I've used it for a while, it's good. It does take a while to get our info in there, but our setup is not standard. (I'm a webdev too, I feel your pain in trying to cover all these possibilities neatly )
The changes proposed look like they will fix all the problems we have
I thought maybe the free-text could override the setup you have now, which is great for organisers if they know which cars they are using. Maybe also a default set in the season settings? For example I would then use the text 'Various' until they were chosen, then fill them in properly. Rony would do the same with 'TBC'.
If you leave the possibility of having full data in there, you could use it elsewhere - on the mod page, for example, or an icon on the mod's cover pic.
That looks to be the best fit for covering everyone without going crazy.
I think it's one of those things where you can clarify endlessly, but never really get rid of the last bit of fuzz. We use 'event' for 'a round in a season' just because we have rounds within those and it was sometimes clunky to distinguish.
Yeah, you can use a text command for that: /p_dt USERNAME
One thing to watch is that you must use the smaller MST packet for sending the commands to the host, not the larger MSX packet. (I have a check in my 'say' function that looks for a leading slash and uses MST if it finds it, MSX if not.)
One useful thing I can see missing from the forum calendar system is a non-default or free-text option for the fields.
For DD, we're running 21 races with various cars at various venues, but the event goes into the calendar as 1 practice at BL1 because that's as close as I can get.
If it's too much to put free-text options into each field, maybe just an 'other' option for the fields, and a separate short text field for notes?
I appreciate we're a bit of an edge case, but I've seen it outside our case too. I've practised a standard config for a race advertised in the calendar, only to realise it was actually a layout track when I got there.
With InSim, you can reset a car with a packet (you can repair damage or not, and you can choose where the car is put), so it can be completely up to you how your system works.
This is what I love about InSim: no need for Scawen to make those choices and hardcode them for everyone. He makes a flexible packet instead, and everyone gets to shape their implementation of it to their own needs
I don't know if InSim does send that out as stated, but I use a TINY_PING every 15 seconds to keep the connection alive from the InSim end. (any packet will work, the timeout is reported as 70 seconds)
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!