I don't see how will that autospectating when you don't have uploaded skin to LFSW help in stuttering and glitching (which was purpose of adding this check?). Others still see your car for 1-2 s, and thier LFS client display message that skin was unable to load...
Just one thing, what happens if someone removes a skin from lfsworld while people are racing, I know the chances of this happening are extremely thin but for example I have a fair few public skins uploaded on my lfsworld and occasionally delete an old one to free up a skin slot.
As i say this will probably never happen but just curious as to how it works, would the person racing be specced mid race if a new person joins the server and triggers a request to download the now missing skin?
Why can not I select a skin with the name in Chinese, or Japanese?
and
Please remove the auto-connect to the server, if you are disconnected the host because of vob-mode.
Mate, there is only one ISP here in the country and it was working just fine right before the update. Something happened in the new update which made all people from UAE invisible while joining in...
That's not really a bug,deffinitely not related to patch,seen this quite often before in layouts with many movable objects like tyre stacks and bales when someone drives into big pile of these objects.
MPR probably wasn't designed to track a lot of movable objects at once. Who cares, that message already is there for years, there are other things which are more important to focus on.
Most likekly, Scawen has set a limit in LFS as to how many physic interactions the game will compute for layout objects at any given time. For each layout object that is moving, LFS will have to compute its physics. If there are too many moving layout objects moving around at once, the processor cannot keep up with all the calculations required, and the game will start to lag and skip frames.
To avoid this, the limit is probably set with good margins, and the game will simply not calculate the physics for any additional layout object that is over the set limit. It's just a mechanism for prioritizing more important stuff (like the car physics) before the processor load goes too high. And the message is just verbose.
Depends how the limit is set. If it is just an integer threshold value, the amount of layout objects your processor is actually capable of handling makes no difference.