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#1 Tomecek

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Posted 29 March 2006 - 15:42

http://www.liveforspeed.net/

You can download demo. Main goal of authors was to make car driving as real as possible and I need to give them :up:

I am enjoying it very much and I already purchased full game.

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#2 mahelgel

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Posted 29 March 2006 - 18:22

LFS is pretty good fun, BUT i can't help going way too much sideways. Might be the default setups, or it might be the cars really are that loose, but i feel i'm driving a driftcar at times...

Great game though, but GPL still takes up most of my "carsim" time on the computer :)

#3 Dolph

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Posted 30 March 2006 - 16:33

The developers told there might be a patch for the tires in April, so maybe that will help with the sideways-issue u were talking about...

#4 Dolph

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Posted 30 March 2006 - 16:33

Oh... I love the game, btw - Only thing I play...

#5 sweetreid

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Posted 17 April 2006 - 20:38

Looks like Live for Speed will be getting a new car in the upcoming patch.
:cool:

LFS Teaser

#6 Dolph

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Posted 21 April 2006 - 19:17

Info by the developer on the official forums:


Download the new patch:

http://www.liveforsp...?page=downloads


List of changes :

Included the BMW Sauber racing car
Improved the slipstream simulation
Improvements in tyre and car physics
Graphics option : Use compressed skins
Included Spanish training translations
Replay speed (F2) minimum is now 0.125
Traction control added to FZ50 road car
Updated translator names on credits page
Longer start delay if more players in race
Gear shift levers no longer hold the clutch
Pit speed limiter now visible on remote cars
Better dashboard on Formula XR and Formula V8
French and Russian keys guides (in docs folder)
InSim NLP and MCI packets now support 2000 laps
Small changes to the mass and power of some cars
15:4 screen ratio now detected as a 3-screen mode

FIX : Wing angle bug causing physics exploit
FIX : Command line /hours=x is now implemented
FIX : Bug in haze effect, now usable in tv cameras
FIX : Bug in demo /ban function with coloured names
FIX : After driver change - timing info not visible
FIX : Qualifying could end up to 6 seconds too early
FIX : Pasting long line of text would make LFS crash
FIX : LFSW lap times bounded to 1 hour to avoid wrap
FIX : Could sometimes teleport after a driver change
FIX : Changing tyre type, warmed to wrong temperature
FIX : Could get stuck in pits when changing fuel load
FIX : Mudguards and brakes vanish when changing plate

#7 RaceDoctor

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Posted 15 June 2006 - 07:29

Live For Speed is a great racing simulation. Probably way better than other sims with GPL and RBR. I have an S2 licanse and I can strongly suggest everyone to try it.

#8 Rob76

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Posted 06 July 2006 - 03:04

Originally posted by mahelgel
LFS is pretty good fun, BUT i can't help going way too much sideways. Might be the default setups, or it might be the cars really are that loose, but i feel i'm driving a driftcar at times...

Great game though, but GPL still takes up most of my "carsim" time on the computer :)


Do you play the demo or do you have the full S2 licence? One drawback of the demo, if you don't enjoy the sliding, is that two of the three cars are pretty bad for oversteer, especially with the standard setups, and are the most popular cars with 'drifters'.

The patch in April improved things a lot as the tyre physics were greatly improved (made the grip a little better at lower speeds and also made the grip a lot more predictable). Also, for those with a licence, a BMW F1 car was added. Since Sony tied up the official F1 licence, PC owners have not had much in the way of F1 sims since the EA F1 series. As EAs efforts felt like the cars were on rails, the F1 car in LFS is really quite nice handling even with the default setup. The LFS netcode is even capable of offering up some close racing in the F1 cars, although it's popularity online seems to limited to the oval, which is a shame.

