Edit: also an option to condense low numbers on rpm gauge. Im not aware if any cars use that but its more of a thing on high reving bikes. Examples below.
Yes, this approach doesn't require s_clock_alp, except for some extreme customization cases, which I can't think of at the moment. So probably this will be enough.
I have another question / suggestion.
Since we are close to official release and if doesn't require a lot of work (I really have no idea):
Can we have a rev bouncer / limiter (a hard-cut limiter)?
Thanks.
On a second thought... this might be connected to the new physics... so.
EDIT: Actually s_clock_alp will allow adding such buttons more easily:
How I added the custom brake text:
1st layer - red color cutout from handbrake default symbol (s_clock)
2nd layer - transparent text (ETK_ALP.png)
3rd layer - transparent glass to increase the brightness so it can match the whole gauge (ETK_ALP.png)
Or if there will be implemented another way of customizing the default gauge symbols?
2 dashboard things.
Sometimes in real cars, digital gauges are used along with analog ones. Therefore, I would like to propose the use of both digital formula texture and analog conventional texture at the same time, that we can use two textures at once. This is especially common on tuned cars.
And I would like a separate tacho from the LED light in formula clock texture. Not an replacement for tachometer LCD. Because it also can exists as separate lights on the steering wheels along with the dashboard for example.
-ability to copy and paste XYZ of selected bone each individually
-Mirror Selected bones position to other hand with flipping value (same as regular points) this helps building animation faster, aside from auto copy and flip.. This way we only make one hand animation and its the same on the other
-Lock position on selected frame (current lock never worked for me).. Fully lock selected bone's position.
I don't know if this is the right place to ask for this, but it could increase the displacement limit in some categories, such as Motorcycles and Formula, as an example, these engines here are impossible to do with the current limitations:
I agree that should be in the incompatible update. My current plan is to add a few incompatible changes for the official version, which will benefit from being incompatible due to a new InSim feature that can set individual players' handicaps. Most features are already coded and shouldn't need much testing. We don't want a long period when test patches are incompatible, it's not worth it at the moment. But such simple updates are worth including.
I already had on my list to increase F1 max engine size to 5L as I read one of the early F1 limits was 4.5L. I guess bike could go up to 3L and I'm not sure about "formula" - maybe 8L like the GT class?
I'm back to this thread, just to add suggestions that might wild but I think useful
I do wish, LFSE could had capabilities to have different engines on 1 mod, i.e. I wanted XRT to have 2JZ inline 6 turbo, but I also want it to have LS3 V8 NA, without having separated mod, can be selected via config
I dont want to compare it to another sim, but most likely Assetto Corsa are best Examples, i.e. they have car called Lotus Exige, with same car but different config called "S1", which improved suspension and engine versio of stock
Some suggestions from my car development thread explained here:-
- Definable upright geometry (eg. lower length & upper length)
- Roll centre heights displayed on the suspension diagram
- Full 3D positioning of inner wishbone pivot points
- Oval / round selectable per tube
- Material selection for suspension tubes and eventually texturing
- Definable points that move with the upright in special draw (not just the default three)
As I'm on an incompatible update and this was simple to do (enabling existing code for bikes to work on cars) I've done that. But it currently only works as positive "Trail reduction" which means moving the wheel forward. This is always the case on bikes because of the relatively high caster that would produce too much trail.
You said "forward or backwards" so I want to check if it's definitely needed to be able to move the centre of the wheel backwards, behind the steering axis (i.e. negative trail reduction, with the result of increasing the trail without increasing the caster angle).
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Other people: thank you all for the suggestions. I'll be checking the thread again before the release to make sure I do some of the things that can be done without taking too much time.
By the way, the release I am talking about is the 0.7E version still using the same old LFS physics and graphics system and with some improved mod support, mentioned here.
Now when We have the engine damage light would it be a bad idea to add no rev limit engines? So they are getting damage on reving them to far ? Like the older carburator cars? /LUNQAN
When adding both LFS and LFS Editor to the taskbar, you have to figure out which one is which, because they share the same icon. I know you can make a shortcut and change its icon, and then pin it to the taskbar, but shouldn't the editor have its own icon? Maybe the same icon, but with "editor" text at the bottom?
Way easier to figure out which is which, when the icons are different.
A bit unnecessary post, but I forgot to upload the icon in case anyone else needs it to be different. It's quite useful for me and I thought I could share my 1 minute invention.
In order to change the icon (in Windows), you'll have to download the zip file and extract the icon from the archive. Then create a shortcut of LFS Editor.exe and do this -> Right-click LFS Editor Shortcut.exe -> choose Properties -> choose Change Icon and browse to the .ICO file.
I also attached to this post the original+edited PNG files of the icon. In case someone wants to make their own custom icon. You'll just have to edit the PNG image and convert it to .ICO file.
Note: Right before posting this, I remembered that by posting these images, I might violate the icon author's license rights, I'm not aware of any licenses for this image and I found it randomly on the internet. If moderators decide that I violated something by editing this icon, I apologize and have no hard feelings, if you decide to delete this post.
And yes, this is not the actual LFS icon, because I could not find the original anywhere and didn't bother to extract it from LFS.exe, which would take me a lot more time than I had. But I could do the same to the original icon, if I get my hands on it, without downloading any additional icon extraction software.
Bike suggestion: It would be great if the steering animation of the rider was based on the controller input (lean) rather than the turn of the steering wheel/front tyre. I know the current setup suits cars, but switching it for bikes would allow for a much more realistic rider position during cornering. Currently I set the rider position based on very small movements of the front tyre which makes cornering more realistic, but this in turn makes braking more difficult (the rider position changes a lot). Hope this can be changed
As an old rider, I am interested in making the bike riding a lot better. At the moment the rider animation doesn't affect weight distribution in any way, it's purely aesthetic.
It's a complicated project to be done at some point but I'd like the rider to be able to sit up for braking, get down for high speeds, move sideways for race style cornering. And also move hands with the bars correctly even when the body is in a different position. Combining animations (or some kind of physical arm and body system) is not an easy task but is something I am interested in, as some people might know from the creatures in Lionhead's original Black & White.
It's not a task I can take on in the near future because it's really big and of course it's massively more important to get the new physics and graphics update released.
suggestion for engine section: would you please add v16 support as well, there is some bugatti mods coming along, and maybe rotary engine support in future. which will basically sound or behave like one stroke engine.
[quote="Scawen;2058277"] At the moment the rider animation doesn't affect weight distribution in any way, it's purely aesthetic.
Thanks for the info. So just to confirm, wherever you set the rider position in "object positions" is where the rider always remain from a mass perspective?