It's probably not that. The question was about contact points, that is how the game checks if a given wheel touches the road or other objects, and at which point(s). There are probably only 2 contact points per wheel. https://youtu.be/A3Ue0w6b33A?t=70
Yes, I know there are both direct and indirect (ambient) shadows on the screenshot that I posted. What I meant is that the shape of the indirect shadow is strange, like there were holes in it around the wheels. The parts that may be considered indirect shadows from only the wheels (?) are too narrow and on the outside. BTW, the shapes of indirect shadows are probably not changed from the current public version.
Car shadows are not affected by atmospheric fog. They look a bit strange from a large distance, but I don't know if it's a bug or is as intended for this patch. The quote below might suggest the latter.
Probably not, because it switches LFS into Shift-F mode.
I played with this program months/years ago and was able to run it now. With LFS TV Director GUI you can switch the current car by clicking on the list and then the driver name is shown at the bottom in LFS - see the screenshot.
For suspension we have Shift-L view, but maybe you meant something more advanced showing how the forces are transferred to car body etc. I vaguely remember some plans for suspension improvements being also mentioned a long time ago in connection with the tyre model.
I'm trying to detect a car model of the currently viewed car in a single player replay. I am able to get the state changes with id of the viewed player. However, the only way of mapping this id to a car model (that I know of) is through the data received earlier in IS_NPL packets (new player joining). These packets don't seem to reflect what is happening in a SPR being played, I only get them during an actual race.
I have tested on Linux with Wine and an old mobile Radeon GPU using open source drivers which have poor performance. In the worst places on Westhill from the cockpit view the framerate went up by around 40 % in 0.6H5 when compared to 0.6H (in 0.6H4 it was maybe 15 % better then 0.6H). Very impressive!
The DLLs in ~/.wine/drive_c/windows/ are not the proper DLLs, they are just Wine placeholder DLLs. You need to download the real ones, for example, the files from http://www.dll-files.com look ok - just choose zip version.
Here are the checksums of the files that work with LFS on my Linux:
I think the difficult part is that the notes should be played before the place where they were set (for example, during recce you know the turn severity only after driving through it). In addition, how much in advance they should be played depends on how fast the car is and on specific driver preferences (RBR has earlier-later slider in the settings, AFAIR, some version of Dirt, too).
Just a few thoughts... A combination of GAs and racing seems interesting^2.
The approach you described could maybe slightly improve a prescription for already good lap around a track, but I don't think it has a chance to work from a random population. The desired steering inputs at any situation are strongly dependent on the lateral position on the track, car heading (relative to the road axis) and its current speed, not only on the reference points which you use. The "genes" should somehow express this dependence on many parameters. In this way virtual drivers evolved by the GA could be able to recover from errors. This is needed because at the beginning they will almost always be far from the perfect line and speed.
Regarding the fitness function, there should be a penalty for driving off the track, but the simulation of a single driver should not be stopped then. By stopping you are not allowing off-track virtual drivers recover and potentially shine in other places on the track.