The online racing simulator
Intel have spoken
(274 posts, started )
Apocalypse is near! Johnny Pickard has used punctuation in one of his posts!
Quote from csurdongulos :Apocalypse is near! Johnny Pickard has used punctuation in one of his posts!

I mainly never because i cba useing them
I'm just thankful I can play LFS just fine with my GF4 Ti4600. Sure, it would certainly be nice if it looked better, but then I wouldn't be able to play it and therefore it would be worthless. Similarly, if LFS looked fantastic (like PGR3) and played like NFS, then it would once again be worthless to me.

But it would sure be nice to show off to your friends for 5 minutes so they can say "Whoa dope"

I hate that thing about today's culture: most of the stuff out there is just that 5 minutes of jaw dropping mindlessness then...moving on to the next hotness.

I enjoy LFS because it is one of those rare things we have in today's society that isn't caught up in that disposable whirlwind. If people aren't impressed by it on first sight? They wouldn't have given a toss after 5 minutes anyway.

The people who care enough to have stuck around and are whining about graphics? Just venting but only probably because their friends aren't impressed for that 5 minutes. Don't worry since they won't give a damn afterwards anyway.

Chess has pretty sucky graphics. Does it have its devotees regardless? Yes. Sudoku has even worse graphics. Do people play it?

Well, I don't. but not because of the graphics
Quote from Boris Lozac :Ok, i said it wrong. I meant it looks like cars are really there, kinda real, not artifical like other games. I am not saying that car models are photo realistic, but the whole enviroment, the materials of the cars, that is real, although they are made of very small amount of poligons and details, it still looks real when the car is moving in LFS...

I strongly agree, LFS may not be as good "looking" compared to the recent games, but when it is in motion, it just feels so right and natural, add that up with the great physics, damn is LFS awesome!

But hey, in time LFS will need to look better of course, time really flies, but I can wait.
Quote from XCNuse : how many of your friends (that dont play LFS) would play this:
http://www.liveforspeed.net/pa ... nshots/s2_SouthCity37.jpg

or play this:
http://www.jxp.ca/media/jeux/7268/pgr3-09.jpg
or this:
http://images.playsyde.com/gallery/public/4326/1069_0044.jpg / http://gamesradar.futuregamer. ... gt%20hd_1%5B290906%5D.jpg

Errm, wtf are you on about?
Every single one of my friends would play LFS over any of the other offerings you've shown for one simple reason.....Feel.
None of my mates are graphics whores, they want to race sims that FEEL great.
but he's asking just from looking at the pics. if you had no idea what lfs was like. bothgames are called sims in various articles.
Quote from The Moose :Errm, wtf are you on about?
Every single one of my friends would play LFS over any of the other offerings you've shown for one simple reason.....Feel.
None of my mates are graphics whores, they want to race sims that FEEL great.

lol look at my age... look at your age... *think*

okay

@rc10, i love LFS, i'm not hating it, but i'm pointing out to the thread starter that LFS hitting the top and being broadcasted everywhere as the greatest game in the world looking as it is.. its just not going to happen, it has no visual appeal, and thats what 90% of the gaming community wants

think about it this way, you see a girl who is good looking, you're going to talk to her right? (besides being a little shy) you would right? of course you would
if you saw a not that good looking girl but you know was brilliant, would you immediately go up to her and talk... most likely not

and thats basically where LFS stands.. brilliant, but somewhat an eyesore

and honestly! no more blah blah blah you hate LFS now leave! i dont hate lfs, i've been here for quite some time and i'm not leaving anytime soon either!
Quote from XCNuse :think about it this way, you see a girl who is good looking, you're going to talk to her right? (besides being a little shy) you would right? of course you would if you saw a not that good looking girl but you know was brilliant, would you immediately go up to her and talk... most likely not