For those trying LFS for the first time, I think the sound can be a little off putting. It's dynamically produced which has the downside of (cosmetically) sounding way worse than sampled sounds, but once you're used to the 'buzz', the extra dimension of feedback it gives is quite useful. Nobody (even the biggest fans of LFS) will ever suggest the sound doesn't require huge improvement, but many support the methods employed by the devs. The recent release of netKar pro had a similar sound concept, which in some ways was a little better, but was a lot more buggy. In the end, the dev bowed to critisism and included a sampled sound system in the patch, which is a shame as I would have hoped the dev would have focussed his time on improving the dynamic sound engine.

If someone doesn't care about not having real life tracks, and can cope with fictional cars (excepting the F1 car, MRT and raceabout), then LFS is up there as (IMO) the best racing sim, especially for online racing.

#9 100cc

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Posted 02 August 2006 - 10:22

have been playing with the S2 licence for a bit now.. but the internet connection is just so bad here lately that i've been forced to just do hot lapping rather than online racing because I was getting banned for being laggy.

Obsessed with Kyoto Ring National reverse in the BMW Sauber for now. :up: ... still a good 1.5 secs off the record. :eek:

#10 Dolph

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Posted 02 August 2006 - 16:23

Originally posted by 100cc
have been playing with the S2 licence for a bit now.. but the internet connection is just so bad here lately that i've been forced to just do hot lapping rather than online racing because I was getting banned for being laggy.

Obsessed with Kyoto Ring National reverse in the BMW Sauber for now. :up: ... still a good 1.5 secs off the record. :eek:


That's a very good result then

#11 TheStig

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Posted 21 September 2006 - 14:56

Very good game. Not the most realistic one but great nevertheless. I only truly liked South City Long and Aston Grand Touring, I'm 0.8 and 0.9 seconds off the world record!

I also played Blackwood GP, but I'm almost 2 second off the record there

#12 Apollonius

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Posted 19 October 2006 - 11:00

Hi!

I'm a licensed member of LFS

I'm looking for a new team to race with, any offers? :D

#13 100cc

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Posted 23 November 2006 - 19:13

have been getting back into the game lately. For anyone in Australia or the Asia Pacific region check out australasianleague.com - league racing makes the game so much fun. :up: Extra clean racing with groups divided by hotlap times so you race against a bunch of guys about the same speed as you.

#14 Borat

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Posted 28 November 2006 - 02:11

Also if your after some fun racing again in the Aus/Nz regin coem to the "pro racing room" servers, allways racing with different cars and tracks, and allways a admin on to kick the laggers :)


Live for speed is great.... its now all i play.

#15 Dolph

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Posted 24 December 2006 - 00:24

PATCH V is out with a huge list of improvements and added stuff:

Link to list on official website

DOWNLOAD FULL VERSION : Install version V from scratch (112 Mb)

DOWNLOAD PATCH U TO V : Upgrade from U to LFS version V (6.5 Mb)

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Smoother online racing
Car sound improvements
Automatic update system
Compatible with Windows Vista
Improved support for S1 racers
New script system (details below)
Fixes and improvements in all areas

The automatic updater means this should be the last time you need to manually install a patch! :)


Changes from Version U to Version V :

Sound :

Improved car engine and other sounds, added gear whine etc.
One extra car sound is now played (now 5 including your own car)
Sound now plays at low speed, if replay at 0.5 or 0.25 speed
Skid / scrape sounds are now bounded to reasonable level
Now generated at 100 Hz resolution - same as physics
Engine can now be heard from a greater distance
Improved wind volume at low and high speeds

FIX : Corrected volume of interface sounds
FIX : Small clicks audible a few times per lap
FIX : Removed crackling of sounds related to echoes
FIX : Bug in camera position height part of sound calculation
FIX : No music when watching MP Replay with music in replays ON
FIX : Looping music buffer while selecting a track - now silent
FIX : Nasty sound clicks when cars got nearer and further away

Multiplayer :

Improved multiplayer synchronisation checking (OOS)
SHIFT+S when spectating now goes directly to garage
Garage when not in race now shows spectate and join buttons
Clicking join with no car selected goes to select car screen
Can't join race / leave pits for 12 seconds after green light
One extra car in high resolution physics (car in front at start)
Discount immediate pit stops from the "must pit" rule (cheating)

