The online racing simulator
Searching in All forums
(96 results)
Rob2003
S3 licensed
Just noticed that range is still displayed in km when set to miles. Gonna fix that with the next version Smile
Rob2003
S3 licensed
Hey there!

I've just uploaded V11.9.9.1 which adds the following:

-adjustable HUD position (adjustable in the in-game-menu, will be saved)
-adjustable units metric / imperial (mph/kph)
-bus routes should work fine again
-minor bugfixes

https://drive.google.com/drive/folders/1Byr4onJvHW1MP7zCei0HUgOUG9t5R_Dl?usp=sharing

Feel free to report bugs or suggest more stuff Wink

Have a good week!
Rob2003
S3 licensed
Quote from KingOfIce :Great job ! Congratulations

Thanks!
Rob2003
S3 licensed
Quote from Bizzle :Hey man, this has so many features i was looking for! thank you! I have a couple of questions/suggestions.

The HUD displays KPH is there a way to change it to display MPH? if not is it possible to maybe have a settings toggle to be able to do this?.
...

I'd say the normal D mode is great as is. Again Thank you!!

Hey there, thanks for the feedback. Exactly the kind of feedback i need Wink.

Yes, some of that was already available in earlier versions for testing, some is in development.

All of your suggestions are noted. The only thing I am not sure about is the cruise control limit, as at more than 100mph, the cruise control cant really react to cars anymore. Other than that yeah that will come with the next versions.
Rob2003
S3 licensed
Quote from chucknorris :A minor thing:

It seems like on the MOD selection screen, the UI elements render on top of the chat messages. Which is not the case in all other screens.

Also, if there is a little chance for this, it would be a dream :-)
https://www.lfs.net/forum/thread/102198-Increase-number-of-AxObjects

Actually, there is one more screen where this is the case and thats the main entry screen. Typically you dont have a lot of chat messages when you start the game but if you do, they overlap with the upcoming events. Thought that might be worth mentioning Smile
Rob2003
S3 licensed
Just finished the latest update:

Feel free to try it out:
Video Guide:
https://youtu.be/mCfSat2n2i0

Download Link:
https://drive.google.com/drive/folders/1Byr4onJvHW1MP7zCei0HUgOUG9t5R_Dl?usp=sharing

This thread can be used for help, feedback, and improvement suggestions.

The old thread can be found here:
https://www.lfs.net/forum/thread/92775-The-PACT-Driving-Assistant---DOWNLOAD
The PACT Driving Assistant - Driver Assistance Addon
Rob2003
S3 licensed
Hey,
The PACT Driving Assistant was made to avoid collisions caused by not paying attention while cruising on TC...
For old stuff, check out this thread: https://www.lfs.net/forum/thread/92775-The-PACT-Driving-Assistant---DOWNLOAD

I need a lot of feedback to improve the just released rewrite. Sooo if you have nothing else to do -
feel free to test Wink



Current Version: PACT Driving Assistant 2 (V13) (mouse, keyboard, and wheel supported)
Download (zip), with installation guide: MAKE SURE TO FOLLOW THE INSTALL GUIDE!
Not all features working perfectly yet:
https://drive.google.com/drive/folders/1Byr4onJvHW1MP7zCei0HUgOUG9t5R_Dl?usp=sharing

Videos/Explanations: https://www.youtube.com/channel/UCBbp3JqEGoq3iNrKcIAOuKw?view_as=subscriber

INSTALL GUIDE AND EXPLANATIONS for V12: https://youtu.be/mCfSat2n2i0

If you have questions, suggestions or trouble installing, just post a reply here or hit me up on discord!
Robert M.#6244

Features:
Collision Warning: (working) Audible and visual warning if a possible collision with a car in front is detected. Autonomous emergency braking available for wheel / keyboard and mouse users.

Bus Routes Support: (working partly) Bus Routes on TC City Driving server can be detected and will be more realistic with announcements and other sound effects.

Blind Spot Warning: (working partly) A little warning will be displayed at the side of the screen if a car is in your blindspot, or approaching fast from behind.

Light Assist: (working) While performing a full emergency stop the car will automatically flash the taillights while braking and activate the hazard lights when stationary to alert the following vehicles.

Yield Warning: (working on Aston, Blackwood, Westhill, soon more) Warnings will be displayed when you are approaching an intersection if you have to give way to other traffic.

