Live for Speed Version 0.7E Adds Headlights, Enhanced Dashboards And Revised AI

Live for Speed Version Adds Headlights, Enhanced Dashboards And Revised AI 02.jpg
Among a long list of changes and updates, version 0.7E also helps set up Live for Speed for future night driving.

Images: Live for Speed

The now 20-year-old sim racing platform by a diminutive team, Live for Speed, has just received a new update that includes a suite of changes.

Version 0.7E applies to both the simulations platform and the LFS Editor for mod creation, releasing Sunday 17th December 2023.

Fresh Modding Features And Dashboards​

Somewhat revived as of late through the modding community, several features have been added specifically for those creating content. These include the option of adding an EV charge/discharge bar for electric vehicles, a pitlane limiter flashing light, new wheel rim designs, the ability to have different wheels front to rear and a new ‘cleanup’ mode within the mods screen.

A bug that caused a crash if a mod had more than 64 materials is also said to have been zapped.

Live for Speed updated vehicle dashboard, December 2023
New Live for Speed dashboard lights. Image: Live for Speed

Vehicle dashboards are now set for more features too, which ties into the LFS Editor options for mod creation. Items such as an engine damage light, symbols for sidelights, additional speedometer and tachometer designs plus the ability to edit the background colour, texture, text colours and opacity are now available.

Headlights Tease Night Driving​

At some point in the not-too-distant future, there will be a new graphics system for Live for Speed, that will bring with it, amidst other features, day-to-night transitions. While that is not completed yet, smaller steps have been taken in preparation – namely lights.

With 0.7E, sidelights alongside low and high-beam headlights are now supported with fog lights too if enabled by a mod creator. In a nod to the ‘80s and ‘90s when car design wasn’t beholden to pedestrian safety rules, pop-up headlights can now be activated.

New Motorcycle Steering Model​

While LfS is primarily seen as a car sim, it does feature two-wheeled vehicles. With this update, the development team claims that a new steering model for motorcycles makes them “much more robust and fun to ride.” Let us know in the comments below if you’ve been able to test them.

Live for Speed Motorcycles Update 2023
Motorcycles in Live for Speed. Image: Live for Speed

AI Revisions​

Another claim is that AI-powered offline rivals can think more clearly. This is said to help across mod content, motorcycles and when entering a pitlane. Theoretically, they are more aware of other vehicles on the track and can consider the right time to overtake.

The propensity to slam on brakes at the ‘wrong’ time is also said to be reduced.

Live for Speed AI racing update December 2023
Live for Speed AI racing update. Image: Live for Speed

There are also a host of smaller changes implemented, such as enhanced dust when driving across the grass and the number of possible connections for a multiplayer server now up to 79 – although for spectators mainly, as the on-track vehicle limit remains at 40.

Live for Speed Version 0.7E Changelog​


HUD:

New display in F9 / F10 views shows estimated laps given fuel use
Engine health (with colour code) is displayed in F9 / F10 views
F9 / F10 extra displays are now switchable (Options - Display)
Speedo and tacho are moved UP if required for extra displays
CT display now uses dot matrix font if translation allows it
New +/- buttons to adjust size of text in connections list
Pedals are now shown to the left of the list of connections
Connections list can have a scroll bar (use mouse / PgUp / PgDn)
A small map is now displayed at Layout Square if there is a layout
Simple versions of F11 / F12 views are now available during an SPR
Four-character mod names are shown in results table instead of MOD
A force feedback display is shown below the pedals (bottom right)
FIX: AI skill level always used Latin codepage in F11/F12 menus

Interface:

New icon for LFS.exe includes 256x256 icon image
Updated translations - thanks to our volunteer translators
A message shows the name of any mod that can't be loaded in an SPR
F key /commands are processed immediately (not added to text dialog)
FIX: Crash when two events on calendar used same event image
FIX: Calendar time could be wrong near start of daylight saving
FIX: Mouse wheel gearshifts are now equivalent to 100ms keypress
FIX: Various text commands such as /spec now disabled in replays
FIX: Korean IME - last character would be lost on pressing enter
FIX: Small camera movement on releasing LMB after 2-button rotation
FIX: Chat text in mods screen is now in front of interface buttons
FIX: User names that start with '.' now correctly displayed in chat
FIX: Crash if /track command was used while generating AI path info
FIX: /setlap command error if name coloured and number 4 chars long
FIX: Replays auto-named with special characters could appear wrong

