Hmmm, that all sounds fine and dandy, apart from one problem. I spend most of the day coding/drawing when I am actually writing games.
Playing the games is supposed to be the leisure activity, so I certainly don't want to have to learn another scripting language, just because the programme can't/doesn't want to, manage controller presets.
I'm not overly concerned about car X has paddles, therefore
you must use paddles to be realistic etc... I have a wheel with paddles and some pedals, or a 360 controller with triggers. If I get round to it, I have an H-Shifter too that I might use. This is enjoyable escapism for me, from the pressures of game development... not a relentless pursuit of real life accuracy.
Just as a thought, if it did that (have controller presets), you wouldn't need all the complex scripting, as you could simply assign a controller config to a car (if you needed to). I'll investigate the .con file option as a first port of call, that seems less troublesome to set up.
I must confess, after spending a few days now with LFS, the simulation aspect is very good, the graphics are not too bad... but the interface and general game management, isn't so hot. I'm guessing the programmer was the designer, especially based on the scripting stuff being present.
You tend to learn over many years of game development, that even the smallest minority are still a paying minority, and you should make an effort to cater for them, however pointless it may seem to the majority.
Unfortunately, simulations have a bad habit of harbouring elitism with certain aspects (especially controllers) and you can end up with the "my way or the highway" attitude being prevalent. I don't know if that is the case with LFS, I'm hoping it isn't.
Thanks for the info, it is appreciated... I'll do some more investigation.