LFS usernames with the german umlaut ü are truncated in the progress window although they are displayed fine in the host window.
See attachements.
I've noticed that for the ü only but maybe it doesn't work either for other accentuated characters and/or for other special characters like the scandinavian ǿ or the latin ç ?
So it started like that (see attached pic) at about 18:05 CET.
I thought it was Becky testing some stuff for the devs so I didn't pay much attention, but I was surprised enough by the version letter to make a screenshot.
A master volume for each engine sound would be nice.
Because we may find a sound we like when we fiddle with the settings but sometimes it's too much on the clipping limit or too low.
And moving all of the sliders up or down destroys the balance, thus the sound, so I think we need a master volume for each sound.
VLC uses its own codecs so installing a codec pack is useless.
Assuming you are running Windows XP, close VLC and delete the VLC preferences folder:
C:\Documents and Settings\<your username here>\Application Data\VLC
Don't worry, I'm sure the devs are pretty well aware of what is going on about server crashers and other cheaters. It's now just a matter of time before we'll get a fix.
I believe since patch X there are some messages missing in the replays such as:
- some system messages (eg kick/ban votes)
- messages sent by admins (/msg)
- custom RCM messages (sent by admins or insim apps)
I have replays from patch U+ where I can see all of the above messages.
We can now hear the sounds of some of the messages but they are not shown at all.
These messages are quite usefull in some cases (for admins and for league races) and I'd wish to be able to see them all.
Suggestion: your WMV videos are using M$ VC-1 codec so they can't be played on older PC's or on PC's not having WMP10-11 installed (you need at least WMP 9 + the VC-1 codec if you know where to find it).
So maybe you should stick to WMV9 codec for best compatibility
I believe since patch X there are some messages missing in the replays such as:
- some system messages (eg kick/ban votes)
- messages sent by admins (/msg)
- custom RCM messages (sent by admins or insim apps)
I have replays from patch U+ where I can see all of the above messages.
So is it now done on purpose ?
Or am I missing any setting ?
These messages are quite usefull in some cases and I'd wish to be able to see them all.
Because of the length of the track, the speed involved and the LFS queue slowness maybe you should allow the incoming driver to join the server one lap before the team car is on its in-lap ?
You can put as many chances as possible on your side
Of course an ISP / power / whatever failure can always happen but at least you know it's not your fault.
It worked, some of our drivers who are used to have a 'fragile' connection didn't have any trouble all evening/night long
There was no damage because Subon braked and steered to avoid contact. Not because Scipy was carefull enough, see the difference ?
(Crappy screenshots (with no AA/AF and low res textures because it's faster to forward the replays at 8-16X) are attached)
FYI it took about 34 seconds to Cyber from the moment Mogster stopped to the pits to the moment Scipy exited the garage. It took about 29 seconds to CD and Core from the moment they stopped to the pits to the moment they restarted.
So we can assume Cyber lost about 5 seconds there but gained 4 seconds by non rolling through the pitlane thus should clearly have exited behind Subon and very close to Forbin.
To me rule #15 does make sense as it is. The driver who lost connection must be the one who reconnects and keep on driving for the team. Losing connection can be assimilated as a mechanical failure (eg suspension damage or tyres popped) so it's slowing down the car and you have to drive to the pits. If you can't do that, in our case reconnect, you're out of the race. This is the spirit of endurance as far as I understand it.
Because of rule #15 I have given instructions to my team to be sure to avoid any PC/connection troubles because I was sure that the driver losing his connection had to be the one who must reconnect and rejoin the track, which is logical to me.
Don't misunderstand me, I'm not denying your ruling but the rules about disconnections have to be rewritten for the future and especially for the oval where the track is short and the pitlane quite long.
The MoE rules about disconnections should be taken as an example IMO. If you loose connection and reconnect in the same lap you have lost one lap.
I have to admit that I'm quite disappointed to see that the people not having PC troubles nor doing mistakes are paying the price of other teams troubles and mistakes. This can't stand like that. The rulings don't match with the written rules.
However I do know what organizing a league is, what dealing with the objections is, be sure that we appreciate your work and we enjoyed this race despite of all the troubles of all kind which occured
We're still waiting for a ruling about one of the points of our objection #1:
The dangerous exit from the garage, ignoring the drivers rolling on the pitlane who have the right of way.
Subon had to brake and to steer to the right to avoid contact.
Not to mention that when Mogster pitted he stopped at the beginning of the pitlane, I believe in the 5th box. But when Scipy joined the track he spawned in the 2nd garage closest to the pit exit line.
Because of this behaviour Cyber saved the time rolling on the pitlane, about 8-9 seconds thus should have exited the pits behind Subon and Forbin.
Plus I see nothing in the rules allowing a driver change while the previous driver is not on track anymore. So it's not a driver change at all but a new car entering the track.