Maybe I'm wrong but that 1 second debounce time seems to be there to prevent exploits by creating scripts which would automatically adjust the brake balance in real time or very quickly based on the brake input, effectively giving an advantage over those who don't use it. Similarly, a clever program could analyze live OutSim data and adjust the them to counteract oversteer or understeer mid-corner.
This makes me wonder how the car's headlights will behave in this regard. For example, if they shine at a wall, will the light be visible on the ground behind the wall as well? I assume it will be like that based on Scawen's answer to Drifteris.
Of course, it's totally fine if it's not so advanced in the upcoming update - it's still gonna be way better than what we have now
You're right, making use of the existing open config areas would be nice as well. There's one issue though - they are designed for left side driving only, so in order to support right side driving too, the road markings and signs would need to be updated in the layout.
I've already got a simple traffic light system in place so I can put them into the layout.
I think I'll start with a single player local InSim app for now and maybe extend it to multiplayer later.
I wonder how it would look with a slower rate of adjustment. Now it seems a bit too quick especially around 0:03-0:04 during the transition into the shadow before the tunnel where it changes in just like 10 frames or so. I know it's never going to be a perfect representation of human vision in SDR mode anyway, but I feel like the changes in exposure could be a bit smoother/longer.
S1/S2/S3 is just about the cars & tracks nowadays, while the physics, graphics etc. are unrelated to that. Vehicle mods was a bigger thing introduced in 2021. I think the upcoming graphics update could be something "big" that you describe (dynamic day/night cycle, better graphics, overhauled tracks, 1000Hz physics etc.).
On the track selection screen, there are X and Y buttons next to the configuration names. Those represent the "open configuration" allowing drivers to drive around the entire track area.
Every layout file must start with the track code, e.g. BL4_something.lyt. BL4 means Blackwood Car Park. You can see the short track codes for all tracks here: https://en.lfsmanual.net/wiki/Category:Tracks
The DBL4 prefix is a mistake, it should probably be BL4_.
Now that the latest test patch provides ways to control AI cars via InSim, anyone can try and create better AI system as a challenge Although even Scawen said it's probably not suitable for creating competitive racing AI because of the input data delays and density necessary for quick reactions.