That's exactly how I used to have my setup back in the day, it works well (though not tried it with mods).
IIRC, the idea with the power steering was to make the steering weight more consistent between cars. Like an overall target weight, rather than just a global force multiplier (which is all the ffb setting is).
Yes, hence it would need to be optional as a server setting.
It would only really be useful for organised events where you can enforce racers to have the *default* colour at the beginning of their name, which would mean the old colour behaviour (ahead/behind/lapped etc) would still apply to racers' arrows, but course cars with coloured names would show that colour instead.
Thought of a potential use for the arrow colours even when lap timing is available - though it would have to be a server option:
From what I can tell, if people use the default name colour, it uses the default arrow colour?
If so, it might be useful in organised races with safety/course cars to be able to enable the arrow colours. Racers would start their name with the default colour & have the default arrow colours, and course cars would pick up the custom colours. This means racers can easily see where the course cars are.
Not sure how good it would be for chases on cruise servers, as it will make it even easier for police to follow where a car is going on the map. Given the highly competitive nature, it would change the balance a bit.
Nice, especially now GRC/VHPA seems to have problems saving setups correctly these days.
Would it be simple to also mark where the shift point (ie when the shift light comes on) is for each gear? Maybe some kind of marker on the sliders?
To add to this and throwing it out there for the potential future overhaul:
I've been thinking for a while that it'd be really handy to have parametric objects, especially for anything linear like the armco/barriers. Being able to have (somewhat) arbitrary length & curve radius would be really handy.
Also adding a request for 3-high armco (ie F1 armco walls) while I'm here
Been having some trouble with this batch, the processing order was a bit funky so I needed to manually sort them and I'd managed to break my screenshot code. Hopefully uploading shortly
Only some conversions as far as I know. OEMs use 2 or more motors because it's simpler and a front to rear transmission takes up valuable battery space.
Depends entirely on the controller. Some software has it, some don't, some don't have software at all (XBox controllers being the highest profile), some old controllers' software won't run any more but generic drivers still allow them to be used.
This was mentioned a while back, but was there any further thought on separating unlocks between the editor and LFS? People who use the modeller will be burning through twice as many unlocks now.
Be careful with the values in that thread, several - especially in the first post - are quite wrong. Some were corrected in text some posts later.
I have to agree that having the numbers auto-generated would be nice, however how useful they are does also depend on the angle of the specific body panels vs the map's projection. It would give a good guide to the roughly perpendicular ones though.
A value *per polygon* would be most accurate, but that's probably not practical
Just to add, (not that I've tested this) even if you're not using reflected triangles I think you should be able to copy the mapping and the cutout, change the new mapping to the new cutout, then move the new cutout position to immediately below the previous one on the skin page.
Not entirely sure how flipping the mapping for the sides works in the various mirrored/not mirrored situations, but you should at the very least be able to rotate the new mapping's heading (h) through 180 degrees.
Edit:
The tricky thing with the cutout/mapping combination is getting them the same aspect ratio to avoid stretching in the skin file. As far as I know, this *does* require fiddling with values and doing calculations. Nearly all the default LFS skins are are wrong aspect; most of them are different on the front/back vs the sides (though the top and sides are usually the same).