The problem is that even though you can automate sending the setup it would have to be outside the game. End result would be a system where you could quite blatantly cheat since you couldn't tell what setup lfs is actually using and what has been uploaded.
Secondly you can't automate saving setups from the admin end - you can't send the setup to a lfs server so it would have to be a local insim app an admin runs. But again, insim can't make your lfs save a setup.
In terms of if the setup comparison could be automated, sure why not. They're just files in the end and easily readable.
Yes you can, sis had a focus estate that spent more time in the shop than on the road :|
I'm confused. Hatchbacks don't have boot space as such. I can't imagine how you can get instruments and a dog in, say, a Golf when I've nearly managed to fill the boot of my Mondeo... despite being single, I don't play anything or have a dog
Anyhoo, can't go wrong with a Golf though. Or if you like smaller, then an Ibiza.
I haven't paid attention at this really but I'd think a key feature that should be in a global ban system would be for server owners to verify offenders' offense.. So you when catching a player being banned the system should request a replay from the server and store it for 'evidence'. Otherwise a global system like that would end up a huge cluster**** where no one knows why people are being banned.
I don't see any contribution to an intelligent discussion here. What should have he done, dig through every single European tv-stations on-demand service in case someone is airing the documentary? Great Britain is a 60 million people country, there's a notable audience who will find the OP useful. Not everything on the internet revolves around you you know.
I think the problem is that in the original code it is intended that when a user clicks a button he then has a dialogue asking for input. When the user sends that message lfs sends out an insim packet called "IS_BTT", 'Button type'.
Now if you go and remove the byte in the Send_BTN_CreateButton method call that tells lfs to create a button that when clicked produces an input dialogue, lfs creates a plain clickable button and when clicking a simple button like that you receive an insim packet called IS_BTC, 'Button click' in response.
TL;DR your code is never triggered because the packet receiving action is never called because you are expecting the wrong type of a packet.
I dare claim it's generally not physics but content. It is isn't it? It's the way the devs apply an unconventional strategy in terms of releasing their game.
I'm sure this isn't news to anyone but generally what you see is a publisher releasing a game. (This is another quirk of LFS, it's released by the developer. Which subjects the developer to an incredible amount of unwanted attention.) Then after the sales settle down you release an expansion pack. Then another. After a while you release all of them expansion packs together. At this point the game should have yield profit since now the game dies unless it can provide retro value in the future. This is the proven strategy game houses use and frankly what gamers have got used to.
TL;DR gamers want content. Gamers are used to getting content. If gamers don't get the content they expect they aren't content with the content. This is something the Devs should have contentplated before entering this vicious downward circle. Releasing a game is not a black art, it's ****ing science. And if you have the time to develop an indie game you should have the time to read just one research paper on game marketing.