In CESAV.es we have our own registration system, but for us, and I can imagine that also for some others, it would be interesting to be able to create/update our own Events using the Rest API. So far, we have to create it twice, once in our website and then in lfs calendar, and then remember to keep both places in sync.
Another thing it could be useful to improve attendance to events is implementing a way to retrieve the upcoming events using the Rest API. It would allow to promote those events in other websites or using discord/telegram bots to promote the event, currently the only way to promote events is to do it manually.
I'm trying to think some improvements about commands:
Being able to set the number of pitstops done by a player. (that’s my original suggestion)
LFS should allow to specify a number of required pitstops, instead of current yes/no values for mustpit.
So it would be yes(1)/no(0)/<number>. But perhaps that's much work.
Add extra optional parameter to /track <track> <layoutName> to avoid loading the track with a random layout and then having to run /axload guessing when the track finished loading the track with the random layout. But again this might be quite some work..
I think just with the first bullet it would be enough for race organisers, second would benefit the whole community, as servers without special insim could have races with multiple pitstops required and last bullet would be just a convenience thing for server admins.
After a timeout, it would make possible to restore if the player did the mandatory pitstop. Currently we can restore the laps but there is no command to set pitstop as completed.
Create complex pitstop rules with insim, and mark the pitstop done or not (require change all tyres, require change compound, insim would reset completed pitstop to no if required) which also would be visible in F12 for the driver.
Require multiple pitstops (also controlled via insim, reseting completed to no until conditions met)
I hope to see this soon as I think it would add a lot of possibilities.
We just discover an issue with the speedometer not showing the real speed.
You can check with a set limiting 1st gear to 80 km/h, it will indicate 70 km/h in the speedometer, while the real speed indicator from LFS is 80 as expected.
I wasn't going to suggest it at all until I saw in the patch notes that some similar commands were created, like /h_mass username X, so perhaps its possible to do it now, fingers crossed.
In any case, superb work Scawen, this test patch serie is huge and big improvement in general
Would be possible and easy to implement a new LFS command similar to the "setlaps" but in this case to set mandatory pit stop completed yes no for a player?
My use case is to restore if the player did the mandatory pitstop after reconnecting, currently can I restore his laps, but he is forced to do another pit stop even if he previously completed it otherwise LFS will disqualify him.
I would use it also when we have a race with 2 mandatory pitstops, it would be good to set it to no so the player knows that must do another pit stop instead of showing OK in the F12
Perhaps an idea for open configs could be to have new object type like the circle which has an index and radius, lets call this new invisible object "minimap path circle item".
It would be a secuential, so after adding the item 1, the next would be number 2, and so on.
LFS would then draw a the mini map based on the "minimap path circle items", straight line from 1 to number 2, then to number 3,4....20 and once in the last, link it to the first "minimap path circle item" to close the track / or perhaps leave it open for a single stage course. Radius would be used to have a race lane width, but perhaps thats not needed as most likely this would be used in open configs, not in square parks (or even car parks?).
I think this idea would be good also for representing open configs.
I think drawing objects over the existing map its the best. In my example in PHP above, you can see that you can understand where is the race track with those circles that I draw there, and I used just a few of concrete platforms.
Relevant objects used:
AXO_CONCRETE_RAMP 34 units
AXO_CONCRETE_SLAB 81 units
AXO_CONCRETE_WALL 113 units
AXO_BARRIER_LONG 250 units
AXO_BARRIER_RED 105 units
AXO_BARRIER_WHITE 107 units
Last edited by NeOn_sp, .
Reason : Attach layout file
I don't see any reason to hide the engine health. If you opponent has engine damage, your car will perform better, that's it. It doesn't matter if you can see the exact number or not. You wont be faster by knowing your opponent has engine condition of 96%, 80% or whatever just for the fact of knowing it, so I would show it always.
I would at least propose the folowing:
It should be possible to see engine health with exact percentage in replays, SPR and MPR.
I would apply this previous point also to tyres temperatures and fuel in MPR, there is no reason to hide exact temperatures in MPR, and its good for learning ways to improve your driving or your set, or seeing the fuel for race analysis after race.
Display engine health percentage always, or at least make it server side configurable, just like the /showfuel=yes/no
Again, knowing the fuel of your opponent gives you a strategy information that can change a race result, but knowing the exact engine condition doesn't give you any strategy information that you can use or that will affect to the final result.
It deppends on every organizer, in CESAV for instance is not mandatory to use TS or Discord. But even if it was mandatory, the list should be an overview of the events without specific rules, because every event or organizer will have a whole set of different requirements to participate. If you are instested to participate in an event, you will/should follow the button to get more information
Honestly I don't like this kind of indication as it depends on the registered drivers for each event, and large grids or rounds with multiple divitions, you will be able to find other participants with a level similar to yours, no matter if you are starting or you are a veteran. So I wouldn't include it either.
I think that most of the time, the people you may want to talk about an event will have the same time zone as you. In those cases that the time zone is not the same, most likely they will know to make that conversion.
On top on that, the point with this addition its to see what events are going to happen soon so I can register/attend. For actual planification with friends, the most logical would be to use the calendar in the website. So I think VladM's suggestion to display time until event will be more useful than UTC.
The mockup looks nice in general, really a good addition to LFS!
As owner and admin of CESAV, I think will be really good for the all the racing community, both drivers and organisers.
Although, I have some suggestions:
The hours should be displayed in your machine current time zone, not UTC.
The clikable buttons should be clearly identified.
I would remove the second event datetime. Less text its more clear.
The more info should be by clicking the image, but it needs some small text or icon to be noticed as clikable
It would be great to be able to add events into the calendar with the REST API, I know this is not directly related to this quick patch, but its good place to mention it
Along with the League, we will have another championship called "Mods Cup" where we will have 1 race every 4 weeks, where we will use different mods. This series is starting this next Monday February 28th at 22:15 CET ( 21:15 GTM )
On top on that, the first race will be broadcasted by
If you want to participate, registrations are now open at CESAV website
Year 2022 has come, and so has done our usual racing schedule!
As usual, our year long season is divided in smaller championships. It can be a 'league' (meaning that each week we race with a different car) or a 'cup' (that usually has some theme to them - GTR, RallyX, single-seaters...).
For this first half of the year, we will have the 2022 League and the Mods Cup championships, plus the a 3 races pre-Seasson event that will be a preview of what you will be able to find in the year.
Every 3 league races, we will have one mods cup race. 24 races of packed fun each Monday 21:15 GMT.
In case of a late incorporation there is no drawback, as your 3 worst results are not computed into the total score for the league, and the worst result for the Mods cup.
Remember as well, that in case of not being S3 licensed you still have the same chances to fight for the League, as there are only 2 S3 races in the league. In other hand, to participate in the Mods Cup, you will need a S3 license.
You don't need a team to participate, you can drive without team, joining an existing team, or even register your own team for cesav. Check out this to register your team
Schedule (Every Monday):
22:15 CET (21:15 GMT) Qualification (1 lap or 10 minutes)
22:30 CET (21:30 GMT) Race (45 mins, approximate race time)
We hope that you enjoy with us this season, see you on track! CESAV WebSite