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xspeedasx
S3 licensed
As it was merged. It would also make sense to release a new NuGet version
xspeedasx
S3 licensed
Quote from Scawen :Is it:
- remove the open config small map and display only the "layout square" type of view? (plain rectangle + concrete objects)
or:
- draw concrete objects over the existing small map?

* Layout square type of view could be too sparse unless you'd display track limits (and probably all solid objects) in it too.

* Concrete objects over small map would be too confusing and crowded.

Maybe a hybrid solution between those two - an actual minimap (real top-down view or colored image of track) with additional markings of the objects.

As Neon mentioned - it would be helpful to display custom layouts on open tracks or simply extra chicanes, etc.
xspeedasx
S3 licensed
Quote from Scawen :In D11 the Layout Square small map now shows the concrete objects as shown in the attached image.

Hi, a bit late to the party, but could this also an option to be enabled in other tracks as well?
I've had similar idea 12 years ago Big grin
xspeedasx
S3 licensed
Quote from Scawen :could be displayed in a small box like the CT.

more realistic approach would be a "check engine" light e.g.:


In any case I think that value should also be included in the OutGauge then for the gauges to be able to show the damage digitally or as a aforementioned check engine light Smile
xspeedasx
S3 licensed
Quote from xolan1993 :In the CompCar struct the first element is the ID of a path Node.
I was wondering if that ID corresponds to the Node block in the PTH files.

If not is there a way to get the information from the CompCar::Node property and convert it to a valid Node from the PTH file.

Hi, yes Smile its an index of the path nodes array.

PTH file format is described in SMX viewer PTH.txt file (I'm attaching it here for convenience).

To get the exact node you just load nodes from PTH file into an array and automatically the index from CompCar should correspond to the correct node.

Keep in mind that path may not start from the start/finish line. Which node is the start is described in header block:
1 int 12 finish line : number

xspeedasx
S3 licensed
Quote from detail :3) make short races, where players have nothing to lose and can have fun
4) have weird funny configs (e.g. Burger race, bus race, 4 km drag on those "lamborginis")

I also have an idea in the works - to implement some automated "racing" events in the cruise server itself:
  • Hot-lapping with scoreboard
  • Kart racing/public renting in the tracks that have separate karting tracks
  • illegal street racing with regular traffic and police
this is still hypothetical but could work to some extent Big grin
xspeedasx
S3 licensed
Quote from detail :2) make an announcement on TC City Driving & RC Cruise, day, hour and minutes before the event, and during the event
3) make short races, where players have nothing to lose and can have fun
4) have weird funny configs (e.g. Burger race, bus race, 4 km drag on those "lamborginis")

I agree with this!

In my opinion Cruise servers are kind of a chat/lobby servers for the global LFS auditorium. Improving the system to support more "cruise-like" control for the inSim hosts would be a good step forward for increasing popularity and attendance there.
People who have LFS already open when the event starts are way more likely to join than those who don't have their setup ready.

Quote from Scawen :Should the livestream link be clickable before the event is running, or should it only appear when it is actually live? It seems like it should be at least highlighted if it is actually live. I guess the forum banner could be linked with the event somehow.

If you would add clickable links or buttons to the chat, I would be definitely adding the announcements to my Cruise server.
For example people could subscribe to the events they are interested in and get personal notifications few minutes before event start or when the server goes live.
This could even be opted in by default.

Quote from xspeedasx :Improving the system to support more "cruise-like" control for the inSim hosts would be a good step forward for increasing popularity and attendance there.

Coming back to this - here's a list of easy to implement but really useful improvements for cruise:
  • insim-controlled restrictions for individual vehicles (set air restriction, weight penalty, add passengers, change tyres? force skins?)
  • insim-controlled vehicle swapping, chosing. Select the vehicle for player or even hot-swap it ingame.
  • mod list filter for individual players
  • clickable links
  • move player to another host from insim
  • ...and many more
Last edited by xspeedasx, .
IS_JRR teleport into a pit box
xspeedasx
S3 licensed
Hi, browsing this thread I've got an idea to teleport a player into pitbox so LFS can decide how much time should repairs take.
however after teleporting into the pitbox (using IS_JRR with JRR_RESET_NO_REPAIR action), LFS doesn't start the repair procedure. Is there a way to trigger it from the server?
xspeedasx
S3 licensed
I've just tested a mixed variant for this - teleport right into a pit box so it takes time to repair the car. But unfortunately LFS doesn't start repairs right after the teleport. Anyone know a way to trigger pit stop from server?
xspeedasx
S3 licensed
Enabling all mods wouldn't be so bad if we could force a mod filter for each single player like with IS_PLC
xspeedasx
S3 licensed
You can have multiple InSim instances, each with their own configuration and different IP/ports.
xspeedasx
S3 licensed
Update: it still haven't stopped.
xspeedasx
S3 licensed
There's an option to "tow" car without repairing it via InSim. It can be respawned at any chosen point in the world.
Partial repairs would be nice to have though!
Emergency send spam
xspeedasx
S3 licensed
Hi, I've noticed since this morning every 30 seconds this message is popping up in Activity Log:
Quote :
Jan 25 07:49:24 Emergency send


