Can something be included for evaluating engine sounds?
It seems quite common for modded engine sounds to massively clip, which is "okay" for one car, but when there's loads on track, plus echoes, it can be really unpleasant...
Hmm, not really sure what happened as it was someone else having the issue, but they reported MOD: Invalid Password kept showing on their screen. I assumed the bit about changing password.
Also, even if changing the password whilst connected was the issue, them being unable to see other mods is a problem for other players as their LFS treats the invisible cars as not existing, resulting in some 'interesting' collision behaviour with other cars.
It seems if your Game password is changed, the LFS license stays unlocked but trying to access mods results in an invalid password error because of the different password, and then modded cars don't appear on track. (I'm basing this off behaviour someone is seeing in TC and assuming it's a password change.)
Seems like the best course of action would be to require an unlock in this case.
The number plate issue that used to happen randomly in previous versions now seems much worse. Now most of the time someone else's numberplate is showing on my car. (And other player's cars might be wrong too, but I can't tell that)
Looks like the REST API will be the way to get info on the car's configuration and performance. Will it be possible to use the same API to get the same information about the standard cars, or will I need to look that up by hand and hardcode it in tables?
I've probably missed this somewhere, but in the insim protocol, how will the PLC/ALC packets (32 bit bitmask) be updated to cope with modded cars?
Will the other packets that use a 4 chars code be updated, or do all car mods get their own unique 4 character code? I see there is a 3 byte / 6 hex-digit "Skin ID" on the vehicle mods page.
If you ever need inspiration for clouds, there's a few shaders for *Minecraft* of all things where authors have implemented volumetric clouds, purely in shaders...
Looks cool in its own way, suitable for a Tron-like theme or something out of an anime. But indeed, not good for a real world simulation :-)
Basically the backlight should always be WAY dimmer than the sun or exterior lighting, and during the day much of it would be lit by the sunlight. But that, I'm guessing, is not immediately simple with the way it's currently rendered to a surface for all dash types.
I'm so hyped by the South City screen shot! I can wait, plenty of other games (and of course current LFS) I can play to tide me over :-)
EDIT: Having a local job that I can cycle-commute to is amazing. It really delineates work and personal time better than working from home does, and no horrible trains or queues of cars to get stuck in...
Of course, rather than a canned rumble-strip sound, LFS would need to implement physically-modelled audio based on the tyre surface hitting another surface... ;-)
Did you use extra soft suspension and tyre pressures here to accentuate the effect? :-)