LFS EDITOR Related.
When making the driver side switchable
The textures should flip to look properly specially when having a text.
This is done by either naming the mapping as U_Name or by duplicating the the mapping cutout and flipping it (flip button) and using it as an opposite side cutout for the same mapping.
However, non of these work on subobjects
It only work on Main object
Tested the previous methods dozen of times and it just wouldn't work as intended on a subobject.. Full flip & side swap won't help either.
Also, it seems like we can't put exhaust restrictions on setups inside LFS Editor aswell.. There's no option there.. Only inside lfs
I think i just said a shitload of nonsense lol
Ok so the real thing, the vertical imaginary axis on the wheel itself should cross with the axis of the blue tube (half upright) in the point of where the wheel touch the ground.
As i understood, the less the offset the less the wheel rotation center is far from the pivot point (ball joint)
So in theory when there's longer offset then there's longer rotation diameter and the center of the wheel move while rotating aswell, where the ideal scenario is the wheel rotating around it's central point wiwh is almost rigid.
That central point is in the middle of the half upright arm (the blue tube)
So the less offset the more center the wheel or the rotation point is more realistic, but definitely not 0
I hope i got that right
the limitations on default setups count is 4, so that limits me from adding more setups
The 4 default ones i made to showcase the 4 different variants with a small difference between some of them.
I can help you with making a setup for high speed cruise,
It depends on stability and grip, so i suggest :
lowering the vehicle height
Adding a bit of stiffness but not too much as it will be bouncy then
More bump damping
I wouldn't change the anit roll imo
Using road_super tires with medium pressure
And maybe change the differential lock
That should do it i think