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Street Legal 1: REVision News

Major Update May.30.2025: SL REMIX!

We all know the cheetah runs faster than the dog, let alone a rusty one...
It's just the natural order of things, you'd be crazy to expect it any other way!

Or would you? For the nefarious Rusty Dogs have made deals with the Devil to turn Valo's racing scene on its head!
Did it work out for them? Find out in SL1R's second Major update!
[h2]REMIX Mutator[/h2]
Shuffle the clubs!
Start out with Category 1 cars as usual, but not necessarily as part of Rusty Dogs Racing Club;

How about racing a Remo as part of North West Racing Club in the North end, then a Kurumma with Club Cheetah on West side, an ST9 with the Rusty Dogs in the Southern district, then finishing off as a Speed Maniac in the East with a Furrano?
How about any other combo? Start a new career with the REMIX mutator, and see what you get! :)
[h2]MANIA Mutator[/h2]
This second new mutator is all about keeping the adrenaline pumping!
Through the power of that newfangled cellular network, you're in touch with your fellow racers with no need to blare horns at the sidewalks!

You'll get to start the next race immediately after completing the last, no honking at pedestrians needed!
With the NITRO mutator enabled, N2O is refilled every few races won; The higher your car's N2O capacity, the rarer the refills.
Once you're done, towing to garage is free, as long as you've won at least 3 races.
[h2]What else is new?[/h2]
Framerate dependence in vehicle dynamics simulation has been eliminated! Not only has physics consistency been greatly improved, but all motion will finally again appear as smooth as it did back in the day;
Audio stability has been improved a lot, alongside addition of a couple new sound effects;
Binds for most wheels & controllers can now be assigned without issue, new cursor improvements, more natural vehicle handling, and more!

Read on for details! :)
[h2]Audio[/h2]
  • Adjustment of in-game volume settings no longer affects how sound playback priority is chosen, which would lead to sounds easily cutting out.
  • Smooth fade & pan effects.
  • Fixed stereo / surround effect cutting out at specific camera (microphone) angles.
  • Increased maximum simultaneous sounds.
  • Car engine SFX will come from the actual engine position (not always front).
  • Added SFX for opening / closing of doors / hood / trunk.
  • Added cooling engine metal contraction ticks.
  • Fixed water SFX constantly getting interrupted.
  • Fixed broken doppler effect in first person mode.
  • Fixed N2O SFX not playing on first use.
  • 'Cash' SFX doesn't play an extra time when returning to garage after spending money in the catalog.

[h2]Framerate & related[/h2]
  • Motion of physics objects (including your car & camera) now appears fully smooth.
  • Vehicle dynamics simulation now works correctly at any framerate, with no consistently measurable performance difference (well under 1%, if any) between 30 and 1000 FPS.
  • Tyre wear had to be tweaked for the above change;
    You're most likely to see reduced rolling wear and increased skid wear, but reality depends on what framerates you were running the game at before the update.
  • Now that specific framerates aren't giving you a magical power boost, cars (both yours and those of opponents) will sometimes be slower than before;
    "Rocket Butterfly" achievement may become more difficult than before, but is still very much possible, while the ever-confusing broken puzzle that was the "All You Need" achievement now has a different solution, now one fully in-game! Continue reading for a hint :)
  • Reworked in-game FPS limiter, designed to minimize input latency;
    Minimizing latency comes at the cost of less consistent frametimes, so you may still prefer to continue using an external limiter, like RivaTuner or graphics driver.
  • Framerate limits can be set for gameplay & menus separately.
  • Eliminated some sources of frametime stutters.
  • Race Setup pan & zoom are no longer limited to 100hz.
  • Fixed door / hood / trunk swing appearing more laggy as framerate increases.
  • Consistent first person walk physics at any framerate.
  • Fixed Normal paint nozzle flow rate increasing with framerate.
  • Photo mode camera look sensitivity is no longer tied to framerate.
  • Fixed increasingly slowed garage / chase camera movements as framerate exceeds mouse polling rate.

