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As a direct ancestor of iRacing, the ‘Grand Prix Legends engine’ had multiple stock car racing false starts, before eventually releasing as NASCAR Racing 4. The original NASCAR 3, cancelled and replaced by one that used NASCAR 2’s engine, is barely remembered.

If you ever played Papyrus’ seminal Grand Prix Legends then you’ve read his name. Rich began working as a tester on NASCAR Racing (1994) and was with Papyrus at the end. In this interview, published in 2022, we discuss his time at the legendary studio and the design of Grand Prix Legends, including initial feelings of hurt at not being asked to join iRacing.

 

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The LFS dev team today released version 7A and introduced a number of fixes, tweaks and changes. The one thing that most people will be interested in are third-party mods. The mods system is restricted to S3 licensed users, cannot use real car names or logos (without permission) and cannot be converted from another game (without permission). There are also limits on triangle count and texture sizes.

View on YouTube

Here is the full text (with images) of their release page:

Dear Racers,

We have always wanted to support user created content in Live for Speed. We thought it could be done after the new version release, with the new physics. That would have been ideal but there is a lot of demand for mods and we started to look into it this year.

At first we started thinking about simply allowing VOB mods, with some restrictions. But it would of course be better if we had an official way to edit and export mods. So we experimented with some changes in the current public version of LFS, to the point where it could load VOB models saved from our development version. It was immediately obvious that it would be too restrictive if we only allowed VOB mods on existing cars. So we made more changes to save fully edited vehicles that could be loaded in the public version.

As a standalone model and vehicle editor was proven to be possible in principle, we got more serious about the whole thing. We started working on a mod submission system, with mods stored on our website and automatically downloaded in LFS. With the new system, you can visit any server and see new mods there for the first time as they are automatically downloaded like skins.

To make a mod you can build a model (3D mesh) directly in the LFS modeller or start by importing one from another program, e.g. Blender, then make adjustments and apply texture maps within the LFS modeller. To create a driveable vehicle with your model, you could either start from scratch with a new vehicle or choose an existing car as a starting point. Adjust wheel positions, mass, suspension, engine and so on. Test the mod in your public version of LFS then export and upload it to our website. Reviewers will check it follows the rules and accept / reject / request changes. When accepted, the mod can be downloaded in LFS and used online.

There are some restrictions.

– The mods system is only for S3 licensed users.
– We do not allow real car names or logos, unless permission is proved.
– We do not allow meshes converted from other games, unless permission is proved.
– There are limits (e.g. triangle count and texture size) so the mods are quick to download.

Changes to hosting:

There are some changes to the way game servers work. We believe the only way to prevent piracy is to no longer release any server code at all (or even support LAN games). For the new version, we provide the servers, using our existing server rental system. Game server owners can use InSim connections to their servers. We have set up internet servers in various continents so you should get a good ping wherever you are.

You can start a free server in game, using the “Start new host” button. But now, that starts a host running on one of our servers, instead of locally on your computer. When you leave a free server, it closes down after a few minutes.

If you want to run a full-fledged server, or multiple servers, that stay online all the time and store replays and layouts, you can use our game server hosting system. You can choose Netherlands, USA, Japan, Brazil, Hong Kong, Turkey or Australia for the location of your game server. The prices are approximately a quarter of what they were before this change.

You can manage your hosts from https://www.lfs.net/hosting/admin

That works for free hosts started from in-game as well as rental hosts. An InSim port is always opened and available to the IP of the user who started the host. If you would like to whitelist more IPs for InSim, you can do so using the hosting admin link above.

Please read the full list of changes below.

Four ways to get version 0.7A :

1) AUTO UPDATER – If you already have version 0.5V or later :

– Click on “Multiplayer” then “List of Hosts” in LFS and choose a download mirror.

2) MANUAL PATCH (35 MB) – If you already have version 0.6R or later :

Click HERE and save the patch installer.
– You can run the patch installer from its download location or from your LFS folder.

4) FULL VERSION (521 MB) – If you are new to LFS or making a fresh installation.

Click HERE to visit the download page and get the full version installer.

Changes from 0.6V to 0.7A :

Mods:

Mods support is now available for S3 licensed users
A vehicle editor and object modeller are available
Includes support for single-gear electric vehicles

Multiplayer:

Start new host screen starts a new host on LFS.net
Host options screen now available for admins while online
Message “[user name] is connecting…” when someone is joining
Unlimited number of bans in ban file

Updated cars:

MRT with improved frame, steering wheel, wider tyres, minor updates
RB4 with more detailed exterior, interior, 10mm shorter wheelbase

Graphics:

Minor improvements to drivers and spectators
Updated ADS jpg textures for all tracks except RO
Increased number of mipmaps for number plate textures
Updated car shaders to better reproduce the editor materials
– Variable shine can now be used (alpha channel sets shine level)
– Material type ‘overlay or plain’ can be used for chrome parts
– Roughness value is NOT supported (specular reflection disabled)

Interface:

Using updated font from new version of LFS
Improved display size of vehicles in game setup screen and garage
Removed feature that enabled “window while connecting” on new patch
FIX: Player name could be displayed wrongly in F11 and F12 menu

Misc:

More prominent warning for clipping in engine sound editor
Experimental anti clipping audio option (enabled by default)
Anti clipping is automatically disabled in engine sound editor

Layouts:

Plain area 4km x 4km designed specifically to allow large layouts
Max selected objects in editor is now 60 (was 30)

Controllers:

Support for controllers with up to 128 buttons
Look Heading and Look Pitch are no longer automatically assigned

InSim (for programmers):
New packet size byte – now represents packet size divided by 4
This allows larger packets up to 1020 bytes (old limit was 252)
IS_ACM and IS_MCI make use of the increase packet size
New packets IS_MAL / TINY_MAL set / get allowed mods

Commands:

/allowmods=yes to allow mods on host
/cars=none to disallow all of the official cars
/cars+=xfg+xrg to add xfg and xrg to the allowed cars
/cars-=ufr+xfr to remove ufr and xfr from the allowed cars
/window X Y sets window client area width and height
/enforce – spectate anyone who is driving a disallowed car
/unapproved=yes to allow unapproved mods to be used on host
/mods=AAAAAA+BBBBBB sets a list of allowed mods (and allows mods)
/mods+=CCCCCC+DDDDDD adds to the list of allowed mods
/mods-=BBBBBB+CCCCCC removes mods from the list
/mods=ALL removes the list of mods and sets /allowmods=yes
/mods=NONE removes the list of mods and sets /allowmods=no
/mods and /cars commands can accept plus or comma as delimiter

Scripts:

Script ‘ev.lfs’ is run when an electric vehicle is selected
Script ‘kart.lfs’ is run when using vehicle with centrifugal clutch
Script ‘free.lfs’ is run when using vehicle with no engine or drive

– LFS Developers

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