The only way you can have 40 AI's by yourself is to buy another licence for another account, create multiplayer server which allows at least 20 drivers per player and then fill the grid.
There is also an alternative method, but it's very outdated and bizarre and I'm not sure does it even work anymore. If you really want to have 40 AI's by using single licence and don't care about mods. You could try using 0.6V and setup a local game, because until 0.7A, you could use same licence for two players with LAN.
I'm just wondering, what about test drives? Could it be possible to make a condition, where LFS checks who was the creator of that SPR (whether is it hotlap or session with it AI's)? If it matches the current username in use in-game, then those F11/F12 windows would be enabled in test drive. Otherwise, they would be disabled.
In any case, I don't see any reason, why they've been disabled even when you're test driving from SPR of your own hotlap/single player session.
I have a theory why it could've been thought as a good idea years ago: could hotlaps have been a reason why those views have been disabled? By disabling them, if user downloaded a hotlap replay from LFSWorld, they could not get more data from setup that user has used? I'm thinking this as a reason because if you try to test drive from watching an SPR, you still can't view F11/F12 windows. And this restriction applies to all kind of single player sessions, whether they are single player races or hotlaps.
I don't see any other reason for that than this.
I also want to state that this same situation happens when you try to rename a skin or a setup. It doesn't allow you to rename them in-game if you're merely changing a letter's case from one or more letters of that name.
Tested D40 and noticed several things. Some are related to this test patch and some are not:
Unrelated to this test patch, but found when viewing replays:
1) Possible bug when renaming a replay:
If I try to rename a replay on LFS by simply changing a letter from lowercase to uppercase (or vice-versa), it doesn't allow me to do that. Instead it says that the "Name is already used".
For example: I had this replay I've attached originally named "KY1_MotorBikeTest_Cannot_Reset" and I tried to rename it "KY1_MotorbikeTest_Cannot_Reset" where the only difference in that name is it's named "Motorbike" and not "MotorBike". However, since that was the only change, it didn't allow me to rename it until I renamed it first by adding/removing a character and then renaiming it again.
I understand you can't rename a replay to a same name that other replay already has, but it shouldn't do that when you're simply changing a character from lowercase to uppercase or vice-versa. Is this on purpose that you can't do this in-game but you can do this when renaming those files in File Explorer?
2) Question about F11/F12 window when trying to view a single player replay:
Is there any reason why I cannot view F11/F12 menu when viewing single player replays, but I can in multiplayer replays? Because of this, I can never take a refresher from a single player replay when I want to take a look at their tires, restriction or skill level.
Caveats about AI's:
3) Bug on Westhill National Reverse and International Reverse with AI:
It seems like it's completely luck whether they can successfully enter a pitlane in Westhill National Reverse and International Reverse or not. When they enter pitlane, they usually make a weird "snake move" and may spin off and in worst case, get stuck at the wrong side of the pitlane. This happens especially when AI's are driving faster cars.
- I've attached a WE2R-replay about this one: there are 20 PRO-level AI's, each one having different standard LFS car. Take a look what happens to BF1, FO8 and XRR when they try to enter a pit lane. Also take a look what happens to LX4 and MRT when they try to exit their pitbox and UFR is in front of them, since that is related to another caveat mentioned below.
This "entering a pitlane" bug doesn´t seem to happen on other tracks aside from these two.
4) Caveat related to this fix Scawen:
This bug seems to be partially fixed. I'm saying partially since this fix doesn't seem to apply in pitlane and pit exit lane? Ever since 0.6K was released, AI's have become way too careful in pitlane due to this:
What this has resulted that if AI driver tries to enter or leave a pit box and another vehicle/object is stooped on that pit box or one immediately before or after, that AI will stop completely, because it's too scared to enter/leave that pit box. Same thing happens if another vehicle/object is stuck in pit lane.
I've attached a SPR named "KY1_FootballTest" about this: these 20 same AI's are again racing in Kyoto Ring. But this time, I'm also participating as a football. I'm deliberately in the pitlane to prove that AI's do get stuck, if something is blocking their path in the pitlane.
This is happening on every track that has pit boxes.
5) Problem with AI's using bikes:
This applies to all AI's that are driving vehicles which have motorbike gearbox (like MRT5 and motorbikes). If you have disallowed car reset and they are near an object or another vehicle, they will very soon shut their engine off, thinking they cannot get anywhere past it since they can't drive in reverse. If they can reset their cars, they will reset their car and try again. Other vehicles don't have this problem since they can always reverse and try again.
