I play around with /pitlane and /pit_all command and noted this command clear all the info of laps in race making the race "unfinishable" (is correct?). Is not the same as SHIFT-S when you return to 1st lap.
In qualify is ok, the countdown stil running.
On OLT Pro Racing at AS cadet last night the light sequence appeared to be stuck on 4 seconds( after last red comes on, same hold befor green).
Might just be that its not random enough( or the nature of randomness giving the same result many times).
Yep, I am finding this as well. Testing on the drag strip yesterday the intervals were for all intents and measurable without equipment purposes, indentical.
Well, the lights on the drag strip really need to be handled differently, because they SHOULD be measurable and identical all the time. Different classes use different timings, but all drag racing sanctioning bodies use lights that are precisely timed to be exactly the same each time. In drag racing, you're SUPPOSED to try to time the lights.
I think we should have a spinoff thread which addresses the start lights. We need to look at the different race sanctioning groups and how each of them handles start lights. I think that most of them turn on the red lights, leave the reds lit for several seconds, then turn them off for "go", with no green lights being lit at all. Perhaps moving to such a system would make things better?
I just readed this: "Removed digital speedo option from view options"
Why the hell removing features which can been switched off (for these pro-reallifes users of lfs) ??????????
He didn't remove the option entirely, just removed it from that menu because it's duplicated somewhere else in the menu system. There were several complaints about it in the last patch thread.
ONE REQUEST plz plz plz make the ai faster pro ai should be able to do close to a wr time i fired up oval with 20 odd ia and couldnt make one lap trying to miss all the wrecks and spiners what is so hard about making ai faster make them stay on the gass in the turns i can pass a whole field of ia if they dont take me out mak them faster
i use to play a game some time ago that you could teach ia maybe lfs can come up with something like this were ia learns from you
gotspeed, this is no place to make requests, they are what tend to close these threads down leaving scawen lost with bugs. If you have a suggestion, please put it in this section: http://www.lfsforum.net/forumdisplay.php?f=8
i am not sure if this a bug or intended but i managed to get ai drivers on the autocross pad. they ref up but after the lights get green, they don't move and there is a msg: "Ai driver: no route" for every AI car.
i will now try to reproduce it and post a screenshot.
okay this is the way:
go to single player, select any track except autocross. Add some ai drivers. change track to autocross and start the race.
I think the only way to force people to *react* to start lights rather than *expect* them is to give anyone with a reaction of less than 0.1s after green a penalty. It's how it's done in real life after all (apart from on the drag strip as Cue-ball explained).
EDIT: I can see the reluctance to add this might be because people would think "I started after green, howcome I got a penalty?"... perhaps the message should then be "Expecting green lights" rather than "False start" combined with a small text in the corner of the screen explaining "Moving less than 0.1s after green means that you expected green rather than reacting to it."
I think that's a bad idea. If someone is willing to gamble a 30 second penalty for a .1 second advantage, that is their prerogative. However, the time it takes for the start lights to go out needs to be a little more random in order to stack those odds in favor of the house.