The problem is that, when you have _ALP ( windows for example on a car ( ANY ( STOCK LFS ONE OR MOD )), and have other _ALP texture on the map, for example the Fences or some grass or trees, they become invisible, when you watch from outside through the windows. I don't know if this is already fixed in the DX11 update which Scawen is working on, just posting incase he doesn't know already.
Thanks to one comment by Facu in the "Test Patch D4 (now D9) - Minor updates" thread, I noticed something somehow weird. I don't know if this has been actually discussed before, couldn't find earlier posts regarding this.
So, straight to the point. LFS Manaul Display here, in Section "Cockpit",
This seems a bit bogus to me. Any thoughts? Has this actually been planned, and will it be implemented with the next update? Or it is just written by AndroidXP, which can be seen in the Revision History, his first post in 13:04, 4 September 2006 .
If you are talking about the real dashboard "s_clock" dissapearing when SHIFT+U / viewing the car from 3rd person camera, I think it would be visible in the next update ( graphic, tyres ). I am saying this, because in LFS Editor, we can see S_CLOCK when watching from outside of the car.
For calibration purposes, you have the same clocks, just without background. By calibration I mean, if we want to put custom .PNG texture for a dashboard, or 3D Modeled dashboard ( For example Rubie's mods, or "BUMER 7" Mod) We have to adjust the arrow to match the KMH ( S_clock one to the 3D modeled/.PNG )
Edit: Or another way making the arrow accurate to the 3D Dashboard / PNG numbers
After the calibration, we should be able to Remove the s_clock numbers, so only the arrow will be left.
By doing this, we could have more precise arrow, because right now on some mods with 3D Dashboard, the arrow is pretty thiccccccc This is because we have to stretch the S_clock mapping a lot, to hide the S_CLOCK numbers, so only the arrow will be left visible.
In my opinion, the best thing to do for now is to leave Scawen to do his work and not to suggest random things that would slow down his proccess of doing his stuff with tyre physics.
Also, the second pic ( Dyno / power/torque curve ) u can see in LFS Editor.
Maybe a good idea is to have the colorful arrow as an option inside Misc?
For the people that think it is too colorful for them, they can switch it back to the default (Pre 0.7D3)
Options - Misc - Enable colorful arrow map?
Yes. ( Atleast thats what I understand from the pic ) Scawen posted a photo, where we could see that a "Street
lamp/light" can be placed.
Look at the orange square next to the lamp. It could be either that the red thin line ends or that a custom layout object has been placed - the lamp.
What I am more curious about ( and want to see in the update A LOT A LOT ) is - Will we be able to turn off compeltely the street lights at night ( with a command for example ) ( Would be cool for videos / drifts / )
Not important, just noticed difference in the resolution of the photos.. This one ( and the rest posted in the Development thread) are 1920x1080, while the previous you have posted are 1600x900, are the 1920x1080 pics from Eric?
My suggestion is pretty simple. If it is not done yet and implemented yet to the upcoming update - I want more MAX gears ( rn it is 7 ) Since we are 2022 ( soon 2023 ), gearboxes are quite more advanced than 20 years ago, when LFS was announced. Now we have 10 gear gearboxes and lfs is capped at 7.
I think the problem is actually the lenght since I have seen 2-3 mod submissions with 27 characters that had the same error. The most recent example is "DH CHORUS ATTENDANZE XT-Z4R" exactly 27 chars. It threw the exact same error. Vote mod submission thread gets created, but there is no thumbnail ( the little car picture), also you cannot download the mod. New submission with this name - "CHORUS ATTENDANZE XT-Z 4R" 25 chars and it is good.
Insim control will be more useful for sure. Also, I have one suggestion - I think it would be cool to be able to place grass. ( and other stuff like trees, bushes - with collision ofc )
Just a suggestion, if it is too much work that will slow the process of update, it can be done after the big update.
Somehow when you submit a mod and choose a name, theres no characters limit, until you try to upload. Then anything more than 25 chars throws an error.