IMHO since the number of player's pitstops is more like a status info of the player, it's better to have it acquirable any time during the race (so if a player connects in the middle of a race, he would still be able to track this info). The compact IS_NPL packet seems a good idea
by pit times i wasn't refering to the time a player spent in the pitlane, which the earlier posts were talking about, but rather how many times a player has pitted in the race, since the IS_RES packet contains this info i assume this is something the server knows
the new IS_PIT packet is great as it's language independent, but is it sent only when a pitstop is taking place? it would be great if there is a status info about a player's pit times like in the IS_RES packet while the race is still going, so a race monitor tool does not have to be connected to the server all the time to catch all the IS_PIT packets just to count the pit times (if the race requires mandatory pitstops this would really help the race adm). i hope this is not very hard to implement
hi! i am trying to write a race monitor tool but came across this problem, does InSim provide info about a player's penalty and pit times while the race is going? IS_RES packet has these but it seems that IS_RES comes only after the driver finishes the race. so is there a way to get the penalty flags and pit times anytime in the race? thx
When the car is stationary you shut down the engine and no engine sound can be heard once the rpm is down to 0. But while the car is moving you can hear the engine and throttle still generates a noise. Should there be engine noise when there is no ignition at all? Right now shutting down the engine by pressing 'I' is more like simply cutting the throttle. But then the engine ignition along with some other engine simulations are not yet completed, so maybe this minor sound issue will be addressed later too
I noticed in LFS when you press 'I' to shutdown the engine you can still hear it running, pressing the throttle has no effect on the car but still generates some noise. Just a minor issue which hopefully can be fixed when realistic engine ignition is implemented.
I wish there is some way to see whether a connected player is an admin in the connections list, a small symbol will do so it shouldn't be too hard to implement this feature. I think this will help the admins when organizing events.