It is ok to include the laps done before the HL. In fact, it isn't even possible to exclude the prior laps due to how replays work.
Just to be sure you've understood, to uploads hotlaps to LFSW you must run the game in hotlap mode. This will also create .spr files you can upload, but they are different from replays that you can do in normal single player mode, which won't be accepted as hotlaps
Does it also lock your account if you restart first and then unlock? So basically make sure you're unlocking the installation after a fresh boot, not after resuming from hibernation.
If that doesn't work then I fear there's nothing you can do. Since this is a known issue to the devs for a very long time, I'm pretty sure they already tried fixing it but couldn't. Otherwise they wouldn't have resorted to officially adopting the reboot workaround, I reckon.
You can use scripts to automate the process of setting the correct wheel turn per car. See: Script Guide.
What it boils down to is that you modify the LFS\data\script\CAR.lfs files (replace CAR with the 3 letter car initials, like XRT) and set each car's steering according to their ingame steering angles. These CAR.lfs script files are executed after leaving the garage (pit out onto the track) with the corresponding car.
As an example, for the XRT you would modify XRT.lfs and add following line in the script:
/wheel_turn 720
I guess you do all this to have the G25 soft-stops working for you? Because if you don't need the FF stops you can simply set the wheel to 720 or 900 degree rotation, set wheel turn compensation in the LFS options to something > 0 and all cars will automatically have a 1:1 steering with your G25, without having to do anything.
Posts like yours are the reason the devs post so rarely nowadays. Instead of applying common sense you pick these posts apart, analysing what the exact wording could or does imply, drawing false conclusions or even promises from it.
Yeah he said that. At that point in time it wasn't clear if they might be uploadable at some point. Or maybe it was just a figure of speech and didn't think twice about it. Turns out Z15 hotlaps won't be uploadable, considering the new physics coming out and all.
If I was a developer that had to put up with this bullshit over-analysing, I'd also rather stop posting altogether than risk saying something that could be interpreted wrong or could possibly not be 100% correct. FFS.
So, maybe the clutch is slipping? I'd rather believe the clutch modelling has issues generating a fully locked clutch than saying that the maximum engine output calculation is wrong.
Yeah right. InSim is a protocol/interface, not a programming language :doh:
You can write InSim applications in any language that supports TCP/UDP packets.
Well, how are you measuring the torque? I guess by deducting it from the acceleration somehow? Did you take into account that the wheels will slip constantly during acceleration?
The most accurate measurement would probably be to read the engine output directly from memory, but even then you couldn't be exactly sure what value you're looking at.
Some shop in Vienna. Sorry don't remember where exactly. I used a site that shows all retailers and their prices for a given product and chose the cheapest & closest to me.
That shift light, however, has access to the engine data and lights up exactly at the point where the next gear would give better acceleration than the current one does . It's a really simple calculation and I don't get what's there to doubt about.
Writing a program to create your setups? Now that's ambitious. It'll probably also cost you much more time to get it to a useful state than simply creating the setups manually, but if that is what entertains you...
I still don't understand what's there to study, though?
The gearing you use should be dictated by the track anyway, you know, like highest gear tops out at the fastest point of the track and second gear is adjusted for the slowest corner. Then you space out the rest evenly in between and maybe adjust them a bit to avoid shifting in important corners.
Really, it's not rocket science and getting it roughly right is already good enough for very quick lap times. I do understand their use in RL to figure out how your engine performs or what effects a change to the engine configuration had, allowing you to figure out the optimal shift point to stay in the powerband. However in LFS we have the red shift light that already indicates the best moment to shift anyway, which is why I don't understand what we could possibly use dyno charts for in LFS?
Please keep in mind that altering the skidmarks will also change the way the dark rubber that builds up on the track looks, since they both share the same texture.
Rotate your wheel completely left and right. If that doesn't fix it, go to the options and make sure that the calibration lock is turned OFF, then repeat.