I have never heard of that. I can't reproduce it and I can't think how it could happen.
Thanks for the description, I reproduced it. In fact the car (whose laps appear to be wrong to the connecting player) doesn't have to be a mid-race joiner, it just has to be one that has never crossed the finish line. So that could be someone leaving the pits as you described, or someone who has not yet passed the finish line since the race started. You would see this same bug if you look at the people at the back of the grid, if you joined a host a few seconds after a race start. Their race position and lap count would be wrong until they finished the first lap.
LFS thought that such cars were on the same lap as the leader but much further round the track than him.
Anyway I found some spare bits to indicate this situation (for timing purposes, before crossing the finish line, the car is in the first sector - even though its actual location is in the final sector). These bits are in an existing initialisation packet so the fix is compatible - if you join with Z32 (next patch) to a Z32 host, that bug will not appear.
It's not necessarily required that LFS knows the right way, the drivers have to know. The layout should provide visible markers as to which direction it's supposed to be driven in, worked for years on AU and BL3.
While this patch series does suit cruising and drifting, I wouldn't say it is exclusively for them. A friend and I like to build rally style special stages or gymkhanas, and the Z3x patches suit this very well.
As for the missing ideal race line and wrong way flags, these cannot possibly be known for all of the combinations that are now available. The AI cannot use open configs either, the paths are just simply not there. As morpha says, it is really up to the driver to know the correct direction.
While I was watching mbt_dj's replay, I discovered a little bug in follow car feature in SHIFT+U mode in replays. When I follow a car in a replay and go frame by frame forward by pressing the > key, everything is OK but when I rewind frame by frame by pressing the < key (or just by moving the slider), the view stops following the car and moves somewhere else on the map.
In Z28, the view also stops following the selected car but it stays in the same place. It would actually be good if it was possible to keep following the car after pressing <. I don't know if it's easy though.
Edit: Never mind, not a bug, thanks to Squelch for the explanation.
I understand perfectly why PEOPLE need to know which way to go, but there is no reason LFS has to know. Who do you normally race with that you're so overly concerned with whether or not a message is shown to anyone who goes the wrong way? You're not supposed to ever see that message in the first place.
The arrow when leaving pits would be useful though.
We have had the case where a midrace joiner left the pits the wrong way, and only realised when the pack came heading towards them at speed. We've amended the layout with signs in front of the pitboxes now, but I suppose this would then not be checked as a 'valid extra layout' for Airio lap checking purposes because of the extra objects.
Surely choosing X or Y dictates which way the start/finish straight should be travelled, and also the pitlane as it is usually parallel to the start/finish ?
The pitlane direction indicator seems reasonably simple, that's the only stretch of track that's guaranteed to be one-way in race configurations. I still don't see anything wrong with these guys though:
Oh I see, I thought you were requesting that feature at first. Well, yes but I think EQ Worry will make that feature since he made the PTH files for the "official" open tracks.
I mean, by this: "OMG, we need server penalty for wrong way!" I thought you didn't know it was already implemented. Too much off topic now from us, sorry :/
I would say that while it appears abnormal, it is a result of how those tyres collision faces are made. (no collision faces on the ends perhaps?) They would not normally be expected to be hit from above, and in your replay one of the blue stacks is pushed through the track. This extreme camera angle shows it nicely.
I think it is this that makes your car flip like that.
I noticed the same. It seems whenever the replay has to start from the beginning ie back step, that the follow cam is reset.
To confirm, the bug where if you delete objects at a seriously fast rate, sometimes (VERY Rarely) a object far away for example at the other side of autocross can get deleted, its been doing that for as long as iv played lfs, but its very very rare isnt a issue, but if it happens to me ill save rep and post it here.
Thanks, but what i wanted to know was how far the tyre physics are off, cause unless i know that the other info is useless Although you probably did that on purpose.