I understand there is a conflict at the boundary between LFS generated tyre/rim and the user created objects. It's something I need to consider. I can't jump to quick fixes. This is because the tyre generation and profile will change a bit in future and existing mods cannot be broken at that point. Maybe LFS needs some defined profile styles for physically plausible rims, including a proper 3D edge between the rim and the tyre, and/or some way to interface cleanly with user defined rims. The current tyre shape is a compromise, designed a long time ago, so I need to examine how the visual tyre and rim width are produced from the "Rim width" setting in the vehicle editor. I realise there is a resolution issue - some mod creators want to use a lot of triangles around the edge to create a perfectly round appearance, but that is not compatible with the tyre resolution as the LFS tyres can move and they are CPU-expensive to send to the graphics card each frame, even in the new LFS system. No doubt there is a better way to do that too, with a special shader.
I do see the issues as I can see the high quality rims that people want to make, so I have to think about this a while. At this point I think the changes are not in the immediate future, as you know I'm trying to do this full release to get back to the tyre physics, so things will be easier when I only have to work on one version of LFS, and we all get the benefit of the new graphics.
Anyway, for today there is a new update, D40.
Vehicle editor:
Hub object custom colours now appear in the list of wheel colours
Modeller:
Reflect object function is now available for individual subobjects
Combined clean object buttons into a single button with a dialog
Spoke mode "export SRE" saves combined spokes as a modeller object
Spoke mode "import SRE" function to load modeller object as a spoke
Download: https://www.lfs.net/forum/thread/102626