Cop Mode: (working) The program will not give collision warnings when playing as a cop. The Program will automatically turn on/off the siren if you start/end a chase. The Siren and strobe can also be turned on manually. A tracker displays the suspect's speed as well as

Cross Traffic Warning: (working) Works Up to approx. 110 kph. A warning will be displayed if a possible collision with crossing traffic is detected. If a collision is likely, the car will brake as necessary to avoid the collision.

Head-Up Display: (working) It shows the speed, collision warnings, and current RPM. The head-up display can be turned on or off in the driver assistance menu. The position is adjustable from V11.9.9.1.

PDC (Park Distance Control): (working) Displays the distance to the cars around and beeps, just like you'd expect a PDC to do! Works best with FZ5 and cars of similar size.

PSC (PACT Stability Control): (not that good yet) Uses the brakes of your vehicle to stop the car from spinning for example when evading something.

Gearbox: (working with FZ5 and some mods) Unlike the Live for Speed gearbox, the car will shift like a “normal” car would in real life. When suddenly flooring the throttle, kick down mode will be engaged and the car immediately shifts down into the gear that can deliver the most power at the current speed. Currently only working with Fz5. If turned on, it "replaces" the sequential gearbox. Auto clutch must be active in settings.

Emergency Stop Assist: (working as beta) If you are not attentive, the car will first give a visual, then an audible warning. If you still don't react, the car will automatically come to a stop. With a supported wheel, and when lanes are detected, the car will try to stay within its lane.

Trip Computer (working as beta) When driving supported cars, you can click on the bc icon in the head-up display to view your average or current fuel consumption or your range. Click on the button that displays it to switch modes. Your setting will be stored.

Lane Departure Warning: (working on some tracks) If a road with lane lines is detected (only Westhill and Blackwood, more tracks supported soon), the car will warn you if you are slowly drifting out of the lane. This system might also trigger the Emergency Stop Assist if you do not react. With a later update, a corrective steering input will be applied.
The car will display a green symbol next to the head-up display if lanes are detected.

Traffic-Aware Cruise Control: If engaged, the car will maintain the set speed. If a car in front is detected, the car will automatically slow down accordingly and accelerate back up to the set speed as soon as possible.


Later (V12+):
Lane Keeping Assist: The lane-keeping assist can be activated when traveling below 100 kph and on roads with corners having a maximum angle of 25°. The car will try to travel in the middle of the detected lane. This, however, can only be considered an assistant. The car will require you to put your hands onto your controller after 10 seconds if it doesn't detect your presence. The driver remains in control of the vehicle at all times.

Oncoming Traffic Warning: This warning will be issued if the car detects that you are heading towards oncoming traffic on the same street, for example when not paying attention.

Traffic Jam Assist: When traveling behind another car at speed of up to 40 kph, the car will stay in its lane and keep a safe distance. No driver intervention is required. As soon as a higher speed is reached, the system will prompt you to take over within 5 seconds. If you do not react, the car will come to a complete standstill in its lane.


Changelogs:
V12-> PDA V2 ALPHA(Feb 2024)
- rewrite for improved efficiency
- many new features and improvements
- some features are still missing from the old version!

V11.9.9.5 -> V12.0.1: (May 2023)
- efficiency improvements
- new, much more accurate cross traffic warning
- messages with $ prefix are now commands for the Driving Assistant.

V11.9.9.1 -> V11.9.9.5: (April 2023)
- adjustable HUD position bugs fixed
- The mouse pointer can be hidden when driving with Mouse
- Massive improvements in park assist calculations
- Improvements to forward collision warning
- Improvements to fuel and calculations
- "Town Bus" is now supported for the automatic gearbox.
- Some more cars were added for range support.
- Some more improvements to increase efficiency.

V11.9.9 -> V11.9.9.1: (March 2023)
-adjustable HUD position (adjustable in the in-game-menu, will be saved)
-adjustable units metric/imperial (mph/kph)
-bus routes should work fine again
-minor bug fixes

V11.9.4 -> V11.9.9: (January 2023)
- PDC System now also works for most layout objects
- Many many bugfixes
- New ACC for wheel users
- One known issue is that bus routes might not be detected (fix next version).

V11.9.1 -> V11.9.4: (January 2023)
- PDC System Bugfixes
- Fuel consumption and range monitor bug fixes
- New way the collision warning calculates the emergency braking threshold.
- Emergency braking comes to a complete stop now, which it sometimes couldnt do before
- Improvements to the collision warning when the car has no abs
- LFS now doesnt have to be running to start the PDA. It will automatically wait for LFS to start first.

