unsettling bikes a lot.
I am sure the new downshift time will not be ideal for all vehicles on all corners, but then it never was really ideal.
Competitive racers use a gear shifter to choose the best shift time so that is really the way forward and I believe you'll find it more fun in the end.
What if the test patch is installed immediately after the original install, without ever running LFS? Can you unlock, download mods and skins?
Could Windows be doing some kind of virus prevention? I don't think anything has actually changed in the code relating to this, since 0.7D. So I wonder if it's more about the way it is being installed.
I've added some unlocks, in case you could test again.
Anyone who wants to run that test, please go ahead. I can give you more unlocks if you are running out. We also reset all unlocks when a new patch is released, so you don't lose anything.
I am a bit too mindblown at the moment, to run the test myself. I have to go to bed. But would appreciate anyone else trying that.
As I understand you:
- fresh install of 0.7D, do not save mods
- install D62 immediately and unlock
- go online to server with mods
- if your bug is reproduced then it fails to save mods
Well, that would take a few weeks, and the release is this weekend, so no.
That is something to do when I only have to work on one version of LFS,
By the way, can you tell me where I asked for random off topic requests on the test patch thread? I thought it was pretty clear what a test patch thread is about. Some people seem to have great difficulty understanding.
Now, in the last day of coding, I am doing a few safe remaining things.
Normally I request for people to avoid spamming me with the same reports they already made before.
That still applies, but in the case of actual bugs or anything that we would regret not fixing before this weekend's release, please do tell me if I seem to have missed or forgotten anything.
It's not the right place, as that is a suggestion unrelated to this test patch. That sounds like a mod suggestion and there is a dedicated forum section for that.
We plan to release a new official version this weekend, probably on Sunday.
There's a lot in it, including many improvements for mods. In the new year I will be focussing on the new graphics and physics version, but that is not what this patch is about.
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
Popup headlight system generalised for moving objects with switches
Subobjects can rotate a set angle, slide or spin at a given speed
This can be connected to switched lights / ignition / horn / siren
New test system in vehicle editor "Class / Inputs" tab (top left)
For now they are purely graphical, but it does seem to suggest interesting possibilities for the future.
I'll be a few more hours, the changes are merged into the public version and it's fairly well tested, but I need to update the test facility in the vehicle editor or it will be too frustrating to use.