I've attached two replays about this, one where resetting a car is disallowed and another where it's allowed. You can see what happens to them when they face that football on pitlane.
This and the previous caveat on D40 seems to happen in pitlane and also on pit exit lane, but weirdly enough, not on pit entry lane. If they're on pit entry lane, AI's just ram that object/vehicle out of the way.
I'm saying this has been partially fixed because I tried this with 0.7D and there, AI's got stuck also on pit entry lane.
This is a common problem with cars that have turbocharged inline engine. They're most likely to do this when they're pushing the gas pedal during a pit stop.
Easiest, but not surefire, way to reproduce this bug is to use XR GTR and do this:
1) Make sure it's pit stop is going to last more than 10 seconds (you can change AI's pit instructions in F12-window to make this happen)
2) Before last sector of a lap begins, issue a Stop-and-Go penalty for it (by command /p_sg [AI DRIVER NAME]
3) When AI driver is driving the final sector of the lap, before it enters the pit lane area, remove that penalty by command /p_clear [AI DRIVER NAME]
4) When AI driver is making a pit stop, after 10 seconds it starts pressing a gas pedal, because it wants to leave that pit stop, thinking it has completed it's "Stop-and-Go" penalty
5) I think this is more related to setup, but especially with XR GTR, there is a decent chance it will stall it engine after that stop is completed.
I'm not sure why this happens, but if you refer to the situation in the pit lane, a partial reason for this is due to an update presented in 0.6K, which resulted AI drivers being too scared in the pit lane:
Before that update, AI drivers were brave enough to even ram each other in the pit lane (this resulted AI drivers ramming behind other drivers in the pit lane), but because of this update, if they're too near each other in the pit lane, they're too scared to move forward.
You can use the second option in multiplayer as you were talking about possibility of hosting server for AI only race. If you change layout in multiplayer, you can still save replays.
And by the way, there is a fourth way to reset AI driver which is useful in a situation, where it has wrong setup/car/etc. Spectate that AI-driver with command /spec [AI-driver name] and after selecting car, setup, skin etc. in garage, type command /ai or /ai [AI-driver name]. If you use that command with parameter, just make sure to include those colors used in that AI-driver's name (so if your AI-driver name is in white, you need to type that parameter for that command in white color)
If you don't specify AI-driver name in that command, LFS will add next AI driver found from your AI-driver list in game options.
EDIT: You can also find list of commands in your [LFS installation folder]\docs\Commands.txt
Yes, there are three ways to reset AI (fourth way is simply spectate it from the session completely)
1) If that AI-driver has flipped and you want to make sure that AI can reset their car while staying in the race, make sure you have allowed car resetting by command /canreset yes. Do this before AI will turn off their engine.
2) If car resetting is allowed and AI is stuck (but not flipped, meaning it will keep it's engine on), you can use Autocross objects to "throw" that AI out of track, which makes them resetting their car automatically as soon as it's safe to do so.
3) You can always use command /pitlane [AI-driver name] to make that AI-driver return to it's pit start point. That AI will then start from lap 1 again. If you want that AI driver have it's original lap count after returning it to pit lane, use command /setlap [AI-driver name] [lap amount you want that AI to have]
Hi! I've found couple things related to electric cars.
I've attached couple screenshots as couple things caught my eye:
1) Is it necessary to display Shift Up-icon in virtual clock in a situation where car has just 1st, Neutral and Reverse gears? You really can't shift up
2) For those electric cars, F12-menu still does display texts about refueling instead of recharging. Also, shouldn't there be a text line informing that recharging is not allowed as well? Right now, you can find text "Refuelling allowed : no" from F12 menu, but not text "Recharging allowed : no"
I've also attached a SPR replay of one practice session where AIs used E-Challenger, Formula XR-E, Formula XR and Formula RC6. I decided to attach this as I found one potential bug when those AIs drove (I advise you to speed up that replay since they will start to run out of fuel/charge only after about 20 laps have been driven)
Potential bug: If AI driver driving electric motor car runs out of charge and eventually drives very slowly, that AI will not move out of the racing line. As in contrast to other type of cars who will move out of racing line if they run out of fuel. It will eventually just stay stationary on racing line.