[h2]Input & related[/h2]
  • No more input seeker choice paralysis during binding.
  • Binding of analog axis now includes a calibration step, where you must max out the input.
  • Automatic axis inversion (relevant for some pedal sets).
  • Because of the above changes, you should be able to bind controls for just about any device, but If you still do have trouble with wheel / controller compatibility, you can check if your devices & inputs are recognized at all inside the new INPUT MONITOR tab.
  • Added a steering deadzone slider to the little pause menu.
  • Added a button to instantly swap primary / secondary car controls.
  • Increased maximum configurable strength of emulated FFB (not to be confused with real FFB).
  • Adjustable max in-car steering wheel angle, up to 1080 degrees.
  • Sensitivity of mouse driving controls can now be adjusted.
  • Driving mouselook lock setting is automatically enabled when Mouse X / Mouse Y are bound for car control.
  • Up to 8 mouse buttons are now recognized, up from 4.
  • No more input 'wheelspin' from very fast scrolling.
  • Fixed jaggy inputs while slow motion is active.
  • Fixed (removed) brief forced throttle cut upon shifting gears with the clutch active.
  • Race Setup prize can now be adjusted with Shift + Scroll.

Regarding force feedback: We are aware of it not working on some Fanatec & Moza wheels, and we'll be working on this soon! :)

[h2]Cursor[/h2]
  • SL1R now uses the OS cursor instead of its own virtual cursor;
    This means much lower input latency, and a better windowed mode experience. In-game mouse sensitivity adjustment is also no longer needed.
  • Cursor will only be locked to the game window when needed.
  • Yellow cursors as seen in the final SL1 patch (and also pre-2.3.0 SL2) are available as an option.
  • Cursors come unpacked for easy editing / replacement in the game folder.
  • Fixed cursor sometimes getting stuck upon switching to / from photo mode.

[h2]First person mode[/h2]
  • Reworked walk physics for much better consistency & smoothness.
  • Fixed first person driving view getting shifted around by seemingly unrelated car damage (properly this time :D).
  • Fixed super gradual look direction drift while driving.
  • Fixed slight camera jitter while driving.
  • Left-clicking while driving at speed will no longer release steering wheel.
  • Auto-reset for view direction after cycling through onboard driving cameras.
  • Reduced look latency.
  • Look sensitivity is no longer influenced by other mouse settings;
    You'll probably want to change this sens in the options after installing this update.

[h2]Options[/h2]
  • Moved some options to a new STYLE OPTIONS category.
  • Added option to revert to the original SL1 skydome, with the grass on it.
  • Added option to disable car drivability check on garage exit, for those who rather do diagnostics without hints.
  • Added option to black out widescreen filler textures of 4:3 menus, for more of a retro feel.
  • Some option labels now include "CLASSIC" or "REVISION", to make it clear what's historic and what isn't.

[h2]Cars / parts[/h2]
  • Completed Badge grill texture (Thanks to sum86 for help!).
  • Less blatant missing textures on Coyot doors.
  • Completed Coyot grill texture / materials.
  • Reduced how prone cars are to slowly sliding sideways when parked.
  • Parts unlatched by damage will no longer appear closed flush until manually relatched / reinstalled.
  • Fixed part inventory previews sometimes getting offset.
  • Imported SLRR cars (see car_convert folder) will bias more towards generating with larger of the compatible wheels.
  • Fixed tyres temporarily retaining too much grip after deflation;
    A mid-turn tyre pop is again as scary as it was in the original SL1!
  • Realistic REV limiter logic: Reacts to excess, rather than trying to predict & prevent it.
  • Driving into water speeds up engine cooling.
  • Fixed engine cooling rate not adjusting according to airflow / thermostat state when the engine is off.
  • Removed an old physics cheat force, which would unnaturally dampen cars' angular momentum;
    Car rotation will feel more weighty & predictable.
  • Autoclutch reacts faster to drops in RPM.
  • Less transmission wear from normal use, but more from abuse.
  • Added port NOS for inline 4 engines, exclusively available at the first auto shop after becoming #1 of 2nd club.
    Also used by the few racers still running I4 engines in 3rd club, if you have the NITRO career mutator set.

[h2]Video & camera[/h2]
  • Reduced pop-in at the edge of view range.
  • Almost completely eliminated object pop-in when quickly swinging the camera around.
  • Fixed dynamic chase cam FOV sometimes not working correctly.
  • Chase camera now instantly matches the car's speed, rather than getting tugged from a standstill on switch-to.
  • Fast mouse movements won't cause the camera movement to 'dig in' as hard.

