AC, ACC and rF2 all have canned efects as an option (enabled by default.) iRacing and AMS2 are the only other "sims" that don't have such a thing.
Trueforce is basically a bass shaker in the steering wheel. It supplants, not replaces, the traditional DirectInput FFB mechanism (although the LogiAPI does enable a higher refresh rate for FFB that DI can't).
Bassshakers have become fairly popular (with iRacing having native support for it, most use SimHub to add it for other sims) to add haptic feedback for going over kerbs/road noise/sliding/etc. I quite enjoy mine even though I have one of the cheaper setups (just a single Buttkicker Plus under my simrig).
Thrustmaster has a similar system to Trueforce in their GTII wheels but unfortunately it's locked to console only (and more specifically, Gran Turismo).
Unfortunately Trueforce isn't as simple as just driving another audio device (like Basskickers and other Bassshakers), you need to use Logitech's API to drive data to it.
Scawen may be able to get access to an updated version of the logitech library, but it would be nice if he were to focus on that to also support "generic" bass shakers. iRacing is a great example of implementation in this space as it also has access to physics info directly for generating effects where most others are forced to derive effects from the telemetry data.
You'd have to install snap. Deck ships with flatpak by default and installing Snap into SteamOS isn't trivial (and may get wiped out during an OS update if it requires writing to the rootfs
I mean that whole concept was tried for years and years to ban violent video games in the US and all that ended up happening was the main lawyer driving the lawsuits ended up disbarred.
There was never any evidence of video games contributing to an increase in violent behaviours.
Very marginally, yeah. But you'd probably just decompress them once and store them in RAM. So it'd make car loading slightly (imperceptibly) slower and still store it in RAM.
While adding a bunch of complexity dealing with an mp3 decoder to put sounds back to WAV (essentially) before use.
Mods as good as these make me wonder if Scawen would consider at making some mods "official" content that ships with the game. Then they get established as supported content by the devs and can be relied upon to never be removed by the author if something happens.
In the controls, you can bind commands to buttons.
Those commands can be customized which includes:
/light ind [off/left/right/all] - switch indicators/hazard lights
/light head [off/side/low/high/low_off/low_high/next/prev] - lights
/light [rfog/ffog/extra] [off/on/toggle] - switch fog/extra lights
/light all [off/on] - switch all switchable lights off/on at once
You can also use "/key 7" to have a button press any arbitrary key, including the default for turn indicators.
Customize as you see fit.
Commands.txt in the LFS folder is a useful reference guide.
AC's also been an abandoned project for 7 years at this point?
LFS is still under active development.
It's also still 1/2 what most new games retail for. Even games that churn out the same "new" game every year with incremental changes (and a few things taken out so they can add them "new" in 3 years)
I think that'll be something that could come with the graphics + physics update as the editor is actually using that "branch" of LFS, hence some minor differences between the two when building mods.
Browsers generally won't allow you to "down protocol" for a lot of resources. Download links seem to be the worst ones because they just silently fail (in Chrome at least) but for things like images/script assets, it'll just display "not secure" or similar in the browser bar rather than the HTTPS "lock" (and potentially refuse to load them based on a bunch of different conditions)
Pretty much anything with a hinge I think. Hood or doors is the obvious one to me. No multiple sets of hinges so it'd probably be one or the other. Still a lot of interesting things it could be used for outside of just lights
For people to give reasonable feedback and suggestions.
It's a good thing that what you "think needs to change" doesn't actually matter. It's Scawen (and Eric/Victor)'s project. And it is under development. Scawen's spent the better part of the last 2-3 months in a test patch phase adding a lot of community requested improvements to the modding system.
And I'm sure Scawen's family wouldn't appreciate it going open source considering I'm sure they enjoy eating food and having the lights on.
Just because the simulator isn't developing in a direction you like doesn't mean there's no development. Hell, in this thread alone you've said some ridculous things that go against most conventional wisdom about racing. (drift being faster than "grip" lmaoooooo).
And I don't believe that you were even born when LFS was "incepted" with how you behave.
Exactly 0 development would happen if LFS was open source becuase as much as everyone talks a big game, the reality is the majority have 0 actual capabilities to make the changes they desire.
Not to mention a successful open source project does require a project lead to act as the benevolent dictator for the project and none of you kids who come in with "just make it open source" would be capable of listening to anything other than the sounds that come out of your own ass.