Engine damage - average fuel consumption - force feedback indicatorGarage screen:

Driver / fuel buttons in garage are now only shown if relevant
Speed at redline is displayed beside each gear ratio in setup
Downforce tab is now shown for all vehicles
- previously was only for those with adjustable wings
- shows an estimated maximum speed based on wind resistance
- note: the estimate does not consider rolling resistance
Click Skin ID in garage colours tab to copy ID to clipboard
Hold CTRL in Garage: Mods button becomes Test (direct to Test mode)
Opening mods screen is prevented if a rating request is in progress
FIX: Engine brake reduction had no effect for EV but was visible

Game:

Maximum number of objects in a layout increased to 3000
Auto gear shift: downshifts are now done at slightly lower rpm
Possible to reset if an approaching vehicle is moving slowly enough
Reset is now possible during a pit stop if the state is "finished"
Speed limiter (at 80 km/h) can be manually enabled if no pit lane
FIX: Auto shift *up* did not work if max power rpm above redline
FIX: Driver swap enabled very high speed limiter if no pit lane

ModsMods:

An EV charge/discharge power bar in place of the clutch bar
- only visible if Options - View - Show pedals is enabled

A new "Cleanup" mode in the mods screen
- you can select to keep latest mods and test mods
- there is not yet a feature to keep replay mods

New options set per vehicle instead of by race class
New "hub" subobject that moves and rotates with a wheel
Support for new pit speed limiter flashing light option
One wheel drive and no anti-roll if wheels are staggered
New features for mods including wheel and passenger positions
Support for new rim styles and different wheels front and rear
FIX: Mod with 27 character name appeared in mods screen Test mode
FIX: Crash if mod had more than 64 materials

Dashboard:

Engine damage light on dashboard is now available if set in editor
Support for new dashboard lights / symbols: sidelights and neutral
Support for new speedo and tacho style options (see editor notes)
Support for dashboard backing texture system, text colours, opacity
Can also set background colour without supplying a backing texture
New needle pivot texture works better on light coloured dashboards
Dashboard brightness should now be the same as in the editor
- this update also affects the RB4 and MRT5 (recently updated)
FIX: Text size on dashboard more closely matches text in editor
FIX: Brightness of multi function display now matches the editor

Popup headlights - XRTLights:

Side lights, low and high beam headlights are now supported
Fog lights are now functional if enabled by the mod creator
Text command /light (requires two parameters) to switch lights:
/light ind [off/left/right/all] - switch indicators/hazard lights
/light head [off/side/low/high/low_off/low_high/next/prev] - lights
/light [rfog/ffog/extra] [off/on/toggle] - switch fog/extra lights
/light all [off/on] - switch all switchable lights off/on at once
Key '3' now toggles between off & low beam like /light head low_off
SHIFT+3 goes through all headlight states like /light head next
Virtual gauges show sidelights / low beam / high beam symbol

Moving subobjects:

Lights now work on subobjects (e.g. bike handlebars)
Popup headlights are also supported (examples XRG and XRT)
Popup headlight system generalised for moving objects with switches
Light / horn switches work even if car does not have that feature

Bikes:

New steering model improves handling and braking ability
- Feet down steering model up to 7 km/h
- Low speed model only from 7 km/h to 18 km/h
- Interpolated model from 18 km/h to 36 km/h
- High speed model only above 36 km/h
Increased maximum value for brakes, suspension stiffness, damping
FIX: Fork tubes misaligned if ride height adjusted in other setups
FIX: Weight distribution was wrong if any trail reduction was set
FIX: Wheel masses not correctly positioned for trail reduction

AI racingAI vehicle control:

