Year 2022 has come, and so has done our usual racing schedule!
As usual, our year long season is divided in smaller championships. It can be a 'league' (meaning that each week we race with a different car) or a 'cup' (that usually has some theme to them - GTR, RallyX, single-seaters...).
For this first half of the year, we will have the 2022 League and the Mods Cup championships, plus the a 3 races pre-Seasson event that will be a preview of what you will be able to find in the year.
Every 3 league races, we will have one mods cup race. 24 races of packed fun each Monday 21:15 GMT.
In case of a late incorporation there is no drawback, as your 3 worst results are not computed into the total score for the league, and the worst result for the Mods cup.
Remember as well, that in case of not being S3 licensed you still have the same chances to fight for the League, as there are only 2 S3 races in the league. In other hand, to participate in the Mods Cup, you will need a S3 license.
You don't need a team to participate, you can drive without team, joining an existing team, or even register your own team for cesav. Check out this to register your team
Schedule (Every Monday):
22:15 CET (21:15 GMT) Qualification (1 lap or 10 minutes)
22:30 CET (21:30 GMT) Race (45 mins, approximate race time)
We hope that you enjoy with us this season, see you on track! CESAV WebSite
Lucaf, one comment about the point system, not all your race points are taken into the final point calculation, becase we discard from that calculation the worst result for every driver ( usually we discard 1 race per each 5 races ) .
That is why in clasifications, you can see some red squares. In the current DTM championship we have just results for the 1 race so you can't see those squares yet, but next week you will see it.
In this link you can see the clasifications for the previous championship https://www.cesav.es/index.php?pid=21&tipo=&temporada=104 . That championship had 10 races, so we discarded the worst 2 results, so we support that kind of behaviour to spectate instead of making a bigger accident.
About crashing, sadly there are big differences between 1st division and 2nd div, because in second div people have less control over the cars thereby there are more accidents, I think this is no different from any other league.
About my accident with Rik97, I think it wasn't my fault or him, our cars just touched, and he spinned hard :/
Once you register, you can post here and I will activate it.
Gutholz, you wrote on license name "s3", instead of "Gutholz", that´s why qual server didn´t allow you to drive. Now you can join qual server and drive. As you can check on registrations, for the next race "Registration type:insim with 4 AVG laps"
So you must do 4 laps in a row, and your time AVG time will be calculated. That time will be your registration time.
Our insim for race is fully translated, but not the one for qualy. Anyway I will do it ASAP.
Tell me if you find any other problem, and I will help you
I don´t play on cruise servers, but yesterday we had our first 2017 league race in cesav. It was Open Config Track and It was a nightmare trying to check where I was and If there were someone joining track after his pit-stop without map rotation ( I always play with map rotation turned on ).
We have axload, but right now if you want to configure a server you have to set "/track as7x 2" with one command, wait lfs load that track, that weather, and a random layout you dont want, and after that, call "/axload name"
Adding one parameter would make it easier and prevent fails like sending axload when the random layout is still loading causing that desired layout won´t load, and saving cpu and time.
I imagine what they did is analyze all traffic going to master server, understand it, replicate a master server this way and redirect DCon to their hacked master copy.
A solution to this would be implementation of a new protocol ( not from scratch, but with enought modifications to actual one ) and with all the stablishment communication cyphered.
I understand with that solution, the load on master server would increase a bit, as it should cypher and decypher lot of messages ( like getListServer, signUpHost, joinHost, unlockAccount, etc ), but It would allow us to keep running our own servers and stop cracked ones.
I hope Scawen will do this, or any other anticrack measures, for the next big patch ( the one with tyre physics )
By the way, and in my personal opinion, this post has become in a big advertisment to anyone who want to join into the cracked lfs world, I think you shouldn´t have posted that list here, but just my 2 cents.
Thanks for the new circle/packet Scawen. I will test it as soon as I have some free time.
You can create a simple protocol when you create layouts, and always assign id=1 to Joker Start, id=2 to Joker end, etc.. This way your insim would be compatible with any layout created in that way. And when you read it, it would be:
Car is driving into insim checkpoint at x=123 y=456 z=789 diameter=8 playerID=1 objectType=circle objectID=1 ( Joker Start )
Exactly, all circles checkpoints look the same for insim, so you can code what do you want to do with any expecific index ( or range ). I don´t see the problem there.
Identifying circles with X Y Z, would be like MCI but native. That would make us to edit our insim every week for the next track.
With a byte to identify the circle, at the begin of seasson we create all the league layouts we will be using, so we could assing circles with this pattern:
0 Not deff.
1 Joker lap
10-40 pits
50-110 Controlled cornet cut.
Then insim knows somedriver crossed circle numer 55, its a cornet cut.
No matter what track is it, no matter what coordinates, this way I can identify what kind of circle is.
It´s like insim buttoms, you can set id for everybutton and manage it individually, no matter where you show it on screen.
I imagined that Send method job was to take care about formating it.. So that´s why I thought some char scape was missing on that method or something like that.
Ok, I will use the send packet directly but I´m still thinking Send method should do that without error.
If a InSim APP try to send "{" or "}" in a message , InSim.Net won´t send it, and if you dont have that line surrounded by try/catch, it will crash your insim.
How to replicate, try any of those.. I don´t know if any other char will fail too:
Bug: Online, If you try to place "Start positition" or "Pit start point" fast, quite fast, system create duplicates entries, like 1 1 1 1 4 , instead of 1 2 3 4 ...
Question: This new westhill wont have yellow join/exit chalk lines on pit?
Question: Old westhill had 3 lightings, this new one just will have 2? Or one is missing?