V11.9.1 -> V11.9.2: (December 2022)
- Reimplemented the entire PDC system, now much more accurate
- Fuel consumption and range can now be displayed for supported cars

V11.9 -> V11.9.1: (November 2022)
- Added indicator sounds
- Added new warning sounds
- Many bugfixes
- Added PSC Beta
- New Menu and Settings
- Gearbox working for some other cars
- Added warning distances for several mods
- New .exe logic, now only one file again
- other minor fixes/changes

V11.8.7 -> V11.9:
- Auto-indicators and Auto-Sirens can be turned off separately.
- HUD now includes images for the forward collision warning.
- Rev-bouncer is gone, caused too many issues.

V11.8.6 -> V11.8.7:
- error in bus routes fixed that would only detect one route and then no route again before a restart of the program.

V11.8.5 -> V11.8.6 (May 2022):
- Westhill bus routes
- Westhill yield warnings
- Indicator turn off and light assistance are individual settings now
- Once again new logic for forward collision warning distances, recalibration only needed for weird setups
- known bug, that it sends the car name to the console, just ignore that haha
- bus route detection also works with non-ASCII characters like Chinese now
- some more bugfixes

V11.8.4 -> V11.8.5:
- EV support (Low Battery instead of low fuel and no anti-stall and auto engine start anymore)

V11.8.3 -> V11.8.4:
- Minor bug fixes
- Yield warning on some intersections on Blackwood

V11.8.2 -> V11.8.3:
- "Connection to LFS successful" message only if it actually is successful.
- New script comes with the program now. Put it in LFS->script folder to automatically set /insim 29999 on startup.

V11.8 -> V11.8.2 (April 2022):
- Bus routes error fixed
- Bus routes on Aston, Blackwood, South City, and Kyoto are finished now. Fern Bay is almost there, 60% of routes already working.
- Yield warnings on Aston are working now.

V11.7.4 -> V11.8:
- Bus route errors fixed
- New logic for emergency braking distances
- minor other bugfixes

V11.7 -> V11.7.4:
-Fixed cop assistance errors
-Fixed chase tracker issue
-Bus support for fern bay from east station
-many bugfixes

V11.7 -> V11.7.2:
-Error in Lane departure warning fixed.
-known issue with cop tracker found, will be fixed next version

V11.6 -> V11.7 (March 2022):
-Blackwood lane departure warnings
-Bus support (announcements on south city and kyoto)
-Many Bugfixes
-Collision warning distance depending on the vehicle (many mods now supported)

V11.5 -> V11.6 (Feb 2022):
-Westhill lane departure warning on western highway, paddock, and some other roads
-Lane departure warning settings early, medium and reduced


V11.3 -> V11.5 (Feb 2022):
-emergency assist working when not paying attention
-PDC buttons should not be in conflict with Lazy buttons anymore.

V11.2 -> V11.3:
-fixed another error in gearbox
-fixed another error in message handling
-preparations for emergency assist
-exe now in a folder, not a single file anymore due to a python 3 bug with the c runtime. A shortcut is in the PACT Driving Assistant folder, so for you nothing really changes, its just in the background.
-port to python 3 finally fully completed
-started to work on a message handling bug, should be fixed in 11.4
-lazy support in 11.4 or 11.6

V11.1 -> V11.2:
-fixed error in gearbox
-fixed error in message handling

V11 -> V11.1:
-port to python 3 finished
-new logic for stall detection/anti-stall and auto-engine start, because of issues caused by pygame with python 3, that would disable force feedback by the wheel.

V10.8 -> V11:
-Changed from Python 2.7 to python 3. Which was overdue. By an insane amout of time. But hey, i made it finally.

V10.5 -> V10.8: (Jan 2022)
-Preparations for semi-autonomous driving support
-Preparation for lane-departure warning
-Settings for Handbrake, Brake, Acceleration, Shift and Ignition Keys.
-Gearbox support when in "sequential" gearbox mode
-Updated Gear indicators on HUD
-Autobrake fix for keyboard
-Preparations for install-guide

V10.4 -> V10.5:
-Wheel support for autobraking
-Mouse and Keyboard support for autobraking
-Error in collision warning fixed, when multiple cars are in front
-Fixed error in player handling from version 10.2

V10.3 -> V10.4:
-Some small things, like auto-hold and auto-engine start for wheel users.
-Mouse and Keyboard are now supported, though, there is no automatic braking for any type of controller yet.

