Fortunatly my skins contain COPYRIGHT protected artwork on it , I have my Aya-chan painted on a couple of my chars. Get a lawyer and sue him youself as this has nothing to do with the devs.
I was trying to point that out as well but I forgot to attach the image:
Here is mine ( this time without forgetting )
I think the 'elevation' of different color chalk above the road surface should be altered as it seems two chalk of the same type and color dont affect each other.
Ran it and I think I spotted something - but ill verify it before I note it here:
On another note that has been bugging me, especially since the object limit was increased recently.
On A host with like 700+ objects layed out ......
If we get disconected and reconnect to the the same host - we have to load all these object all over again - but not the track itself ( because the track is already loaded ).
:A: Since a command exists to insta clear objects I think it would be a good idea to allow client side caching of the track layout objects so if we reconnect to the host we can simply load the cached - once connected have the client "verify" that no objects have changed.
The reason for this is on a slow or very busy server the 'repeately' waiting for the server to load the same layout over and over again is somewhat annoying. If the track remains in memory after DC or after disconnection then It could make sense to allow the layout to stay in memory as well instead of resetting it every time you are disconnected, or at least make it a slectable option in the client settings.
This way when reconnecting to a server ( or after getting joosed by a server after connecting ) we don't have to sit and wait for 800 objects to load all over again. Basically speeding up the reconnect by 'not' clearing the layout from the loaded track when your connection gets dropped. But only maintaining the layout in memory under the condition:
Reconnecting to the same server
Server has not changed track
server has not /end-ed race
4: after connection - cycle through objects and modfy/edit/update objects that have been changed since last DC - if any ( usually not ).
:B: when switching server then load the new layout from scratch again but clearing the cached layout if the other server uses the same track.
When connected to the server do all other clients wait for a connected player to respond ( or master server ) - ???
It's wierd that when one player is connecting/etc all other players end up unable to perform certain actions until that player has completed his current action.
Not sure if humans can understand what im saying.....
The idea was that I could go to nutral by pressing and releasing a button.
Clutch button would have to stay in while im shifting to neutral and and requires more work when I need to perform a split seccon action. On a sequentual it's a nightmare.
A quick press of a single button is preffererd > more than holding a button in while shifting down and trying to recover the car at the same time.
The more buttons you have to press teh more mistakes you are likely to make.
There are situations were I have accidently turned off my engine because I fumbled the swing switch - and in a BF1 - that sucks.
1: It's not 'Cruise Control' - it's a speed limiter on some cars to prevent violation of pitlane speed - and is a safety feature.
Cruise Control allows you to change your speed when u feel like it at any time.
A speed limitor does not.
2: I'm sure a demo user has experianced speed limitors in the pits.
Cruise Control in a pitlane would not be considered cheating - it is pure lazyness. It isn't hard to control your speed in the pitlane if u have a pedal.