I like what I read (can't comment on packet structure since I didn't develop an InSim app for too long now). The teleporting was long time requested by many people, I was a bit worried that you didn't mentioned in your earlier post, but it was clarified in the latest.
On that subject, I believe that sometime in the past you said that keeping car status (damage, tire temps, etc) was not possible without recoding a good chunk of the code? I'd love to be able to just help people trapped in the sand, flipped over or out of track boundaries by just putting them in the closest safe place, but keeping their car status.
Joke of the day: have a "bit keepMomentum" to teleport in realtime and make a car version of Portal
There is no bug/problem in those configurations. A window is a rectangle, drawn on a virtual space, and your monitors only cover a part of that space (if they don't have the same vertical resolution or they are not aligned in Windows configuration). Hence Yaper missing some image on his right monitor.
The different in size is due to a different pixel density in your monitors. Could LFS account for that and generate a distorted image that result in a nice final result? Yes, that's exactly what the VR needed. I'd be really glad if Scawen implemented it, but I'm aware this suggestion is gonna be probably at the bottom of his priority list.
Shift+F12, main monitor at 1920px and right at 1216 (desktop resolution), I see that little stripe. Increasing LFS' right screen resolution to 1219px fixes it.
I actually looked for it when trying the mode for the first time, I'm pretty sure is the main issue that these windows could suffer, but it was pixel perfect for me.
We need every setup to have a hash, and link that with some basic information (author, date, LFS version...).
Scawen should change a thing: when someone shares his setup in the game, the name should default to be the original in the hashed set, though you can change it if you want.
This way we are more likely to avoid duplicating setups and 'stealing' others work.
I have 2 monitors, completely diferent size (and even not an standard resolution) and this patch works perfect.
Shift+F11 goes full screen on current monitor, which is really nice after all these years.
Shift+F12 gos full screen on my main monitor, but stays behind the task bar on the other monitor. I like this behavour, but it may be due to muy custom setup. My task bar IS NOT on the main monitor (you just have to drag it to the monitor you wantit to be), just in case you want to test this case.
Scawen, in the 'Controls' screen you see if a button is pressed and its function if it is assigned to anything, but it doesn't show up if you are on the 'Shifter' tab. For the 'Axes / FF' there is no problem not showing it, but in the 'Shifter' tab you'd need to know if any button is pressed before clicking on any gear.
Just discovered last week, don't know how this went under the radar so many years xD
Does your driver have some kind of random behavour? My post relies on Jared not doing the perfect lap each lap.
I think a better aproach would be to have a "severity of failure".
On the inside/apex you may have: tarmac, flat grass, a tiny curb, a huge curb, any kind of objet and a wall. (from low to high severity)
On the outside you may have: tarmac, a wide low curb (+synthetic turf), a small curb, a high curb... a wall.
While driving we are not always pushing to the limit, we decide our strategy on the fly or prior the starting the sesion. On an endurance race we won't attack the curbs much, but on a qualifying session we might prefer going too fast on corner exit and touch the grass than being too slow and pottentially lose more time.
Many games (Assetto Corsa to name one) use windowed and borderless, and the task bar is always hidden behind this screen is focussed. When you Alt+Tab you see that windows through the semitransparent task bar. Tat is the behaviour I expect using this kind of windows.
I like your suggestion of the F11 and F12 keys, I've never used them, and they even screw up the picture quality (in LFS and CMX Viewer) when pressed accidentally.
My bad then. I must have mixed some things in my memory, pretty usual on me
A second (and last) thought about the wheel turn compensation, 0.23 might result in a non-linear input, therefore the AI can't determine how many degrees the car is going to steer at any given actual state.
LFS steering wheel animation only does 720º, if wheel turn compesation is set to 1, LFS and real wheel turn in sync, meaning that any more turn on your wheel is ignored. (That's why LFS ask how many degrees your wheel turns)
IMO is a stupid slider. You either want it to turn in sync or not. I prefer having the full 900º, other people what the sync, and others even hide driver arms or the whole wheel. I've never understood why some people use a value inbetween.
Getting used to handle the clutch and those things sure helps you in the first practices you do in a real car, though in the long term, as said above, you'll have to deal with other people, traffic rules, etc.
A G27 makes LFS that more fun, so I would advise to get it anyway hehe