Also one question: when watching (single player) replays that have modded AI cars, could it be possible to extend system of asking to download skins for replays to mods as well? What I'm suggesting is when starting to watch replay, LFS would ask user if they want to download mods used in that replay that haven't already been downloaded. Or LFS would at least inform user about what mods are used in replay that user hasn't already downloaded?
I'm asking this because when I watched SPR from another LFS instance (that also has 0.7A3 installed), it reported me about OOS error instantly. This happened because I hadn't download all those modded cars used in that replay into that instance. The problem I found is that LFS doesn't inform me which mods I need to download to watch that replay. Only after I downloaded those mods in that instance (at least I didn't need to generate those AI paths again), I could watch that replay.
I'm not sure does this happen with MPRs as well, but needless to say: I can already imagine someone upload SPR-file here when reporting a bug, only resulting no one else being able to watch that replay, since they haven't downloaded all required mods.
1) Confirming this bug is existing also in modded cars.
I tested modded AI's on Westhill National Reverse and International Reverse. This same bug happens on both standard and modded cars with AI. When they're trying to enter the pitlane, it's pretty much completely luck if they manage to end up into literally right side of the pitlane or will they just spin off and end up to the wrong side. This happens especially with faster cars.
I've attached two Single Player Replays about this bug, one with modded AI's and one with standard AI's.
2) With AI-drivers, cars that use electrical motor start with 100% "fuel" load at the start despite fuel amount-message telling otherwise. Even if race lasts just 1 lap, they will start with 100% in tank. Attached a screenshot about this. This happens in practice, qualifying and race.
3) Possible bug: it seems like that on these two tracks, AI drivers will pit a lap earlier than necessary. Attached a screenshot about Raceabout going to pits even though that driver has easily more than lap amount of fuel left (and it's not last lap since no one has lapped that car).
Um, what I actually meant about that minor annoyance is that when AI path generation is completed, it does display those messages about fuel amount per lap, total fuel amount and amount of stints for AI-drivers. But since I have to press that GO-button again, it does display those same fuel-messages again. The minor annoyance is therefore that those messages are displayed twice instead of once when AI driver using modded car joins on a track for first time.
EDIT: Additionally, I noticed one thing. If I've disabled "AI use player setup"-setting, it does display a message:
Could not load AI path info but it can be generated : [MOD NAME] when I select a track, where AI does not have a path generated.
And here's actually a bug. If I try to add AI driver using a modded car not having a path generated on track and when that setting is disabled, it does display that aforementioned message twice. This only happens if I first load a track and then add AI driver. I've attached a screenshot about this.
Suggestion: could it be possible to add some kind of text explanation for role icons displayed in your broadcasts? What do I mean is that when I watched 271st Rony's Tuesday Fun Race on YouTube, you can see at some point who is commentating and who is broadcasting this race. (This is shown around 20:40 mark)
What caught my attention during that broadcast is that icon next to Chris there. While those two other icons gave me a pretty good idea about what role that person has in this broadcast, that third icon didn't tell me anything straight away. Since this actually happened to me, I'm pretty sure that some first-time viewer can be easily left wondering what role that Chris is actually having in this broadcast? Is Chris some kind of steward in this event, or interviewer, or what?
Alternatively, you could just add those icons and explanations to them on your website
By the way, I noticed three (two new and one old) potential bugs/minor annoyances, but I'm not sure are these intentional or not:
1) When the path is first time generated for AI's, it does display those AI-drivers total fuel and stint amount-messages, but the session actually doesn't start. I have to press that GO-button again and therefore those messages are displayed twice
2) If session is already started, I can't add AI-driver using a modded car, unless that car already has a path generated for that track. So it can't generate that path if session is already started. This means that if I want to add any new modded cars on track, I have to first end that session/return to lobby and then add those new cars.
3) If I've disallowed refueling on qualifying, AI-drivers will run out of fuel during the middle of their in lap (lap 4). If refueling is allowed, AI-drivers are able to return to pits properly during qualifying as they have enough fuel when joining track.
Yes it happened initially, but here's a weird thing. I happened to reproduce that again when I restarted LFS, but after a while, I somehow managed to fix that and I don't know how I did that. The only thing what I did that potentially could've fixed that is that I typed /allowmods yes on lobby
Not sure have I missed something, but in Single Player, if I toggle mandatory pit stop on/off and then restart the race with modded cars on the grid, all those modded cars will be removed from the grid. Standard cars do stay on the grid though. If I then try to add modded cars, I get notification that this server doesn't allow to use mods.
