With a two monitor setup, if you have a left hand drive car then the better arrangement would be to put the side monitor on the right and you offset the main view to the right. Then you will have both mirrors there.
For a quick test, you could try your setup with a right hand drive car and it would probably look quite good.
Well I didn't work on the AI driving skills in this version. But some people do like to race them, it is quite skillful to get round, working up through the field without them knocking you off the track. A bit like online racing.
Today we have an update for you with some important fixes and some new features. This is not the graphics update we have been talking about in recent progress reports. This one is fully compatible with the existing public version.
We decided to work on version U after learning about some issues with two new VR headsets that could actually cause eye strain, which made an update really important. We also fixed some other known bugs and took the opportunity to add some new features.
You can try a new setting for the cockpit views. Previously they were always aligned to the car but now you can lock the view to the horizon. Some people can experience motion sickness when driving a car in VR and this option can be a great help for them. With the view locked to the horizon you get a strong feeling of how the car is moving but it can be too much so there is an alternative setting to 'filter' the view. In this case the view still goes with the car's pitch and roll but there is a short time delay while the view catches up to the car. This is quite effective in showing how the car reacts to bumps.
For those of you who like to race offline, we have increased the number of AI drivers you can add and you can now set their skill levels individually in the race setup screen. The F11 and F12 in-game screens can now be used to adjust their live settings and pit strategy.
About the screenshot save, the currency symbols appearing in place of backslash is because that message is displayed in the selected language's codepage, and those characters occupy the backslash slot. It's fairly simple to fix but actually because it can be displayed in the "temporary message" slot in game, which doesn't yet have a codepage specifier, it's just a bit too complicated for today.
No, the sort of thing this change can fix is when people get a double shift from a single press of a button or lever. It happens because the switch on some controllers reports off->on->off->on instead of just off->on, so LFS has to deal with that.
Actually that case was already dealt with. The new code also should deal with the opposite case when the button or lever is released. Instead of going on->off the switch goes on->off->on->off and LFS should now deal with that correctly.
The issue you linked to, it's the first time I've ever heard of it. It would be good if someone could remind me of it when we are doing physics updates.
I'm pretty much finished now, need to get back to the graphics work. At this point I'll only fix serious issues, although your suggestion is probably good. The only thing I have on my list is to allow down to 0.05 on the view lock filter time.
I think you can achieve a reasonable result using the /settings command. Have two differently named copies of cfg.txt and set up two shortcuts something like LFS.exe /settings=cfg_1.txt
Then one can have the setup for the wheel and the other has the setup for the gamepad.
No, sorry. But it is OK to have an old version on your hard drive and you can use that any time for old time's sake.
It's not really possible for Eric to update old tracks with new textures, while also updating the track to how he actually wants it to be now.
And we can't have the old tracks just there with old textures either, as some kind of historical museum piece. Actually the old tracks don't even work properly in the new graphics system, which is why Eric has to go through all the tracks doing a big overhaul.
Victor is fixing the translation system and has replaced the Dutch file.
If anyone wants to use Dutch in T6 you can get it here.
I think it should be OK to reduce the minimum filtering time but I don't think I can do the separate saving for the custom views at this point. No real reason except that requires too many changes and I want to release tomorrow. Good suggestion though!