Not really, tried FO8 at the KY2R buggy kerb, which had killed my car in the past, and it still shows no mercy.
Spr attached, the kerb action in question appears towards the end of the replay.
Did you ever realize this is SIMULATOR, not arcade game? I mean, LFS does literally calculate suspension simulation, so you have to have valid model of suspension supporting big steering lock. It is NOT just a change in number. If you would just change number, then by turning the wheels to new limit in worst case it would produce unexpected results (= car flying), or if the simulation is proper enough, it would either break the suspension (if user input from wheel is considered force-full enough), or it would simply hit the true suspension limit sooner, so you would be unable to turn at 45 degree, even if the hard-coded limit would be greater.
It only affects those kerbs at Blackwood. The new type of kerb that uses a 3D object for each kerb lump. They do not exist at any other tracks.
As Flame said, the Scirocco will not be released in 0.6R. It will come with the new tyre physics which I am still working on but cannot give a release date estimate.
By the way, the Scirocco will be released as S1 content.
There is already a Turkish translation in LFS!
Sorry, this fix only affects the new kerbs at Blackwood. I understand the KY kerbs give a similar problem but I can't fix that in a similar way. Because the KY ones use track spline segments, not 3D modeller objects.
I deeply hope that the 100meter and 50meter signs at new Blackwood will be more easily visible in the official release. Now the number in the sign is really difficult to see. Notice that not only young and good-eyed person play LFS, but also elder ppl
I tested Q12, seems most of errors are fixed. Ironically, hopefully not many more test patches or changes will come on new Blackwood though, my creativity side have progressed pretty far, already round many new interesting things, similar to Rockingham
Sounds good, though I was expecting it to be a S3 car once it's released (Not that I have anything against it being a S1 car, I only assumed it would be a S3 car.
You grow accustomed to just braking at 1 particular marker, or near it. Don't really need it extra large because you won't be looking at it every single time
So i JUST change some numbers XRR 70+ degress of steering range and nothing happend car drive like before suspension don't get damage and car also don't wanna fly
in F1 car is even better becouse without any problem steering look can be set to 99
but F1 don't wanna fly also and is possible to drive like before.
So someone suggested me to turn off Mirrors to gain fps.
The good part is it works (Not by that much but enough to provide enjoyable experience). The bad part is i won't be able to see someone behind
Anyway, not here for that. Laptime is reduced quite heavily. Current best is .99 sec away from own hotlap time. Averaging 1:33.80@3Laps. Didn't quite think the track would be that bumpy
There's always a way to make use of those sausage kerbs.
P.S
0.6Q13 works great, now those kerbs aren't sharper than Baku GP's.
Scawen, the Q13 patch made me wanna drive on curbs again! It feels just great. And doesn't kill my wheel anymore All bumps are perfectly projected by FFB, still feel bumpy but don't make that harsh, clunky effects in addition to "blow my car away" attempts
Q13 gives me Unknown track error and I can't load any Blackwood track. Game goes to main menu screen but there is no background. Other tracks are loading fine. I did install over Q12 (BL worked there).
Really wanted to test new kerb behavior because I know where the nasty parts are.
Update: if I try to load BL replay created with Q12 I get: Could not open file : Blackwood.
If it matters, lgh, vis and wld files are present in wld folder. Tried re-installing Q to Q12 (it worked again) then Q13 again but it gets broken as before.
That can only mean you don't have the correct track files from Q12 (in data\wld - check the file dates). Maybe you only installed Q10 before, or incorrectly installed Q12.