and thats basically where LFS stands.. brilliant, but somewhat an eyesore

Hmmm so LFS is prettier when your drunk? :drunk:
And then it turns out that she's vapid and shallow and always wants you to pay for everything and after a few unsatisfying tumbles you realise that she's not even good in bed. Before a week has passed you're making up excuses not to see her again. Not that she cares; she's already got a handful of other lads on the go. A couple of weeks later, it starts to hurt when you pee and you go to the doctor and it turns out she's given you a dose of gonnorhea, the slut. Prescription in hand, you head back to the club and notice the brilliant but only passingly attractive young lady sitting at the bar but pass her over once again as your eye catches sight of yet another gorgeous young thing in a low-cut dress and so the cycle begins anew.
looking forward to the next big update to LFS myself, most console games don't really ever get an update, not to the same extent as LFS anyway, you get more value for money from LFS, that's for sure, and no online subscribtion to play it either.
Quote from BuddhaBing :And then it turns out that she's vapid and shallow and always wants you to pay for everything and after a few unsatisfying tumbles you realise that she's not even good in bed. Before a week has passed you're making up excuses not to see her again. Not that she cares; she's already got a handful of other lads on the go. A couple of weeks later, it starts to hurt when you pee and you go to the doctor and it turns out she's given you a dose of gonnorhea, the slut. Prescription in hand, you head back to the club and notice the brilliant but only passingly attractive young lady sitting at the bar but pass her over once again as your eye catches sight of yet another gorgeous young thing in a low-cut dress and so the cycle begins anew.

so if you play rfactor youll catch an std ?
Quote from Shotglass :so if you play rfactor youll catch an std ?

ummmm.. I really don't think so.
#113 - Woz
Quote from XCNuse :@rc10, i love LFS, i'm not hating it, but i'm pointing out to the thread starter that LFS hitting the top and being broadcasted everywhere as the greatest game in the world looking as it is.. its just not going to happen, it has no visual appeal, and thats what 90% of the gaming community wants

Actually the gaming community has voted and stated they don't care about graphics as much and have done so with their money. Just look at the current head to head with the Wii, Xbox360 and PS3. The Wii is old tech and can't do HD but focused on gameplay over graphics. Round one apears to be Wii in the lead, Xbox360 second and PS3 in the rear. I can actually see the PS3 losing and costing Sony loads.

I played MotorStorm the other day, the game that everyone is shouting about in reviews saying it is stunning blah blah blah. Thing is that when you read more they say its a pile of shite and in reality it is. I didn't even complete a single lap before I was bored, it was nothing new and while the graphics were "nice" once I was at speed I would never notice because you are looking at where you are going. Things like the lack of rumble in the controller just made things even worse.

I am not saying graphics don't matter, they do BUT gameplay matters much much more. We both wouldn't be here nearly 4 years later if that were not the case

I hope we get a GFX update in S3 to bring in dynamic lighting so we can have day/night changes and I would like to have rain but things like blur effects are pointless. Things like blur are a quick "hit" but are shallow, I would prefer good looking graphics running at really fluid speed and then let the eyes do the blur. Its a bit like the sample vs created sounds argument
where initially samples sound better but don't give information about the engine state etc so in the long run most prefer generated sounds.
Quote from Shotglass :so if you play rfactor youll catch an std ?

The best analogy I could come up with is, the STD represents the money you spent on the game that was essentially wasted since you only got a good 5 hours of play out of it. I am not pointing at rFactor especially, since I have never tried it. Now, if you are one of those types who spends more time posting screenshots than racing, then you will be one of those people with the magical immunity to the said STD
XN: Physics first.
Graphics are just details down on the priorities list, because (and how do you manage to miss this?) they would require updating, were Scawen to update them today... which doubles the work time for just one item, that happens to be extraneous and superficial = waste of time.
LFS does look real, because the "actors" in LFS act real.. they don't do things you wouldn't expect them to in reality, which you can't say for other games which chose to take shortcuts which cost them credibility, no matter how much proverbial gloss is dumped over the hurried and arcadish painting.
Keeping up with fashion all through their pre-Gold state would be a big expense.. for what? That's what Scawen probably means when he says he doesn't want LFS to turn into a screenshot generator.
Is that what you're asking for?