[h2]Valo City[/h2]
  • If you manage to find a racer without ever honking at a pedestrian, the pedestrian honk hint arrows will not remain shown while racing him.
  • Fixed pedestrian arrow not showing up at night.
  • Patched a physics quirk sometimes causing things to get stuck while emerging from water.
  • Consistent, non-random layer priority for navigator markers;
    Race info won't be obscured by shops, cops & other nonsense, stuff won't flicker, player arrow will always be layered on top + more!
  • Pedestrians will always give you the location of the auto shop in the current district, rather than forcing you to discover the shop associated with your current club first.
  • When playing Junkman mode with settings to hide navigator by default, you can now ask pedestrians for location of your garage, to make the navigator show up. This would normally be solved by asking for shop or racer, but both of these options can be unavailable now.
  • Fixed mentions of cash prizes upon winning races in Junkman mode, if Classic career has also been played during that session.
  • More accurate colliders for the district barricades for which such a change doesn't make bypassing them exceedingly easy.
  • Fixed racers sometimes not responding to honks until marked by a pedestrian when the LOADING STATUS TEXT setting is enabled.
  • More consistent visual steering angle from cars participating in traffic.
  • Fixed bumper & vent body color bleed on Loco (pickup).
  • Fixed Mark II (sedan) texture regressions introduced with REVision Edition.
  • Optimized texture formats (faster loading) for SUV (minivan) and Loco.
  • Fixed chance of incomplete removal of racer cars, causing confusion for traffic cars.

[h2]Garage[/h2]
  • Fixed some cases of dirty freehand paint application.
  • Fixed garage photo mode being possible to enter at weird times, leading to bugs.
  • Fixed occasional buggy OSD layering.
  • Fixed garage still sometimes telling you to go to the dealer and buy a car, even though you were just there.
  • Fixed hovered part info no longer showing up after switching to Painter mode and back while in first person mode.
  • Fixed possible game crash from fat-fingering the 'Hit the Street' keyboard shortcut.

[h2]Misc[/h2]
  • Tweaked collision physics to assume more energy absorption through deformation, reducing how much objects (including cars) bounce off each other on impact.
  • Fixed some of the included tools not running on Windows XP.
  • Launcher now makes sure working directory matches actual install location, to avoid issues when launched with some external programs.
  • Fixed maximum Junkman pink chance of 99.9% getting rounded up to 100% in text.
  • Complete Junkman career with the new REMIX mutator to earn a new Steam achievement!

Have fun! :)

Update #2 for wheel / controller support beta!

Initial post for context:
https://steamcommunity.com/games/1571280/announcements/detail/537721107195628017
The beta has again been updated according to feedback received!
The previous update helped, but we quickly learned that the system still wasn't versatile enough;

So, with this update, we introduce axis calibration!
As you bind the controls, you'll be asked to max out any analog input you give - this will make sure the inputs are interpreted correctly, and that the full range of input is actually available to you.

In theory, as long as SL1R can pick up your controller's input at all, it should now be able to correctly interpret just about anything! Again, please do let us know if this works as well as we hope it does! :)

Even if you had no issues with wheel / controller support before these betas, we'd still appreciate feedback on this system from you, as these changes would ultimately affect ALL wheel / controller users.

Try the beta:
Library > Right-click SL1R > Properties... > Betas > Beta Participation > public-beta

Thanks again and stay tuned!

Update for wheel / controller support beta!

Previous post for context:
https://steamcommunity.com/games/1571280/announcements/detail/537721107195628017

The beta has been updated according to feedback received!
SL1R should now properly handle devices that send inverted signals (100% at rest, 0% fully pressed), as some pedals do.

This previously caused choice paralysis for the input binding system (many "active" axis when you're not actually pressing anything), and even if you were able to bind them, your throttle would've been stuck wide open until you stomp it shut with your foot :D

Please let us know if the changes we've made work as well as we hope they do :)
Library > Right-click SL1R > Properties... > Betas > Beta Participation > public-beta

Thanks and stay tuned!

Wheel / controller support beta!

[h3]What's going on?[/h3]
Ever since the first public versions of SL1R, we've read of players having troubles with wheel & controller support on the forums.
With a limited selection of controllers available on hand (none of which are affected by the issue), and various other issues (relevant for more than a subset of players) demanding our attention, we've been slow to get around to starting to untangle the input handling intricacies of the Invictus Engine (we at ImageCode are not the original developers of SL1 & SLRR, remember :)).

[h3]Nice excuses, so what's this beta about?[/h3]
If you've been unable to bind controls for your wheel or controller, with SL1R simply displaying "Waiting for input..." in the lower left corner, try the beta!

Library > Right-click SL1R > Properties... > Betas > Beta Participation > public-beta.
Then let Steam install the beta and launch SL1R!

