Welcome.
Regarding wheels, there is no "Logitech Momo racing G25."
The "Logitech Momo" and "Logitech G25" are two seperate models, not sure which one you have?
Those are the two wheels I also used and had lots of fun with both.
The Momo is a bit dated by now, with its small turning range of 240° (if I recall correctly) and the pedals feel quite lightweight but are useable.
The G25 is also older but still a good choice. It comes with a clutch and H-shifter which is nice.
The later models are named G27 and G920, I have not used those but I think not much has changed in their construction.
For the brake pedal, sometimes people put in a harder spring, pieces of rubber or a small ball so that the pedal feels stiffer.
There is also the option to modify the brake pedal with a "load cell", so that braking strength works by how hard you push the pedal, instead of how far.
Another popular brand if you are willing to "go up one step", also in price, is Fanatec.
There are also direct-drive Wheels, which give stronger and more accurate feedback but it can get pricey quickly.
If you are into electronic tinkering then you can throw in something like this:
For tripple-screen I had removed the frames on my screens (quite old ones with wide frames) so that I could put them closer together. In graphics options there is a useful setting "bezel compensation" where you can set how wide your screen bezels/frames are.
Maybe also: selected gear
For example to animate moving shift lever.
(At least some types. Not sure how to transform "1 to 5" into the two-axis movement of a H-shifter.)
continuous / constant
for example cooling fans that alway spin at same RPM
Is it possible to link moving objects? By attaching them as sub-sub-objects but also by using one as input for the other.
For example an moveable rear wing that on braking moves upwards but also rotates.
That might allow oscillating movement. (Use a rotator as input for a slider to get a circling back&forth motion)
Open source is does not magically compact a decade of work into a few weeks.
Usually in OS contributors work only on the project in their free time. Rarely does that mean a more than a few hours per week.
People tend to be unreliable, they take long random breaks or quit without notice.
Money is a necessary evil that allows developers to concentrate on LFS instead of working 12 hours per day in a steel mill or coding 850MB sized printer drivers or whatever.
It is also interesting to look at other open source racing games, for example Speed Dreams: http://www.speed-dreams.org/
It is based on TORCS and if you see that as its starting point then it has been in development longer than LFS.
Speed Dreams is a great project and it even has some features LFS does not have. For example weather or track editor. If I recall, mentioning it due to recent interest: it even has live delta timing!
But in my opinion LFS is overall more advanced and polished.
Regarding bugs and abuse of certain flaws, those do exist in every game.
iRacing has maybe the biggest budget of all racing games and even there players continue to find new exploits like "brake dragging" or "driving on grass."
The problem was simply that this was originally posted in a Test Patch thread. There is a sticky "Rules" thread and important messages are repeated with big colored letters in first post of current thread. It is nothing to take personal, it has always been that off topic routinely gets removed there.
Does this happen with the test patch, too? https://www.lfs.net/forum/thread/106005-Test-Patch-D52
It has some changes to AI. A few changes regarding AI and pitlanes, too.
If it also happens with that patch then you could post in that thread. Probably best to attach some replays and as much info as possible.
I am not surprised.
Viper: shitposting is sometimes funny but you use too much toxic sarcasm.
All the jokes about mods, cruise servers, VW have been posted hundred times. It is not clever anymore and annoying to skip over when reading forum.
Raceline coordinates are one way.
Another option is to record your own racing line.
Just record the coordinates over a few laps and eventually you will have enough data. If LFS's path node system is not accurate for your needs, then you can make your own system.
The advantage would be that it works on custom configs, too.
Here is my racing line over a full race on a custom layout:
So during a race, one could compare current speed etc. against such recorded data. Just needs to squeeze that data in some useful data structure.
One way could be to divide the map into grid fields with size 1x1 meters and for each grid cell you save the average speed.
In general, lots of features can be implemented by anyone via Insim.
(Many already are)
It is a very powerful feature. I believe it is more useful to ask the developers of tools like LFS Companion etc if they want to implement new features.
