I took a trip down the memory lane and watched some of my old endurance replays and would like to ask if it's possible to add a function to use /setlap to override position order in multiplayer replays to sort out problems with timeout'd players. Even better if you could write your changes with mpr timestamps to some external file so that there's no need to change things all over again.
0.6Q3 - strange flickering on dashboard in XFG, South City Chicane Route (SO6), Overcast Day.
It probably has something to do with the shadows/lights of the pits, because when I reached the end of the pit buildings on the right, the flickering stopped. I don't really know if this bug is new with 0.6Q3 or not.
Hello, Scawen, nice to see good progress with LFS.
Maybe in the near future you're planning to add some new objects for layouts?
And perhaps you're planning to increase the maximum number of objects allowed (in a range from 2500 to 3000, for example)?
It's a fine idea. It looks minecraftish since we don't have a choice to use things like trees, buildings and so on so we have to build them yourself with these concrete blocks. It looks weird - yes, but who cares?
Back to patch: works fine for me. No issues was found.
As long as you find it entertaining, the look of it isn't in that top priority, but I do also understand, that there is also people who likes to put effort on it's look. With more objects actually, you could make it look less "minecraftish".
Maybe smooth bridges or generally smooth, elevated objects would do very fine.
Autocross layouts are kinda it's own genre and should not be mixed up with custom model tracks, regardless of any. If new tracks are the salt of entertaining, autocross layout objects are more like spice.
EDIT: Yeah, more route marker objects, more objects in generally, more elevation of objects, increase object limit and increase the maximum height of objects being added, and I guess we are going to have good times for long time! But the most importantly, Ramp object in Concrete section, 0,25 is a bit too rough for BF1. Halving this to 0,125 would do fine, or 32x32 objects would also go it's job. Or why not both.
I guess this discussion here though is irrelevant here, and as I mentioned, devs for sure knows these suggestions.
If this is an appropriate time to squeeze in some more InSim improvements. Reporting the line id (https://www.lfs.net/lfs_transl ... n_viewer.php?lang=English) of a system button clicked would be useful (going from the garage setup screen to the car selection screen would be detectable for example). The issue seen in the screenshots below would be preventable as the "Car" and "OK" button clicks would be reported.
After using this testpatch without any trouble since release day,today I launched the stable version for hotlapping purpose and got this message when joining track:
And no shadow under car was drawn.
Is this normal due shadowing changes?
Sorry, for off topic, Scawen. Is it possible to make a little more adjustment for steering angle for rear wheel drive cars? As you already know how big drifting community is in LFS. Maybe just a few more degrees. It will not affect grip racing and mess with hotlaps. But it will help LFS drifters a lot, and will bring new emotions.