[h3]In-game[/h3]
You should now be able to bind controls without issue! If not, then the text in the lower left corner will now be more helpful than before!
If it still simply says "Waiting for input..." no matter what you move/press on the controller, then check the new OPTIONS > CONTROL OPTIONS > INPUT MONITOR tab;

In this tab, the name of your controller should appear alongside "SysKeyboard" and "SysMouse" on the right side;
If it does not, then this is some different (likely external) problem, and this beta will not help you.
If it does, then press some buttons and move some analog inputs around! You should see a live display of ALL active inputs on the left side, from your controller and also keyboard + mouse.
Device will not be listed on the left if no active inputs are detected.

Let us know in the comments or on the forums of your results!
With no affected hardware on hand, the usefulness of these fixes is purely theoretical at the moment, so ANY feedback is helpful for getting this figured out - please don't be shy :)

If the beta helps, then great! You need to tell us that it does, so we can confidently include this fix in SL1R :)
If not, then it would be helpful to know what controller you're using, and what the text in the lower left corner says as you try to set bindings, alongside whether or not your controller & any of its inputs are detected in the INPUT MONITOR tab.

Thanks a lot for your continued support!
Let's figure this out! :)

Update Feb.02.2025: Vision REVision!

[h3]Video[/h3]
  • Added in-game option for MSAA. Defaults to 4x. If you see a performance regression, this is probably why.
  • Added option for vertical sync.
  • Added options for texture filtering. Results can vary per GPU vendor / generation; Reduce this if surfaces appear oversharpened. Doesn't meaningfully affect performance.

These basics no longer need to be forced via graphics driver :)
[h3]Damage[/h3]
  • When a body part is fully destroyed from an impact, damage to chassis is now applied from the point of impact, not the part's attachment point. This means no more weird stretched engine bays from impacting the hood, or stretched rears from ripping off rear bumpers. Damage is more predictable, and more varied now.
  • Reduced how much health far-away parts lose from chassis impacts - you're much less likely to shed ALL parts from a big impact now.
    This change does not apply to imported SLRR cars, as the extra damage is needed to make sure their removable fenders fall off.
  • Reduced the boosted engine block impact resistance from 225% to 150% to compensate for the above change.
  • Opening trajectories of hinged parts can now be offset according to deformation.
  • The suspension segments of the damage indicator will now light up to indicate suspension mount damage on the chassis, if this is more severe than the normally-indicated shock wear.
  • Fixed some wheel damage parameters not saving.
  • Driveability of cars with missing wheels is back to how it was in SL1.
  • Brakes scraping on the ground no longer produce tyre squeal.

[h3]Performance & stability[/h3]
  • SSE/SSE2 CPU instructions are now in use. We've observed a performance improvement of up to 20%, but SL1R now requires a CPU made within this century :(
  • Reduced renderer CPU overhead.
  • Vertex processing is now fully performed on the GPU, if supported.
  • Resource cache is now only cleared when memory usage gets too high. This means less stuttering!
  • Fixed police cars sometimes bugging out, then sometimes causing screen flickering and/or game crash.
  • Fixed several bugs in car engine performance calculations, causing the tach needle to disappear and subsequent stability issues.
  • Engine performance calculations can now skip redundant steps (slight speedup).
  • Heavily deformed or misconfigured hinged parts will no longer cause game stability issues.
  • Fixed the "two cursors" fullscreen startup focus bug.
  • Fixed eventual crash after minimizing the game with an active decal preview render while in fullscreen mode.

[h3]Cars & parts[/h3]
  • The unique repair price of tyres is now considered when calculating sale price. Tyres above 80% wear are considered 'like new', and can be sold without the new penalty.
  • Similar logic applies to brakes.
  • Fixed Yotta headlight glow position.
  • Brake & reverse lights react to your inputs without delay.

[h3]Valo City[/h3]
  • Fixed police not ramming those who refuse to stop. Unlike in SL1, they will calm down if you DO stop.
    We'd like to hear from you guys on this! Maybe they should stay as brutal as they were in the original? :)
  • Birds don't sing at night anymore.
  • Fixed traffic cars stopping too late before intersections.
  • Improved traffic flow control - you will now see traffic cars driving all the expected roads when you look across the water into a locked area or sneak past the barriers :). A rare 'wrong place at the wrong time' game crash is also avoided now.
  • Fixed opponents sometimes getting stuck in first gear.

More to come! Stay tuned! :)