That sounds like a problem with Logitech's software, which is notoriously bad. I gave up using it for scripting years ago because they kept breaking things.
LFS script files & binding controllers to /press 3 etc in the CTRL+ ALT+ controller options pages still works fine in W54.
FWIW, if you want to bind whatever controllers (including several buttons/controllers for the same action) to the lights keys, you can use TC Lights https://tc-g.uk/TCLights
Since it would be automated, exporting one set per configuration would avoid having to make a decision. That would be needed for mods like the RC car, as each config is an entirely different shell.
The latter, basically this one: https://www.lfs.net/attachment/264151
People often use them overlaid over the skin using a blend mode to fake a shadow effect, hence the name. Can also be useful to see the contours more easily.
Looking good, just need some vector wireframes for ultimate precision
A suggestion that might be simpler than that - as it stands, this still requires mod creators to create and supply the skin templates themselves, which I'm sure won't happen in all cases.
Would it be possible to automatically generate and pack the skin templates in the mod export to be available to download as a zip on the mod page?
It tries to use the first instance (in the entire model) of the special "l_" name as the light. If you have more than one instance, it will ignore all the others so they don't illuminate.
This is easily done by accident when working with sub-objects, as the colours often get duplicated when importing/exporting/merging etc. I've also had it where there were some remnants in LOD2 that took ages to track down.
I guess this is why there are several special "l_" names for certain types of light (4 indicators, 4 brakes, 3 tail. There's only 1 of the other types).
If it's not to complicated to remove the restriction of 1 per name, that would make texturing more complex lights configurations a lot less hacky.
Can't think of a reason to use it on a dedi server - I think it would only be possible to do by typing into the console?
I suppose it could be used to allow two different insim apps to communicate, but there are other, probably better, ways to do that.
Guests would use /i for that anyway - /o only works on the local LFS
I asked a few days ago on the server whether it had been reported yet - I was told "yes, several times". Evidently not reported on the forums where it would actually be useful
Bug:
You can't place chalk objects (maybe others too) on the ground on the crown of the roads at X=0 or Y=0.
If you place one nearby and bump the X or Y position in a way that should take it to zero, LFS gives an error "Can't move : invalid position". See attached
Isn't that exactly what one of the blocks in LA1 already is (minus perimeter wall)? You can confine yourself to one of those without crossing a road and they're already 1km x 1km.
I can't get mine to look that bad on 4x AA, so it might be video compression making it worse - I have to turn down to 2x AA to get it to look like that.
Also check that your GPU driver isn't messing with things, because that can completely override the game's AA setting and even change the AA mode.