I put the replay just for the lolz mostly, but I do know that this pit limit ""bug"" with the clutch was present on other versions, but had no way to test it back on these days.
Ye, I ended up getting used to manual clutch even tho I use mouse, despite that using manual clutch on KB/Mouse is either 0 or 100. At least I feel that I don't wear the clutch so easily with manual clutch, but ofc you have to rev a bit more to avoid stalling. Otherwise manual clutch is more of an advantage.
This on random servers would be impossible, as nobody would respect Safety Car, they will overtake it or ever ram it, no matter if they get a penalization.
Found 2 more misplacements behind the tire stacks before Turn 1, after entering the gate with the little ¿gravel? road, to the left. Now you can't jump there boosting with the tire stacks anymore :c xP
Screenshots says all
EDIT2: Pit Speed Limit bug
Off-Topic Note: 3rd person view lags depending on where the car is pointing at: When I face towards the industrial area, or if I face straight on the straight end.
Also its annoying that you are watching a long replay from a race session for example, and you need to watch a suspicious move many times, having to wait until it loads, and maybe you missed the exact minutes and have to rewind and wait again.
Its hard to notice them if you are not seeing it for yourself, as an screenshot can't tell much and you need to have a good eye to see them actually flying and not a "perspective illusion".
These flying skidmarks are on mostly all of the curbs.
In the image attached, you can see them flying, and if you look at the curb on the far right, there is a bit of the skidmark clipping and flying. I think I nailed it with the angle.
Daniel, I found a bug regarding the right indicator.
When using Angular Velocity or Drift Angle options on Car Radar, if the car turns right, the right indicator goes up, and if you turn left, the right indicator goes down.
Dunno if this only happens to me.
Done a 10 laps serious race alone #NoFriendsLife :
Blackwood GP Standard Configuration 10 Laps
20% Fuel
Setup used: https://www.lfs.net/files/setups/6946/XRG-BL1-HL-132660 from RCMaus, Although its for hotlap, it really stands and stays strong on these 10 laps. Perfect for 4-5 laps with not so agressive driving. With this setup I made the PB I got actually (1:33.76).
Old Blackwood Average: 1:34.49-1:34.50
Old Blackwood PB: 1:33.76
vs
New Blackwood PB: 1:34.91
New Blackwood Average: 1:35.49-1:35.50
Once you dedicate a few attempts and some laps, this happens. These kerbs became a friend rather than an enemy at the end
I feel the same, like 0.7 seconds was too much of a difference.
I done an offline "serious" 4 laps alone, and in those 4 laps I got back on 1:13.90s, and if I keep practicing Im sure I'll get back to my average (1:13.40s-1:13.70s).
That 0.7 secs gaps isn't that noticeable as they think it actually is when people get used to the new track and its killing kerbs and car spinner curbs. And as MicroSpecV mentioned before, the first chicane after T1 is a bit lower now, but chicane right before Sc2 split is 0.5 quicker, which makes it up for the slowing down on the first chicane, doing little to no difference (for me at least).
Both leaderboards and SETUPS would need to be re-done if tyre physics come out, but hey, carcass simulation is done, and its a great advance for the tyres. Now iirc they are working on sidewall simulation, so there isn't much left. And of course Tyre Physics + VWS would be a great gift for those who knew to be patient, support the devs by either buying the license, cheering them and/or reporting bugs so they can even make it more better!.
I dont see how obsoleting PBs and Hotlaps could be a bad thing, besides of just
+Look, I got a fast lap on BL1
-k gud
This also happened with the new Westhill, and it wasn't too much of a trouble.
This PB reset thing happened many times, considering that for example Blackwood got plenty of updates throughout its LFS history, and its good to start over once in a while. As LFS can't stay the same forever, they have to improve too, even if it means that PBs should be resetted, or the tyre physics overhaul coming.
Oy vey, I found more misplacements.
One is on the left exiting the chicane, where there is a little road with a gate leading to that back park.
The second one is off-track, left of the tribunes at the end of the straight.
Of course I meant off-bounds when you have all 4 wheels off the white lines, which in LFS also means the bounds of the track itself.
