Stupid question: is it because of server version (which is 0.6T, not 0.6T2-4 at the moment) that /help-command seems to be updated only on Single Player?
What do I mean that when I test this new patch on Single Player, typing /help displays these commands as well:
: clear ck cv cansiren ujoin uai autosave save_mpr
These commands are not displayed on multiplayer when I type that /help-command, even though I'm admin.
Yes, they are sent from the host as that list is actually the host commands. It's done that way to allow a host to have new comments and guests can see them in the /help response. Probably not really needed but seemed a good idea many years ago!
Should be possible to set an setup to each AI driver?
I have set 'AI uses player setup' to: [no]
And yes, i can set a differend setup than myself. But i cannot set it for each AI driver individually. But it sets the setup for all the AI's i load
Or i must do something really stupid.
Request:
Is it possible to display the setup name in F12 menu for the AI's aswell?
I'm not sure did I understood this correctly at all, but did you mean that when you have setting "AI uses player setup" having an option [no] selected, you cannot have different default-setups for different AI's? If you meant that, then no, it's not possible. If you want AI's to use different setups, you have to put that option to [yes] and then select different setup via garage for each AI-driver individually.
Yes, as tankslacno says you need AI uses player setup [yes].
Then you need to select a setup in garage, exit garage, add AI. Then enter garage again, select setup, exit garage, add another AI, etc.
It's a bit laborious, I know, but you should end up with AI with different setups. I don't think it's easy to change the way it works at the moment (or display the selected setup name as that is not currently stored) because I really need to get back to the lighting in the development version. I'm at that point now in this short run on test patches where I only want to fix issues, so we can get on and release the full version next week.
1) Clear starting Grid.
2) Go to Options -> Misc -> and put setting "AI use player setup" to [no]. Now leave that setting "AI use player colors" to [yes]
3) Now, go back and load any grid(-file). At least for me, all AI's on that grid are having same default skin, despite setting on options telling otherwise.
The way you described, I think that is because the option refers to when you add a player to the grid, it does not refer to players who are already on a grid (or when you load a grid).
But my brain is a bit fried now so maybe I'm wrong.
Okay this is bit weird, but if I put that setting "AI use player setup" to [yes] and setting "AI use player colors" to [no] and then load grid, every AI is having a correct (= different) skin. If I put both settings to [no], AI's are having default skins.
I assume that it has to do something with the fact, that the setting "AI use player setup" is counting skin as well to that setup despite it should be "AI use player colors"-setting's work to count that skin itself.
Does not do it on my computer(windows 10 64) build 17134.523. If you have any cloud based or reputation based anti-virus it might give a warning as its a previously unknown file
indeed, it is excellent when driving on ovals part to see the angle taken by the car . Without, Rockingham was feeling almost flat to me, but with, when I just see replays it is very brilliant and immersive inside the cars !
Mine's a bit different but I guess similar. His system has more customisation options.
I confirm this is happening here, colours are wrongly affected by the "AI use player setup" option when I load a grid.
If I save a grid of different selected skins, then the grid always loads the wrong colours when "AI use player setup" is set to [no].
In that case, all AI will use either my current selected colour or their own selection, depending on the "AI use player colours" setting.
I believe what we actually want to happen is that the AIs in the saved grid should always use the colours/skins they were saved with, regardless of these settings. I think these settings should only apply at the moment the AI is added to the grid, otherwise it is too confusing. But tell me if I'm wrong about that.
I realise that it would be nice to have an interface to easily select a setup or colour for any AI already in the grid, but I don't feel there is time for that now. I do plan to fix the bug though.
Thanks. It should be fixed either by putting the mirror in the same (offset) place as in normal view, or by getting that mirror texture in the right place. I don't know which is the easiest solution but I'll have a look.
One 'small' thing that could be nice : when you have a full list of AI (saved) is to randomize the positions : either in the menu or as a surprise when starting ... (and even reducing the number of AI in the saved list would be very nice)
Okay, after a few hours of testing, I would say I liked the filtered view the most. Lock on the horizon is too much for me personally. But in the filtered view, the vehicle gets a little more movement and live in the cockpit. At the same time, some small hops are now more clearly traceable to the force feedback (visual and haptic) At least this is my first impression ....
My favorite thing would be if the vehicle and the driver were moving up and down at the same time. Both for themselves. But I think that's technically impossible. Maybe with a MotionRig ....... (as @MagicFr already mentioned)
That's exactly what I was thinking how it should work. Those settings should only apply when AI's are added to the grid. So you're not wrong about that.
Can't you already do that kind of thing randomizing by enabling randomized start order in game settings? At very least, if you restart race, those start positions will be randomized at the moment.