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InSim checkpoint
Simply:
Editor needs InSim checkpoint with index.... like that circle.
Related to this topic, it would also be nice if you could specify which tire to drive to the checkpoint.

Like now:
UCO_CIRCLE_ENTER, // entered a circle
UCO_CIRCLE_LEAVE, // left a circle
UCO_CP_FWD, // crossed cp in forward direction
UCO_CP_REV, // crossed cp in reverse direction

These may be useful to programmers. Like Drifting clipping points.
// crossed/entered FL tyre
// crossed/entered FR tyre
// crossed/entered RL tyre
// crossed/entered RR tyre
#3 - R-to
Also would be really usefull to allow crossover the insim circle waypoint each others or make them even more smaller than 2 meters and with thinner circle line.

Is it possible to add insim square waypoint also?
Quote from R-to :Also would be really usefull to allow crossover the insim circle waypoint each others or make them even more smaller than 2 meters and with thinner circle line.

Is it possible to add insim square waypoint also?

In additition for programmers need line type of insim objects.
UP! Take this in consideration
Does any other programmer have opinion about this?
Quote from tumes925semut :Simply:
Editor needs InSim checkpoint with index.... like that circle.

It is already possible to place InSim checkpoints with indices.
#8 - Racon
Top tip: If you ever need an index for something that doesn't have one, hash whatever it is about the object that is unique and use the hash as an index.

I'm using ~100 checkpoints for a project (I can't see a way to set indices in the layout editor, other than the first 4) and I've just hashed the X and Y coords together to use as the index as none of them are going to overlap.

InSim checkpoint
(8 posts, started )
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