I'm off to bed but at this point I can confirm what you said - instant replay works but replay from entry screen goes OOS. Seems to be soon after hitting the objects, so there's probably something slightly different about them when initialised from a layout or a replay.
I haven't seen the speedup effect but it sounds like it will be easy to reproduce in the morning. I guess it's not related to the OOS but we'll see.
Did we just get a new clutch/engine model?
Suddenly I have much better/realistic throttle respons on idle and low revs. And the clutch doesn't overheat so easely.
I feel it too Clutch isn't so snappy anymore. I can launch the XRT without hearing tire screeching All these new objects are awesome too. Thanks a lot for this patch!
Yay what a great improvement, now I can install a second LFS to join z28 or z34 servers... GREAT.
Oh, just saw cargame has problems with airio... great, cant upgrade the server to 0.6A1 now and ppl cant join anymore the z34 server... great great great.
Edit: just made some speed hump tests: if you go faster, the car shakes less... made a test lay with 10 speed humps, about 1 car gap between the humps. At 50kmh the car is shaking badly (like in RL), but at 120 kmh almost no shaking??
In essence, watching a WR-replay that you have to first endure 10minutes of acrobatics so the driver gets the tire's temperature to optimal is not fun to anyone. In online races it doesn't matter because the conditions are same for everyone and usually in real life you don't have tire warmers on starting grid anyway (until the start).
Spam
I know, it was not directed to you but "you". I knew perfectly well you quoted Jenk from cargame.nl forum.
I'm just a little bit frustrated in the way this is launched all of a sudden. But.. Hmmz.. Maybe we have to be happy this is launched anyway, I do not know.
I discovered that all autocross layouts are affected by this and if I remove them, at least it's running normally.
This is no test patch anymore if half of the active community is running this ´test patch´ (and I cannot blame them)
This is the first - and hopefully only according to Scawen - incompatible patch, so it has to be expected that some things will get broken. It seems Airio is one of the casualties, and I'm sure there will be others. Yes it seems that any new patch gets taken up very quickly. For a server admin it must be hard when users expect everything to just work, and maybe don't understand the need for testing. I see it as a bonus where more bugs will be discovered quickly
if i am on multiplayer, not sure what the conditions are exactly, but i tried to go to custom view, and body was set to be drawn; not only did the V button lag heavily, but when supposed to be custom view, it was not rendering any part of my car.
this happenned about half of the time i put it into custom view
EDIT: i think it was mentioned, but shift-u doesnt work at all on single player for me.
I believe the only "incompatible" additional packet are the admin commands being reported to InSim. All the other hit/contact/layout packets are optional and not sent in the current Airio versions. Hm, maybe I should ask Scawen (also in the InSim thread) to make it optional as well to keep some compatibility. Anyway, I have updated the library a bit to accept the new packet types.
I see, you mean the collisions are not good when you hit the end of an object. No, that will not be changed in this version.
Is there any reason why Aririo closes if it gets an unknown packet? I think all InSim programs should simply ignore unknown packets, if their size is valid, just skip it and carry on.