The 5 and 6 keys change the FOV. It's definitely not locked just because you're using multiple screens.
EDIT: Oh, you mean you want the FOV for a single screen to be higher than 90? Crazy! But in that case you can just tell LFS that there is only one screen and fiddle with view offset.
In S1, they're all H-shifter, except the FBM and the MRT. The MRT is a special case, as it has a motorbike gearbox. This must be put "in reverse" to go into first.
In that case they're using PCI passthrough, so each VM itself is controlling its own video hardware, so VMWare's support for 3D acceleration is irrelevant.
Hmm, only thing I can think of that may be different is the slab was used to lift the car from the road surface initially. I will try to reproduce if I get a chance tonight.
Seems that if you remove an object from underneath a frozen car (engine off, physics stopped), when the car does eventually get updated LFS now crashes. Previously the car would fall as expected.
Minor issue with Start Lights, pressing optimise in the layout editor seems to only optimise the lights for the user who pressed the button instead of everyone. Other players need to reconnect.
Are the drag strip lights fully controllable? I guess the data byte would be different. Would be nice if these (and South City's road traffic lights) were placeable objects
Your pakGetShort calls should be referencing the first byte, not the second byte. I'd also recommend using different variable names instead of just lower/upper case.
Yeah, there was a patch I made ages ago which turned out to be quite wrong. Sorry. I'm not using InSim.NET now but I modified the current library I use to work satisfactorily without errors.
There's also a problem in that LFS to unicode is not lossless: different LFS characters can resolve to the same unicode codepoint, and so converting back from unicode to LFS can result in a different string and different glyphs.
Seemingly since around the time of the update that introduced support for input while unfocused, I don't have working FFB when LFS starts, until I press shift-C.
Just remembered this now hence posting it, but I can do further diagnosis tonight.
Hmm, not sure what happened or how to repeat it. I changed track from BL1Y to AS4Y, and when I joined I spawned at the point that camera points when there are no cars on track instead of at a pit start point. There was no insim connected at the time, though it had been running (with the new ISF_REQ_JOIN flag) before the track change.