A colourable shift light, or at least white as an option/replacement (can color it in tris mode later). Currently it's red and well my bikes use white shift light so can't turn red into white.
This is not a high priority. But it would be cool if you could adjust the seats, and that driver seat adjusting would depend on the view settings. (That is, add a slider to the seats output) Just as thoughts, maybe this is for the future.
The ability to turn off the km/h part of the digital speedo
and the ability to use non skewed numbers (so flipping driver side is more visually consistent)
This ^^ some trucks I drive take 3 full seconds to spool, and same with a tuned car on the freeway in top gear you could hold the gas down for 25 seconds and never get more than 3psi if you’re below a certain rpm.
About the turbo lag, I know it's been a long time but finally I've had a look and I confirm there was an oversight in the code when converting from an older system to the newer system.
The error affects both the moment of inertia (reduces the inertia) and the rpm at which max boost may be achieved (reduces the rpm for max boost).
I can't change much at this time while keeping an incompatible version. I'm sure the turbo simulation should be improved at some point though it's not the highest priority any time before the new physics and graphics version.
There is one thing I can change in the editor that works in a compatible version. That is the maximum value for "Turbo MOI Multiplier". I could put that up to 2 if it would help? Then at least you can have slower spooling turbos even if they still have other issues.
Can you please make the fuel and water temp gauges reversable? some cars have them in the opposite side and if you currently turn them via radius and start point the gauges read upside down.
I don't know if this is intentional or not, but the caster, while moving the front wheel forward and backwards doesn't seem to change the wheel base readout. I was scratching my head over this before realizing what was going on. Maybe it would be a good idea to measure the wheel base from wheel center to wheel center, instead of where the steering axis line intersects the ground.
I'm trying to make a trike mod, but i've realized that front tire is not a bike tire as it should be. I suppose a bike tire would handle differently than a current car tire because now it loses grip when tilted on it's side.
Trailing arm pickup points also don’t affect the wheelbase despite there being some sort of hysteresis and some invisible relationship, causing an apparent wheelbase change but no readout change.
I’m also still very confused about the shocks. It doesn’t seem like it changes anything and the setups seem to only be wheel rate.
Here's why adding 2 more color slots is a big deal
If your mod is using 2-tone exterior and 2-tone interior due to styling choices, you lose ability to color brake calipers and roll cage because there are only 4 color slots allowed for the car.
For this reason I think it is reasonable to ask for 2 more color slots to be added.
That cannot beat having additional 2 slots for several reasons:
1. Your suggestion is the opposite of convenient UX and UI
2. Incapable of changing colors without leaving the game
3. New users won't be able to customize colors without labor
Such inconvenient solutions were the core reason why I decided to ask for help.
- Rename "TEST mod in LFS" to "EXPORT mod to LFS"
- Add new button "Drive mod in LFS"
I have uploaded an example screenshot.
The idea is that you jump directly behind the wheel/object and test your mod. Currently, you have to have LFS opened, refresh the list, and search for the exact mod you are working on.
Since we have animations activated by buttons and incoming animations activated by throttle, brake, cluth input. What about animations activated by vehicle speed?
Would be nice, if lights stayed ON after they are triggered in the class tab because when you do light coloring, you have to go back to class and go back to coloring and go back to class and sometimes do that a lot until you get the proper color. Another option is to add the light triggers in both class and light tabs.