FIX : Rare crash in blue flags calculation
FIX : LFS online hosts would hang if run for 50 days
FIX : Stuck in entry screen if host has run for 25 days
FIX : Rare problem causing your car to vanish on other computers
FIX : Spectate after autocross run caused "Unknown finisher" message
FIX : A player in pits could be forced to spectate at end of race
FIX : Qualifying countdown was too short if less than 4 in race
FIX : Mandatory pit stop is now not allowed to be on final lap
FIX : RCM now has priority over race finished messages

2D Display :

Misc Option : Show time instead of FPS in-game
New path draw for game setup screen and in-game
Realistic speedometer based on drive shaft speed
Hold CTRL+SHIFT to show time instead of frame rate
User messages no longer obscure the frame rate display
Not recording message is now only displayed for 8 seconds
Messages now visible but dimmed in ESCAPE and OPTIONS screens
FOV adjust keys (5/6) now show the FOV in a temporary message
Virtual start lights are now displayed on the right by default
Small map is now never shown on the left if right is selected
Message history (H) is now hidden at race restart or SHIFT+F
Option to show small map on left or right of screen
Removed text "LEFT pit lane" and "ENTERED pit lane"
Central text now visible in SHIFT+F mode (option)
Temporary messages now visible even if fps is off
Real mirrors are now invisible if set to virtual
Added UP and DOWN buttons to options screen
Messages are now hidden in the ESCAPE menu

Interface :

Easier to get to desired FOV using 5 and 6 zoom keys
Text entry box is smaller and blocks driving view less
Button control rate option now visible in wheel/js mode
Improved instant gear shift mode selection function SHIFT+G
New general purpose save and load dialogs with rename / delete
List of games screen allows sorting hosts by clicking column title
Improved replay selection screen, added delete, rename and info
Keys Y/N (yes/no) now work on the replay skins download screen
Option to switch off acceleration view shifts in custom views
Mirror mode for driver and custom views (now in view options)
Added "all" to clocks mode options (off, real, virtual, all)
New track selection screen allows track browsing before load
Graphics options changed around to be intuitive / consistent
New graphics option : Draw sky (replaces screen clear type)
Controls screen now shows the function assigned to a button
Scroll bar added if more than 7 players in list of players
Skip intro option is now very fast (avoids loading track)
Skip intro option renamed to : Load track when starting
FIX : Button opacity option affected the colour sliders
Game setup screen : ENTER key - joins race / sets ready
Game setup screen : now shows local and UTC (GMT) time
Game setup screen : Can now use /spec(tate) X command
Cleaner replay start - avoiding flashing entry screen
Start New Game / Join Specific Game : Added ENTER key
Misc Option : 12 hour or 24 hour format selectable
Car picture can now select the car (not just text)
Some improvements to graphics options and layout
Close window button (X) does a quick clean exit
New /exit command also does a quick clean exit
Added ALT+F1 to F12 as programmable text keys
Key ALT+F4 is programmed to /exit by default
Added rename function for car setups

FIX : LOD values were rounding to one decimal place
FIX : Clutch pedal was not shown in controls setup screen
FIX : Mip bias setting was wrongly affecting in-game text
FIX : Clickable buttons in connection list at start of race
FIX : Changes were lost when selecting in car / custom views
FIX : Could not view user names in replay if MP mode was Demo
FIX : Arrow keys work in wheel mode even if assigned to KB steer
FIX : Messages were unblocked by sending any command to the host
FIX : Black screen bug changing between full screen and windowed
FIX : Move speed slider didn't work in high view if following car
FIX : Channel screen brought up a background while in game

Views :

