The online racing simulator
L.R.N (Live For Speed Rally Note)
Hi guys,
I'm working on a rally notes system, here is the preview in French.
I hope you'll like it.



The idea is to be able to edit the audio files yourself.
Each insim circle triggers the notes contained on the same line.
Example 0= 5 4 3 2 1 Go launches (5.mp3 4.mp3 3.mp3 2.mp3 1.mp3 Go.mp3)
The audio notes being contained in a text file.

Fix and update: 29_01_2025
FIX
#Reduce some delay
#Remove circle_insim
UPDATE
#Add some notes
#Disance
#Wrong way is notified by codriver
#Add an insim button for restart special
#2 - w126
I guess for pacenotes to have better "flow" it would be nice to be able to vary the moment a given note is played depending on a car's current speed.
For example, imagine a note after a long straight and arriving at it in UF 1000 and then in some GTR car. The note should be played much later for the UF 1000.
For the quickest car the program may play the note immediately after entering the InSim circle but for slower cars some delay should be applied. It would be nice if a user building a layout with pacenotes could specify (in the text file you mentioned) some parameter or parameters controlling this delay for every note.
For now I'm working with a circle, maybe the control line in the simulation will give me a better result Wink, the delay can be adjusted by the size of the circle. But if I leave the circle in any direction, it plays the note... That's a problem ^^
Quote from NENE87 :For now I'm working with a circle, maybe the control line in the simulation will...

If you used insim checkpoint instead of circle, you would be able to recognize direction:

struct IS_UCO // User Control Object
{
byte Size; // 28
byte Type; // ISP_UCO
byte ReqI; // 0
byte PLID; // player's unique id

byte Sp0;
byte UCOAction;
byte Sp2;
byte Sp3;

unsigned Time; // hundredths of a second since start (as in SMALL_RTP)

CarContOBJ C;

ObjectInfo Info; // Info about the checkpoint or circle (see below)
};

It's in the UCOAction byte:

enum
{
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
};

UCO_CP_FWD and UCO_CP_REV tells you the direction

FGED GREDG RDFGDR GSFDG