Yes, now that we made the decision to sell S3 licenses, there is no reason to hold back tracks because of tyre physics. The quicker we can get a track out there, the better, as the S3 license upgrade will look like twice as good value. But it will take a while as Eric is working to a high detail level as you can see in Westhill and Rockingham.
Originally the tyre physics delays held up some things, and still holds up the Scirocco. As most people know - and this has never changed - tyre physics was and still is the reason for the delay in the Scirocco.
The tyre physics update is the best thing that can happen to LFS on the code side. On the content side, new tracks are the best thing.
It will also allow us to simulate more different types of vehicles because the tyre model should scale correctly from small tyres to large tyres. There are so many possibilities from having a better tyre model, not only that it feels better and more fun to drive as you put the power on coming out of a bend and so on. A physics model based on real physical principles that produce the mathematical functions that produce the slip curves and the way of combining lateral and longitudinal forces (they aren't 'combined' as such, they just come out of the model naturally).
And no, I'm not going into details now. Right now I'm trying to get this quick update out of the way. And as I said then I'm working on functions for Eric and at last I'll be back on the tyre physics. If there's something interesting to say about it in a few months, then perhaps I will.
I noticed that my previous post could be misread, so I just want to make it clear there will be no tyre physics updates in the coming patch.
1) Test patch in a few days with crash fix, a few small lesson editor fixes, possibly an MPR smoothing.
2) Not going to get into a massive patching session. I've just come off one. Just release the full version with a few minor updates.
3) Do some editor functions that Eric has asked for.
4) Work on tyre physics.
The only way to provide a truly customised version of LFS is through InSim.
However, if you want to try to allow the user to do a few things through text commands assigned to wheel buttons, you will need commands like:
The text commands are documented in the commands.txt file in your docs folder.
You can assign text commands to wheel buttons in Options - Controls screen in the CTRL+ and ALT+ sections.
Also you can assign multiple text commands to a single button press by using a script. The script is simply a list of LFS commands, saved in the data\script folder. You can run a script with the command /run filename and that is the text you would assign to the wheel button.
I didn't want to get into a new full version at this point, but a crash bug is enough to change my plans. We can't leave a crash bug out there in the official version. So I'd like to do a few small fixes and improvements to make it more worthwhile. I won't be getting into any monster graphical updates now, as that has far lower priority than the tyre physics which I must get back onto without delay, after doing some editor functions to help Eric with the track he is working on.
One way is to have an external program connected to Live for Speed through InSim. Wheel buttons can be assigned to /i messages that will be sent out through InSim, so now the external program knows when you press any wheel button.
The InSim program can then display options on the screen, that might be tracks or cars to select, and the user can select the appropriate option by pressing wheel buttons.