Improved position of road car internal mirrors
Internal mirror offset limit increased to 400 mm
Separate mirror offset for custom and internal views
Single seater car shadows now visible in custom views
Cameta roll function added to SHIFT+U free camera mode
Custom view mode selection now separate for main and look
Buttons in view options to set custom view to eye or centre
BF1 / FO8 show virtual clocks if wheel draw is switched off
Maximum value reached marker added to virtual pedals
TV camera, CTRL + arrow keys change zoom and roll
Draw driver / wheel option added to custom views
Custom views are now stored in dataviews folder
Custom view settings now separate for all cars

FIX : Excessive acceleration view shift in fast cars
FIX : Formula dash live settings now work in custom view
FIX : Mirror option ALL did not show a mirror in wheels view

Controllers :

Axis, button and key assignments stored in .con files
Sequential shift automatically used for single seaters
Separate shift help settings for sequential and shifter
All steering wheels default to separate throttle / brake
Non-wheel game controllers default to combined thr / brk
Controls setup screen now shows the currently pressed buttons
Wheel turn minimum reduced to 90 degrees (for sticks / pads)
CTRL+F1 to F12 text keys are all now assignable to buttons
Car's steering wheel turns now shown in steering settings

NOTE about H-pattern shifters : A new support system for H-pattern shifters automatically uses the shifter for cars with an H-pattern shifter, and your sequential gears for single seater cars. If you have a shifter, just set the user option to "shifter". For convenience, there are two separate versions of these settings : AutoClutch, GCCut, GCBlip. That's because a lot of people may wish to use auto clutch with their paddle shift and manual clutch with their shifter.

NOTE about changing controls : There is a new script system you can read about below. When you select a car with a road / sequential or paddle shifter, LFS will run the file datascriptroad.lfs (etc). Some people may wish to use the /button command in their scripts, to assign unused buttons. For example when you drive a formula car, you have a spare horn button and you might want to use that for the pit speed limiter.

New LFS script system :

- Place text file of commands xxx.lfs in script folder
- Then script xxx.lfs can be run by typing /run xxx
- Note : CAR.lfs is run when you select CAR e.g. XFG, BF1
- Note : autoexec.lfs is run when LFS reaches entry screen

New text commands added (see Commands.txt in docs folder) :

/fov [degrees] - field of view
/ff [0-200] - force feedback strength
/axis [axis] [function] - e.g. /axis 2 throttle
/invert [0/1] [function] - e.g. /invert 1 brake
/button [button] [function] - e.g. /button 5 shift_up
/key [key] [function] - e.g. /key Q handbrake
/head_tilt [degrees] - 1g head tilt
/lateral_shift [m] - 1g lateral shift
/forward_shift [m] - 1g forward shift
/vertical_shift [m] - 1g vertical shift
/say [message] - same as typing a chat message
/echo [text] - show text only on local screen
/spec [name] - same as spectate [name]
/ctrlf [num] [text] - change text e.g. /ctrlf 1 hello
/altf [num] [text] - change text e.g. /altf 1 /view=driver
/wheel_turn [degrees] - specify turn angle of controller
/press [key] - simulate key press
/ctrl [key] - ctrl + key
/shift [key] - shift + key
/alt [key] - alt + key
/autoclutch [0-1] - turn autoclutch off / on
/gccut [0-1] - throttle cut on upshift
/gcblip [0-1] - throttle blip on downshift
/axlaps [num] - set autocross number of laps
/view [fol/heli/cam/driver/custom] - select view

IN A SCRIPT : //comment - this line is ignored
IN CHAT BOX : //xxx - short for /run xxx

/hrun X : admin can run script X on host
/exec E C : run program E with command line C

/shifter [auto/sequential/shifter] - shift mode (like SHIFT+G)
/hidetext [no/yes] - hide text (like SHIFT+F)

Windows Vista Support :

Sound now works correctly in Windows Vista
Unlocking is now possible in Windows Vista

Misc :

Added file docsCommands.txt - listing ALL commands
Updated... docsAutocross.txt - for new functions

