Thanks for the opportunity for this change. 4096 is indeed useless for both the eye and the file size over the quality it will provide. 1024 as for the new default and 2048 for paid(unless this goes for free as well), would be the ideal i believe.
I was always thinking about that and would love to have this changed to 1024(low)/2048(paid), but that would cause too much bandwidth for the lfsworld and i guess it won't happen.
Skins having letters especially in small size or not possible to be clear and understanding when downloaded in 512.
This "adds" the current selection into the new position. Your video is a good example though of why i'd like to have something like that. Check your cones? The ain't aligned perfectly.
So if this could be implemented. You would:
1. Add a cone.
2. Dublicate it
3. Hit the X's "^" twice
5. Go back at 2.
That way you can have perfectly aligned cones with same spacing.
Once you're done, you can do as you've done to the video and copy them to another place.
I see. It could be useful to align the objects into the same X or Y and Z. So you dublicate it, and move it a meter on the left, then dublicate and move plus one meter on the left again, so they are all the same with same spacing,
instead of having to place the new one and then move it manually into the new position.
I didn't know about SHIFT+O/M, i'll give it a try later.
Thanks for your answers. So i guess people using the new version can just remove the LFSORDLL.dll and keep just the other one Cheers.
A small suggestion as you are working on it. Can you add a new button for layout makers to dublicate the object into the same position? Like "o" but into the same x/y/z. Maybe "n" (new) ?
Also what about the new .dll? Do we need both of them?
EDIT: Oh and while you right click at the "x/y/z" in multiple objects, it would be nice to be able to set them at that value, cause now it only works in a single object. It's helpful to align them into the same coordinate.
This will auto "increase" your level for each 50km
Or you can also add
hardness = 1 //outside of the loop
and then inside the loop
tempDistance -= hardness * 50
hardness ++
Forgot about the /view command. "Worst" case scenario, you can make a small insim program that will press /view at "IS_STA" (check Docs/InSim.txt for more)
You can use a script to press V (3 times?), whenever you want to switch your camera and bind it to a keyboard button or even a controller button. Read more about how scripts work here: http://en.lfsmanual.net/wiki/Script_Guide
So much true on this one. I keep on following your posts for updates and come back to LFS once i feel like i want to enjoy driving a proper simulator again.
Unfortunatelly sometimes instead of seeing a nice update post i see people crying for more and more stuff...
Just take your time and and enjoy what you doing instead of being forced and in a rush doing silly mistakes/bugs.
We all would like to see more content and something refreshed that can rise up this great sim again to the top.
Until then i'll take a break and try something new, then come back again and thank you for every single second you dedicated on that, cause there's nothing else that feels so close to real life.
Now im going back to my cave and maybe play something else while waiting for the next update.
Thanks for your answers with sicotange, as he said i was thinking exactly the same, by having a custom grid so we would also have more slots into the track by using a starting position.
About the 1st one. Once you load a layout and the InSim gets this packet, LName is empty, unless you load the layout as the host(either hosting through game, or using /axload into a dedi-server), so what i am suggesting is to "Enable" LName for remote(non-host) players as well.
Hey Scawen, thanks for liking and implementing my suggestion once again(after the cached packets on connection).
I'd like to make 2 little hopefully easy to add as well suggestions.
1. Add support on this for remote loaded layouts(from clients instead of just server)
char LName[32]; // the name of the layout last loaded (if loaded locally)
2. If it ain't that hard, once you have set a "starting position" it will override the track's maximum pits with the server's maximum cars on track. For example AU1 has 16 slots max, by setting a starting position, it will set them to the maximum "cars on track" which is usually 32 by the server.
Hello mate and thanks for your kind words. These days i don't have much time so i can't just go and post my MySQL based saving file, but i think i had posted some detailed information somewhere on how to make or even that file as well. I'll do a quick search on my posts and say if i find something. You can PM me in ~a week if you didn't find a thing and i may be able to help you further
Or you can just disable the "green light" and with the "non-glued-to-ground" insim object support, you can add similar to chalks, colourful balls and server/insim owners will be able to place them as lights at the traffic light
That would be lovely, also that's a nice suggestion.
(remove the limit and make it as 'max_cars_in_track')
Also i'm so happy about the new packet coming up. Thanks for it! If the suggestion above gets implemented as well, we will be able to set out custom grid and starting positions.
int X; // X map (65536 = 1 metre) int Y; // Y map (65536 = 1 metre) int Z; // Z alt (65536 = 1 metre) word Heading; // direction of forward axis : 0 = world y direction, 32768 = bool ResetCar; // Reset car. 1 = Fix it, 0 = Keep it same as it was. }
And some more things which i had in another topic. One of them was to auto-spectate somebody if they drive an illegal car once you set per-player cars, same as it works for /cars command. And one more was to finally have LName @ AXI work for remote clients as well. So you can get their layout name.