Improved braking prediction so less running wide at corners
- considers brake balance (which is not ideal for every corner)
- can result in better lap times due to improved line following
AI braking prediction now takes account of engine braking
AI can now ride motorbikes (a bit slowly due to safety margin)
AI will drive more gently when off track on a bad surface
Bikes slow to avoid taking off over large humps in the road
Avoid unnecessary downshifts by looking ahead to see if needed
FIX: Sometimes could reach a maximum speed and stop accelerating

AI misc:

Distance to vehicle considered dangerous now depends on length
Distance to vehicle considered safe is reduced at low speed
- should prevent long vehicles hitting the brakes on green light
- gaps between vehicles may be smaller when speed is below 20 m/s
AI can enter configs with no path (but will not drive)
AI can now enter the game with an object (to just sit there)
Better collision avoidance when close behind or beside others
Reset now possible after engine switched off after long wait
Message history is no longer enabled for AI path generation
FIX: AI can now reset if in contact with a stationary vehicle
FIX: Errors in fuel calculation related to "Refuelling allowed"
FIX: It was possible for the fuel calculation to report 0 stints
FIX: A hang generating path for a mod with "Max up" wrongly set

AI overtaking:

Various improvements to improve the overtaking decisions
Overtakes are considered on a group instead of individuals
Better estimate of the possibility and duration of a pass
Pass decision from low speed now allows for acceleration
When planning a pass time is allowed to pull in after pass
More distant consideration of other vehicles at high speed
There should be fewer dangerous overtakes in braking zones
FIX: AI could get pointlessly stuck behind a slower vehicle

AI in pit lane:

Improved driving in pit lane when close behind other drivers
Avoid excessive downshifting when approaching speed limit zone
Approx 1 second safety margin entering pit lane to avoid speeding
Target speed 1 km/h slower in pit lane to avoid speeding by mistake
- was possible for a powerful car to overspeed shifting 1st to 2nd
Use speed limiter or throttle to avoid wheelspins causing speeding
Smoother transitions switching between main path and pit lane path
FIX: Slow start / stuck in pit stop if max torque at very low rpm
FIX: Some mods would brake too gently and miss the pit stop point
FIX: Choice of pit stop box was wrong (bug introduced in 0.7B)
FIX: Can now reset at the end of a pit stop (e.g. fallen bike)
FIX: AI would reverse assuming "stuck" during stop-go penalty
FIX: Some mods would overshoot their pit garage when parking

Rallycross dustRegional downloading system:

We now have 3 download locations for mods (NL/JP/US)
Faster downloads if you are in N/S America or Asia/Oceania
Locations in Asia and Oceania will download mods from Japan
Locations in North and South America will download from USA
Download redirection is handled automatically by our server
Regional downloads can be disabled by a new Misc Option
Yellow redirect message is shown the first time you are redirected

Graphics:

Dust colour on grass and dirt tracks now uses a dirt colour
- previously used average colour of surface which looked odd
- smoke and dust acquire lighting colour from car's location
Small indicators on side of XRG/XRT/FXO/LX4/LX6/RAC/FZ5 now flash
Moving subobjects and internal mirrors are excluded from forces view
Vehicles are no longer fully regenerated on every mirror adjustment
Removed wheel LOD reduction that was related to angle of view
Tyre manufacturer now appears at the top of tyre after reset
FIX: Lighting of subobjects and wheels was as if at vehicle centre
FIX: Mudguard / handlebar / trailing arm subobject could disappear

BikesPhysics:

Improved bike physics (affects lean angle and tyre forces)
Pit speed limiter now based on drive speed instead of world speed
- prevents wheelspins (e.g. at RO) pushing car over the speed limit
FIX: Narrow cars were sucked in when near fence or narrow barrier

Engine:

V16 engine is now available and some classes allow larger engines
New firing order for I5, V6, flat-8 and V10 engines (affects sound)
FIX: V12 engine firing order was wrong causing poor sound quality

Audio:

Tone variation limited to 0.99 to prevent an engine sound bug
Switched off experimental "Prevent clipping" option by default

Multiplayer:

79 connectionsMaximum possible connections increased to 79
- there will be a higher charge for 79 connections
- free hosts are still limited to 47 connections
- maximum cars in race has not been increased

