Joined a few seconds before race start, no setup, 0 laps, tossed in 85% fuel and had just enough time to connect the pedal connector to the wheel before the lights went green. I went for slow n cautious, partly because i hadn't practiced and mostly because i suck at rally, was way off pace and almost got shocked by mr Mooney's speed lapping me in like lap 10.
Anyway, i managed to pass a few cars, and i managed to break the right rear suspension. Pitted for damage, tried to fight FEL for 7th or 8th, beat FEL's pb by 0.01 seconds but lost ze position, and finished the race like 3 laps down.
Since it's sort of (completely) geared towards single users, there's no real way of adding a batch of suggestions from <source>, but i guess you could just get in there and suggest the ones you've used in STCC?
The project/site needs all the user content it can get and probably wont "take off" without a good amount of things to vote for, so to anyone who's got some ideas-- suggest them!
Yay for new packets, but the update i'd like most of all would be to drop the juggling of "player identifiers" (UniqueId, PName, UName) and just use one single never-changing key per connection, per session. Put PName and UName into one single requestable packet such as NCN, then stick to this truly non-changing id for everything else, such as private messages, /spectate, /pitlane, etc.
It'll be slow(er), no doubt. Hopefully countered a bit by ease of use.
I think there's one or more .ini settings for socket timeouts, but i can see why you'd use PEAR stuffies. I'd probably be a PEAR user myself if the contents weren't distributed thru and / or relied on PEAR.
Where, for example, getCarName() always returns the full name whether you call it with car bits or the abbreviation (or the full name, even).
This will of course not run under PHP4 at all, has __toString() design issues with some versions of PHP5, but should hopefully run as intended on PHP6. I am however writing it under PHP5, and it works good enough. Currently backing this thing with no issues thus far.
In any case, there will be a difference between having LFS spend time synthesizing the engine notes of 20 cars, to just moving on after having done say, 8?
Could use the LOD distance system which already exists, unless it's some "automatic" DirectX thingie.
Rubbish soundcards aside, it's actually a really good suggestion. In a 20-car grid getting mashed together into something like turn one on SO1, sound robs me of about 10 fps. This would be fine if i dropped from 90 to 80 fps, but it's more like 26 to 16.
Lowering the directsound acceleration helps quite a bit, but maximum number of sounds is a very common setting, and should really be implemented as LFS has a rather advanced sound engine.
I was off pace, way too much fuel in race 1 and lost a good few seconds somewhere in the middle, saving an impending roll. Started second in the reverse grid, Keith decided to keep his foot down and drive thru my car in turn three resulting in a roll for me, luckily ending up back on the wheels but way behind, in last place. Finished 5th and 7th i think.
I'm actually surprised by how well it works, long time no see.
The game can really be quite fun, but just as normal racing requires people to make an effort, so does this thing. For example, you probably don't need to change car during the countdown since it's very likely you'll delay the spawning of the ball, wait until the ball is being fought for in a corner somewhere. Likewise you don't need to pit each time your car is slightly damaged, you will get damaged again before you know it.
Trying to hit the ball at very high speed is probably the worst available strategy, ie. driving back to your side and returning at 120 km/h. An ordered list of probable achievement follows:
1) You miss the ball and hit another player instead.
2) You miss the ball and end up in a wall.
3) You hit the ball with such force it goes out of bounds.
4) You hit the ball sending it flying thru the goal at too high speed.
..
62) You score a goal.
*Edit: short explanation of the most intrusive restrictions:
No manual pitting - pitting manually will let players leave the garage at the same time, ending up inside each others car in the mid circle, having a huge crash as soon as anyone moves.
No moving at start - if not forbidden, players will be heading for the mid circle at about a million miles per hour during the countdown, this results in everyone crashing, getting badly damaged and trying to pit, chaos.
I'm fine with any amount of bales, huge barriers, mines or concrete walls, but i'd really like to see the objects being used to discourage people from cutting simply by the fact that hitting whatever there is to hit will slow you down, not that you "might get a penalty", even if repeated heavy cutting is required for that penalty. I'd prefer the moonflight barriers to possible-penalty-objects.
Reason being that there's no way of telling if you've hit something while racing, so i end up constantly trying to adjust my lines because i never know if i hit something or not. :worried:
Yes, it's obviously designed to solve some other issue(s), and a poor design would perhaps be not allowing people to join / connect unless the game is at the lobby screen. It could be alot worse.
Even if it doesn't directly affect tyre temps it will change the load on tyres pretty much everywhere, affecting temps quite a bit. We had headwind / opposite wind down the back straight during the entire race loosing a few km/h's and maybe 2-3 degrees of heat on each lap, the highspeed right hander before the chicane was perfectly stable with the wind in your face, no slip, less heat. I'd guess you were also careful in the section before split 2, normally there's quite a bit of slip there, but with the wind it was pretty much impossible to push that hard.
Probably makes a very big difference over the distance we ran.
We lost some of the event spirit / charm when we re-rolled the dice to pick a new combo, sorry everyone who wanted to rally but 1 hour without pits felt too harsh, i'm quite sure some people "voted" for a new combo (by voting to end the race) just because others were voting, bit of a messup there. We'll be changing the randomizer to leave out tracks without pits completely.
The difference between the chosen combos was also a quite a clash, UF1 rallycross happy-fun-fun to Aston North in the FZR, ending up with high winds and almost full tanks didn't exactly make the race any less serious in terms of difficulty.
Good race for me of course, got a decent start but was really surprised with how my setup had gotten its balance totally reversed, a few very tricky laps trying to figure out the wind with massive oversteer and very sensitive brakes. It all got very exciting in the end as i passed Biohazard while he had a pitstop (i think?) then got stuck for a while behind two backmarkers fighting for position with my tyres so worn i couldn't really afford a single slide, did an extremely cautious final lap with worn out frozen rear tyres and ended up having a way bigger gap then i thought.
For a while i thought that bump was the cause of my car behaving so weird, but it wasn't, zero damage, and you've got a spot on the grid anytime you want one.
A server getting stuck in that state is probably a bug, more or less. The fact that you can't change your own "state" while a player is connecting is more a case of slightly poor design.
Forza seems (to me) to have tyre on the road simulation, it doesn't seem to be very advanced but there's quite a few things in the game suggesting it atleast exists.
Comparing these console "sims" to LFS or NR2003 is indeed pointless, the console games aren't even trying.