The mechanics of the game need to be gotten right, because those are set in stone. Graphics aren't.
Look at all the fuss about next-gen graphics this and that, nowadays? It's like games are just reiterations of the same gameplay mechanics ad nauseum, only with "bold new graphics !!!". Most people with average lucidity have known but never really spread the word around because games are just games, and not taken so seriously, but devs have, for a while now, woken up and smelled the roses.. Games aren't evolving anymore: you can find games ten years old, or more, that are better than some big house productions today.
FPS's are a good example... there's been almost nothing new in the genre in recent years... and yet each one is PR'd into some sort of miracle of programming.
They're not.

Physics and game mechanics first.
Superficial and fast-aging details last.
Quote from Woz :I hope we get a GFX update in S3 to bring in dynamic lighting so we can have day/night changes and I would like to have rain but things like blur effects are pointless. Things like blur are a quick "hit" but are shallow, I would prefer good looking graphics running at really fluid speed and then let the eyes do the blur. Its a bit like the sample vs created sounds argument
where initially samples sound better but don't give information about the engine state etc so in the long run most prefer generated sounds.

Well said Wozza and I could not agree more. I think that a lot of modern graphical effects (blur, bloom etc) do not really work well, especially in a sim. Maybe 5 years down the track this will change but for now I would prefer functional graphics in LFS.
If i were Scawen reading this dribble id say **** it all and learn how to play golf tbh.....

And as far as i can see its a one man show (is eric real ?) ,victor wasnt involved with any coding yer?

If you want fast development and a constant string of bling updates your at the wrong address , development will happen at its own pace and theres sweet F.A any of us can do about that, i have Rtractor and most of the millions of mods and most look and sound fantastic yet play like complete shite.

Il stick with LFS thanks..
It's people like you, and the rest of the LFS zealots, that can't see the wood for the trees, that I think are half the problem with LFS.

Yes, LFS is good, Yes, LFS is the best sim there is, so what?, this does not and should not mean that LFS shouldn't be progressing faster, it should.

Maybe I have had enough of LFS, and all the mindless, clueless yesmen and zealots that chime up everytime anyone says a bad word against there sim, maybe I need to disapear for a few months.

Little things annoy me, like the generic dashboards, why?, its crazy, why does a car like the FZ GTR have the same dashboard instruments as the UF1?, mental, little touches like that can make or break the immersion for me, and LFS just ain't doing it for me anymore.
Yes, we all would like LFS to develop faster, but we can't do much about it. You also got to remember that 2006 was maybe the busiest year in the personal life of the devs and the progress was therefore slowed down. So stay calm and breathe, and repeat.
I would be interested to see a complete changelog for the last couple of years, maybe that might put things into perspective for me?, I guess it's easy to lose track of the developments when they are in a drip feed format?.
Quote :I think that a lot of modern graphical effects (blur, bloom etc) do not really work well, especially in a sim.

I agree as well- there are no 'effects' in real life. The less something stands out as an effect, the better IMO. I don't mean that there shouldn't be any effects, just that they shouldn't be advertised to the degree that they are in other games. I do agree that modelling and textures need work, and a dynamic lighting system would be great.

Also, time and again, I hear people say that the cars in LFS feel more connected to the road, less floaty etc. I think that's a physics thing, not really a graphics thing, although of course the physics are being represented visually. Actually, why don't we make the connection between physics and graphics? It's always, physics are more important than graphics, or the graphics suck. As the physics improve, then I imagine the game will look more realistic, no?
S version:
http://www.lfsforum.net/showthread.php?t=6808
Included the BMW Sauber racing car
Improved the slipstream simulation
Improvements in tyre and car physics
Graphics option : Use compressed skins
Included Spanish training translations
Replay speed (F2) minimum is now 0.125
Traction control added to FZ50 road car
Updated translator names on credits page
Longer start delay if more players in race
Gear shift levers no longer hold the clutch
Pit speed limiter now visible on remote cars
Better dashboard on Formula XR and Formula V8
French and Russian keys guides (in docs folder)
InSim NLP and MCI packets now support 2000 laps
Small changes to the mass and power of some cars
15:4 screen ratio now detected as a 3-screen mode

