Um, I thought you were saying that using a version U replay there was a problem. And yes, I would expect that, and no it's definitely not a bug, that packets that don't exist, are not reported. I have nothing planned to be fixed in any compatible patch, because I don't know of any InSim bugs.
Actually I would think that if you play an old replay, TOC would work but PIT and PLA definitely will not work.
But if you use a MPR made with V5 and with other V5 guests, then all the documented packets should work correctly, live or in replay.
I understood what you wrote. Yes it was a version U replay on a V5 client.
I only wrote the sentence because I thought that you didn´t change the replay format and in the replays made from V5 the packets are also not in (but later then in the incompatible version).
On the other hand I don´t know from where to get a replay with car take overs :P
I know this would be way too much work (I think) for these patches but it would be nice if a live telemetry system could be coded, including the RAF data as well as tyre temps and whatever other information you feel is realistic to supply in real time. Combined with some way to change strategy from an external program, I imagine this will put big smiles on the enduro guys' faces. As I say though this is more of a "one day when there's time to polish off things more" thing I think.
I don't know if this is intentional or a bug, but OutGauge isn't sending the shiftlight info when the shiftlight is switched OFF in game. I would like to switch the ingame shiftlight off and use an external light instead.
Hopefully that won't be the case in the future. Being able to change each tire individually has been requested many times, so I can foresee this changing in InSim too, eventually.
I'm not sure if/how changing the tires on one side or the other would affect your app either. Not sure if you need to take this into consideration or not.
a new export with 3 take overs and I played a bit with penalties from drive through to stop and go, then abort the stop for stop and go and cleaned it.
Everything well, nice job Scawen
I forgot one thing, whats with a package on the reset event? or a counter into the result.
Nice for statistic and also nice for limiting in a league.
Also I wondered why the host name isn´t inside the replay, could that be done?
So you could type /i xxx on the guest, and this would make the host send out an InSim packet with your user name and the text xxx. Other than that InSim packet, it would be invisible.
The letter i is for InSim or info - seems to be the best letter, unless someone has a better idea.
I love it, I've been waiting for this for a very long time. It would allow for and tiered admin system where the InSim program would decide who get's what prefs. It would make me VERY happy to see this implemented.
/i login [username] [password] ; Or you could have the InSim Program log them in automatically (depends on the setup of the system really, say you happen to have a system where only the highest ranked admin can do things like change map, ban players, and change cars. other admins can only kick, it's a great way to test the more immature admins what's what.).
/i logout ; Logs that user out of top admin.
/i whisper [target] [message] ; Sends the target's UName or PName (With or Without Color Codes) the message that only that target can see. Ex. I want to send a message to (EAGLE)Thunderchild with the UName thunderchild telling him to look at this guy on track, he might be a wrecker. I could do "/i whisper thunderchild Check out the guy in last place I think he's sitting on the track."
Oh man, the things it allows for are mind blowing!
You are happy then because it's done I'll be posting here soon, the InSim updates.
Yes, better do it automatically, or you are opening a danger there - what if your admin did a small typo, like leaving out the slash - then everyone would see the message!
OK, I've updated the InSim file for the multiplayer incompatible test version which I hope to release today in the test patch forum. InSim.txt is attached. Here are also some parts of the change log which are relevant to some InSim developers.
----- some changes -----
Implemented the canreset option while leaving hotlaps valid
Increased number of cars in race from 20 to 28
Increased number of connections from 24 to 48
Single player and demo races now up to 16 cars
Removed the need to pass a split after receiving admin penalty
Start grid remains when track or config changes (if possible)
More commands now work on AI drivers : /spec /pitlane /p_xxx
More commands work even if player joining e.g. /spec /laps
Grid reordering is now done on end race as well as restart
New /i command to send a message to a race control program
More race tracking info added to InSim (see InSim.txt)
Admins can now see other admins in list of connections
Admins can now edit and /axsave layouts while online
Race penalty can now be removed with /p_clear command
Send all players to their pits with /pit_all command
[ EDIT : Just updated the InSim.txt - Victor pointed out the /i packet used a duplicate header ]
So, /i login and /i logout. No password needed, it would only check the UName of the client and that would be the only auth it needed to allow for login.
YESSSSSSSSSSSSSSSSSS!
Increased number of cars in race from 20 to 28
Increased number of connections from 24 to 48
is it possible to allow race admin control the grid order before a race starts, maybe through insim? for example a flag can be set by the admin to disable player joining etc. and then appoint grid position to each player.
ideally a race admin can do this through a insim tool, as well as in the race setup screen.
imho this would open up possibilities for custom grid arrangements (for example in league races which consist of more than one starts). so it'd be good to see it implemented, if it's not too much trouble.
Hey Scawen just a short question wich I´m not totally sure of.
I think if you take over a car and have anothother player flag the new playerflags will be used by that driver (sure) but no IS_PFL will be sent.
I´m not 100% sure of it because I didn´t test it a second time.
No I mean a takeover in the pit
If the no player has different settings and a different playerflag the IS_PFL should be sent (and I think it currently don´t do)
OK, you'll need to check that in W9. I've looked in the code and it appears that it should work correctly (it does check flags at the moment of take over).
Is there a way we could get a packet so we could put a message here (shown in red) via an InSim packet, and an forward slash command?
Commands
Race Control Messages
/rcm [message] // Message To Send
/rcm_ply [uname or pname] // Name to send the message to.
/rcm_all // Sends the message to all users.
/rcc_ply [uname or pname] // Clears the message from that user.
/rcc_all // Clears the message from all users.
Race Control Sub Messages
/rsm [message] // Message To Send
/rsm_ply [uname or pname] // Name to send the message to.
/rsm_all // Sends the message to all users.
/rsc_ply [uname or pname] // Clears the message from that user.
/rsc_all // Clears the message from all users.
InSim Packets: (Sent to the server over an InSim Connection)
struct RaceControlMessage // UDP packet to send a Race Control Message. { char RCM [4]; // RCM + zero char Msg [32]; // Message. byte Sec; // Seconds the message will last for. }; struct RaceSubMessage // UDP packet to send a Race Control Sub Message. { char RSM [4]; // RSM + zero char Msg [32]; // Message. byte Sec; // Seconds the message will last for. };