Better known today as the developer of Skyrim and Fallout, Bethesda once had a well-respected racing game franchise and were deep into development of a licensed Skip Barber Racing title that never released.
First seen in sim racing with NASCAR Racing (1994).
Join Jon Denton, Tim Wheatley, Simon Croft and guest(s) as they discuss sim racing and racing games past, present and future.
In their 0.7F patch the LFS devs have improved support for mod approvals, made some graphical optimizations, increased controller input resolution and made multiplayer improvements.
Here are the full build notes:
Rim editor:
A complete rim profile cross section guide is now shown
Options for rim guide well offset and reverse mount
Points are a different colour in surface mode
Protection against adding duplicate or opposite surfaces
FIX: + and – buttons did not instantly update the 3D modelSpoke editor:
A wireframe of the tyre and rim are shown in “wire” view mode
A new 3D rim guide is included, representing a minimum steel rim
– alloy rims should exceed the guide as they are thicker
Separate show options for spoke / rim / tyre / guide
It is now possible to rename the first mapping in the list
A “rim” button is shown beside the first mapping (used for rim)Export size reduction:
Option to include or exclude PNG textures when exporting for upload
– Exclude PNG to reduce file size and allow a faster upload
– This does not affect the appearance of a mod in game
– The PNG textures are not required for a functioning mod
– DDS (in-game textures) are included whichever option you choose
– PNG files can be useful if you allow derivatives of your modEngine editor:
Increased maximum value of “Turbo MOI Multiplier” to 2.0
– allows turbo to spin up more slowly (turbo lag)Model limits:
Model limits are checked in all configurations
Rim and spoke limits are checked when you export the model
Triangle budget of 4240 is shared between Rim and Spoke objects
– rim objects produced in rim editor are convenient for most rims
– each surface of the rim object contains 120 triangles
– some wheels may be built entirely as a spoke objectModeller:
Much faster “reduce detail” function
Set up a trace then click “guide” to create a line guide
– the guide is visible in most editor modes and all views
– options to hide/show the guide or draw it open/closedDrag selection box:
Function to make drag box from points now available in points mode
Scale / rotate / shear axes are now hidden while making a drag box
Grey button shows drag info to avoid left buttons moving aroundTyping individual values to align points:
ALT + click r/f/u numbers to set all selected points to same value
– relative values compared with last selected point not preservedMerging subobjects:
You can now merge a subobject fully into another subobject
– this is a step towards moving a selection between subobjects
– triangles can now be transferred via an intermediate subobjectModeller cutout screen:
FIX: Number of materials and material index were wrong for subobjects
– helps when optimising a model for frame rate by texture sharingMisc:
A new set of vehicles is included with updated dash and wheels
Engine damage and shift light can be enabled in the dash editor
Command /rtex can be used to reload textures
LFS is a racing simulation developed by a three man indie team and is considered to be one of the most realistic sims of all time despite it’s age.