V10.2 -> V10.3:
-Many Bugfixes, settings are saved now

V10.1 -> V10.2: (Nov 2021)
-Program understands whether the car is on track, or the user is in the menu

V10 -> V10.1:
-New OutGauge logic

V9 -> V10:
-Entirely new logic for how the car can perceive the world around itself.
-Entirely new project structure
-Rewrite of most of the program
-A much better structure of the main features

V8.2->V9: (Aug 2020)
-Rewrite of some functions that were using a lot of memory

V8.1->V8.2:
-Mayor Bugfixes
-New Light Assist now with automatic indicator turnoff.
-New Advanced Cop Aid System.

V8->V8.1: (Jan 2020)
-Minor Bugfixes
-New Siren button when playing as a cop. No need for TC Lights anymore Smile.

V7.5->V8:
-New warning distances
-Overhauled cross-traffic warning
-Added Lane Departure Warning
-Added Emergency Stop Assist
-Some changes to wheel support

V7.2->V7.5:
-The preliminary warning will now precondition the brakes for a possible full emergency stop.
-The brakes can be applied autonomously, even when using a wheel as a controller.
-Warning distance when the car in front is braking is now much more accurate.

V7.0->V7.2:
-Visual warnings look much better now
-The warning distance is now even more math, but you gut much less unnecessary warnings
-You can actually start the program together with lfs, you don't have to wait until your on track anymore: The program will restart automatically if the connection to lfs is lost; problem solved Smile

V6.0->V7.0: (Dez 2019)
-Basically everything is a little better now.
-New warnings sounds, that aren't so annoying. (Old ones can still be used)
-New acute blind-spot warning, with a warning sound when you are steering towards a car in your blind spot and a collision is very likely.
-PDC is much better now.

V5.2->V6.0:
-Added a tutorial at first start.
-Literally completely overhauled the collision warning.
-Some settings are now customizable via set.txt file.

V5.0 -> V5.2:
-Fixed an issue with the collision warning in V5.0
-You can now activate and deactivate the assistance systems via an assistance menu.

V4.0 -> V5.0:
-The System needs fewer data to determine if warnings are needed now. It's much more stable.
-Many fixes concerning the collision and cross-traffic warning.
-Beta PDC (Park distance control)

V3.5 -> V4.0:
-Many bugfixes and a more accurate collision warning
-New auto-gearbox with two shifting modes!

V3.2 -> V3.5:
-Added a preliminary warning. This is helpful to optimize your reaction time.
-The program now works much better on low-end PC's, because it needs much less data than before.

V3.1 -> V3.2:
-New Cop Mode, the car will now try to determine whether you are a cop and not give you collision warnings as a cop. All other warnings work as usual.

V2.5 -> V3.1: (Feb 2019)
-The program is now a .exe, not a .py anymore!

V2.4 -> V2.5:
-Fixed an issue with the indicators, causing them to not turn off after the rear-end collision prevention was triggered.
-Minor changes to the warning distance.

V2.3 -> 2.4:
-Fixed issues with the indicators.
-Fixed issues with false warnings for cars on bridges.
-Improvements to the rear end thing were made.
-Added the cross-traffic warning.
-Minor improvements to the blind spot warning were made.

V2 -> V2.3:
-Added the Rear-End Collision Prevention
-The program now considers the heading for the collision warning which means you don't get false warnings for oncoming traffic now anymore.
-Many false warnings caused by considering the false car were being fixed now.

V1 -> V2: (November 2018)
-Added the Blind Spot Warning.
-The program now considers more than one car for the warning
-Mayor improvements too the Collision warning were made.
-Several new warning sounds were added.
Last edited by Rob2003, .
Rob2003
S3 licensed
Quote from vladisim1711 :why cannot i find the car that i buy

Hey there, if you bought a car on TC City Driving, it can be found in your garage.

Top left "Home" button -> Garage.

If you want to use it, just go to pits and select the car, just like you would in singleplayer.

Best regards
Rob2003
S3 licensed
Quote from Rexo35 :Yes, you got me xd. I was wrong.

btw, when i try to use the function "pyinsim.IS_MCI.unpack()", python asks for 2 arguments, but in the definition there is only one argument "data" (also "self", but as far as I know you dont have to give "self" a value xd).

