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↑↓←→pan N/S/E/W +-zoom []previous / next track QEturn the map ±15° Rheading back to zero Ffit the course Afit everything, strays included GGPS / NavDisplay LOD

Dropped by LOD counts what the map screen does not draw at all. L4GaugeImage::Draw takes the first LOD whose scale is at least the LOD value and draws nothing once the value runs past the largest, so objects vanish rather than simplify. Worth knowing what the data does with that: every placement in every track is the same model, cn3, and it carries one LOD at scale 1000. So the count stays at zero until you pass 1000 m/px, when the whole track disappears at once. The rule is the engine's; this content just never leans on it.

NavDisplay sets its LOD from the zoom (LODIndex = metersPerPixel), which is the pannable radar screen, 448×416 in L4GAUGE.CFG. GPS is the little 125×203 panel whose LOD the config pins at 1.0 however far out it is scaled.

Colours are the game's own: palette indices resolved through secpal.pcc, the palette the pod's secondary port is configured with. The walls are grey because index 51 is grey.

+X runs right and +Z runs up, which is the engine's projection and not a choice: L4GaugeImagePrimitive::Draw plots (dest->x, dest->z), and the graphics view has its origin at the bottom left with Y increasing upward. Note the setup console's own pictures of the tracks are mirrored against this — they are illustrations, not screenshots. The plans in TRACKS.html follow the console pictures so the drawn and reconstructed cards agree with each other; this viewer follows the game.

Heading. The real nav display centres on your vehicle and turns with it — it inverts the viewer's transform, taking yaw only unless rockAndRoll is set. Free panning at heading 0 is the north-up case; Q and E turn the map to see what it looks like underway.