On other sims we usually get 2 numbers that are really useful:
1. Fuel last lap - allows you to know what you used last lap and adjust your driving in the following laps to suit your needs. When you have the fuel average, that part is kind of hard to do on the fly. I was spotting for Dennis in the last E-Challenge race and i had to calculate fuel used manually from the delta that was used that lap. This would be pretty impossible to do while you're driving yourself.
2. Laps of fuel remaining - Usually it's just fuel in tank divided by fuel last lap. This one is not as necessary as the fuel last lap, but it's nice to have for when you're racing alone and just need to know the number of laps you are able to hit with the current fuel usage rate and whether you are above or below your target.
You can change the power yourself with intake restriction. You can add tc by loading the car in lfseditor.
It's qualy spec by default and it is realistic. Since refueling was banned back then i will leave it to any race organisers to ban refueling. I will set the tank size so that a race distance will require an intake restriction that takes the power down to around 800-900hp. It's either that or i have to upload 2 separate mods, which is not ideal.
I know the car is pretty much impossible to drive on mouse, but adding TC would cause issues in case someone organizes races with the car. If you want i can send you the car with the tc enabled.
I realize this is something that has likely already crossed the dev's minds and potentially takes a whole lot of coding, but a tire grip multiplier would come in very, very handy. In the future maybe even some control over the slip curve?
When creating historic cars especially, i encounter issues where say an R3 or R4 tire would have the grip i would want from the car. But obviously it never switches on, especially on light cars with big tires. A tire grip multiplier would allow me to pick a softer compound and change its grip coefficient.
Then again, who knows what the new tire model will bring in terms of tire parameters.
EDIT: Just thought of another suggestion; an FFB force multiplier for the car within the editor context. Depending on suspension type, setup, the steering force differs a bit from car to car, which is how it should be. But there are some types of vehicles where this difference is very big, like for example karts. With the 250cc superkart i've made, i have to run the ffb force in game at around 40% to get the same amount of force out of the wheel as i would in other normal cars at 7-15%. It's about the same in other karts. A simple force multiplier that's assigned to the car would solve this issue.
The more i learn about the car, the more i realise it is completely bonkers. These aero efficiency and also quantity numbers would put modern racing cars to shame (lack of ride height rules go brr). The car broke the ribs of 2 separate test drivers at the same test purely just from driving the car.
Sadly due to the simplicity of the LFS aero model i can not just inject these numbers and expect it to resemble anything realistic, so i've had to pretty much half them. LFS cars in terms of aero are not ride height or pitch sensitive and the racing slicks also provide too much grip for modern standards, never mind early 90s tire tech standards. Even with the current numbers i can see people accusing me of making an unrealistic, XRT timeattack type of car .
Here are some videos for people that want to know more about the car:
It was the first time i installed the plugin just now - V1.2.2.2. Are you talking about Detect&Monitor.cfg that i see mentioned in the readme? I do not have it in the downloaded folder. Where should it be located?
Traceback (most recent call last):
File "Detect&Monitor6.py", line 2757, in <module>
File "Detect&Monitor6.py", line 2752, in main
File "Detect&Monitor6.py", line 2049, in __init__
File "Detect&Monitor6.py", line 2273, in LoadConfigFile
TypeError: list indices must be integers or slices, not str
Also get this error on windows 10 pro V21H2, LFS 0.7D and python 3.11.0 installed if that makes a difference. Thank you nontheless for developing this useful app!