Improved setting of tyre state after receiving a position packet
- previous location of tyre contact is better estimated (for forces)
- most noticeable when viewed car had not been on screen for a while
- e.g. after tabbing to another car or fast forwarding a replay

Misc option "Full physics for remote cars" is enabled by default
- low res physics previously used for cars other than the 4 nearest
- option approximately doubles CPU usage by physics in multiplayer
- could cause issues at turn 1 with many cars depending on PC power
- use profiler display to check CPU usage with the option enabled
- see profiler by pressing car icon then P in Misc/Graphics options

Engine damage repair in pit stop
- yellow counts as minor damage (6 seconds)
- red counts as major damage (12 seconds)

Team arrow colours on small map are now enabled by a host option
- arrows on non-race small map take colour of first name character
- option is not yet available but is coded as /teamarrows=no/yes

Cancel button and ESC key to cancel the process of joining a host
- the currently downloading skin or mod is allowed to finish first
Temporary (free) hosts are shown without colours in List of Hosts
Stationary cars can now lag for longer (3 seconds) before vanishing
FIX: LFS could crash if a player left when a mod was not downloaded
FIX: Crash enabling filter in List of Hosts after all were disabled
FIX: Remote car using pit speed limiter did not move smoothly

InSim:

IS_CPP packet with Time = 0 is instantly processed (not stored)
- allows it to be followed immediately by an IS_CPP with Time > 0
License byte added to IS_NCI packet (after Language byte)
IS_PLH packet sets handicaps for individual players
TINY_PLH - request IS_PLH listing player handicaps
SMALL_LCL - full control of lights including fog and extra lights
FIX: ZByte was not set in IS_OBH packet

Text commands:

Updated document Commands.txt (in docs folder)

/h_mass username X - set added mass for user's car
/h_tres username X - set restriction for user's car
/teamarrows=no/yes - arrows on non-race small map use name colour
/key command accepts 12 keys described by a word (see Commands.txt)

/status none|F9|F10|F11|F12|next|prev - sets status screen
E.g. /status next will cycle through the F9 to F12 status screens
(you could assign it to a CTRL+ or ALT+ key and then a wheel button)

/liveset and /pitins - do the functions of F11 and F12 menus

You can use operators:
= (set value)
+= (add to value)
-= (subtract from value)

Examples:
/pitins ftyre = r3 : change front tyres to R3 in pit stop
/pitins rtyre = super : change rear tyres to road super
/pitins fpressure = 1.1 : set front tyre pressure to 1.1 bar
/pitins fpressure += 0.1 : increase requested pressure by 0.1 bar
/pitins cancel : cancel all pit instructions
/pitins tyres always : change all tyres
/pitins tyres 20 : change tyres if wear > 20%
/liveset bbal 60 : set brake balance to 60%
/liveset rarb -= 0.1 : decrease rear ant-roll bar by 0.1

Available options for /pitins:
fuel, tyres, repair, symmetric
ftyre, fcamber_l, fpressure_l, fcamber_r, fpressure_r, fwing
rtyre, rcamber_l, rpressure_l, rcamber_r, rpressure_r, rwing
cancel, fcamber, fpressure, rcamber, rpressure

/pitins pressure commands can accept unit (psi/bar) (no unit = bar)
E.g. /pitins fpressure 30 psi

Available options for /liveset:
bbal, farb, rarb

Multiple commands on single line:

Multiple commands can now be added on a single line which sometimes
can avoid the need for a script file, e.g. to set a button to
change tyres in pit stop, you could use a double command:
/pitins ftyre super /pitins rtyre super

NOTE: some commands cannot be followed by another command:
/say /echo /join /rcm /pass /msg /altf /ctrlf

Maximum length of command and F key text increased to 95 characters
Wider text display in CTRL+ and ALT+ tabs in controls screen
The full, and lengthy, changelog is above thanks to the Live for Speed blog and development team. Specific changes for the Editor are also available. Let us know your thoughts in the comments below.
About author
Thomas Harrison-Lord
A freelance sim racing, motorsport and automotive journalist. Credits include Autosport Magazine, Motorsport.com, RaceDepartment, OverTake, Traxion and TheSixthAxis.