FIX : Wing angle bug causing physics exploit
FIX : Command line /hours=x is now implemented
FIX : Bug in haze effect, now usable in tv cameras
FIX : Bug in demo /ban function with coloured names
FIX : After driver change - timing info not visible
FIX : Qualifying could end up to 6 seconds too early
FIX : Pasting long line of text would make LFS crash
FIX : LFSW lap times bounded to 1 hour to avoid wrap
FIX : Could sometimes teleport after a driver change
FIX : Changing tyre type, warmed to wrong temperature
FIX : Could get stuck in pits when changing fuel load
FIX : Mudguards and brakes vanish when changing plate

EDIT : Some fixes in version T :

- FIX : LFS crash (often during a multi car pile up)
- FIX : LFS crash when starting up with Greek or Norwegian
- FIX : Aston Grand Touring / North showing up as AS6 / AS7
- FIX : Commands /track=as6 and /track=as7 did not work

EDIT 2 : More fixes and improvements in version U :

Race penalty statistics now sent to LFS World
Changed format of /track host startup command
Removed /config and /reversed startup commands
Some small frame rate optimisations in car draw
Hosts can now display a 200 character welcome message
Added a new command /tracks to specify allowed tracks
OutGauge system for external dashboards (see InSim.txt)
FOX / FO8 / BF1 all have their own dashboard colour slider
Translations and docs folder updated with new translations
Throttle blip on downshift now allowed again with manual clutch
Suspension stronger before it bends but then bends more quickly

FIX : LFS could crash sometimes when leaving a multiplayer game
FIX : Croatian and Serbian should always be correctly selected
FIX : Could view other racers ARB and Brake Balance online
FIX : LFS crash when starting up with Greek or Norwegian
FIX : Aston Grand Touring / North showed up as AS6 / AS7
FIX : Aston lessons had gone wrong with changed objects
FIX : Downloading Skin message was partially off screen
FIX : Could set wind in hotlapping using /wind command
FIX : Commands /track=as6 and /track=as7 did not work
FIX : Number entry in tyre setup menu did not work
FIX : XF GTI acceleration, PRO level was too easy
FIX : Colour alternation on list of games screen
FIX : LFS could crash when drawing a damaged car
FIX : Connecting player with different weather
FIX : Text command /leave had stopped working

U version:
Race penalty statistics now sent to LFS World
Changed format of /track host startup command
Removed /config and /reversed startup commands
Some small frame rate optimisations in car draw
Hosts can now display a 200 character welcome message
Added a new command /tracks to specify allowed tracks
OutGauge system for external dashboards (see InSim.txt)
FOX / FO8 / BF1 all have their own dashboard colour slider
Translations and docs folder updated with new translations
Throttle blip on downshift now allowed again with manual clutch
Suspension stronger before it bends but then bends more quickly

FIX : LFS could crash sometimes when leaving a multiplayer game
FIX : Croatian and Serbian should always be correctly selected
FIX : Could view other racers ARB and Brake Balance online
FIX : LFS crash when starting up with Greek or Norwegian
FIX : Aston Grand Touring / North showed up as AS6 / AS7
FIX : Aston lessons had gone wrong with changed objects
FIX : Downloading Skin message was partially off screen
FIX : Could set wind in hotlapping using /wind command
FIX : Commands /track=as6 and /track=as7 did not work
FIX : Number entry in tyre setup menu did not work
FIX : XF GTI acceleration, PRO level was too easy
FIX : Colour alternation on list of games screen
FIX : LFS could crash when drawing a damaged car
FIX : Connecting player with different weather
FIX : Text command /leave had stopped working

V version:
http://www.liveforspeed.net/?page=patch_v
Sound :

