Yep, im aware of some strange stuff.. Ye increasing Caster eas some way back but idk why i reduced it maybe when i rebuilt the suspension.. But I'll definitely modify it asap
Im using mouse for steering so i have 0 feel of how it would behave on a wheel
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