Blue = lights are on or off
Green = Pit line limiter
Yellow = Hazard/indicator lights
Edit: from what i know it is a new feature for the new patch because in patch Z the lights are in a different order but in 0.6A the lights are rearranged to handbrake, Not sure, rev limiter, lights, pit limiter, Hazard/indicator lights.
Edit 2: from what i can tell the xrr has an oil light warning so i am guessing it could be for that.
Is this FZR's cocpit only mine issue? That white stripes.
Seems to me, like textures are bit away? While looking to the sides then appears and disappers...
Everything else seems to be okey.
I already saw how far cop vehicle can fly after hitting a barrier using LFSRemote, so, i will never cruise in S2. Cruising in single player with AI's as police even is better!
I deeply hope there will be a server side option to force abs on/off. If you don't use it while others do, you are giving up a huge advantage. I haven't tested complete laps, but i did a braking test.
Car used was xrg, brake force at maximum(1840Nm) with and without abs, 810Nm without abs(typical for current setups).
Findings:
With abs you can trail brake as deep into the corner as you want, not having to worry about flatspots whatsoever. On top you will maintain perfect controllability over the car. Also as the back to front weight shift has been done already and deceleration is somewhat constant, car's behavior remains very predictable and stable.
Abs also reacts very quickly, around ~0.02s from the moment of abs engaging to disengaging. At 153km/h abs allows wheel speed to drop to 106km/h before taking action. At 73 km/h the same figure is 55km/h. I don't know what kind of speed differences real abs systems allow, so can't comment on this.
To compare braking distance i did a 160-0 brake test with xrg and analyzed the rafs with f1perfview. Results and graph are attached.
It can quickly be seen that with abs you achieve far greater avarage deceleration from 160-60 km/h, the difference is nearly 9%. As a result braking distance is shortened by 10 meters and it takes 0.25 seconds less to do so. This combined with being able to brake deeper into the corner with zero risk of flatspotting, you really can't be competitive without abs.
Keeping in mind this was with road_normal tyres, I'm fairly sure the differences would be even greater with road_super.
In essence the abs takes away from the challenge of driving these cars. It becomes dull and boring when you can get that perfect braking everytime without flatspots. The challenge and fun of trailbraking deep into the corner and keeping the car balanced while doing so is what motivates and rewards drivers. Learning driving techniques and mastering them is what should make a driver faster, not a button to enable abs.
Also now it really doesn't make a difference whether you drive with keyboard, mouse or wheel. Each of them can be equally fast, mouse probably being the fastest on the low power road cars.
I am not trying to say abs cannot be this effective, but driving aids should make it easier to drive around the circuit, not faster. In the older versions brake help eliminated some of the lock-ups, but it certainly didn't shorten your braking distances or make your laptimes quicker. LFS is supposed to be a pc simulator, but seeing how easy these cars are becoming to control it's ready to be ported into a console game.
Also i would like to know which road car racing series, or any racing series for that matter, allow the use of abs.