It's 3 separate mods that when are spawned in an exact position, it aligns with the rest of the objects perfectly. This is to overcome the triangle/vertices & 5MB texture limit
Layout Square, (Wide Grid configuration to be exact but it doesn't matter)
Like Scawen mentioned, the layout walls are covered up and hidden by thickened wall barriers in the visual track mod, while the actual layout editor walls are underneath it
Well we can sort of already figure if a command is wrong with the 'error' sound playing, and if it's not an error, then it doesn't respond with any audio. So I think it's fine without in my opinion.
(but I don't mind the suggestion being implemented aswell, it can't be that annoying just to have a confirmation message ) and also Racon's point is good
Earthquake occured only because the track mods weren't in the correct grid position. The insim app used to fix them to a position got overwhelmed by the large amount of connections and sort of "crashed" the grid sorting mechanic. Will try to not let that happen again
+ it's mainly just me organizing the race restarts and schedule, with help of other few admins who kicked people who have no idea how to drive.
You cannot expect me who is handling all this to not make small mistakes
It's just stuff you have to expect for an experimental series, and not having complete 'Track' mod support which makes stuff slightly even worse as Track mods are literal part of the 'race" grid'. It's just the price you have to pay
The event went really good at the end, even for the drivers. It was battles every corner and every lap, not a single boring race. "unique and heavily encouraging. Therefore a good event" aren't the only reasons the event was good, it was because everything was good, just small interruptions inbetween.
Thank you for everyone attending and for the support. It was an extraordinary event, drivers did amazing and the battles were awesome! Mind-blowing to realise this all happened in an open lobby server, no signups, no proper organisation. Thank you all once again
As I've mentioned before, I've now finished making Norisring near a closer date (2009) by adding a whole Pitlane area, Advertisement Banners, Digital Screen, Crane trucks and a few more. I'm still not finished fully completing 2009 Version.
I have a bit more ideas but the vertices limit is really rough to work with I can't even fully show what I really want to add because of the vertices limit, It would be a lot more easier with the vertices/triangle limit being increased for Track Mod class objects, and Scawen's list of Track Mod implementation ideas could also be brought. Track Mod being the part of layout will be really helpful since right now because I have to sacrifice driver grid for replacement as Track Mod. But since Norisring is a track without a big grid, that's fine.
"A new object type "solid" or "track" which does not enter physics at all and cannot move" is a really useful suggestion because once a player hits a tyre wall near the LOD3 of the track mod, the tyre will fly to the track's LOD3 and hit it, causing it to move ( and cause an earthquake basically ) unless you obviously put walls around the LOD3 of course.
Anyways here's some photos
If you want to check it out yourself or race with others in this track (as shown in photo which is GT3 qualifying for Norisring Saturday Racing), you can either hit me up in private messages and I can start hosting server just for that or come in at Saturday 17:45 UTC / 13:45 EST
I do have a suggestion for Scawen, It would be really helpful if the Track Mod AI wasn't connected to a player, instead the server. Because as of right now, a player HAS to stay in the server forever so that the track mod is there forever, if that person disconnects, their AI will also disconnect, which is the Track Mod AI...
If I'm having an electricity outage which makes me disconnect from the game because of no internet, then it would ruin the race for everyone racing in the track at that time, and I'm really paranoid about that happening. Is it possible to make Track Mod AI be connected to the server-side instead of player?
Hi, I haven't really shared any progress about my track mod at forums,
So here's a W.I.P thread on my Norisring Track Mod.
I've done a lot of changes.. Basically in short, redid crowd, added shadows all around the map, a lot lot more buildings and stuff around track, added Skid marks, starting lights, cameras all around the track at different locations, redid every tree from scratch and fixed all odd lighting on trees (and a lot lot more), layout/collisions still not finished.
And obviously, track is still W.I.P I still have a few more details to add
As of now, this is based on the 1977 version.. but im planning on adding versions of later years (which includes more safety fencing, advertisement banners, starting lights etc.)
If you're curious on how this 'Track Mod' works,
It's basically a giant object mod, which acts as the track.
For the collisions, layout editor walls are placed behind the track mod's walls, I have covered the layout walls by increasing the width of my armcos/barriers but in some areas I haven't updated yet since layout is still in the works.
Since track mods are huge and not like car mods, Their LOD (Level of Detail) will disappear. How a LOD works is that the detail of the model decreases the more far away your camera is, so when your car gets away from the "Center" of the track, it disappears. To fix this, Scawen has implemented fixes as test patch (Version 0.7F7 and above) which doesn't apply LOD optimizations to Track Mods (unless you are very far of course)
Also, If you're interested, I'll be hosting casual short fun racing with different classes every Saturday at 17:45 UTC / 13:45 EST
More info : https://www.lfs.net/leagues/870
Hi, I'm trying to add a moving subobject that comes out from the ground in 0 seconds (Starting lights for rolling starts). But when I do a 'extra light' binded slider (or any other moving subobject), I get this 'BETA :sub has type 14 but mover has type 15' error message. I tried if its only an issue for object mods, but I tried making new object mod and it works fine. I'm trying to add this for my track mod 'N77 TRACK'. Basically, moving subobjects does not work in my track and shows that error instead.
(It works in alternative version I have of the track, I guess it's just a 'mod specific' error or something)
Hi, thanks for the seatbelt one, the screen is just tinted red to match with the red theme of the interior, It used to be colour changable with M2 but adding 'U_' infront of the mapping for it not to flip by itself in Left hand drive makes it not colour changable with M2, so yeah
Its been discontinued because another modder, Houssem will be making gr86 in a few months (next year probably)
My whole model is a mess anyways, the side,rear all are needed to be even remodelled lol
I took a break and worked on another mod (Porsche 924 Carrera GTR) as well as update some of my other mods.
The original author of the model got busy with life and thus abandoned this model and sent me the model in its half finished state, Now ill be working on it and adding other details such as panel gaps, grills, and other.. Interior is planned to be modelled by my other friends
I finished added panel gaps to the front area just now, Thanks to Kali for teaching me an easier method by extruding.
Plan is to first finish with the panel gaps, then later add front grill, skin support etc.
I've already finished closing some holes on the model