I think I'm misunderstood (I hate my lack of english sometimes.)
What I meant was this. Zooming into the gauges. A racer can't move forward to zoom into the gauges afaik (because of the seatbelt for ex.)
edit: and I'm not a moaner for realism, that's what the devs do (I mean making it more realistic). I just try to adapt myself to the game. I loved digital speedos, used them a lot.
Oy. I'm for realism but some things just make it more fun, and I like options. For me I like to know where people are on the field, I don't have a spotter or crew to talk to so the map makes up for that. Take it away when I've got a voice recognition driven AI crew, but not till then!
Keep in goodies that don't give and advantage, don't take them out for "realism". If you go down that path, take out chat, restarts etc. It's a computer, not the real thing, keep in what makes it fun and no competitive advantage. I play cause it's fun!
When I'm on track IRL there is no floating map that tells where others are and certainly not any pitcrew or spotters either, that is how I like it to be in LFS too.
Maybe we could have hardcore immersion mode as server side option where all silly nonsense is not allowed and even cars won't disappear, but are just towed to side of track
Chat of course should be limited to pits only, but there could be some sort of radio system instead of chatting
Yeah. Probably I'm just too accustomed to the freedom of movement offered by FPS convention and the like. For the most part the current look function in LFS works fine, I admit.
Track IR is another solution as you say, or I've heard you can also set up a webcam to track head movement. Might check that out sometime (a bit cheaper, since we've already got a cam). PS, anyone want to work on a script along the lines of Xaotics' suggestion above?
That freetrack thing does look like fun - if only for the amusement value of wearing a few LEDs on one's head.
You know - I've been tinkering a while with the script system and I think I just might have to recant: there doesn't seem to be a direct way to assign the mouse axis using the "/axis" command as it appears to only take numeric axis values. You'd have to use a mouse-to-joystick program to actually get around this, unless I'm missing something. Also you can't bind a normal key using "/key" to run a script like you would with "/btn" since the ctrl_f1-f12 actions are not recognized for /key... but with a mouse-to-joystick program you could assign the middle mouse button or one of the forward/back deals to do this. Whenever I get home I'll see about playing with this a bit.
As a proof of concept - it can work by installing PPJoy (it's non-intrusive and actually quite useful - I already had it installed from a previous venture on control scheme mixing and matching). It basically installs a virtual joystick driver which you can then channel all sorts of input into it either by other gaming devices or by mouse, keyboard, etc.
For LFS you just run the mouse-to-joystick utility that comes with it and assign the sensitivity you want it to have then create the following scripts using the virtual axis that the mouse is reported on in LFS - in my case mouseX was 5 and Y was 6:
I wouldn't bother with the web cam systems, I tried several and hated them all, a couple of them worked but they weren't responsive enough and I've definitely decided the concept of turning your head to move an image on a static screen isn't very intuitive.