I've mucked about with your pitboard.lpr file a bit, so would be grateful if you can check if the backing and 'pitboard <nickname>' are shown when you join a X or Y configuration track? Doesn't on mine. I'm using your pitboard on my two WE2X servers.
Not a problem, as I've got these to pop up when you do !cfgsplits command, but if missing, would useful to be done if you ever do another update.
Apologies for hijacking this thread, but I've actually started work on making some Pace Notes for a new completed layout I've made. This is because for the 2 servers I'm running with long rally type layouts, lots of people get lost first few times they try it - in fact, what happens is, they start, get lost, restart, get bit further, lost, restart, further still, lost, disconnect.
This, even when I have lots of signs.
Made a video of start of my new layout with Pace Notes, as still a long lot of notes to go.
And still not quite sure what I want to show, and how I want to show it, and I'm having real problems trying to decide what severity number rating I give a corner, where 6 is barely a kink, and 1 is almost a u-turn.
No, and if you try it, the others will be renumbered, but likely in wrong sequence. For instance, if you have route circles 1 to 8, add an additional circle between 4 and 5, then this circle will be named 9. If you change that to 5, and change the existing 5, which is now renumbered to 6, back to 5, then 4 might become 6.
Route checkers are numbered. They show as "route index: n", where n is a number.
If you put your 5 route checkers as per your image, and later decide you want to put in another - say between 3 and 4, then you place your new checkpoint, and click on "route index: ", and give that the number 4, which will automatically increase all higher numbers by 1 and renumber accordingly.
At the moment, you only get wrong way message, and subsequent spec, if you miss a number in sequence. I agree that would be much better if you pass a checkpoint twice, that the same would happen as missing one.
Until that happens, all you can do is try make your route checkers as small as possible, and place barriers and/or restricted area circles where you think people might cheat.
If you check, you'll find that on first lap, LFS doesn't record your time for that lap either, and it's only when you cross a time checkpoint, then the finish line that LFS starts recording 2nd (and subsequent laps) as 'proper' lap(s).
So Lapper does what LFS tells it - Lapper will only record complete lap time (and drift score) when it's a proper completed lap - as defined by LFS.
Nothing much you can do about it, except maybe don't use Practise mode, or set huge amount of laps or time, or, what I've done in past, show a message when driver pops up on track.
Something like;
==========================
Please be aware that drift scores
will NOT be recorded on 1st lap.
==========================
The pitboard error, you won't get rid of - it refers to the width of the button (32) on that particular line. No reason why lapper doesn't like that part of the code, as it's almost exactly same as the code 2 lines up. And it appears in lots of other places too.
The line in question is for an ELSE statement, so might never get used, and so you could just put a hash at the beginning of that line to disable it, as likely no-one changes the pitboard anyway.
The others - I think these are because you are missing one of the standard add-ins (utils.lpr) that tell lapper what to do with the function closeButtonRegex.
Make sure utils.lpr is in your /includes directory, and if there, make sure it has not been disabled in the addonused.lpr file.
Failing that, you'll have to show what the error lines refer to - just copy and paste one of each.
Driftmenu - I have some hazy recollection of making that on request - for you? - something to do with on screen button to show drift score table and/or arrows scrolling drift scores back and forward?
I started school in 1964, and at no time since that first day, till I left, and started work in 1976, was I ever taught that.
If asked, might have been able to work it out for myself...1 ms
=> * 60 seconds = 60 metres per minute
=> * 60 minutes = 3600 metres per hour
=> / 1000 in a kilo = 3.6 km per hour.
Then, for the proper speed, 3.6 * 0.621 = 2.24mph.
I've made an Oval track that you have to drive on a large grass area within the Westhill confines.
There are certain sections of the layout where the wheels of the car disappear into the grass, and in the last turn, before start/finish straight, I've managed to get my anti-gravity machine, hidden underground, working at long last.
I haven't covered every square inch of the track, but there doesn't appear to be any holes for you to fall into, and even with the long grass and levitation, there is traction all round oval.
