You don't even need to find the car through InSim. OutGuage has the car name
struct OutGaugePack
{
unsigned Time; // time in milliseconds (to check order)
[B] char Car[4]; // Car name[/B]
word Flags; // OG_FLAGS (see below)
byte Gear; // Reverse:0, Neutral:1, First:2...
byte SpareB;
float Speed; // M/S
float RPM; // RPM
float Turbo; // BAR
float EngTemp; // C
float Fuel; // 0 to 1
float OilPress; // BAR
float Spare1;
float Spare2;
float Spare3;
float Throttle; // 0 to 1
float Brake; // 0 to 1
float Clutch; // 0 to 1
char Display1[16]; // Usually Fuel
char Display2[16]; // Usually Settings
int ID; // optional - only if GameID is specified
};
It's very easy to find the max RPM for each car. Just get in and floor it. The max RPM won't change no matter what gear you're in. If someone downshifts too early and overrevs, then let it spin off the gauge, like it does in LFS. You can then (very easily) make a switch that changes the max RPM depending on what car is being used. Easy-peasy
What I'd like to see in OutGauge is wheel angle. There's a few situations where it would be very useful to have. Or maybe have it in OutSim. It would be very handy to have it there, even if it's rarely used
Oh, and I'm also waiting (patiently
) for engine temp and oil pressure to be hooked up