If possible I think it would be a good idea for the ingame mod search to include matches from the mod's description and maybe also from the Intellectual property field. This would make it quite a bit easier to find mods without having to remember their fictionalized names. It could also help if you want to find multiple similar mods.
For example if you wanted to see all the various F1 inspired cars you could simply search F1 or Formula 1. If you wanted to see all the Japanese manufactured cars you could just search Japanese or JDM.
I'm not sure if including results based on the Intellectual property field would be fine legally but I don't really see why it wouldn't be. The actual name would still appear nowhere ingame.
This happened a few times on tc today when someone was using this mod https://www.lfs.net/files/vehmods/13C0A0
I have no idea how to reproduce it consistently but you might be able to get some clues from the replay and the way the game behaved around the time.
The sound would permanently cut out randomly if you were within hearing range of them. Shift+W would not fix it. If you spectated them after it happened the entire screen would be red when using some of the views (I think it was cockpit and follow). When looking at them using one of the working views or from another car it looked as if physics was not applying to their vehicle and it would teleport around frequently.
You can find it at around 1:06:30 in the replay, the person using the mod is MEYSAM but it doesn't seem to happen if you spectate them directly. If you spectate T r i s at that time it does happen but looking at it in the replay seems to be inconsistent, sometimes you just hear a loud bang, sometimes nothing happens. Sometimes the sound does cut out but no red screen when spectating them, when this does happen their engine appears stalled while they are driving. I also saw it once at that time when spectating
[TC]›Blacktop‹ instead, this time before the sound died a massive plume of smoke came from the person using the mod.
The replay exceeds size limit so here's a link https://drive.google.com/file/ ... B1njMxJW/view?usp=sharing
It also happened a 2nd time a few minutes after reconnecting but it does not seem to happen when viewed in the replay and it seemed to only affect me at the time. I'll also give that replay anyway. It happened when I was passing him around the 2:50 mark. https://drive.google.com/file/ ... VQQL5_Fw/view?usp=sharing
I think users should be able to edit the wheel rotation value themselves. I've made this suggestion before, but I feel it's relevant to bring it up again now that mod support is a thing. In the case that the mod creator doesn't use a value you consider correct or that you find awkward it would really help if we could just adjust it ourselves. I know this wouldn't solve everything, but it would definitely be a useful setting to have in certain cases.
It's nice to see so much effort put into mods like this, and the result is very high quality.
However I came across a few small issues in testing. When creating a new setup the maximum lock is changed to 45° for some reason, instead of the 50° available on the default setup. Also, it appears that despite saying "car's wheel turns 720° lock to lock" on the setup page, in reality it turns slightly less than that(I think these two issues are related). On this topic I'd like to suggest raising the max wheel rotation to something like 1080°(or 900°) to be the same as other cars of this style in LFS, as switching to a car with 720° when you're used to seeing something like 1080° can throw you off a bit.
I agree with this idea. I get not wanting to have the main mod page filled with dozens of default cars but with slight performance and visual tweaks, but there should still be some way to allow people who do actually want to use these to be able to.
Great to see LFS finally deciding to officially support mods.
One thing I noticed when testing though was that there's no longer a "?" next to servers to let you see the users connected to them. Is there any reason this was removed? I found it quite useful before.
Alright my bad for somehow never noticing the steering wheel's rotation doesn't actually reflect the same mouse position across all cars. I was aware something always felt off when switching between cars, but I never had that realization as I never drove with the cursor visible. I would always assume it was just the difference in steering angle, and after testing the XRR with 45° lock I was lead to my previous assumption.
I still think my original suggestion isn't a bad idea though, having the wheel rotation raised on the XRR and FZR to be in line with the other cars that have 45° steering lock would be nice just for the sake of consistency. As would allowing us to edit the max rotation value ourselves so in theory you could have wheel rotation correspond to the same steering angle across multiple different cars (even though I now realize it doesn't necessarily correspond to input).
I understand that getting used to differences like these when switching between different cars is realistic. But assuming it isn't too difficult to implement I don't see any harm in just having it as an option for those who want it.
P.S actually now that I know this, I feel like this could also be a very good suggestion:
There's already an option to increase it above 1.0x if you select it in the wheel/joystick controls. But allowing us to have this option in the mouse/keyboard controls as well as allowing us to change it to a value bellow 1.0x would be handy.
I don't think we're on the same page here. Let's use the example of an XRT (45° steering lock, 720° steering wheel rotation), then compare it to an XRR with the suggested changes (45° steering lock, 540° steering wheel rotation). If I took the XRT and moved my mouse 2 inches to the left which results in the steering wheel turning 90°, then took the XRR and moved my mouse the same distance it would also turn the steering wheel 90°. However since the XRR only has 540° of steering wheel rotation to work with, the angle of the tyres on the XRR will be greater than the XRT despite the physical input being the same and the steering wheel being rotated the same amount. This is annoying for muscle memory and is already annoying when using cars like the FXO which are limited to 30° steering lock, but still have the full 720° steering wheel rotation which is why I added the 2nd suggestion at the end. Hopefully this was a bit more clear.
If you do end up implementing the changes to maximum lock could you also consider allowing the steering wheel to turn 720° for those cars as it does for the other road cars? The problem is that driving these cars with 45° steering lock but only 540° steering wheel rotation makes them feel extremely twitchy in comparison to the other cars since you're effectively increasing the steering sensitivity (this is from my personal experiences on mouse but I'd imagine it's a similar feeling on other devices as well).
Even better would be allowing us to tweak the max steering wheel rotation ourselves for individual car/setups (obviously keeping 720° as the limit) but I feel that might be too much to ask for at the moment.
First of good program, was wondering does the cruise control no longer work or do I need to update to the newest version of lfs?
EDIT:Tried the newest version of lfs and still does not work