The v3.1.4 update is still waiting on the next LFS patch. If I had known things were going to be as delayed as they were, I would have officially released the update back in January (or thereabouts) which was when most of the work was ready. For now, I've made very few changes since I posted a test update exe
for people to try out.
Given the fairly long break since really working on VHPA though, once I do get 3.1.4 out the door, I'm fairly keen to get working on some big changes for v3.2, such as modelling suspension geometry (covering wheel kinematics*, and the effect of the roll centre on roll stiffness), the ability to create your own tyres and aero (very much undecided about how to do these, but it's very necessary to remove the last few LFS related constraints and peculiarities from the program), and more detailed tyre modelling (e.g. camber effect on grip, actual slip curves, and so on).
*Dynamic track widths and wheelbase bring the need for all positions to be stored relative to a fixed reference point, rather than relative to the wheel positions, else the CoG will move when the wheels do, which would be wrong.
Once this point is reached, I will be much happier to call VHPA "feature complete" and "ready", although certainly not "finished". I'll then start contacting some small car manufacturers and see if I can spark any interest in a) getting some real data to officially showcase some other real cars and b) hopefully even sell some licences.
After v3.2, the only really fundamental changes I am considering are a) switching to more conventional sim approach for acceleration and deceleration testing and b) supporting vehicles with 1 wheel per axle (a big job due to the massive assumption just about everywhere in the program that vehicles have 4 wheels).