Raceline coordinates are one way.
Another option is to record your own racing line.
Just record the coordinates over a few laps and eventually you will have enough data. If LFS's path node system is not accurate for your needs, then you can make your own system.
The advantage would be that it works on custom configs, too.
Here is my racing line over a full race on a custom layout:
So during a race, one could compare current speed etc. against such recorded data. Just needs to squeeze that data in some useful data structure.
One way could be to divide the map into grid fields with size 1x1 meters and for each grid cell you save the average speed.
In general, lots of features can be implemented by anyone via Insim.
(Many already are)
It is a very powerful feature. I believe it is more useful to ask the developers of tools like LFS Companion etc if they want to implement new features.
For me, the blocker to write such delta-time tool is:
1) For whatever reasons, I can no longer get the c++ library to compile/link.
2) Personally I do find this delta-time feature not so useful and I am not so interested in it.
My logging code is pposted somewhere on forum, if somebody wants to build on that or needs a starting point.
shift+F turns off all GUI, including the connection graph.
Beside that, I am staring in disbelief at your screenshot
The graphics look so broken, I think those few pixels from the connection graph are the smallest issue.
What hardware is that and how many fps do you get?
Insim can already read the coordinates and speed of every car. I believe it was the MCI package. I only used it during replays but if I remember correctly it also worked during races.
My personal opinion: Such feature might be useful, as in: It allows you to perform better. But I am unsure if it is realistic to have such precise real-time information.
Maybe the thought is like this:
The caption on the button should be what happens if you click the button.
With this button you can "Unlock Live for Speed."
With it says "Demo racer" then it looks more like a status/information field. It does not look like something that you can click to perform an action.
Usually those test patches are only for...testing. But in this case some servers use it as if was a normal release.
I assume there were many new features for mods and they did not want to wait for stable release.
Not sure how reliable Discord is for storing pictures, maybe better to post as attachment to LFS forum?
So when it is time for review/public there will no problems from dead pictures.
Thanks for considering that problem. But you can update your mod without it needing to be reviewed again.
Only the latest version is playable.
You can enter some text when you update the mod and it will display in a changelog on the mod's page like this: https://www.lfs.net/files/vehmods/56D573?changelog
As you see, this mod has had 12 updates and it is no problem. Some mods have 50+
It is good to enter useful text there, so players can see what was changed.
Nice compilation.
At the finish "straight" you cheated a bit by going over the grass. However, I think the gap was large enough either way.
Sometimes people used to complain that getting gold in the overtaking lessons are too hard, now we have an example to refer to.
That is indeed bit of a problem.
I would really concentrate on the XRT because FXO and RB4 versions already exist.
As a player I do not really care if the class is called "Supertourer" or "Clubsport" but I think having both would fragment it too much.
In my opinion, the best way to create a well matched class of cars is to contribute to an existing class, instead of making another one.
To me it is also important that the car is not only different in physics but also looks somewhat good.
I think XRT could keep H pattern.
In GTR the FZR also H pattern among sequential XRR and FXR.
I am not a fan of creating every possible derivative mod, I feel if the car lose character if there is too many very similar variants.
I am not good with tweaking setups either. But just ask for a setup, in my experience usually multiple people would send theirs. Just make sure to ask ahead of time, not when everybody is busy.
This is actually good for a first model. I prefer it over all the other sketchfab conversions.
I think what would improve it, is adding detail to those sharp 90° edges on the engine hood, the dashboard, and some other places.
In real life there is rarely such a sharp angle, so it tends to look artificial. (like LEGO bricks or early 3D games)
It is a very blocky van but all edges still have a small radius roundness to them.
For example see the front corner in this picture: https://upload.wikimedia.org/wikipedia/commons/c/c7/Chevrolet_P30-Stockholm_%2830059744824%29.jpg
Maybe textures can also help but I do not know too much about that.
Maybe have some scribbled red marker or tape on the RPM gauge.
(As if someone had marked the best upshift point)
Also maybe have the trailer hitch only in the config with roof gear rack?
If I was to race this car, those two things would be my first changes.
(some applies for EMKO)
The setup works normal for me.
I downloaded, double-clicked to automatically copy to LFS and can select it and drive it.
The characters in name are no problem.
For test, I tried what happens if you have an invalid setup file:
I renamed readme.txt to FBM_test.set and copied it to setups folder.
That behaves like your problem: It shows in the list but when you click it then it will select the default setup.
So my guess is, the download somehow failed. Maybe the browser downloaded a 0kb file or such.
Trying downloading again.
They have only a tiny bit less power than your suggested specifications.
Since nobody made an XRT variant yet, it might make sense to start with that and balance it with the other two.
You can also go to https://www.lfsworld.net/?win=stats&racer=zeeaq and click "race last race information" to see all your past races.
Then pick a day from the calender, click on "Details" and the blue "I" (Info) icon next to your name. (Or any other racer)
That will give you a list and graph of laptimes. No split thoughs.
Also I think it only lists races that were completed. Not 100% sure, but I think if the server is set to 50 laps and you restart from garage to do multiple 10 laps practice runs then it will only show the last run.
Do you mean the strange bend of the AI's path in the middle of the turn?
Is that with test patch or normal version?
If it is normal version then try latest patch, it has some changes to AI.
Listed top speed of 165 km/h at max engine speed with 129 kw (175 bhp)
This mod has 298 bhp.
The mod description says "not a detailed replica" but that is a big difference.
Aerodynamics might also need work, maybe too little drag?
Also the original bus is likely not geared for maximal top speed, unlike our setups in LFS.
I am not sure S4 is planned?
All work-in-progress updates are either for S3, for example new tracks or updates to mod system.
Or they are for LFS in general, like updates to existing tracks or physics/graphics updates.