Option : minimum time between gearshifts (debounce)
S1 users can now use the automatic skin download system
Automatic update system gives info, downloads, installs patch
FF Steps now defaults to 256 (this gives higher resolution FF)
Layouts do not set the number of laps unless a start pos exists
S2 users can see and join S1 hosts in List of Games screen
When first run, LFS defaults to desktop screen resolution
Restricted areas and route checkers added to autocross
Welcome / Tracks filename length increased to 31 chars
New car data output files (press letter O in garage)
Gearshift debounced (can't shift twice within 50 ms)

InSim : MCI packets are now available in arenas
InSim : IS_RES qualify packets sent even if not in table

FIX : Outguage reported remote cars fuel load
FIX : Driver's body optimisation was too sensitive
FIX : Selecting drag strip often resulted in 3 lap race
FIX : OutGauge now works on remote cars / MPR / external
FIX : Reverse driving in hotlapping mode now invalidates HLVC
FIX : Starting LFS with /join command needlessly loaded last track
FIX : Corrected positions of translator names on credits screen
FIX : A few wrong vertices on driver necks and marshall helmet
FIX : Mirrors and clocks sometimes corrupted after minimising
FIX : Small map sometimes went off screen or overlapped text
FIX : Unlock was lost after hibernation on some computers
FIX : CTRL+F keys did not work during replays

New file associations system :

SPR / MPR / SET / LYT files can now be opened directly
In Windows, right click and set them to open with LFS

Double clicking a SET or LYT file copies it to its folder
Double clicking a SPR or MPR file copies and runs the replay


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Originally posted by TheStig
Very good game. Not the most realistic one but great nevertheless. I only truly liked South City Long and Aston Grand Touring, I'm 0.8 and 0.9 seconds off the world record!

I also played Blackwood GP, but I'm almost 2 second off the record there


lol, please tell us which game do you believe to be more realistic? Need for speed Underground 2? :rotfl: :rotfl: :rotfl:

#16 TheStig

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Posted 24 December 2006 - 20:42

Originally posted by Dolph

lol, please tell us which game do you believe to be more realistic? Need for speed Underground 2? :rotfl: :rotfl: :rotfl:


Netkar for example, smart ass.

#17 Dolph

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Posted 02 January 2007 - 01:54

I don't see how LFS can be categorized as "not the most realistic one"... What exactly makes netkarpro so much better that LFS can be considered not realistic?

#18 Spyker MF1

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Posted 02 January 2007 - 02:02

Both are realistic but netkar way outperforms lfs in realisticity(real word?)

#19 RudiTurbo

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Posted 05 January 2007 - 00:26

lol not really, netkar doesnt beat LFS for reality at all.

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#20 cordell777

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Posted 05 January 2007 - 06:43

Originally posted by RudiTurbo
lol not really, netkar doesnt beat LFS for reality at all.

:up:

#21 Jabberwocky

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Posted 10 November 2007 - 20:41

I found this game about 3 months ago, and I think it has taken over my life :lol:

#22 Dolph

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Posted 09 December 2007 - 11:47

New patch with a new car coming out this year.

http://www.liveforspeed.com/

#23 karlth

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Posted 09 December 2007 - 21:39

Signed up for both LFS and rFactor and exclusively now play the latter.

The problem with LFS is twofold in my opinion:

Firstly it isn't mod-able and almost totally lacking in real world tracks and cars.
Secondly the engine sounds are absolutely dreadful.

Immediately after testing a real Caterham on a race track and comparing it to the ones in LFS and rFactor's Caterham mod, I preferred the latter.

#24 Limits

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Posted 10 December 2007 - 01:27

My main problem with LFS was always that it felt like the cars wanted nothing more than to flip the rear out until you reached maximum lock and then stay there. It would not spin completely and it would not straighten out. I mean, you could spin it and you could straighten it out, but it never felt natural. rFactor is completely different, it feels real. LFS is good in many areas, but as a simulator it does not compare to rFactor, or even N2003r.

