rFactor has various controls like engine mixture and mapping which are not reported in the shared memory, is there any chance of adding some? (We can create a list.) Similarly what about changing HW Control input items? IncrementMixture/DecrementMixture are there but I don't know if they're like Headlights and don't do anything (presumably as it is considered a "driving control" - even though there are alternative ways of doing it anyway). And a bit of tidying up, get rid of MusicPause and its family! I don't think either of those would require a lot work, simple to implement (just extending what exists already) and little danger of side effects. Finally a completely new input VolumeUp/Down to change the overall game volume on the fly, something I often want to do in VR where it would be nice to build it into Crew Chief as a voice control. Again, there are other ways of doing it but it would better if it were built in.
+1 to mapping HW control input items. The ability to set a direct TC level, for example, instead of "TC+" would be great, and open the door for much simpler rotary encoder/switch configurations.
Easy one: add PrivateQualifying so for example Crew Chief spotter knows not to warn of invisible opponents. Or is that indicated by one of these? Code: unsigned char mServerScored; // whether this vehicle is being scored by server (could be off in qualifying or racing heats) long mQualification; // 1-based, can be -1 when invalid
Measurement Units "Units for everything EXCEPT speed (0 = metric, 1 = english/imperial)" from Player.JSON rather than guessing from reading the Pit Menu. Also Speed Units "false=MPH, true=KPH"?