When loading a layout from the autocross editor, the AXI packet doesn't report the layout name as it would when loading with the /axload command. 'BL4X_ringwood', for example, is reported as such with axload, but as 'BL4X' when loaded in the editor.
I assume it's done this way for tech reasons (insim.txt says "if loaded locally" - axloaded layouts are local to DCON, editor-loaded are local to the client doing the loading), but this means that editor-loaded tracks are not being picked up properly and stats are being missed/overwritten/etc.
Anyone got a workaround that works now? I'm thinking I could make a hash from the objects and check it against a database whenever the layout name doesn't contain an underscore, but it'd be easier for me to just drive to my mate's house and beat him with a stick in person every time he does an editor-load.
Or does anyone know the tech reasons so that we might think about ways around it for an improvement suggestion?
I assume it's done this way for tech reasons (insim.txt says "if loaded locally" - axloaded layouts are local to DCON, editor-loaded are local to the client doing the loading), but this means that editor-loaded tracks are not being picked up properly and stats are being missed/overwritten/etc.
Anyone got a workaround that works now? I'm thinking I could make a hash from the objects and check it against a database whenever the layout name doesn't contain an underscore, but it'd be easier for me to just drive to my mate's house and beat him with a stick in person every time he does an editor-load.
Or does anyone know the tech reasons so that we might think about ways around it for an improvement suggestion?