#25 karlth

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Posted 10 December 2007 - 08:39

Originally posted by Limits
My main problem with LFS was always that it felt like the cars wanted nothing more than to flip the rear out until you reached maximum lock and then stay there. It would not spin completely and it would not straighten out. I mean, you could spin it and you could straighten it out, but it never felt natural. rFactor is completely different, it feels real. LFS is good in many areas, but as a simulator it does not compare to rFactor, or even N2003r.


That is a good point when you mention it.

#26 Limits

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Posted 10 December 2007 - 11:20

The LFS people will not agree but I will not want to get involved in a typical "my simulator is better than yours" discussion so I just state here and now that it is my personal opinion and I will not defend it any further. It is perfectly ok to have another opinion :)
Simulators is also depending a lot on your hardware, both the computer and the controllers, so maybe my observations is only valid with my setup.

#27 SteveG

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Posted 20 December 2007 - 22:02

Well I have LFS, rFactor, GPL, GTR, GTR2, GTL etc etc, I play theam all quite often using my old Momo wheel and Pedal set up, which has since been bettered by some of the newer devices such as the Logitech G25. I have a state of the art PC with 8800 GTX's etc, so have no issues with running them all with maxed out settings and I see it like this.

rFactor is the best game for solid tracks and cars, but I really struggle to find cars that are life like for this game, and find the 'feel real' plug in makes it worse (thought this is probably due to me being poor at using it and getting the most from it). I think the Caterham, Fabcar and GT3's are pretty good, and having owned a Caterham and GT3 I feel able to at least have a perspective on these, but most of the cars just lack feeling to me, but then that is the case for all of the games to a lesser or greater extent.

GPL I still think has the best steering of any of them, I thinkg their deployment of force feedback was about as good as it gets and I think LFS 'feels' more realistic on some of the cars than rFactor. I also rate GTR2 and GTL as very good, and think the have better steering feedback than rFactor.

The truth is though that none of them are close to the real thing and never will be until they can impose forces on the body and give feedback through the pedals. Great fun though!

#28 Risil

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Posted 20 December 2007 - 23:51

Originally posted by SteveG

The truth is though that none of them are close to the real thing and never will be until they can impose forces on the body and give feedback through the pedals. Great fun though!


I don't like the idea of giving a computer that much control over my body. It's just asking for it, IMO.

#29 karlth

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Posted 21 December 2007 - 10:21

Originally posted by SteveG
Well I have LFS, rFactor, GPL, GTR, GTR2, GTL etc etc, I play theam all quite often using my old Momo wheel and Pedal set up, which has since been bettered by some of the newer devices such as the Logitech G25. I have a state of the art PC with 8800 GTX's etc, so have no issues with running them all with maxed out settings and I see it like this.

rFactor is the best game for solid tracks and cars, but I really struggle to find cars that are life like for this game, and find the 'feel real' plug in makes it worse (thought this is probably due to me being poor at using it and getting the most from it). I think the Caterham, Fabcar and GT3's are pretty good, and having owned a Caterham and GT3 I feel able to at least have a perspective on these, but most of the cars just lack feeling to me, but then that is the case for all of the games to a lesser or greater extent.

GPL I still think has the best steering of any of them, I thinkg their deployment of force feedback was about as good as it gets and I think LFS 'feels' more realistic on some of the cars than rFactor. I also rate GTR2 and GTL as very good, and think the have better steering feedback than rFactor.

The truth is though that none of them are close to the real thing and never will be until they can impose forces on the body and give feedback through the pedals. Great fun though!


Have you tried the Caterham mod with RealFeel? As you I have driven a Caterham on a race track and it came as close as a simulator can be in my opinion.

Perhaps though it is the wheel as I have a G25 which has considerably more advanced force feedback.

#30 TF106

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Posted 22 December 2007 - 12:48

We are pleased to announce... Patch Y!

The patch contains many updates including :

- New car - Formula BMW FB02
- Updated South City track
- Updated Blackwood track
- Improved AI drivers
- Improved Physics
- Interface updates
- New training lessons