This is my line:
mci = pyinsim.IS_MCI.unpack(data)

thx <3 xd

Right... So I've been at your point in 2018. Imma just gonna briefly explain to you whats missing there. Don't take this word by word, I am not really a pro, but this works.
I tried to make it as clear as possible with comments in the code. If you are not that comfortable with python yet, maybe sentdex on youtube is helpful there as well (helped me get started a lot):

https://pythonprogramming.net/
https://www.youtube.com/watch?v=eXBD2bB9-RA&list=PLQVvvaa0QuDeAams7fkdcwOGBpGdHpXln
https://www.youtube.com/watch?v=YSe9Tu_iNQQ&list=PLQVvvaa0QuDfju7ADVp5W1GF9jVhjbX-_

In python 3 it would look like that:

see attachment. .py files are not allowed on the forum, so its a .txt Smile
Last edited by Rob2003, . Reason : copying code didnt really work
Rob2003
S3 licensed
Quote from Rexo35 :It does help, but the problem is that the "mod" (is that the right word?) I'm making is personal, and not to use in my server but in everyones, without having to know the admin password. That's why i've chosen OutSim instead of InSim. Anyways, i will do it first on InSim and then check if it is doable in OutSim.

I am Not sure If i got you correctly But:

As Long as you want to Use a Program For yourself, you can Use it on all Servers, as you don't manipulate the Game But Just gather Data and process that. Insim hast No limitations there.

Only If you want to do an insim For the entire Server, you will Need to Host one! But as Long as its For you, No Need to worry!
Rob2003
S3 licensed
Quote from Rexo35 :Hi!

Sorry to bother you again xd. I think it will be better atually to use OutSim instead of InSim. I've been seeing the OutSim info and I saw I can get the player's coordinates, is there any way to get other players coordinates from the server in outsim? i dont think so but i dont lose anything xd.

thx <3

Well... I have never used outsim. But... It is very very easy to get everyones coordinates with insim...
Lfs sends the compcar Packets in the mci Packets (max 8 players per Packet). If you Then use a simple For Loop, you can get all the Data from all Cars Wink.

Would Look Something Like that in Python:

For Car in mci.info:
PlayerID = Car.PLID
xCoord = Car.X
yCoord = Car.Y
Speed = Car.Speed

etc...
Then you can For example Store the stuff in an Array or dictionary or smth.

I guess thats the easiest way. Does that Help?
Rob2003
S3 licensed
Quote from Rexo35 :Hi!



I've read the "InSim.txt" in the "LFS/docs" folder and I saw that there is an struct called "CompCar" in the lines 1844-1859 that gives you the coordinates of the car you request (at least is what I interpreted).

Is that usable by some way by PyInSim? Or can you get the coordinates of the cars at all in pyinsim?


Yes, thats easily accessable with pyinsim. Ever used Python before? Then it should be possible quite easily for you. U good at math with vectors? Then it should be also easy For you to calculate the distance in the coordinate system. Look at insim.py and func.py in the insim library, they will Help you!

If you still need Help, reply on this Threads again.
Rob2003
S3 licensed
For all that were wondering. Scawen has answered this question on a newer thread...
https://www.lfs.net/forum/thread/99037-Graphics-update-progress-%40Scawen
Rob2003
S3 licensed
Quote from Elochai :Great! I've seen so many things that I didn't even know about and I play this game 11 years ago...!

Glad to hear that Wink
Rob2003
S3 licensed
Quote from Rexo35 :Hi!

I'm kinda new in all of this related with programing. I know c++ and bit of python and I have proposed to do an LFS mod even though that I may never publish it.

... of the cases) but i can't understand how to use the program. I mean, I dont know how to use it in the game. I know is TCP or UDP related but I don't know how does it works.

Any advice not only with that but also with beginning on this?

Thx Big grin.

Hey.

My suggestion is python and the pyinsim library to get startet. https://github.com/alexmcbride/pyinsim/tree/port-to-python3

If you need any help getting started with it, answer to this post, and ill give u a few examples.

My own program is completely based on that. LFS Thread:
https://www.lfs.net/forum/thread/92775-The-PACT-Driving-Assistant---DOWNLOAD

Oh and if you mean vehicle mods, there is a vehicle editor available for free, though I am not good at using it haha. https://www.lfs.net/downloads
Rob2003
S3 licensed
Quote from Scawen :I've said before but will explain again as I know not everyone would know this:

The old tyre physics does not exist in the new version of LFS. Too many things were changed - the way the
...
graphical progress report at this time. My focus is the tyre physics and that's all really.

