The online racing simulator
Minor crash damage improvement
I was thinking, if LFS could detect a drop in real speed (not indicated), as it does for the pit lane speed, conducive to a 4g+ decelleration, it could interpret this as a crash, and cut the engine?

I think this would add a greater sense of immersion when you crash the car.
even still, the engine doesn't always stop when u crash in real life anyway so i dunno who it would add immersion....
also the devs dont effects that are hardcoded, it would be much better if it was all worked out in the physics engine and the engine stall if you crashed and didn't clutch in time etc..
If you hit something with enough force to cause a 5g+ force towards the rear of the car, you've hit the front of the car hard enough to stop the engine, because you've almost certainly bent it out of its mountings.

I know it's not finished, but this is compatable for hotlaps as no hotlap would ever enter that kind of g force without being hlvc invalid, and it's a reasonably easy code to develop, as half of it exists as the pit lane speed checking thing.

Besides, this is an improvements thread, what's the point in having this place to dream if everyone just gets told to shut up and wait?

for genuinly useful suggestions on current development we have a test patch thread, this place is for people to discuss what they like to talk about up and coming, without spamming the devs test patch threads.
it's fine to suggest that the engine cuts in big crashes, but i dont think it should be implemented how you suggest.
LFS should "figure out" if the engine has moved enough to cause it to sh*t itself or stop for some other reason. Imho it shouldn't be a simple
(if gforce > 5){ cut engine; }

Thats just too ISI'y for my liking
I understand your reluncancy for canned effects, the merit for calculation of everything is shown with the difference between LFS's physics and everything else i've had the pleasure of trying.

My point was that for a few extra lines of code, and no issues with the hot laps etc, Any impact with a force great enough to bend the engine compartment to half its size, and almost past the front wheels, (front engined cars only, i should've mentioned that.), would definately stop the engine, so it's safe to code in at such a high threshold without worrying it'll happen without due cause (as often happens with canned effects).

I also feel this could help cut down on wreckers, who can drive around the track with a car bent over double, and still propel themselves into the path of on coming cars.
Quote from z3r0c00l :I also feel this could help cut down on wreckers, who can drive around the track with a car bent over double, and still propel themselves into the path of on coming cars.

Wreckers aren't that big of a problem and adding this would probably not stop them either. So -1.
+1 for engines that go in crashes.

FGED GREDG RDFGDR GSFDG