With respect to what has been said above, I want to make a suggestion for something that can be looked upon next time you have time for this, when ever it is...
With the OT configurations a problem appeared that can not be easily solved. Made a fewAston layouts that use AS7 starting grid and pit and they are very nice to drive on. However, the big problem is pitlane, both on entrance and exit on the track. Pit in/out join/departing the track on the racing line where one has to reduce speed significantly, thus creating potential risk of crash with another racer following close behind.
What I wanted to ask is: is it possible to add something like a concrete flat horizontal panels to layout objects that can be put over the grass surface, so the surface then has grip instead of being slippery?
That way I could separate pit in and pit out lanes away from the track and avoid risks of collisions with other cars.
As I am complete noob in programming, I don't have a clue if this is a huge task or just a little thing and again, with regards to the quoted, don't even bother to answer now.
Are you just talking about this place, these 13 objects in the attached screen shot?
I don't have strong feelings about this. I guess I could just leave them not there in open configs (as they were before Z33) so you can just put tyres and humps there if you want them.
I guess I'll remove them again unless I hear of some reasons why not. Actually, I have just commented out those lines already. So that's done unless we hear some good reason why they should be there in the open configurations.
I have done this now, but it will need a good test to see if it works well. When do you think you might want to test this again? I could probably do one more compatible patch in time for your test (not this evening).
Well, those are ALREADY @ in Official tracks. In open configuration, if there is no speedhumps or tyrewalls, you are actually able to make a shicane! a. If want to keep them activated, then use official tracks.
IDEA!
But then again, why not to make speedhumps as object? Then you are able to replace them everywhere, @ open config should be OPEN, not closed. But I am not desiding that though,,,,
EDIT: Yes, im talking that place (and actually in all over the places as what becoming to an idea)
I guess a good PC. And the screenshot resolution is 812x612 so that raises FPS too, and looking from that angle with no cars doesn't consume much FPS as well.
Scawen - here's a wierd crash, not sure what caused it, and has not happened since.
On lap 5 or 7.54 mins as the second car goes into the corner it suddenly gets a huge wack in the rear end.
Both server and client are on z33.
Aston has quite a few actually, South City has one (SO4 downhill hairpin), and you could debate about the FE4 turn that takes you off FE3 and onto FE4.
Thanks, let's hope it gets a good testing. You don't have to do the training lessons unless you want to. There is a way to translate the lesson titles - if you look at one of the translated lessons (data\training\xxx_Language.txt) on the first line, after an @ sign, that is the title that appears on the lesson selection screen.
But what we actually need for a translation to be included is :
1) The main translation file, of course.
2) In the help file, at least the "/agreement" section must be translated. That can be seen in game by editing your cfg.txt file - change "Welcome Z 0" to "Welcome Z 1" then you will see the agreement page in LFS.
OK, I'll plan to release a compatible update with a few fixes either this evening or on Monday afternoon (assuming your training is in the evening).
Paused, small window size, no cars on screen, looking down so very few objects are drawn.
This is my only worry about this patch at the moment. Unfortunately it's really a bad thing. It's possible to get these false collisions, but they are so rare, and cannot be reproduced. If someone got it in single player mode and posted an SPR then I could track it down and fix it. But these MP Replays only show the outcome, not the actual collision event itself.
Training will be a 60 minute race at South City Chicane / LX6. (in the evening at 7pm) There should be quite some complicated laping there.
I'm just thinking, if this is an easy fix, you could even implement to wave a yellow flag, when a car is slower than ~30-35mph. As far as I know, there are no corners in LfS that are driven slower than that. Again: not a perfect system, as high speed accidents won't be detected, and there would be many yellows at the start.
But it would help in most of the "oh there is a car standing around in the middle of the road" situations...
I don't know if that can be done easily. Just another idea...
But... South City Chicane uses the same old blue flag system. The new system that needs testing is only for the open configs.
Yellow flags are not easy, because they become quite annoying if LFS doesn't know if a car is in a safe place. It uses the path to know if a car is parked or stopped off line in a safe place and this is impossible without path information.
z30 was fine for me, z31 however, I get small stuttering every 10 seconds or so.
I'm experiencing this on KY3x.
My FPS are fine in z30+.
When It skips the sound crackles slightly, if that helps..