Where did you get the textures and.. hmm.. the layout too.. ? I was thinking if I should change textures of the lines, I guess I will really do it... helps to orientation. Nice drifting.
Eh, yes, I'm really dumb . And format 27.00 is fine to me.
Can you tell me the formula how the LFS lapper exactly counts? Is it simply speed * angle? I'm driving 120 km/h in 30° angle so I should receive 3600 points per each second? Or how long is the update time?
There are 2 options. It can count only in the specified zone as somebody of you said, or it can count all the time, but if there's a possibility to include distance into the formula too, then it could count all the time and when going near the clippoint it can also count with the distance. I mean all the track will count like speed*angle and in the specified zone the formula will be speed*angle*distance(the more closer to the clone, the more is this number higher) and then back to normal formula...
And also you would have to remove the points reset when driver's speed is too low. Simply remove it and human judges will firm up if it was spin or not. If it was -> automatically 0 points. Hmm, but maybe LFS Lapper will solve it out itself, because when the speed is low, it influences the score, so it could be still ok, hmm. It needs to be tested practically.
Well, the distance is not necessary, it's very easy to find out manually. Jason, as you said, LFS Lapper already counts angle*speed, so that would be possible, but only if the counts would be.. lower, smaller. To better understand - there's already existing a system called Pro1, which is used in D1GP. 75% is judged by automatic machines and the rest by humans. But the machines usually give points in a range like 0-60 or similar... The LFS lapper gives too high number. If the driver will earn something like 23719, then the humans judges are useless. For example there can be a driver who will do a run with perfect line, average angles and average speed, but then there will be another one who will do great angles, high speed, but his line and style will be totally lame. 1st driver should get higher score, but it will get the 2nd one, because judges have no chance to change it and it wouldn't be too good, if the judges should have points range like 0-5000 or some mega numbers like this. Hope you understood what was my point. Maybe if you could lower the numbers, then it would be nice. Range 0-60. The rest 40 is for style and line, which are judged by the human judges.
EDIT: Hmm, with the distance it would be probably even better. speed*angle*distance_in_reversed(the more closer to the clone, the more is this number higher) = 0-60 range
Count drifts? Since when are drift events judged by the drift points? Actually, I hate the drift points counter in LFS Lapper, because it only helps to make people blind. It's not about to get some points, it's about line, speed, angle and style. Or did you mean like the insim will convert speed+angle to some points? Better to get clean data for judging, no points.
There's already a long time one thing in my mind. Speed and angle measuring would be very useful in drift events and judging would become a little more fair. I'd like to use it too in an event, but this could make it more original etc. as I said...
Speed and angle measuring in apex (middle of a corner). Imagine car driving qualification run. Going sideways through the 1st corner and in the moment the car is in apex, the InSim program measures speed, angle and would be interesting also to measure distance from a clipping point which will be placed in the apex. I'd like to apply this for all the corners. There's usually about 3-5 corners in drift events so it won't be that many.
After this follows output of the gained information. Most probably it will .txt file saved on ftp server. But also would be comfortable to make some overview table which you can hide using some command or SHIFT+I or something. Judges and competitors could see the results immediately.
I don't give it many chances, because not many people do something like this for free, but thanks anyway.
4) Any "mods" - modifications to the Live for Speed exe, must be discussed with a moderator before being released on the forum. If a mod is approved by a moderator, it may then be released in the appropriate section of the forum. Please do not contact a developer as we do not support mods and do not have the time to deal with them. Any mods which change the shape of a car model, or which allow online cheating or circumvent HLVC, will be rejected.
Yes, I know, the mod is just a file, not update of exe file, but when you run the game, basically exe file works with the files including modification, doesn't it? (I guess) Anyway, if it isn't in the rules, then it should be added, I'm +1 on that. And when you see Victor doesn't like to see there are some screens/videos with mods, then you could at least respect it although it maybe isn't in the rules. Sorry about my English.