I have stumbled upon this problem only for 1 or 2 cars - BACALHAU and not sure about the CX Wagon.
I think this happens because the numberplate is on subobject or something.. Baaaaaaaack in the days when modding was unsupported , the numberplates - s_plate, work only on MESH 1..if not set on mesh 1 it displays wrong licenseplate.
It seems if your Game password is changed, the LFS license stays unlocked but trying to access mods results in an invalid password error because of the different password, and then modded cars don't appear on track. (I'm basing this off behaviour someone is seeing in TC and assuming it's a password change.)
Seems like the best course of action would be to require an unlock in this case.
That shouldn't be possible because you can't get online if your password is wrong.
If this is actually reproducible in some way I'd like to know about it (how you can change password when you are already online).
Oh, do you mean, you join a server, then while still connected, go to the website and change your gamepassword, so that downloading mods doesn't work? Guess that would make that happen but I think if people want to do that, then that's just their problem.
Hmm, not really sure what happened as it was someone else having the issue, but they reported MOD: Invalid Password kept showing on their screen. I assumed the bit about changing password.
Also, even if changing the password whilst connected was the issue, them being unable to see other mods is a problem for other players as their LFS treats the invisible cars as not existing, resulting in some 'interesting' collision behaviour with other cars.
For the record, mod downloads take between virtually instant, and about 3 seconds for me.
In in Sydney with a 50Mbps link.
I seem to be getting pretty low latency to liveforspeed.net as well, which is surprising.
Ping statistics for 172.67.203.131:
Packets: Sent = 10, Received = 10, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
Minimum = 9ms, Maximum = 15ms, Average = 11ms
I have found a really good reason for long distance in-game downloads to take longer than they should. We'll be releasing that today along with a couple of InSim bug fixes and the fix for "Did not receive skin info" when joining a busy host.
Also looking at some of the other already reported bugs and requests. This is not a request for more requests. There will be several updates during this round of test patches.
We thought of a reason for this - it may be the list of allowed mods was sent to the host before the host was fully set up. So it could be a different result depending on timing. Now there is a check to make sure the host is fully online before sending the list. Hopefully that fixes the issue, but it's hard to say for sure as we didn't see the issue in testing.
I saw a bug that may have caused this. If on a host with a limited list of mods, so you see that list, then return to single player or join a host without a limited list, the previous list could still be in memory until the list is refreshed. Fixing now so the fix will be in W46.
I honestly wouldn't mind if you just left this as-is. You see, there isn't really a way right now for users to see the list of allowed mods on a server, unless the server itself tells us outright (usually a cruise server through its InSim, you can simply look at the car list). So we basically have to try our installed mods one by one to figure out what's actually usable or not.
It would honestly be better if we just had a way of seeing that list ourselves - And if so, we can turn this "bug" into a useful feature. If you're on a host with a limited list of allowed mods, the in-game list will only show the mods usable on that host. Makes for a nice QoL improvement.
Yes, as xpeedasx says, maybe you didn't install W45.
I was fixing a total bug here - the limited list from the last server you joined, was still limited when you joined another host or in single player. It's not a good thing to leave it that way!
Thanks, yes I noticed it redirected after I posted.
lfs.net gives a much more realistic 282ms
Ping statistics for 188.122.74.149:
Packets: Sent = 10, Received = 10, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
Minimum = 280ms, Maximum = 285ms, Average = 282ms