This also happens if I (dis)allow refueling and then restart the race. And if only modded cars are on server, the game will naturally throw me into lobby.
EDIT: It also happens, if I toggle allowing car reset on or off
So I found a bug which happens at least on hosts rented on this site. I tested this on 0.6V. Server which was tested is Sport Racing Team-Finland. Because I don't own that server, I can't see activity/log from that server.
My friend who is owner of that host decided to stop that server while I was connected there. When he did that, I was, as it should be, immediately timed out from that server. However, when he started that server again on that site, I immediately joined that server again. This time, LFS displayed "Connect timed out"-message. After that, I immediately tried to join that server again. This time it worked and I get to join on lobby, but after that, my LFS completely freezes.
When LFS freezes, it will increase that lag amount (or what do you call it?) to 32 in UDP. However, after that, it stays on that number. If I try to press any button on lobby screen, nothing happens. My connection also never seems to time out, so I'm basically just staying on lobby screen permanently. What do I also mean by freezing is that if I try to close LFS.exe, LFS then just displays black screen with lag bars on left bottom side of screen permanently. Therefore, LFS.exe doesn't close automatically.
The only way to close LFS.exe is by via task manager. I've attached couple screenshots (one displaying black screen and one from lobby) and deb.txt-file. Note that the lag bars are different in those screenshots because I took that Lobby-screenshot about 1 hour later, which means that it's possible to reproduce this bug.
I should mention that my friend pressed that Start-button immediately after restarting server is possible (there's that 1 minute period where restarting server is not possible). I also should mention, that I tried this several times and it happened every time if I were fast enough. I also noted that you don't need to be on the server during that moment when host owner shuts down that server.
Way to reproduce this:
So, here's a possible way to reproduce this bug. I'm not sure does this apply only to servers rented on LFS.net or on all servers. This is however, easier, to reproduce on hosts rented on this site.
1) Make sure you or someone else stops that server (on LFS.net/Hosting). That player doesn't need to connect to that server at that moment.
2) Immediately after restarting server is possible on LFS.net, restart that server.
3) Immediately after pressing start-button, make sure that you or another player joins to that server
4) That player will then receive message "Connect timed out". After that message is displayed, that player shuold immediately try joining that server again
5) This time, player will connect that server and sees lobby, but LFS freezes completely after that.
tl;dr: join server immediately after (re)starting it (on LFS.net). On first time, it doesn't let you join that server and when you immediately try to rejoin, it works, but LFS freezes completely after that
Hi! I've noticed several strange things and bugs in training lessons. At least one of them is related directly to this test patch and I found two others due to me trying to test that new Live Replay-feature in this test patch, meaning that they could be related to this test patch as well.
STRANGE THING #1:
While you can't use most commands in training lessons, for some reason /canrefuel works here even with parameter no when using that command via chat bind. This makes that "Pitstop - Formula BMW" training lesson significantly easier (and yes, I know you can already cheat in that lesson by just simply opening F12-box and making sure that you don't refuel at all, but this makes it even faster). I've attached a screenshot about this.
STRANGE THING #2:
You can cheat in "Chicane Course - Formula BMW"-lesson by simply shortcutting after second corner. You don't have to do those last two corners, you can simply drive between two cones and straight to the finish line. I've attached a screenshot about this.
STRANGE THING #3:
Due to that live replay-function introduced in this test patch, I had to test this in single player as well (I know it doesn't work here!). If I'm doing a training lesson and then decide to open another LFS instance to view that temp_spr-replay, something strange happens:
Viewing temp_spr-replay is not allowed at all and LFS will instead inform something about checkpoints/autoslalom tracks or failed header check. I've attached couple screenshots about this. However:
I found one way to view temp_spr-replay from training lesson when playing. It's really strange how I did it, but doing that will not only allow viewing that temp_spr-replay in another LFS instance, but it's actually a bug that causes training lesson to get stuck (I mean by that it's doesn't automatically end). I will tell more about this next:
Four actual bugs:
BUG #1:
So this is the way to view temp_spr-replays from training lessons: If you use command via chat bind that would normally result replay not getting recorded in single player (like command /wind), LFS itself will never end that training lesson. And you cannot end it by yourself either by pressing 1, 2 or Esc-button. The only way to end it (other than closing LFS entirely) is to press Shift+X or alternatively, use command /end via chat bind. What this means you can now watch that temp_spr-replay from that LFS instance or open another LFS instance to watch that.
