Live for Speed 0.6M Update Released

Paul Jeffrey

Premium
Live for Speed Version 0.6K .jpg

Hold on to your hats people, after years of radio silence we now have another update to popular racing simulator Live for Speed. Todays update brings the title to the strangely numbered version 0.6M.


Relatively hot on the heals of version 0.6K back in December the Live for Speed development team are in the midst of somewhat of a resurgence lately and bring another raft of updates and improvements to the title, proving you can't keep a good racing game down for long!

Version 0.6M released over the weekend and is available to download directly from the Live for Speed website.

Highlights include an updated version of the games laserscanned Rockingham Motor Speedway (the British version) and further improvements for triple screen users as well as new features added to the interface and the layout editor.

Changes from 0.6K to 0.6M :
Rockingham :

  • The Rockingham track is updated with fixes and improvements
Interface :
  • Translations updated – thank you translators!
  • LFS can now restart in a window on a side monitor as expected
  • Option “Input when window is inactive” keeps controllers working
  • New button on game setup screen to clear start grid with one click
  • New arrows to move grid positions – removed “swap position” button
  • Hold CTRL+SHIFT to show viewed car’s player name beside time / fps
  • User interface elements should now be perfectly aligned with screen
  • Moved ABS option in car setup above the Traction Control option
  • Lap number is no longer shown if lap timing is not available
  • Text command /setlap now works in practice and qualifying
  • New admin commands /ujoin username and /uai username
Borderless window system :
  • New SHIFT+key functions are displayed on right of Screen Options
  • Borderless modes allow ALT+TAB to other programs without minimising
  • Multiple monitor support is greatly improved by a borderless window
  • New command /window min/max/monitor/virtual (no parameter=restore)
  • Full-screen vertical sync option affects borderless window modes
  • F9 to F12 keys now toggle between their mode and a window
Multiplayer :
  • Add to grid buttons for admins beside names in list of connections
  • Rare MP bug could cause LFS to enter world before track was loaded
  • TCP position packets option now also sends TCP packets to host
Layout editor :
  • You can now set an identifier for a start lights object
  • Temporary start lights (in layout editor) middle light is now amberInS
  • im checkpoints and circles can be placed in the autocross editor
  • New button “place on ground” to restore ground check to objects
  • Maximum number of autocross circles increased from 150 to 180
  • Multiple object selection is now available in marshall mode
InSim :
  • INSIM_VERSION increased to 7 to support new incompatible packets
  • Backward compatibility system – send INSIM_VERSION in the IS_ISI
  • New join request system if ISF_REQ_JOIN is set – see InSim.txt
  • New system to reset a car at a location with or without repair
  • Packet IS_CSC to report changes in car state (start or stop)
  • Zbyte added to CarContObject structure to report car’s altitude
  • Zbyte added to IS_OBH so the layout object can be identified
  • IS_MSO / IS_III / IS_ACR message out packets now have variable size
  • IS_BFN can now be used to delete a range of buttons with one packet
  • New packet IS_OCO can be used to override some or all start lights
  • New IS_AXM option PMO_SELECTION to set the layout editor selection
  • Added TTC_SEL to request an IS_AXM with layout editor selection
  • Added TINY_AXM to request IS_AXM packets for the entire layout
  • IS_SSH documentation updated as it is no longer only for bmp files
  • New packet IS_UCO sends info about InSim checkpoints and circlesN
  • New packet IS_SLC reports a connection’s currently selected car
  • Packet TINY_SLC to request an IS_SLC for all connections
  • Added TINY_ALC and SMALL_ALC to get and set allowed cars
VR :
  • LFSRiftVR.dll updated to use Oculus SDK 0.8
  • LFSOpenVR.dll updated to use OpenVR SDK 0.9.15
  • Warning if Rift headset is opened using the OpenVR systemTex
  • t command /rift changed to /vr (but /rift still works)
  • New parameters for the /vr command : /vr=rift and /vr=openvr
Hotlapping :
  • Traction control can no longer be switched on if disabled in setup
  • Handbrake can no longer be used in single seater cars while moving
  • In hotlapping mode there is a new HLVC check for cutting cornerS
  • Corner cutting HLVC check is also reported in InSim IS_HLV
Misc :
  • AI drivers can now drive in low wind (but not high)
  • View shift maximum settings increased to 0.1 m per g
  • A warning is now shown if a car starts outside the path
  • If car starts outside path it will keep searching to find the path
  • Hidden object removal is disabled when car is high above the track
  • No longer stored in message history : /press /ctrl /shift /alt
Fixes :
  • AI path drive limits were wrong at one corner of Kyoto National
  • Controls Options – buttons were not displayed under Shifter tab
  • Colour adjusters looked wrong in Interface and Display options
  • The text “S3” is now correctly sent in the InSim IS_VER packet
  • InSim IS_HLV packet no longer reports car contacts as wall hits
  • Floating text above a lagging car was drawn without transparency
  • One button look amount was doubled in axis, mouse and TrackIR look
  • The /track and /ws commands now accept double-digit config numbers
  • Tracks file for /tracks command now works with double digit configs
  • Blank number plate on joining race after watching an instant replay
Still enjoying LFS? How is the new update? Let us know in the comments section below!

Live for Speed Version 0.6K  4.jpg Live for Speed Version 0.6K  2.jpg Live for Speed Version 0.6K  3.jpg
 
Last edited by a moderator:
I've ordered a Vive so when it arrives in April this will be the first game I buy.

Kind of funny, cutting edge technology being used with a near 15 year old game. You've got to hand it to the guys at LFS, they really have sorted that out before any competition. In fact it's the only Vive compatible game as far as I can see.

Can't wait.
 
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