Comments

LFS has always been on my list , but i never had the opportunity to give it a try.
My fault.
Unfortunately, it seems to me it is too late.
It is too "old", not to be free.
I will pass this game .
As already stated there, it had a huge potential. I remember, as I used the demo (and I think a cracked early version) it as the only game, with RBR, where I felt immediately in something with 4 wheels "making contact" to the ground. Driving was easy and natural, no need to "learn the sim".

The game is still sold the same price as before, that amazes me... to the point I stay away from it. I'm sure if the S3 was sold at the S1 price (seriously, they are still keeping 3 versions in 2023!!!), lots of people would jump into the game. And the devs could probably earn more money from the game than they've been earning for years. That's my thinking, I may be wrong, but it is too late to spend 36 pounds for an almost 20 years old game with 20 cars and 9 tracks (most of the content being fictional).

And that old website doesn't give any trust in the game : the screenshots do not pop up, they just open a new pageand , even the shop is not up to date it counts 17 cars and 7 tracks ; ah I see now, they just forgot to update the price too. :D
 
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it as the only game, with RBR, where I felt immediately in something with 4 wheels "making contact" to the ground. Driving was easy and natural,
fully agree, along came iRacing which ticked that box for me, too, especially in the lower classes like my favorite, the Skip Barber and recently the Ray FF 1600. This hasn't kept me from hugely enjoying Race, Race07, Dirt and Dirt2, rFactor and ACC. While LFS drifted off into the great beyond.
 
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fully agree, along came iRacing which ticked that box for me, too, especially in the lower classes like my favorite, the Skip Barber and recently the Ray FF 1600. This hasn't kept me from hugely enjoying Race, Race07, Dirt and Dirt2, rFactor and ACC. While LFS drifted off into the great beyond.
I didn't want to make fun of the game, but could not resist. To be fair, there are some tremendous unique features in LFS, like the car settings with visual clues, the visual ingame clues about the suspensions / weight works... No other sim has been able to replicate such crucial features for almost 20 years. But yes, it is wasted potential imo. If the devs want, it is not lost. But they won't, they would have done it years ago.
 
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I see that the still have their priorities straight, thank god that we have much needed bikes instead of the legendary promised Scirocco and the also legendary new tire model they promised us more than a decade ago. /s

This sim is the greatest waste of a by then bleeding edge physics engine, they created what in my opinion was the best physics engine by a country mile, then they disappeared for nearly a decade letting down everybody and not even being wise enough to license their physics engine to another developer.

They released a physics engine that felt better than assetto corsa in 2003 and they let that physics engine rot in hell. Now it is outdated rfactor, iracing and ACC have vastly out-developed live for speed physics.

But had they licensed their physics engine to another developer we would be almost a decade ahead in physics than we are now. All thanks to their apathy, stubbornness and laziness. What a massive waste of potential.
 
But had they licensed their physics engine to another developer we would be almost a decade ahead in physics than we are now. All thanks to their apathy, stubbornness and laziness. What a massive waste of potential.
Maybe just a lack of vision. I've always been thinking about this game as the result of the hobby of talented people who tried to earn some money from their passion, not as a professional activity. At the beginning LFS was to rfactor what X Plane was to MS Flight Simulator, but it never took off like X Plane did. And they still sell that old, now underdevelopped, title at around 40 euros / dollars. As you stated, it is too late to get a vision. If something had to be done, it would be keeping the physics engine and building a new game with a new graphic engine and new assets with licensed content. Last time these devs announced licensed content it never happened (by the way I never understood the hype around that sirocco.)... Thinking that the game is still in its 0.7 version after almost 20 years doesn't give any hope. It is nothing more than getting a few bucks from a hobby. As interesting the game is, I don't see the point of paying so much when there are much better and cheaper options. LFS is just another proof that avoiding working with publishers isn't the best solution for the customers.
 
