Above about 5mph LFS switches controls around so that you control the lean instead of the steering axis. You can see the handle bars move the opposite way briefly when initiating a turn, as it should.
Below this speed you control the steering directly, so you can do low speed manoeuvering, and the bike will not fall over (within limits.)
This is LFS's bike physics, not controlled by this mod.
The "Terminal" text on the front is implemented using vertices and triangles. Probably would be better done as a simple surface that can be skinned. As it is it looks pretty odd with vehicle damage...
Don't know if this is the mod or LFS physics, but if a vehicle rear ends this the truck will more than likely go flying. It's also possible to drive over a slab wall as if nothing is there.
Problem is the current fuel level is not known, only from the last SPX or LAP packet, so custom InSim laps (or just layouts with no laps) don't ever get it.
There is one spare byte in MCI packets which could be perfect for this, and not require extra data transfer.
With the GetModdedCars() call you have a List<ModCarEntry>. You can use System.Text.Json to Serialize to string and Deserialize back to List<ModCarEntry> without doing anything with JArray/JObject.
Or you can just store each ModCarEntry in a database table if you a DB is involved.
I experimented in he editor to add weight and nerf the engine. Don't really know how to use the editor, but I managed to get to around 9000kg by adding frame pieces (to match the body size), moved the engine to the rear, and dropped it to about 200 bhp.
Looks a bit weird with giant brake calipers poking through the wheel spokes. Also the calipers needs to be attached to the bike, normally the front is behind the fork.
One trick that should be obvious with deadzones is to treat default-centre (steering) and default-end (throttle, brake, etc) axes differently. This is surprisingly overlooked in some flight simulators!
If you are looking at input support, will support for XInput devices ever appear? I use my XBox controller when I don't have time to set up the wheel, but with DirectInput the two trigger buttons only work as a combined axis. I believe it needs XInput to handle them separately. This is very minor though, so waaaaay down on the priorities :-)