Improved car engine and other sounds, added gear whine etc.
One extra car sound is now played (now 5 including your own car)
Sound now plays at low speed, if replay at 0.5 or 0.25 speed
Skid / scrape sounds are now bounded to reasonable level
Now generated at 100 Hz resolution - same as physics
Engine can now be heard from a greater distance
Improved wind volume at low and high speeds

FIX : Corrected volume of interface sounds
FIX : Small clicks audible a few times per lap
FIX : Removed crackling of sounds related to echoes
FIX : Bug in camera position height part of sound calculation
FIX : No music when watching MP Replay with music in replays ON
FIX : Looping music buffer while selecting a track - now silent
FIX : Nasty sound clicks when cars got nearer and further away

Multiplayer :

Improved multiplayer synchronisation checking (OOS)
SHIFT+S when spectating now goes directly to garage
Garage when not in race now shows spectate and join buttons
Clicking join with no car selected goes to select car screen
Can't join race / leave pits for 12 seconds after green light
One extra car in high resolution physics (car in front at start)
Discount immediate pit stops from the "must pit" rule (cheating)

FIX : Rare crash in blue flags calculation
FIX : LFS online hosts would hang if run for 50 days
FIX : Stuck in entry screen if host has run for 25 days
FIX : Rare problem causing your car to vanish on other computers
FIX : Spectate after autocross run caused "Unknown finisher" message
FIX : A player in pits could be forced to spectate at end of race
FIX : Qualifying countdown was too short if less than 4 in race
FIX : Mandatory pit stop is now not allowed to be on final lap
FIX : RCM now has priority over race finished messages

2D Display :

Misc Option : Show time instead of FPS in-game
New path draw for game setup screen and in-game
Realistic speedometer based on drive shaft speed
Hold CTRL+SHIFT to show time instead of frame rate
User messages no longer obscure the frame rate display
Not recording message is now only displayed for 8 seconds
Messages now visible but dimmed in ESCAPE and OPTIONS screens
FOV adjust keys (5/6) now show the FOV in a temporary message
Virtual start lights are now displayed on the right by default
Small map is now never shown on the left if right is selected
Message history (H) is now hidden at race restart or SHIFT+F
Option to show small map on left or right of screen
Removed text "LEFT pit lane" and "ENTERED pit lane"
Central text now visible in SHIFT+F mode (option)
Temporary messages now visible even if fps is off
Real mirrors are now invisible if set to virtual
Added UP and DOWN buttons to options screen
Messages are now hidden in the ESCAPE menu

Interface :

Easier to get to desired FOV using 5 and 6 zoom keys
Text entry box is smaller and blocks driving view less
Button control rate option now visible in wheel/js mode
Improved instant gear shift mode selection function SHIFT+G
New general purpose save and load dialogs with rename / delete
List of games screen allows sorting hosts by clicking column title
Improved replay selection screen, added delete, rename and info
Keys Y/N (yes/no) now work on the replay skins download screen
Option to switch off acceleration view shifts in custom views
Mirror mode for driver and custom views (now in view options)
Added "all" to clocks mode options (off, real, virtual, all)
New track selection screen allows track browsing before load
Graphics options changed around to be intuitive / consistent
New graphics option : Draw sky (replaces screen clear type)
Controls screen now shows the function assigned to a button
Scroll bar added if more than 7 players in list of players
Skip intro option is now very fast (avoids loading track)
Skip intro option renamed to : Load track when starting
FIX : Button opacity option affected the colour sliders
Game setup screen : ENTER key - joins race / sets ready
Game setup screen : now shows local and UTC (GMT) time
Game setup screen : Can now use /spec(tate) X command
Cleaner replay start - avoiding flashing entry screen
Start New Game / Join Specific Game : Added ENTER key
Misc Option : 12 hour or 24 hour format selectable
Car picture can now select the car (not just text)
Some improvements to graphics options and layout
Close window button (X) does a quick clean exit
New /exit command also does a quick clean exit
Added ALT+F1 to F12 as programmable text keys
Key ALT+F4 is programmed to /exit by default
Added rename function for car setups

