I don't lag terribly on your servers, everything works fine. But, it would be noticeably smoother if I pinged less than 100ms to your servers. Which isn't really possible when they're across the Atlantic ocean.
My point is, a lot of people (Americans) won't even consider joining a server that's over 100ms ping, or even over 90 for that matter. So they'd never know if it worked alright or not; it's about the stigma that high ping game servers carry inherently. I was thinking that maybe, just maybe, if there were a US-East CTRA server, it would draw a lot more Americans.
If you guys don't think so, that's fine, but still nobody has answered my question of whether or not there is a US-East CTRA server.
Well, that depends. There are people in the US that would like to play on a CTRA server but perhaps they don't because they don't have good ping. I was just saying that maybe if you don't have a server or two in US - East that it might bring more people to the CTRA community if you got one..
Well, who dictates what "simulator" really implies?
I don't see the game coming packaged with a simulated full cockpit. I mean wtf. I don't see actual cars with actual tracks. So is it a true simulator? Does it truly simulate real life? There are still physics glitches left and right. Can one car manifest out of nonexistence and occupy the same space as another?
Newsflash: this is a video game. Try to keep that in mind.
We're not dealing within the context of "we're an exotic automaker, what do we do with our newest model?"
In the real world, obviously you'd have a purpose-built car FIRST, and do what you can with style SECOND. However, when we're dealing with the virtual world, you can have it all, as in both. Like I said, yeah it's a sim, but there's got to be -some- fantasy, otherwise there's no reason to play the game.
I never said they would. In fact, I agree with you on this point. It's in my post.
It isn't rice. It's tasteful as far as aesthetics go, and like I said in my previous post, who the hell cares about the weight issue? You can modify the texture and just keep the physics the same, as if it had single exhaust. Jesus.
I realize that dual exhaust provides a lot more flow than is needed for a four cylinder engine with small displacement, regardless of the arrangement.
I'm speaking purely from an aesthetics point of view. Considering the XRT is most likely modeled after the 2nd gen RX7:
They should have just stayed with the duals, and ignored the extra weight as far as the physics are concerned (ie - don't add it in. Yeah, it's a sim, but it can only get so accurate - you can cut corners in places to make it more appealing). It's not bad (ricey) unless they're enormous.
When I use the "Administrate..." option from the right-click menu of my server, it brings up the window and when I connect, it doesn't show the users on the right hand side. It only shows msgs. The msgs don't contain users either, just <>.
It still does it. On the server-end (since I connect to my own dedicated server hosted elsewhere), the message in the server window is just "[myname] Timed Out" and then "[myname] Disconnected"
Like I said, my internet connection is just fine. It's hard for me to believe that this is happening to so many people and there isn't an explanation/solution yet.
??
Edit:
Wow, upon finding a suggestion in another thread to change to 16bit colors, I did, and I no longer seem to be getting disconnected (still to be tested more). I'm glad it worked, but why would that have anything to do with connection issues?
I see a lot of people having this problem. Periodically being disconnected from a game within anywhere between a few minutes to a half an hour since joining. I have no firewall, router, or connection stability issues. I have patched tcpip.sys to allow for unlimited connections. Does anyone have a definitive explanation for this issue yet?
I cannot determine exactly when this happens, but LFSLapper periodically crashes with this error msg:
LFSLapper is running... The following error occurred: Object reference not set to an instance of an object. LFSLapper at InSim.Time.LowerThan(Time t) at LFSLapper.LFSClient.SplitNotify(SPX splitdec) at LFSLapper.LFSClient.Loop(UdpClient uc) at LFSLapper.LFSClient..ctor(String scriptfilename, Boolean debugmode) at LFSLapper.LFSLapper.Main(String[] Args) Boolean LowerThan(Time)