AFAIK, the list of games refreshes only when you click on "Display List of Games, or when you click on refresh, so I guess you are backed to the main multiplayer screen because the old list of games is just obsolete, so you definitely need a new one.
Same reason, the list of games screen never refreshes until YOU tell it to refresh, so LFS would never know if a slot opened or not. (Maybe Scawen could implement this option if it was possible to check only one server in a specified time interval for open slots, anyways +1 for this option)
Do not see the point why. Point of buying S2 license IMO: Getting more professional content written by Scavier. The programming in this case was done by a DEMO user, he figured out how to do things, he invested time into it, so hard work is done. The interface, however is written by Scavier, but thats not a reason to restrict DEMO not to use InSim or OutSim.
When you buy S2 you will see the user's S2 licence names, which is unique, w/o colours, and easy to ban/kick. Although you will not need banning/kicking as frequently as it was in Demo
The thing which makes the greatest problems in LFS is how can we keep up the prestige of the DEMO. In my opinion, LFS could catch more people to buy licences if there was a way to ban Crashers from using the game. So what i suggest is a new way of licence handling, a way which requires to unlock the game to use it ONLINE. Each and every Racer should have an LFSWorld name, even the DEMO guys, and Each and every Racer should Unlock their LFS, the only thing that differs is their status on the Master Server. So the server receives an unlock request from a DMEO racer, it will allow him to use the DEMO content online, if it is from an S2 racer it will allow the user to use all S2 content ONLINE.
I know there is a way you can bypass this control if you are a real wrecker, but real wreckers get tired of having to register, and they will hopefully get stuck in single mode, wrecking the AIs.
Yes it shows, but only when no other valuable infos are on screen, like the tyre temps, or the shock infos. I think this idea is great, I'd be glad to see that as an option.
Why would that be a cheat? It is the part of the track, so you can use it, as you can use that in race too.
RoCkBiGdAvE -> You don't lose speed because the MRT is maxxed out at that part, so no need to go on the banked curve, as you won't lose speed when taking the flat part, AND you can take the shorter route.
Yes you are right, but this is no bug indeed. LFS Stats cannot produce correct results because of the way LFS sends the Finished packet. Correct results are shown when all the players have finished. so you can do nothing else but ask the racers on your server not to quit or spectate after crossing the finish line, as their correct position is received when all the players have finished their race.
oh god, that was no hack, just some guy or guys who think that it is good fun to have AI cars in race. On the first MPR you see 3 AI cars racing, they are all having a blueish dot on the minimap, proving that they ARE AI-s. In fact they all have the same connection name, because they are from the same machine. I Guess. On the second MPR you see THE guy, ramming an AI, trying to prove that this is a hack in fact, and not only another act from mr Copperfield
This is not a bug, this is related to the way LFS calculates the final results. It sends some packets with the racername after the race, and if not found on track (ie Spectating, or Quit), it writes "Unknown Finisher" on screen. (The results you see on screen are correct, but for example if you use stats! (by smith), it would say DNF for the racer)
DodgeRacer: Turn off Automatic restart in Windows, so you (we) can examine the blue screen of death and see what causes the problem. (just in case: Start -> Settings -> Control Panel -> System -> Advanced -> Startup & Recovery Settings -> uncheck the Automatically Restart checkbox)
That way distance driven in single player should be counted too, but that way it would be stored on your local computer, and you know what the problem is with locally stored data
@ 115K/sec 1 skin takes about 3 secs (maximum skin size is 400K (?) ), so that 'lag' is quite normal Don't know, maybe it would be a good idea to hardcode LFS to take only a maximum of 50K/sec to download a skin, that way this small lag could be avoided. Post it to improvement suggestions