I thought it was not a bug - my use case is just special
This will work as long as there are no texts on the skin which need to face the correct direction. I imagine there would have to be a way to define separate skin cutouts for each driver side. Then for my bus mod, there would be 2 side cuouts on the skin for each side.
Bug: If a popup light subobject contains an alpha texture, everything behind it is hidden. See the door windows in the attached picture, compared with a normal attachment.
I think it's good to have it pop up automatically, otherwise it would be a hassle to run two commands to turn on lights + pop them up.
There could be another subobject type which would have the same rotating features as the pop up light, but it would be triggered using a special command instead of being activated by headlights. This would be handy for simulating opening doors, bonnet, boot, tipping body of a truck, wipers etc.
Here are a few examples of what's possible now but doesn't make sense to be tied to headlights:
On my Karobus 734, I'm trying to support driver side swap. I want to mirror the entire body of the bus, because the doors need to be on the correct side. But when I test it with the right side driving position, the side mapping is incorrect.
Here's my left/right swap mode:
To illustrate this issue better, I've made a simple box car with labelled side mappings. When I select right driver side, the mappings are oriented in such a way that front part of the mapping is actually located at the back of the car.
What I would like to achieve is to have the mappings flipped horizontally when drive side is swapped:
Dashboard lights for headlight cycle: only the symbols light up without background
Sidelights indicator stays on in all 3 cycles
More interior mapping
Updated headlights color
Moved engine damage light in the top left
When I translated your message, you say that Single player and Hot Lapping does not work for you. What exactly happens when you try to start a single player race or a hot lapping session? Does an error appear?
That's quite a bold assumption from you saying that "these improvements are not very difficult to make" without having any knowledge about the underlying code that's responsible for the physics in LFS.
Also, some of your requests are quite vague, like "better optimization of the asphalt", "the same consequences as in real life" and "improve the car's reaction to this high speed". It's easy to point out that something is wrong with the current model (and I'm not denying that there are inaccuracies in the public version), but that doesn't automatically make it easy to fix or improve.
Anyhow, this whole topic of improving tyre physics will be more relevant once the new tyre physics is released. Right now we don't know how exactly the new model will affect handling.
Some progress, also using the new test patch features. I'll publish a new version once the patch is official.
Driver swap possible
Different front and rear wheels
Working fog lights
Working side lights
Interior lights as "extra" lights
Adjusted right side mirror for better visibility alongside the bus (still needs manual adjustment in view options)
Rubber-metal trim around the sides and rear
Changed class to 'bus'
BUG: side mapping is flipped when driver on right, not sure why