The online racing simulator
Range
(13 posts, started )
Range
Not that this is an important improvement or is it relevent to anything that needs to be improved, nor did i find it with search, but I had an idea. Make Auto X Objects; like, tyres, cones or barriers, have an adjustable(by prefrence) range of changed positioning before they get reloaded to their origainal positon.

For example: A car taps some tyres, and the tyres stay in that adjustable range, then the object(tyers) that stay in that position for an adjustable aloted amount of time (from instant to admins/players choice) and do not reload to their original setup position unless the objects get moved out of range or time runs out.

Just an idea that might seem intresting in the Auto X editor.
Quote from legoflamb :Not that this is an important improvement or is it relevent to anything that needs to be improved, nor did i find it with search, but I had an idea. Make Auto X Objects; like, tyres, cones or barriers, have an adjustable(by prefrence) range of changed positioning before they get reloaded to their origainal positon.

For example: A car taps some tyres, and the tyres stay in that adjustable range, then the object(tyers) that stay in that position for an adjustable aloted amount of time (from instant to admins/players choice) and do not reload to their original setup position unless the objects get moved out of range or time runs out.

Just an idea that might seem intresting in the Auto X editor.

+1 good idea!
If I understand you right - you want the objects to be able to be moved, maybe just a little, but moveable to other places without respawning.
Oh lol my bad english doesn`t help here!... anyway, you mean that they can be moved a little without beeing reseted Great idea, and a +1 from me.
+1
i think it would be nice
#4 - dev
+1

I would like to see AutoX object that don't reset
+1 good plan
Quote from The Very End :+1 good idea!
If I understand you right - you want the objects to be able to be moved, maybe just a little, but moveable to other places without respawning.
Oh lol my bad english doesn`t help here!... anyway, you mean that they can be moved a little without beeing reseted Great idea, and a +1 from me.

that translated the idea to me...
thank you!

+1, good idea...
plus, with a high range we could play football with a tire stack...
it would be called bumpertire not football though
Quote from squidhead :that translated the idea to me...
thank you!

+1, good idea...
plus, with a high range we could play football with a tire stack...
it would be called bumpertire not football though

+1!
There would be a lot of things that would be made possible then if things could be moved a little, maybe a option like "objects reset yes/no" Think of a evil race it would be if the tyres that got bounched out in the road just lyed / lied (?) there, great ;D
that bump tire idea sounds like it would be fun.
Quote from The Very End :+1!
There would be a lot of things that would be made possible then if things could be moved a little, maybe a option like "objects reset yes/no" Think of a evil race it would be if the tyres that got bounched out in the road just lyed / lied (?) there, great ;D

well then...ehm
Yellow flag if tire flew out on the track, wait for it to respawn...you know, race marshal duties
would add to realism too, you see a yellow flag when something blocks the road
I'd much prefer that the object resetting was removed altogether (although the marshall idea would be okay for formula races). It's not like CPUs even from the last few years have any trouble calculating physics, and once LFS starts taking advantage of graphics cards abilities it'll be even less load on the CPU.

+1 as a temporary measure
Quote from Dajmin :I'd much prefer that the object resetting was removed altogether (although the marshall idea would be okay for formula races). It's not like CPUs even from the last few years have any trouble calculating physics, and once LFS starts taking advantage of graphics cards abilities it'll be even less load on the CPU.

IIRC it's not because of CPU taxing but because objects are not tracked server-side in multiplayer currently. There was alot about this in a "UF1000 soccer" thread.
That'll be why I missed it then

It makes some kind of sense, but the objects shouldn't relaly need tracked all that much - physics doesn't change from PC to PC so if it has the angles and velocity it can calculate it all on each computer.

I guess the problem could be lag causing it to use an incorrect angle, then you'd get OOS errors all over the place.
#13 - Osco
+1
I like the idea

Range
(13 posts, started )
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