But only in those hosts where there is insim connected.
Is it something to worry about?
xspeedasx
S3 licensed
Would it be terribly hard to include configuration names with their respective ids for cars?
xspeedasx
S3 licensed
Agree with OBH firing on track object hitting (could be even trees or bleachers outside bounds of some maps)
This behavior could even be configurable in ISI flags
xspeedasx
S3 licensed
Too many triangles on the dash? Big grin
xspeedasx
S3 licensed
Since we cut cars in half to make bikes, can we cut bikes in half to make EUC's ?
xspeedasx
S3 licensed
If it could be controlled by host via insim, that would be even more perfect Big grin
@Scaven pls add
xspeedasx
S3 licensed
Make it right-hand drive to appeal the the "white van man" culture Big grin
Also, looking forward to hooning it around some tracks Big grin
FuelAdd in IS_PIT
xspeedasx
S3 licensed
Hi,
in IS_PIT there is a byte called FuelAdd
but it actually displays requested tank fill percent which doesn't always match the actual amount filled.

Is there a way to get the correct amount of fuel added via insim?

There is Fuel200 byte in IS_SPX and IS_LAP which displays approximate amount of fuel left in tank when crossing a split/start/finish.

So adding Fuel200 to the IS_PIT or adjusting FuelAdd would be enough?
Or maybe a possibility to request fuel amount with IS_TINY or adding it to CompCar in MCI could also be a possible solution.
xspeedasx
S3 licensed
Quote from Bass-Driver :but somehow it give me an error. i also removed 'await'

The 'await' operator can only be used within an async method. Consider marking this method with the 'async' modifier and changing its return type to 'Task'.

with await removed:

'Task<List<LFSRestAPI.ModCarEntry>>' does not contain a definition for 'Count' and no extension method 'Count' accepting a first argument of type 'Task<List<LFSRestAPI.ModCarEntry>>' could be found (are you missing a using directive or an assembly reference?)

but which assembly??

async methods have a return type of Task (that means that the method is not yet processed and code was not run inside it) to run it you have to start and wait for the Task to finish. There's a specific keyword for that: await. But it can only be used if the method ytou're calling it from is also marked as async.
Since your code is not async:
public void getmoddedcarinfo

There's a method for that: .Wait() that halts the caller thread until the task is completed.

So in your case - first you have a Task after calling the GetModdedCars

var listTask = LFSRestAPI.GetModdedCars(newCfg.varsLapper.RestAPIClientID, newCfg.varsLapper.RestAPIClientSecret);

now the variable listTask is of type Task<List<ModCarEntry>>.
next you have to start and wait for listTask to finish:

var list = listTask.Wait();

By doing so it returns (sets it to list variable) the underlying List<ModCarEntry>

only then you can use .Count on the list.

so to put it to a single line:

var cnt = LFSRestAPI.GetModdedCars(...).Wait().Count

hope that clears it up somewhat
xspeedasx
S3 licensed
Quote from Bass-Driver :I've managed to get data from the API, so that is a step forward.
But i get stuck on reading the actual data.

Hi, what exactly is the problem that you're having? After reading through your code I'm pretty sure it should work (except idk how httpclient does behave while being reused for getting api key and data, maybe have 2 separate httpclients?).

If you get Task instead of actual data and can't use await in your synchronous code, you can synchronize the execution by adding .Wait() at the end:
Quote :
var list = LFSRestAPI.GetModdedCars(newCfg.varsLapper.RestAPIClientID, newCfg.varsLapper.RestAPIClientSecret).Wait();


xspeedasx
S3 licensed
This should have probably been posted to LFS Programmer Forum but I can't find a way to move it there Big grin
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