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
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.
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.
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.
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?
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?
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!
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
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.
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
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: