Let the developers finish off what they're handling right now. We'll all see what comes next...afterwards.
One thing is to NOT have anything new, and also no news regarding development (targets, steps, obstacles). Quite another is to HAVE something new, to have important news, to actually have a series of small patches prior to a bigger release.
Unless things have changed since 2007/8, the pressures which you set in the garage are the COLD pressures. (Once we're agreed on this, I suggest we delete/change the incorrect stuff to minimise the spread of disinformation )
All must know that in the autocross (where DREG, a circle) is the trail maps! The truth is not completed yet, here in this version it became available. I did a layout for it with 2 sectors. The best result on the mouse I did 0:19.5 at three o'clock in the nightillepall
Video review. http://www.youtube.com/watch?v=GvE4RChZ56g
The very layout.
Going back a bit further I found this from Scawen. I don't know if it still holds, but that is the principle I've been working on. http://www.lfsforum.net/showthread.php?p=52917#post52917
Edit:
I can't find the post, but I also believe the pressure settings are for optimum, so by deduction, setting higher temps will give a slight over pressure.
But I cant load the layout every time the Insim connects.
Such a disturbance is unacceptable with 32 players connected.
There is also a reason why I can request all currently connected players, as I don't
wanna kick them all, and then count them by Insim when they come back lol.
Well, I could collect all incoming IS_OBH packets. Sooner or later, people will have crashed into
every object on the track
I think the meaning is load the layout as normal in LFS and then load and parse the layout in the InSim app. The InSim app then knows the layout and can then manipulate the live layout. There is no need to keep reloading the layout on InSim connect, but an existing layout can be read by /axsave and then parsed.
The layout file objects have exactly the same format as the ones in the IS_AXM packets. If you do /axsave then you get a snapshot of the layout at that point in time. You could say that is more reliable than receiving a long sequence of several packets over a few seconds, while someone might be editing them.
If your InSim program is running on the same computer as the host then I think /axsave is quite a reasonable and quick way of finding out which objects are on the host.
Anyway, it's the only way for now. I don't know what might be done in future but at least for now I won't be doing an object information request packet.
Hello,
I saw some servers on line running kv gp long Y, a new very very long and very cool great track.
But it appears as autocross configuration with flawed checkpoints(laps not counting).
So i tried single player, at first i could select kv gp long, but after some clicking in the selection screen, the configuration disappeared?
After which i could only select the much shorter version which resembles more the old track?
Is the new track layout a mistake and should it not have been in this patch?? How can i get the "Y" configuration to work properly? because it is seriously cool 6+ minutes of driving!!!
I've investigated this and I can't understand how it could crash there. It's a safely written bit of code, old (not new) and does all the necessary checks on the size and validity of the memory being read.
It's too strange. I think I will have to give up on this, and assume something funny happened on your computer. That is unless anyone else has had a dedicated host crash.
If anyone has had a dedicated host crash, please can you try to post as much information as possible about it, crash address and perhaps a description of what was happening at the time. Everything you know - was anyone online, were they in game on entry screen was the race restarting, you know what I mean - anything you can tell me - thanks.
As you know by now, the aim now is simply to fix the bugs and make any necessary small and safe improvements so we can release the official version 0.6B hopefully on Friday. We will release a test patch before that to test the fixes.
So far...
- the agreement page crash is fixed
- the layout replay OOS is investigated and understood
- we're looking into something in the join a host system
Something we did yesterday : Victor has updated LFS World so you can now see your own race history on hidden hosts, but others cannot see it. A small change on the master server was needed - so that the information from hidden hosts is now sent to the database, but with a "generated" host name. So there is no possibilty of LFS World website revealing your hidden host's name by mistake, because it doesn't have that information. This is a nice improvement, but the change was actually needed to solve a bug that was caused by a new thing - the sending of lap times from custom configurations. Previously, hidden hosts sent no host status information at all to the database. So when the database started to receive get lap times from custom configurations, it did not know that it was from a custom configuration, so should not store it as a PB. Now the database receives the same information on hidden hosts as it does from visible hosts, and it is stored there for you you to see, but hidden from the public, just like the host itself.