What this does result as well is that even if you successfully complete training lesson and then use that command which normally would stop recording single player replay, LFS doesn't let you clear that training lesson.
Way to reproduce this:
1) Make a command that would normally end recording a replay in single player (like /wind 1) to a chat bind
2) Start training lesson. Doesn't matter if you finish it or not
3) Before that training lesson ends automatically, press that button where you assigned that command. That training lesson will never end then.
BUG #2:
If you don't have replay saving function enabled at all and you do that chat bind-bug I just mentioned, it still mentions "Replay not recorded" even though it wasn't recording in first place (or it actually was, check bug #3). This doesn't happen in single player. I've attached a screenshot about this.
BUG #3:
Even if saving single player replays is disabled, LFS still saves automatically replays of training lessons. Way to do this is to open another LFS instance and wait until your training lesson ends automatically in that original LFS instance. Now when in that training lesson you're viewing result of your training lesson, you can actually see in that other LFS instance that it saved that replay automatically. You can't rename it and if you exit that result screen in that training lesson, it will be deleted. To save it, you have to watch that replay at the same time in that other LFS instance when exiting that result screen.
Way to reproduce this:
1) Open LFS-instance. It doesn't matter if your SPR-saving is set to no save, manual or autosave
2) Open another LFS-instance after that.
3) Start training lesson and wait until it automatically finishes. Now, don't exit that screen where you view your result of that training lesson.
4) In that another LFS instance, go to Replays-page. That replay can be found here even if you don't have SPR-saving enabled at all. And if you're watching that replay at the same time you exit that "training lesson result"-screen in that another LFS instance, that replay will be saved. After that, you can rename it.
BUG #4:
If you use command /aiset or /aiset_all via chat binds, you can cheat in overtaking lessons. So what you can do, is for example to put command /aiset PRO 1 or /aiset_all 1 in F1 chat bind. If you then press that button during that overtaking lesson, it just changes that AI-driver's skill level to that skill level which makes these lessons easier (or harder) for you. I've attached a screenshot about this.
Also worth noting in overtaking lessons your skill level when completing those is based on how many AI-drivers you overtook. So if for some reason OK-wins and you beat both PRO- and QUICK-drivers, your skill level is QUICK, not PRO, even though that you won that PRO-skilled AI-driver.
Way to reproduce this:
1) Make a command /aiset PRO/QUICK/OK 1-5 or /aiset_all 1-5 to a chat bind
2) Start any training lesson about overtaking.
3) At any point during that training lesson before it finishes, press that button where you assigned that command. This way you can change that skill level for your AI-drivers to make that overtaking lesson easier or harder for you.
POSSIBLE BUG #5:
Is it on purpose that if I restart overtaking lesson, AI's will have that minimum fuel load at start instead of 50%? Check out that screenshot I attached about wrong skill levels, it also displays AI-drivers only having 2% fuel load at start instead of 50%.
I've attached an updated Commands.txt-file. Fixed some typos and changed that one line.
I've also updated those translations related to changes you did in those outdated In-Game Help-texts. I did that in that LFS Translations page. I just noticed that there is still one small outdated information in English on max_guests section:
While every other in-game help file does now mention S3 in English as well, this one still does not
I've attached an updated Commands.txt so that translation is relevant to your Commands.txt which you updated 5th February 2021.
However, I noticed two things when updating that and I think I should point them out:
1) I've already updated available number for smoothness of car updates per second from 3-6 to 3-12. if for some reason it's required to change that maximum number or revert it back to that original 3-6, I will update this file again.
2) This information in English Commands.txt-file catched my eye:
Is that part I bolded redundant? I don't find that "LFS Keys"-page anywhere here. I did find a page which displays similar info about those (LFSWorld) DB access commands here though: https://en.lfsmanual.net/wiki/Keys#LFS_World_commands_in-game
I was just wondering should that part I bolded get updated?
Scawen, is it confirmed that in the official version, it'll be possible to add up to 32 AI's per player on multiplayer and that maximum number of packets sent per second by each car will be 12 instead of 6?
I'm asking this because I want to update in-game help translations related to those updated things before you will release new official patch, but I don't want to display false information in those
1) Did you ask Victor that can we test this incompatible update on hosts rented on LFS.net or do we have to use Dedi Host/create own server on LFS Client?