Maybe just a lack of vision. I've always been thinking about this game as the result of the hobby of talented people who tried to earn some money from their passion, not as a professional activity. At the beginning LFS was to rfactor what X Plane was to MS Flight Simulator, but it never took off like X Plane did. And they still sell that old, now underdevelopped, title at around 40 euros / dollars. As you stated, it is too late to get a vision. If something had to be done, it would be keeping the physics engine and building a new game with a new graphic engine and new assets with licensed content. Last time these devs announced licensed content it never happened (by the way I never understood the hype around that sirocco.)... Thinking that the game is still in its 0.7 version after almost 20 years doesn't give any hope. It is nothing more than getting a few bucks from a hobby. As interesting the game is, I don't see the point of paying so much when there are much better and cheaper options. LFS is just another proof that avoiding working with publishers isn't the best solution for the customers.

I'm OK with them not knowing how to grow the company and what direction to take, nobody is perfect and the only people that doesn't make mistakes is the one that never try to do anything at all.

Also if I recall correctly the entire game was mainly made by 2 or 3 developers, I can understand them getting overwhelmed with being developers and at the same time having to manage a company, a forum, a website and living their lifes.

That said it was pretty clear by 2005 when rfactor appeared in the scene that the open modding model was a the model to follow. I still remember vividly early rFactor 1, it was so incredibly crude and amateurish, it was the modding scene that made it the massive phenomenon in what it turned out later.

But initially rFactor felt really, really lame and way too crappy, I remember that one of my GPL online friends used to refer to it as "R-craptor". LFS was so much more ahead, even the graphics engine was way ahead, really well performance optimized. The LFS devs had a winning lottery ticket and they failed in simply being too overwhelmed to go to cash it.

My frustration with them comes from them disappearing out of nowhere and them not even allowing other companies to purchase a license to use LFS's physics engine on other games.

Imagine if in an alternative universe GTR 2 physics engine had been built over a vastly improved LFS physics engine fed with real life data from the cars and tires, or if someone could had taken those physics and build a Richard Burns rally kind of hardcore rally simulator. It never happened, but there wasn't even the chance for it to happen because LFS devs didn't try to keep their physics masterpiece alive.

We had to wait until 2008 for iracing to appear to see a physics engine to be any close to LFS, and even by 2008 the early iracing physics engine was still behind LFS in the tire model department. We all remember early iracing called by then "ice-racing" due to the behaviour of the tire model when pushed over the grip limit of the tire. They have come a long way, as rFactor and Kunos simulators also did.

It was such a waste of potential to have that ground breaking code (by mid to late 2000's standards) rotting forgotten on a hard drive for nearly a decade, a decade that the entire simracing world could had been developing over that base, we could be so much more ahead than where we currently are that it is sad to me.
 
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The game is still sold the same price as before, that amazes me... to the point I stay away from it. I'm sure if the S3 was sold at the S1 price (seriously, they are still keeping 3 versions in 2023!!!), lots of people would jump into the game. And the devs could probably earn more money from the game than they've been earning for years. That's my thinking, I may be wrong, but it is too late to spend 36 pounds for an almost 20 years old game with 20 cars and 9 tracks (most of the content being fictional).
What does the initial release date (2002) have to do with the price? The game is being constantly developed now, I don't think it's fair to call it a 20 year old game in this sense.
And that old website doesn't give any trust in the game : the screenshots do not pop up, they just open a new pageand , even the shop is not up to date it counts 17 cars and 7 tracks ; ah I see now, they just forgot to update the price too. :D
The license select page says "demo content" + 6 cars. Demo content is 3 cars. Then it all adds up to 20.
 
What does the initial release date (2002) have to do with the price? The game is being constantly developed now, I don't think it's fair to call it a 20 year old game in this sense.

The license select page says "demo content" + 6 cars. Demo content is 3 cars. Then it all adds up to 20.
You're right but the tracks count still is wrong, one is missing.
About the price, it has never changed since the beginning, it's unfair to justify that by few recent developments.
Not trying to bash the game but blind support isn't what this game needs to become something bigger. And your argument is a bit vague as all the other racing sims still in developpement are regularly on sales with heavy discounts.
 
"waaa its too late for the game now"
Yes, yes it is, but i dont care. Very few games have the balls to offer such fun multiplayer content for free like LFS does and still get updates even when any other developer would get bored and **** off from the game.

Any developer criticism is valid, but in my eyes if he isn't letting the game go then so wont i.
 

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