FIX : LOD values were rounding to one decimal place
FIX : Clutch pedal was not shown in controls setup screen
FIX : Mip bias setting was wrongly affecting in-game text
FIX : Clickable buttons in connection list at start of race
FIX : Changes were lost when selecting in car / custom views
FIX : Could not view user names in replay if MP mode was Demo
FIX : Arrow keys work in wheel mode even if assigned to KB steer
FIX : Messages were unblocked by sending any command to the host
FIX : Black screen bug changing between full screen and windowed
FIX : Move speed slider didn't work in high view if following car
FIX : Channel screen brought up a background while in game

Views :

Improved position of road car internal mirrors
Internal mirror offset limit increased to 400 mm
Separate mirror offset for custom and internal views
Single seater car shadows now visible in custom views
Cameta roll function added to SHIFT+U free camera mode
Custom view mode selection now separate for main and look
Buttons in view options to set custom view to eye or centre
BF1 / FO8 show virtual clocks if wheel draw is switched off
Maximum value reached marker added to virtual pedals
TV camera, CTRL + arrow keys change zoom and roll
Draw driver / wheel option added to custom views
Custom views are now stored in data\views folder
Custom view settings now separate for all cars

FIX : Excessive acceleration view shift in fast cars
FIX : Formula dash live settings now work in custom view
FIX : Mirror option ALL did not show a mirror in wheels view

Controllers :

Axis, button and key assignments stored in .con files
Sequential shift automatically used for single seaters
Separate shift help settings for sequential and shifter
All steering wheels default to separate throttle / brake
Non-wheel game controllers default to combined thr / brk
Controls setup screen now shows the currently pressed buttons
Wheel turn minimum reduced to 90 degrees (for sticks / pads)
CTRL+F1 to F12 text keys are all now assignable to buttons
Car's steering wheel turns now shown in steering settings

NOTE about H-pattern shifters : A new support system for H-pattern shifters automatically uses the shifter for cars with an H-pattern shifter, and your sequential gears for single seater cars. If you have a shifter, just set the user option to "shifter". For convenience, there are two separate versions of these settings : AutoClutch, GCCut, GCBlip. That's because a lot of people may wish to use auto clutch with their paddle shift and manual clutch with their shifter.

NOTE about changing controls : There is a new script system you can read about below. When you select a car with a road / sequential or paddle shifter, LFS will run the file data\script\road.lfs (etc). Some people may wish to use the /button command in their scripts, to assign unused buttons. For example when you drive a formula car, you have a spare horn button and you might want to use that for the pit speed limiter.

New LFS script system :

- Place text file of commands xxx.lfs in script folder
- Then script xxx.lfs can be run by typing /run xxx
- Note : CAR.lfs is run when you select CAR e.g. XFG, BF1
- Note : autoexec.lfs is run when LFS reaches entry screen

New text commands added (see Commands.txt in docs folder) :

/fov [degrees] - field of view
/ff [0-200] - force feedback strength
/axis [axis] [function] - e.g. /axis 2 throttle
/invert [0/1] [function] - e.g. /invert 1 brake
/button [button] [function] - e.g. /button 5 shift_up
/key [key] [function] - e.g. /key Q handbrake
/head_tilt [degrees] - 1g head tilt
/lateral_shift [m] - 1g lateral shift
/forward_shift [m] - 1g forward shift
/vertical_shift [m] - 1g vertical shift
/say [message] - same as typing a chat message
/echo [text] - show text only on local screen
/spec [name] - same as spectate [name]
/ctrlf [num] [text] - change text e.g. /ctrlf 1 hello
/altf [num] [text] - change text e.g. /altf 1 /view=driver
/wheel_turn [degrees] - specify turn angle of controller
/press [key] - simulate key press
/ctrl [key] - ctrl + key
/shift [key] - shift + key
/alt [key] - alt + key
/autoclutch [0-1] - turn autoclutch off / on
/gccut [0-1] - throttle cut on upshift
/gcblip [0-1] - throttle blip on downshift
/axlaps [num] - set autocross number of laps
/view [fol/heli/cam/driver/custom] - select view