Layout is saved for 8 laps, but this can be edited in SHIFT U mode to whatever number of laps you wish.
I'm currently using this layout on one of my Sin'rs servers. Only using cars that have Autocross tyre capabilities (UF1, XFG, XRG, LX4, RB4, FXO and XRT).
As you can see in the screenshots, sub 40 secs is achievable in the UF1.
I can confirm that RackService provides lapper, and any issues I've had (ALL of my own making!) have been sorted out quickly, and I've even been provided with an extra overnight backup facility for the sql database files that lapper creates and uses. Great service!
Includes simple RoC layout part way round route, along with driving balancing act at top of small cliff, leading onto short sky bridge. Route goes through both underpasses and uses part of one of the kart tracks.
There are a few sections where you must drive on the grass, including a large section after the RoC complex.
My best, non-respectable, time in a XFG was;
sectors 1, 2 and 3 > 2:45.65 / 6:15.26 / 10:05.72
lap time > 13:00.39 + penalty > 2.00
Overall time: 13:02.39
In my defense (e.g. an excuse), I kept damaging the clutch by 3rd sector, so a much quicker time is easily do-able.
Note: there are tight constraints in keeping to the course, as I've used approx 60 route-checkers, so you must go through the 'gates' (easily spotted).
Found way to measure course - just shy of 10 miles / whisker over 16km
Last edited by sinanju, .
Reason : Added layout length
Made a layout on Westhill that basically goes round the perimeter, and is 3.77 miles / 6 km in length.
Has start and finish lines, corner markings and route 'gates', which you must drive through, else you get spec'd. You must also stay on road at all times, or you may get spec'd.
Image: start and 'gates'.
I've got it on one of my Sin'rs servers with choice of XFG or XRG only (XFG took me just over 3 mins 30 secs to get round).
Likely if you have better eyesight / memory than me, you'll manage better times - I struggled to see signs when they were far away.
Made a layout on WE2X that heads in towards the roundabout that leads to the tunnel that goes under the track (see image below), and while driving, road and some of the surrounds suddenly went blue.
Same thing happens everytime I go this route.
No problems with car falling through a hole or anything, and at speed, it's just a quick blue blur.
I saved an mpr; I slowed down at the 40 mins mark to see it better.
So after spending hours and hours and hours turning off add-ons and then re-enabling; no difference.
Played with removing 2nd split, then when that didn't work, added 3rd split; no difference.
Tried removing all checkpoints; no difference.
By this stage, fed up, so went on my server and tried setting time in UF1 - got round in just over 5 mins 30 seconds, but time not saved.
Next tried XFG - got round in about 4:50, but big penalties. No time saved. Tried few times, but always penalties putting me over 5 mins. Finally managed clean(ish) lap and recorded under 5 mins. Time recorded!
Ha!
Went round slowly in XRT (lots of people have recorded times with this car), and took over 5 minutes to cross line - no time recorded.
As you can see in the image, few people have taken over 5 mins to do lap, which LFS has recorded, but !top command for their car not showing their times.
CONCLUSION:
Lapper limitation in that any layout that takes more than 5 minutes to get round, regardless of car, the time will not be recorded for !top table. If you score drift points in that car, in same lap, points will be recorded.
Can anyone confirm having problems with times not being recorded if taking more than 5 minutes to complete a lap in a layout?
EDIT: In version 7.0.4.5: the Laptime is increased to 30 minutes
On my new rally server, I've done laps in UF1, RB4 and BF1.
Only the BF1 time shows in !top, but only the UF1 drift score shows in !drf. Nothing for RB4 anywhere.
My BF1 time is fastest of the 3 cars I've used, and UF1 has had highest drift score, so it seems as if only quickest/highest is being saved. For me at least.
Only a few people have set times on server, but most of their times/scores seem ok. Not all. For instance, someone has set time in XRT, and apart from seeing time in top 12 on front screen, his time doesn't show anywhere else, but his drift points do!
I can't download the sql database (GripPB.dbs, etc) files yet, but when I can (tomorrow), I'll need to check if my times/scores are being saved; but maybe not being displayed.