Ok, put a new version up on the first page that lets you set a joystick axis as the look control. It uses the look_angle2 line in the camlevel_cfg.txt file to set how far it looks at maximum deflection.
I updated it to work with Z30, the link is in the first post of the original thread. As for other problems/issues, I really hoped someone else who knew what they were doing would pick it up and make it more functional, I really only intended it as a demo of what I wished the developers would add to LFS itself.
I updated it to work with Z30, link in first post. You'll probably want to minimize the window once it's connected to LFS as PyGame (and/or SDL) spams the console with debugging messages when using the joystick which can slightly reduce the frame rate.
I'm surprised nobody has suggested adding that track to LFS before!
On the other hand, it's an annoying track with too many turns. I'd prefer more drag strips in different locations, maybe some public roads for street racing!
I just checked 0.04Q and holding the brakes and throttle down to build boost has worked even that far back. The OP must be mistaken, or doing something wrong, or whatever.
You obviously knew you were in the wrong when you posted the message that got deleted since you have admitted to using a sock puppet, which is in itself a violation of forum rules.
An option to limit how fast the virtual steering wheel can be turned would seem to be helpful for us game pad users, mainly because the steering becomes very twitchy near the ends of the control range (from the non-linear effects of wheel turn compensation.) The analog steering smoothing setting helps, but at higher levels also slows smaller steering corrections.
This would also seem to help with realism since, as it is now, a gamepad user can flick from lock to lock almost instantly, far faster than an wheel could actually be turned.
I think (read: hope) it's just that the AV programs don't like it because, by design, it modifies the memory of other running programs (LFS in this case.)
Want to be really shocked? At one point (Around Feburary 22, 1999) "Regular" gasoline in the US Midwest averaged $0.853 per US gallon. In todays money, that's 20p a liter!
I couldn't replicate this bug, every time I creeped out of a pit box with the pit brakes applied they automaticaly turned off once I was away from the box. Which track were you on?
It would seem to me to be quite logical to get the final point of interaction for virtually all of a vehicles forces to function properly before spending a lot of time on details higher up.
Installed fine, ran fine, uninstalled fine, XP 32bit SP3. It did leave the "Games" folder behind after uninstalling.
Also, from my experience Linux isn't much better with all its over-abbreviated and obfuscated directory names. It all makes me long back longingly to my old Amiga 1200 which had a file system structure that actually made sense.
Only problem I've had with Steam is that whenever there's an update for Company of Heroes it has to download the ENTIRE game again instead of just patching it... :rolleyes:
The function to look left/right when steering doesn't work because the insim packets that control the camera override any in-game look functions (except looking backwards.)
Mouse look looks difficult to do because of the way PyGame works if you're trying to read mouse input from a window/screen that PyGame itself didn't create.
But, there is good news! In one of the test patch threads Scawen has said that he likes the way it looks and that when he's not so busy working on more urgent tasks he'd like to implement it in-game.
One problem (of several) with my program is that when you look left/right it doesn't take into account the different yaw angle which causes the pitch and roll adjustments to be incorrect.
Here's a drawing I just slapped together to explain the effect (excuse the crudeness, I hate drawing with a mouse):
The top is rear brakes while moving forward, the bottom in reverse.
When you apply the parking brakes in reverse the force on the wheel is towards the front of the vehicle. The trailing arm cannot become shorter, thus the trailing arm/body point moves up in a arc around the wheel, lifting the car body upwards. The reverse happens when you use just the rear brake when moving fowards.