2) I was wondering should we translators already translate those in-game help files for this incompatible update? I noticed that when starting a new host, in-game help files related to Max drivers (real + AI) and smoothness are still mentioned how they were in pre-0.6U13. What I mean is that in-game help files when starting a new host don't mention anything about allowing up to 32 AI's per guest PC or that maximum setting for smoothness is now 12. I noticed this on every language, English included.
What came to my mind however is that this is an incompatible update though. So should we translators wait a little bit before editing those in-game help files to see what changes are final in official patch?
By the way, I also noticed that English language doesn't mention anything about S3-mode in those in-game help files when starting a new host.
I'm testing this with 32 AI's and I think I found a bug:
Testing with 32 AI's seem to be working fine when I'm alone at least but my bug is that AI's will not change tires even if i have tire change set to "always" in F12-box. I should also mention that I initially did disallow refueling in server settings but allowed it again via Admin-command during qualifying.
Tested this in Single Player as well, same thing happened
Before U17 (I tested this with 0.6U and 0.6U16), I didn't have any issue about this
Attached a Screenshot about this in multiplayer mode
EDIT: This happens also on player itself in both modes. I also tested other F12 settings (damage etc.) and they seem to work properly. It does change your tires if you change tire compounds.
I can answer that: AI driver goes to that pit box according to it's position when it started it's last sector before that AI driver decides to enter a pit lane. So if that AI is in 1st place when that AI starts last sector before it pits, it will go to the last pit box (aka the one closest to the pit exit).
About your thoughts about making conflicts with AI: since 0.6K they have become way too careful in the pit lane due to this:
I understand that they don't want to crash to each other, but what this has resulted is that if one AI is doing a pit stop and other AI is trying to enter the pit box directly in front of it (or vice versa, which means that one AI is trying to leave that pit box after finishing it and one AI is directly in front of it), that AI actually gets too scared and gets stuck at the pitlane. It results that AI is unable to properly enter it's assigned pit box before that AI who first made that pit stop actually completes it.
I tested this ON SO1+FZR and UF1. Same thing happened: I also encountered that same thing if you adjust camber settings instead in those cars. It also happens if you adjust back tires.
However this is where it gets interesting: if you change tyre type, or wing in FZR's case, it works properly. But if you adjust camber and/or tyre pressure at the same time, that bug still happens.
And I also noticed one more confusing thing and one more actual bug:
1) If I decide to change my both front and rear tires type, it's still possible to have that F12-option Tyre change as never. I understand that option can be set to "never", if you don't decide to change all tires. It's just confusing that it says "never" even if you decide to change tyre type on all wheels. Of course, it does change your tires if you change tyre type regardless of tyre wear.
So in case you decide to change tyre type to all wheels, should that option then automatically be: Tyre change : "always"?
I attached a screenshot about this.
2) Actual bug, happened at least on FZR. How to reproduce this:
1) Adjust your rear tires tyre pressure to the lowest possible (for example, if you're using FZR, adjust it to 0.70)
2) Do a pit stop.
3) After that pit stop, you can see that on F12-window, tyre pressure is correct, but it still says that change is -0.10 bar at rear tires compared to current setups. I attached a screenshot about this.
I've also noticed few other situations where it could be useful to have that auto-repeat:
1) When holding (Shift+)TAB to view driver you want. I know I could just click left mouse button on standings to watch that driver, but I'm just used to hold that TAB button until I'm watching that driver I want. Of course, it's not too bad when there are just few drivers, but when there are many drivers racing, I need to press that TAB button several times now because I'm just so used to hold that TAB-button.
2) Probably auto-repeat could be allowed when changing camera views as well (aka when holding V-button).
3) Even though I'm not using wheel, I also noticed that if you want to have less or more force on your wheel, you need to press that ",/."-buttons several times now. I think in this case, auto-repeat could be allowed, so players could get that force amount they want more quickly.
Is it done on purpose that if I allow this, that remote car fuel load is only shown on clocks/meters? That fuel load is not shown on F12-menu. This came to mind when I saw that suggestion about allowing only Admins to see fuel load. At the moment, even they can't see that exact amount of fuel load if that fuel load can be seen via that command.
Also: should we translators get ready to translate those new U14 features soon? I already saw some lines in English (like those displayed in CPU usage display) which we can't translate yet.