IN A SCRIPT : //comment - this line is ignored
IN CHAT BOX : //xxx - short for /run xxx

/hrun X : admin can run script X on host
/exec E C : run program E with command line C

/shifter [auto/sequential/shifter] - shift mode (like SHIFT+G)
/hidetext [no/yes] - hide text (like SHIFT+F)
Windows Vista Support :

Sound now works correctly in Windows Vista
Unlocking is now possible in Windows Vista

Misc :

Added file docs\Commands.txt - listing ALL commands
Updated... docs\Autocross.txt - for new functions

Option : minimum time between gearshifts (debounce)
S1 users can now use the automatic skin download system
Automatic update system gives info, downloads, installs patch
FF Steps now defaults to 256 (this gives higher resolution FF)
Layouts do not set the number of laps unless a start pos exists
S2 users can see and join S1 hosts in List of Games screen
When first run, LFS defaults to desktop screen resolution
Restricted areas and route checkers added to autocross
Welcome / Tracks filename length increased to 31 chars
New car data output files (press letter O in garage)
Gearshift debounced (can't shift twice within 50 ms)

InSim : MCI packets are now available in arenas
InSim : IS_RES qualify packets sent even if not in table

FIX : Outguage reported remote cars fuel load
FIX : Driver's body optimisation was too sensitive
FIX : Selecting drag strip often resulted in 3 lap race
FIX : OutGauge now works on remote cars / MPR / external
FIX : Reverse driving in hotlapping mode now invalidates HLVC
FIX : Starting LFS with /join command needlessly loaded last track
FIX : Corrected positions of translator names on credits screen
FIX : A few wrong vertices on driver necks and marshall helmet
FIX : Mirrors and clocks sometimes corrupted after minimising
FIX : Small map sometimes went off screen or overlapped text
FIX : Unlock was lost after hibernation on some computers
FIX : CTRL+F keys did not work during replays

New file associations system :

SPR / MPR / SET / LYT files can now be opened directly
In Windows, right click and set them to open with LFS

Double clicking a SET or LYT file copies it to its folder
Double clicking a SPR or MPR file copies and runs the replay


----
Lots and lots of very small updates and fixes.
Yeah you see, there has been progress, just look at that list!
Thats a huge list Hyperactive but just imagine if it was being developed by a bigger team.

A few weeks ago i had chance to hire my Frex motion simulator setup to a company for a corporate do, with my fee going to Charity.

On it i have LFS, GTR, GTL, GTR2, Race, Rfactor GPL with loads of mods Etc Etc Etc

First remember that its run in single player mode to people who dont use a simulator. (Noobs)

GTL and GTR2 came out as favorites, The looks, sounds, real named cars and tracks were the reason.

The amount of people who wanted to race a GT40 round Doninton was amazing.

At the same "do" there were 2 ARD's licenced trainer drivers who both liked LFS best.

My point is that once LFS gets better sounds, better interiors and the bugs fixed there will be nothing close but lets face facts with such a small team of devs progress is very slow compared to the huge teams in the other sims.

I also think that it will never be the number 1 in sales without real cars and real tracks but then do we want it to be the number 1 in sales as long as its just the best.

Online LFS is still the king.

Finally i am still amazed how many more Demo users are online than licenced, i think trying to be backward compatible may well be holding things up and i always think that a new non-compatible patch with new features gives everyone a buzz, the hotlappers have fresh start, the races all try for new laptimes, and the insim programmers have new toys to play with.

Roll on the next non-compatible version with some real progress like the last one when the BF1 was added.
you know what i just thought...

S1 had specular maps for the interiors.. what ever happened to those?! it made the interiors look so much better and not as flat looking as they do now..

Intel have spoken
(274 posts, started )
FGED GREDG RDFGDR GSFDG