Would be so much easier if LFS supported UTF-8 or at least UCS-2, instead of the custom flag to select encoding. Some data structures and network packets would have to increase in size, but it's not 2004 any more :-)
There are no keys, your S1+S2 status is applied to your account. You can unlock LFS on your own computer up to 3 times (in a week), in case you reinstalled or whatever.
As it is your own single account, you cannot share this with somebody else on another computer.
There isn't much that doesn't work with Mono anyway. PInvoke into Windows libraries is obviously one, and that isn't going to change.
.NET isn't coming to non-Windows platforms, so Mono isn't going to become obsolete; they will just be able to incorporate code from the .NET framework more easily.
You can use a scaling algorithm in a shader to vary the shadow resolution in a single render, something which Cody Darr (of Sonic Ether's Unbelievable Shaders for Minecraft) apparently came up with. It has the advantage of there being no discrete steps in resolution, too.
Must say it looks stunning to my (possibly aging) eyes. I like that everything just looks right, without having to resort to shader-overload like some other games.
"XInput is an API that allows applications to receive input from the Xbox 360 Controller for Windows."
Notably absent from the "list" of input controllers that XInput supports is steering wheels, and any other form of controller that isn't an Xbox controller... It would be a pretty stupid move to switch.
XInput is an example of Microsoft changing its APIs (DirectInput is allegedly legacy these days) to try to gain a monopoly.
If you ever used my patch, that has some bugs... I'm using this code to do character set conversion now, but it's not for InSim.NET so you'll probably need to adjust bits.
I find that highly unlikely. More likely is that a bend that seems tight to you at 100mph is very much not tight at 10mph, that is all.
I found one of example of BMW having a variable steering ratio, but this is designed to do the opposite of what you say (it reduces steering lock when parking) and has an manual override to fixed ratio for track use.
Been playing with anaglyph mode. One thing I have noticed (other than my brain trying to detach my eyeballs) is that when using a 3D mode, the mouse becomes constrained to the virtual display area. In 2D mode the mouse can move over all screens.
But the cursor isn't just constrained, it's scaled down resulting in odd cursor control when using a triple or double screen setup, as I need to move the mouse three times as far horizontally as vertically. Can you use a sliding constraint (there's probably a proper term for this but it's all I can think of at the moment) instead of unequal scaling?
Don't suppose the source for this was ever available? Would be nice to update it to use the current outgauge packet format, and maybe make a non-Windows port :-)
I think only the powers of 2 are valid. On here, 3x is the same as 4x. 5x, 6x and 7x are the same as 8x. 9x+ are the same as 16x. I assume this is just some wine-brokenness though. Incidentally, selecting any of 9x+ actually seems to enable super sampling... Pretty weird.
Set profiler to 900 degrees.
Set LFS to 900 degrees. (Actually I use 870, because although the G27 rotates 900 degrees, the position sensor only actually works up to 870 degrees)
Set Wheel Turn Compensation to 1.
Rejoice that the wheel matches the in-game wheel. Only the soft end-stops are missing, but most often they're too weak anyway when you're turning the wheel in anger.
Edit: if you do want to set the wheel rotation in profiler (or use the magic button presses):
Set profiler to X degrees.
Don't bother setting the rotation in LFS, it'll be ignored by below.
Set Wheel Turn Compensation to 0.
Rejoice that the wheel matches the in-game wheel, with soft end-stops. Get annoy that you have to switch out of LFS to change the wheel rotation for each car. Fortunately all the road cars are 720.
Edit2: for clarification, Wheel Turn Compensation is primarily used to make wheel action non-linear, for those with wheels limited to something like 180 or 270 degrees, as otherwise it can be a pain trying to go straight. When the wheel's rotation is greater than the car's rotation, it is effectively a binary toggle between using full-range (0) and adding dead zones to match the car's rotation (1)
Very minor... when pressing a hotkey or button bound to a command, it will 'waste' a chat history slot even if no text is output, causing chat history to be wiped out if enough presses are made.