There are at least two threads that i know of in the suggestions area, but until something can be done by other means, here's something that i hope will help. It's already helping me anyway.
The problem:
- sometimes the player won't know which way to exit the pits
- possible solutions:
- chalk lines
- marshalls
- cones, signs, etc...
I went for some 'left/right signs' (see screenshot) because i could place them on (almost) all tracks so it would be a familiar view, they won't mess with the framerate, and they're in a place they cannot be hit and thrown on the track.
Chalk lines are the next best thing imo, but due to different video cards, resolutions, FOV's and even views people use, i found it quite difficult to make a layout based on chalk arrows that would satisfy everyone.
Either you cannot see the lines because they're too far, either too close and get obscured by the intakes/bonnets of some cars (rb4, lx6 and a few others).
Marshalls would clutter up the pit area too much imo.
These missing tracks : SC2(R), SC3(R), FE6(R), FE7(R) don't have a pit area, or at least not one i could find either by going around the track or by shift-s.
Currently missing are all variations of KY, but i'm working on those, will add them as soon as they're done.
Anyway, here's stuff...
The problem:
- sometimes the player won't know which way to exit the pits
- possible solutions:
- chalk lines
- marshalls
- cones, signs, etc...
I went for some 'left/right signs' (see screenshot) because i could place them on (almost) all tracks so it would be a familiar view, they won't mess with the framerate, and they're in a place they cannot be hit and thrown on the track.
Chalk lines are the next best thing imo, but due to different video cards, resolutions, FOV's and even views people use, i found it quite difficult to make a layout based on chalk arrows that would satisfy everyone.
Either you cannot see the lines because they're too far, either too close and get obscured by the intakes/bonnets of some cars (rb4, lx6 and a few others).
Marshalls would clutter up the pit area too much imo.
These missing tracks : SC2(R), SC3(R), FE6(R), FE7(R) don't have a pit area, or at least not one i could find either by going around the track or by shift-s.
Currently missing are all variations of KY, but i'm working on those, will add them as soon as they're done.
Anyway, here's stuff...