1. Introduced a car rental system
2. Removed tuning system
More details:
1. If you want to drive a car, but you don't have enough money to buy, you can rent it. The rental price depends on the price of the car and is equal to 0.05% of its value per km of run.
2. Everything is simple here, after the introduction of the system of car mods, you can now operate with complete sets of cars made by other players and uploaded to the lfs.net website (example: TAZ09 and TAZ09 RACE equipment)
if we open editor and load XR we found:
1. headlights in main object
2. wireframe show whats it's plane and not object
3. editor don't have subobject type like "rotable headlights"
can't translate:
- LA configurations
- prevent clipping at audio section in options
- statistic labels at Misc section in options (Sleep, Phys, Draw, HUD, Flip, Pred)
and still can't translate Rokingham configurations
is this a master server messages? (play single mode)
- Everything is OK
- Downloaded the latest version : CAMMERA 730 TURBO~001
- You have the latest version : CAMMERA 730 TURBO~001
Last edited by denis-takumi, .
Reason : add untranslated messages
in any case, automatic skin creation is a huge progress for the editor
if on the finished skin you paint the area manually a little more than necessary and at the same time this seam disappears, then I think, as an option, leave it as it is.
well, then there is a suggestion. if we take into account that we have 22 spokes with a maximum of 256 triangles, we can simply make a check when loading obj or sre of the spoke object, check the number of triangles using the formula 256 * number <= 5632
why exactly so, because at this moment the final rim can be assembled with such a number of triangles
now we are not asking to increase the limit, we are asking you to make the correct calculation
and it would be very informative if, when loading, you do not just receive the message "to many triangles", but receive a more detailed message that the object has an excess of points or triangles by a certain number
based on the last 3 messages, I would think about how long the mod test will take, and the period when the mods will be released and there will be a major release with updated graphics
if the game starts having problems because of this, then it would be possible to take a compromise path:
- limit ourselves at this stage to 1280 triangles
- when publicly testing new graphics, raise the limit to 5k triangles
P.S. Scawen, can you check "Contact Us" mailbox for my question?
start new server from game
allow all mods (unaproved too)
select mode TRUCK66
try to join
recieve message: Your vehicle is not known on this host
go to hosting page and saw ingame host
edit server - set only TRUCK66 mode and save
in game can select only TRUCK66
try to join
recieve message: Your vehicle is not known on this host
Scawen i dont think what is bug i thunk its mistake: when u turnoff engine u just disable throttle and set idle rpm to zero but dont calculate compressed air resistance in cylinders. in game prm at turnedoff engine go down slow (3-4 seconds) but in real life its go down in 1-1.5 seconds
for Scawen:
after each patch "Window while connecting" resets to "yes" but i set this flag to "no" every time. is this options is need? i mean what i start game in fullscreen mode, press "Display list of hosts" and go to windowed mode and when start joining to server game again goes to fullscreen mode. windowed mode need more GPU power than fullscreen mode because gpu must render game and desktop
for Victor:
i still need send layouts to server after each restart. maybe store cfg.txt and layouts folder for server and mount it to host?
after stop/start server ip was changed. is it normal? because i must reconfigure my insim app.