Shouldn't it be possible in any RWD car with 95% front brake balance? In XRG you can easily do that on BL1 straight (used on demo drag servers) with knobblies in rear.
scawen, thanks for you job. I'am a question after installing the pacth Z34, I had to activate the game again missing an activation. Now I have one free activation.
Maybe this doesn't belong here, but any way we can get the high-beams to be brighter? They don't do much to get someone's attention since they're more like parking lights. Would think that might be an easy improvement to sneak in.
As it's Friday, many of you are probably hoping for a patch (me too) but I've realised it is not possible to release the incompatible patch today.
The hotlapping updates were supposed to take half a day but that turned into 3 days with the things we added. Then I got onto one of the things I am committed to doing - the InSim packets that can add or remove objects.
That needed a new multiple object deletion function (previously only one could be deleted at a time). I adapted the old multiple object packet that was used when loading a layout or joining a host. Now it can be used for multiple object adding / deleting at any time, also extended to 30 objects per packet instead of 16 so it's faster to join a host or load a layout in multiplayer.
I had no good way to test the multiple object deletion packet, and realised it could really be tested well if there was a multiple object selection system in the autocross editor. That could be done in about a day using those new packets I had to add for InSim. Now you can select up to 30 objects at a time, using CTRL+click. You can then delete / duplicate / move or rotate the group of selected objects. I think that was very useful. Not only so the packets could be properly tested, it will save people a lot of time when they are editing layouts.
What still needs to be done for the incompatible test patch :
- The actual InSim packets for adding and deleting multiple objects (easy now that the internal packets are done)
- Reporting collisions with objects (should be simple enough now having done some updates for the hotlapping system)
- A few bug fixes
Changes since Z34
Autocross editor :
All autocross objects are now available at all tracks
Multiple object selection - press CTRL and click object button
Selection can be deleted, copied (O), moved (M), rotated (, / .)
Prevented mouse camera movement between button click and release
FIX : Start position sometimes remained active after deleting it
Open configuration support :
Random time from red to green lights now works with open configs
It is now possible to start a qualifying session on open configs
Various :
All translations have now been updated
The digit "1" now occupies the same screen space as other digits
Maximum qualifying time increased from 60 minutes to 240 minutes
TC Allowed Slip slider now goes up to 20% (previous maximum 10%)
On changing allowed cars disallowed cars will join the spectators
Improved multiple line text formatting - Japanese training now ok
FIX : It was possible to set qualifying on an autocross layout
Hotlapping support :
Tyres section in garage - settings for tyre warmer temperatures
You can load a layout in hotlap mode (may include start position)
NOTE : LFS World hotlaps may include start position - not objects
Hotlapping is possible on open configurations (not for LFS World)
Exit from pits now results in a clean restart to hotlap position
Reliable detection of wall side impacts (e.g. at South City)
Pit stops are no longer available in Hotlapping mode
Tracks :
SO : Removed a ghostly collision object in South City pit lane
SO : Removed two barriers embedded in tyre wall (Sprint Tracks)
WE : Fixed the position of the reversed configuration finish line
KY : Removed some barrier end segment errors from Oval / National
InSim :
New packet IS_PLC sets allowed cars for individual players
Thanks, I've disabled that now. It looks like that has been there in National and Oval configs since Kyoto was first released!
Good stuff, that's been an annoying "feature" of LFS One small request if possible (to fix another annoying feature) - could setting the number of laps above 100 be fixed so that it doesn't go in 10 lap increments? I can't think of a reason why you could have a 110 but not 111 lap race, and it would be a good bug to quash Anyway, don't forget to enjoy the sun
Seeing that Qualifying got an extension (very useful btw in leagues), is there a possiblity that laps can be expanded? By that I mean, can we set laps to say "108" instead of 100 or 110? It sounds like a minor thing but could be useful to some oval events/races/leagues. Also if there's a long race on a small track (FE1/AS1) that would be alot of laps, they could select 101 etc too.
Edit: Boothy beat me to it, but you see its an "interested" topic at least.