The best example of this is how FBM fast drivers/WR get a low split (0.23s), they cut directly thru the first chicane after T1, exiting to the straight, 2 wheels are on the green sausage kerb and the other 2 wheels are on the grass. I leave an example with an old WR: https://youtu.be/BDBXOJCAgaM?t=37s
This is how people (included me) take that last part of the chicane.
So I think that the new kerbs are there to avoid this type of driving/cutting.
1:13s laps on old BL, and 1:14-1:15s laps on new BL.
One thing Im thinking of why the sausage kerbs on the chicanes are there is because they want people to actually drive inside the track, and not literally have the 4 wheels on the curbs.
Literally you can drive off the track on the chicanes and not get an invalid lap (using LFSLazy for example, you will get a notification when you drive off-track, off the bounds, touching grass, etc etc) which LFS ignores when racing unless you do a hotlap. So I think these sausage kerbs are a physical way to see where you should get an invalid lap.
I would rather lower them, but a bit higher than what it is on the actual pre-update Blackwood, as when trying to shortcut that curb would make you slow down, instead of making you go faster.
[In a Hypotethical case | This is just an example]
Let's say that IS_OBH reports will be removed, shouldn't this mean that for example people could create shortcuts with concrete slabs to make faster laps (for example BL chicanes)?? Or there will be exceptions to when IS_OBH are ignored or listed??.
Also, I noticed that when normally racing, even if you drive off the track, touch the grass or go off-bounds, if you make a fast lap, it counts, when in reality it shouldn't be a valid lap because of the reasons before mentioned. Like it ignores any of these packets.
I find it interesting that the new Blackwood highway (the one besides the Straight) is almost larger than the Autocross drag strip.
But ye I agree if the highway could be open for either drag, arab drift or just messing around on it. Or even for cruise.
Both Full Scene AA and Mirror Antialiasing are disabled, otherwise it'd explode .
Ye, I was thinking the same thing, and Im sure it has to do with the new tracks adding backroads (which means more collisions) and etc, as old tracks were just the main track and thats it. I dont find it annoying, but ye, I wanted to know.
EDIT: I was thinking that maybe in 3rd person the view distance is higher than in other views, so it loads more objects/collisions, otherwise it wouldnt have sense that in 3rd person view it lags, but on the inside view it doesn't, as inside view the car is also rendered and the other objects are rendered.
Scawen, btw, I don't know if anyone else has this problem, but when I am in third person view I get FPS drop in the new BLackwood and new WeSThill.
If I switch to any other view (inside view, custom view, 2D view and Cinematic) this problem doesn't happen. Personally I dont find it annoying as I never play on Third Person, but I was wondering what could cause it.
PC Specs in case you want to know:
Intel i3 2120 @ 3.30 GHz | 4GB DDR3 | ASUS GeForce GT 440
I can run LFS at really high FPS (100+ fps) on highest settings (except AA and AF, no V-Synce).
Found a bug.
If there is smoke behind the 30 (mph or kph?) sign, the sign becomes transparent
EDIT2:
Found a new bug.
Seems like the wall is a bit high than it should be and in 2 sections of the fence it shows the "sky" (see the left side of the image)
EDIT3:
Another one regarding edit2. Bridge near Chicane, both on the fence and on the ground.
Wow, BL looks awesome!! I feel there will be some interesting layouts with this. Even Im having some ideas and I haven't installed it yet!!
Its just amazing!!
IIRC the rest of the tracks (like Fern Bay, Kyoto, Aston and South City, ¿¿¿and maybe Autocross???) will get this kind of update with backroads and etc??.
I was thinking the same thing long time ago. HEX codes would be useful and nice to be added. Right now the only way to make grays (for example) Is to slide one of the bars and then do ctrl+right click to copy and shift+right click to paste it (this trick also work with any other type of slider -gear ratios, suspension, etc etc etc-).
Also you can use the same technique to make unique colours playing around with it.
Personally I prefer really darker colours, and making them to look nice on the cars is really a hard time, not impossible, but kinda hard.
There is an easy way to do it:
Just select Westhill with an open configuration (example: Westhill National X) and drive up there and you'll see it, but you can only see it if you are from the inside view/custom view, otherwise on cinematic and third person views is just normal.
I guess you should be able to reproduce the bug on the rest of open configurations.