For me, the blocker to write such delta-time tool is:
1) For whatever reasons, I can no longer get the c++ library to compile/link.
2) Personally I do find this delta-time feature not so useful and I am not so interested in it.
My logging code is pposted somewhere on forum, if somebody wants to build on that or needs a starting point.
shift+F turns off all GUI, including the connection graph.
Beside that, I am staring in disbelief at your screenshot
The graphics look so broken, I think those few pixels from the connection graph are the smallest issue.
What hardware is that and how many fps do you get?
Insim can already read the coordinates and speed of every car. I believe it was the MCI package. I only used it during replays but if I remember correctly it also worked during races.
My personal opinion: Such feature might be useful, as in: It allows you to perform better. But I am unsure if it is realistic to have such precise real-time information.
Maybe the thought is like this:
The caption on the button should be what happens if you click the button.
With this button you can "Unlock Live for Speed."
With it says "Demo racer" then it looks more like a status/information field. It does not look like something that you can click to perform an action.
Usually those test patches are only for...testing. But in this case some servers use it as if was a normal release.
I assume there were many new features for mods and they did not want to wait for stable release.
Not sure how reliable Discord is for storing pictures, maybe better to post as attachment to LFS forum?
So when it is time for review/public there will no problems from dead pictures.
Thanks for considering that problem. But you can update your mod without it needing to be reviewed again.
Only the latest version is playable.
You can enter some text when you update the mod and it will display in a changelog on the mod's page like this: https://www.lfs.net/files/vehmods/56D573?changelog
As you see, this mod has had 12 updates and it is no problem. Some mods have 50+
It is good to enter useful text there, so players can see what was changed.
Nice compilation.
At the finish "straight" you cheated a bit by going over the grass. However, I think the gap was large enough either way.
Sometimes people used to complain that getting gold in the overtaking lessons are too hard, now we have an example to refer to.
That is indeed bit of a problem.
I would really concentrate on the XRT because FXO and RB4 versions already exist.
As a player I do not really care if the class is called "Supertourer" or "Clubsport" but I think having both would fragment it too much.
In my opinion, the best way to create a well matched class of cars is to contribute to an existing class, instead of making another one.
To me it is also important that the car is not only different in physics but also looks somewhat good.
I think XRT could keep H pattern.
In GTR the FZR also H pattern among sequential XRR and FXR.
I am not a fan of creating every possible derivative mod, I feel if the car lose character if there is too many very similar variants.
I am not good with tweaking setups either. But just ask for a setup, in my experience usually multiple people would send theirs. Just make sure to ask ahead of time, not when everybody is busy.
This is actually good for a first model. I prefer it over all the other sketchfab conversions.
I think what would improve it, is adding detail to those sharp 90° edges on the engine hood, the dashboard, and some other places.
In real life there is rarely such a sharp angle, so it tends to look artificial. (like LEGO bricks or early 3D games)
It is a very blocky van but all edges still have a small radius roundness to them.
For example see the front corner in this picture: https://upload.wikimedia.org/wikipedia/commons/c/c7/Chevrolet_P30-Stockholm_%2830059744824%29.jpg
Maybe textures can also help but I do not know too much about that.
Maybe have some scribbled red marker or tape on the RPM gauge.
(As if someone had marked the best upshift point)
Also maybe have the trailer hitch only in the config with roof gear rack?
If I was to race this car, those two things would be my first changes.
(some applies for EMKO)
The setup works normal for me.
I downloaded, double-clicked to automatically copy to LFS and can select it and drive it.
The characters in name are no problem.
For test, I tried what happens if you have an invalid setup file:
I renamed readme.txt to FBM_test.set and copied it to setups folder.
That behaves like your problem: It shows in the list but when you click it then it will select the default setup.
So my guess is, the download somehow failed. Maybe the browser downloaded a 0kb file or such.
Trying downloading again.