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Video game development is rarely about one man, but if it was, then Terence Groening should certainly get a mention for his contributions to the genre as the man responsible for the physics of Sportscar GT, EA’s PC F1 and NASCAR games of the early 2000’s, rFactor, rFactor 2 and every title and rFpro simulator that spawned from ISI’s engine.

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The Live for Speed developers yesterday released another update in their renewed push for the product. Two months after the release of their last major update, which added modding, they now bring voting inside the UI with a new mod screen, a new skin viewer, and improved support for electric vehicles.

Download here.

Changes from v0.7A to v0.7B

Mods screen:

Mods screen can be set 2 or 4 columns wide
Mod images are cached in a new LFS\cache folder
Click author name to see mods made by that author
Favourites filter is now available on mods screen
Click the star on a mod’s image to mark it as a favourite
Rate mods in game either in garage or mods screen dialog
Note: CTRL+click or click on left to remove a rating
Added ‘class’ filter (e.g. saloon, buggy, kart, bike)
Home / End / Page / Arrow keys now work on the mods screen
FIX: Virtual KB button now works in mods screen filter text entry
FIX: It was possible to get stuck after a failed mod list download

Skin viewer in Garage:

– Click “Viewer” or Press V key
– Rotate vehicle with left mouse button
– Rotate view direction with right button
– Use mouse wheel to zoom in and out
– Select lighting mode, background colour or LOD
– Reload button or auto reload while editing a skin

Skin template export in Garage:

– In the “Colours” tab select 1024 or 2048 size
– Click “Generate Skin Template”
– Select a skin template or wireframe guide
– The resulting image is copied to the clipboard

Interface:

Many updated translations – thank you translators!
Car name is now shown below driver name in F11 and F12
Demo ‘unlock’ message “Welcome to Live for Speed Demo” restored
New LFS:// links to install mods from a link on the website
– works if LFS is not running or is running but not in multiplayer
– can install mod from entry / game setup / garage / mod screens

Electric vehicle support:

EV battery light now comes on when charge is less than 5%
EV dashboard is now blank when the car is switched off (I key)
F12 menu now says “Charge to add” instead of “Fuel to add”
Recharge rate is now 600kW * 0.9 charging efficiency
Now displays RECHARGING instead of REFUELLING in pit stop
FIX: Karts and EVs could drive during pitstop (throttle now zero)
FIX: Clutch temperature no longer displayed for electric vehicles
FIX: Power-weight ratio display wrong for EV with power restriction
FIX: Remote EV would jump / glitch during pit stop if throttle held

Regenerative braking for electric vehicles:

– Only for FWD and RWD vehicles
– Charging efficiency 90%
– Uses reverse motor torque as much as possible on drive axle
– Reduces brakes in accordance with the reverse motor torque
– NOTE: motor braking is affected by limited slip differential

AI path generation for mods:

– Can be generated for mods with a drive system, excluding bikes
– Paths can only be generated in single player
– Simply add your AI and click GO
– You have to wait a while the first time the path is generated
– NOTE: If the vehicle can roll, the AI does not avoid rolling it

Multiplayer:

LFS join links no longer start new instance if LFS already running
FIX: Loss of sound due to excessive engine revs on remote mods
FIX: Warping (jittering) of mods downloaded after joining host

Misc:

Garage warning for mesh error (Cross-texture triangle found in LOD)
Downloaded mod is now unzipped from memory (not intermediate file)
FIX: Commands like /mustpit could disable mods in single player
FIX: /car command required capital letters for SkinID
FIX: Crash when saving setup of a mod that was not yet loaded

FIX: Crash with live settings for a mod that was not yet loaded

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