There is a skin '28A9A0_zzzzz2' featuring that symbol - it caused quite the ruckus in our Friday event because I didn't notice and do something about it. I think it was youthful crassness rather than genuine support, but who knows.
Not to say that either of us should or shouldn't police skins, but just FYI.
I always liked: "When I was poor and complained about inequality they said I was bitter; now that I'm rich and I complain about inequality they say I'm a hypocrite. I'm beginning to think they just don't want to talk about inequality."
I have further split the first update into width and engine - the width change went well and fixed a whole host of issues I was still fighting in setups do that is pushed now
The engine I need much more experimentation time with - bringing the revs down needs changes made all over, and I can't find the balance yet. But, I think RPMs are the most important thing to match to real-life, number-wise - Torque numbers don't really mean much if it feels appropriately strong, but RPMs you can hear.
I've managed to confirm a few more details about engine specs, and I've found examples with more torque than I've got, and a video of the speedo on a 0-60 run which clocked in at 14 seconds - exactly the same as I had arrived at through experiments 0-100 is around 45 seconds ( ), but only if you have enough road...
The outer mesh is no longer full of holes, the interior is finished to the 'shell', the lights and LODs are done, there's a temporary dash whilst I work out how it should be laid out, and the steering animation is only half terrible... so it has now been submitted as a WIP!
I haven't tried stopping one of mine in case it doesn't come back, but there are a few things in my panels that are not working: LYT upload*, activity graph, user count.
*I can upload an LYT to the account, but not send it to the server.
Just thinking aloud, but does the spare need to be a 'real' (squishable) tyre? I will make any spares I need out of ordinary triangles in the editor to save a bit of CPU, but could LFS do that automatically on loading the mod maybe? (ie, if the spare is set and visible, calculate the shape/textures once, add them to the 'ordinary' static triangles and then just forget about the spare completely.)
When starting up a new host, the version option drop-down is defaulted to one of the 0.6 versions. Not a huge issue, but I didn't notice and it took me a while to figure out why I couldn't see them in the client multiplayer list
We've got a few tweaks being introduced this week, to help with the *abundance of enthusiasm* from some of our newer and/or *less-focused* drivers.
We love to crash too, guys, but it is **racing with fighting allowed**, it is ***not*** *just crashing everything that moves with everything you've got at every opportunity*. Suss out your opponents; Forge alliances as well as wars; There is bump/rub/push/scrape/squeeze/nudge as well as crash;
In short - Race, with fighting allowed.
Please do make sure you are familiar with our rules before you join the track. They're on the poster, they pop-up when you join, and you can use !rules to summon them at any time.
Rejoining the track after race start is now limited to those drivers who have scored race points in a previous PiranMOTO event. If you've ever scored a single race point, we'll assume you've noticed the rules. If you don't know, just try - it'll only spec you if you haven't. We will still ban people who rejoin just to crash, but hopefully this will stop them before they start.
Grids are no longer random, we're using the same previous best event score to order the grid - highest at the back, lowest at the front. Beep-beep-coming-through-make-a-hole!
I really hate the private thing, there's plenty of scope for all sorts of fallout and I'm struggling to think of a case where it's useful now that we can test the crashbox against AI.
How can we organise events if the mod might disappear to a private setting 5 mins before race start? (Would we have the e-challenger event if michal couldn't guarantee the challenger mod's public setting for himself? or to NDR and SBTV?)
Could someone who has published a private mod educate me as to why? Better still, someone who has had a mod out there as public and now decided it should be private... what changed? What do I have to watch for if I want to use your mod for anything other than casual use?
This is a quirk of the way the box works, I think - detection is done between the centre of the vehicle and the nodes of the crash box. If there's no node in that side, stuff can 'get in' there undetected.
It happens with long vehicles as you turn a corner and the side comes in and hits something at the apex of the turn - nothing registers as a hit until the rear wheels touch it, and by then it's a big overlap with a lot of energy instead of a smaller scrape.
It's on my list to tinker with all this, but, well... it's a long list
I've been testing the MOD AI generation, and have found that very heavy vehicles have trouble braking enough when going downhill.
The best example I've found for recreation is the Metro Bus mod on SO5 (it can't make the turn) and SO3 (hits the barrier so hard it flips over and falls into the underworld).