As I opened this thread I feel obligated to comment now as well Big grin:

Exactly what i was talking about! Thank you so much for the update Scawen. That makes waiting a lot easier as we now know whats happening behind the scenes Wink.

Keep up the awesome work, and as the others said, we know its not easy but you'll keep this game just as awesome as it's always been - or even more...

Thanks again
Robert
Graphics update progress @Scawen
Rob2003
S3 licensed
Hey Everyone, Hey Scawen.

I know you have to see lots of messages like that. But I really think it would be great if you can keep us up to date with your progress on the graphics update. It's been so many years now that we are waiting for the update and at least a little note á la "Next progress report will be out in within two months" or "graphics update test patch will be the next available update this year" would make a huge difference to our patience Wink.

I know, that you probably are not able to tell us an exact date or even months when it will be finished, but if possibly in any way, please keep us updated and tell us whats left before you can publish the first beta. I know so many active players that don't even believe you are still working on it - and thats so sad because i think it will be awesome when you release the new graphics.

Thank you for the work you put into this game - especially how you listened to your community concerning the mods update and the bugfixing afterwards. I think most users really really appreciate that!

Let us get a little more involved and keep the hype up Wink.

Best wishes
Robert
Rob2003
S3 licensed
Quote from KingOfIce :Hello,
You can have a look on mine if you want : https://github.com/KingOfIce77/pyinsim9

As far as I can tell, byte objects are still needed in your version, or am I wrong?
Rob2003
S3 licensed
Quote from KingOfIce :Hello,
You can have a look on mine if you want : https://github.com/KingOfIce77/pyinsim9

Oh nice, you did an updated version of pyinsim?

I'll have a look at it. Thank you so much!
Working with Layouts w python3
Rob2003
S3 licensed
Quote from DarkTimes :So I started porting it to Python 3, at least a bit. I made a new branch and got it basically running with packets being both received and sent. There are some issues to work out, specifically

...

https://github.com/alexmcbride/pyinsim/tree/port-to-python3

Hey everyone. Stupid question from someone who has not a particularly high amount of skill in programming:
I am trying to figure out how to send autocross objects to LFS with python 3. I got everything else to work with byte stuff (car data, message handling, and so on), but I cannot figure out how to send autocross objects.

I've done basically everything but working with layouts so far, so I looked at the old examples, but I have no idea how that would work with the python 3 branch.

Firstly, ObjectInfo takes only two arguments, data and index, which is not a big deal I think i can figure that one out, but if I try to make that work I get this error:

self.X, self.Y, self.Zbyte, self.Flags, self.Index, self.Heading = self.pack_s.unpack(data[index:index+8])
TypeError: a bytes-like object is required, not 'tuple'

And I have no idea how to make a tuple a byte thingy Frown.

Obviously only if anyone is bored enough haha, but it would be awesome if somebody could provide me with a newer little example with python 3.

Thank you Smile

PS: Thank you for creating pyinsim in the first place, it was a huge help getting into programming with LFS and I was able to realize really cool projects.
Last edited by Rob2003, .
Rob2003
S3 licensed
Thanks for the awesome feedback!
Rob2003
S3 licensed
Quote from Scawen :Thanks for the video. I posted it on the LFS Twitter account. Smile

Wow, thank you so much!
Rob2003
S3 licensed
Quote from V_Ro :Great job Rob! I love these videos!
And I think this music is perfect for this trailer...

Thank you LFS.

Thank you so much!
Rob2003
S3 licensed
Quote from UnknownMaster21 :Why on earth you never selected racing action from replays? Never came in mind in first place?

Also, not generally everything was covered ( not saying literally everything alright! )


But other than that, well done!


EDIT: Yea yea, it's MODS Trailer, I get it, but there was already racing action happening with mods. RTFR for example Tongue

I see your point, but there is a very simple reason.
It doesn't look good. Multiplayer Replays tend to be very laggy - more than the actual race. At least for me. And jumping cars are just not so nice for a trailer Wink.

But yeah, I know that there could have been more racing.
Rob2003
S3 licensed
Quote from Flotch :Very nicely done !!!

Thanks
FGED GREDG RDFGDR GSFDG