Sorry - Of course the issue was on my side. :-) Everything works as expected.
The test device (notebook) was in the wrong DNS domain and get a wrong (public) IP for the hostname. Perhaps a message can help that the entered hostname resolves to a public instead to an allowed private IP, if "LAN" is selected?
Scawen in normal racing i guess everybody want to setup different kinds of racing formats. Knockuot 3 session qualify like in Formula 1 and you can setup way you want it. Flying start?, race1 starting grid oder from qualify and race2 reverse grid order start from qualify. Maybe you can add race3 and race4 if somebody wants and modify those also way he wants. What i mean that give all the options and more for racing how to setup different kind of formats to race. There are plenty variations for those what make multiplayer racing and different kind of racing series to arrange own special styles to setup races.
All I want now is to get this update finished as soon as possible so it can become the official version and then I can get back to the development version. I'm not looking for new off-topic suggestions now.
Is this object limit determined by some specific system limitation, or is it a user-defined treshold to avoid layouts loading forever?
Also a small suggestion (this should be matter of minutes if accepted) - would it be possible to add a simple, big flat plane of tarmac into the game? Just a flat land where we can build bigger layouts on. The carparks we have are too small for some more meaningful layouts or track replicas and floating concrete layouts look very stupid imo. Just a big flat area with no boundaries or environment would be extremely helpful.
I dont know how hard will it be, but it will be so much fun if you can change in the garage in your configuratio mode: drift car engine and maybe tweak the powerband by yourself in the game just putting numbers example 500hp @ 7200rpm and 600nm @ 4500rpm and that you will get then. All GTR cars has option to change engine and you can chose i4 turbo, i5 or vr5 turbo - i6 or v6 or vr6 na/turbo, v8 na/turbo, v10 na/turbo, wankel 2,3 and 4 rotor, boxer 4 and 6 cylinder you name it... with their realistic engine sounds and their own powerband curves, Is that too hard to do ?
In real life drifting competition there is no horsepower limit. You can have 500hp or 1500hp in your motor. Only the tyres sizes are the limit how much you can put power to the ground.
Im full of ideas, but its too bad that those are in my head and i dont know how hard is to modify the game.. But that i know that if it can do, the game will grow faster and gets more popular again.
I had a quick one lap shot test on BL1 hot lap mode in U19. Initial impression is pretty postive.
FXR is quite grippy just like before, front tyre heat up very fast(obviously all 4WD have this issue atm so its ok) casualy reach 1:09 low without original setup change. (R3 100C to 120/111, 260km/h)
XRR becomes a little bit easily to slide than before at low speed when add some thottle but most of the time pretty balanced, casualy reach 1:09 mid without original setup change.(R3 100C to 125/117, 261km/h)
FZR has the best top speed. It's easy to turn-in oversteer wither out-corner oversteer on thottle. By changing setups serveral times I manage to reach 1:09 mid. Somehow tyre temperture is lower, probably because wider?. (R3 100C to 110/117, 266km/h)
I've also tested the same car with original and slim tyres. It turns out the average time loss is 0.6 sec per 1 minute.
But It do need more test I admit. XRR and FZR with unpredictive rear feeling,are worse than previous build.
There's people that can read a room and then there's people asking for XRR engine swaps immediately after Scawen says that he's not looking for any off topic ideas.
Making the drift community as a whole look bad. None of my friends that I know want these ideas to be in the game (XFR Drift config and XRR V8 swap LOL)
The proplem is we dont know what is realistic to do! The things what we ask are for the game some kind of tweak programs, but not in the game! So its must be close to get that kind of features in the game.. but again, i dont know a shit.. i just want a perfect game for me and all for us.
wow, I did some laps in the FXR, and it is better feeling by far. More agility, more responsive, clearly better (almost matching the laptimes of U18 by 0.2/0.3s)
I did my test on BL3 with knobbly tires
I tried the XRR in the same config ... omg, that is a beast ! Impossible to not spinout the thing
Is possible to get an option to remove the spoilers of GTR cars for drifting thx.
And also something I thought would be cool, is have some sort of a button in the "Tyres" section that can load custom rims. And when a player gets online, each player downloads each others rims(They are very small in size. I think you just need .cem, and .dds file. The two together for one rim might get to max file size of less than 2mb. Avg 1mb per rim) just like skins and we all have unique rims. Once it's downloaded then stored it somewhere locally or something.
Well I don't know how it works exactly but you get the idea. xd
Hopefully its possible.
Scawen, is it confirmed that in the official version, it'll be possible to add up to 32 AI's per player on multiplayer and that maximum number of packets sent per second by each car will be 12 instead of 6?
I'm asking this because I want to update in-game help translations related to those updated things before you will release new official patch, but I don't want to display false information in those
I think that is true but I can't remember many test results about the 32 (ai + real) car per connection. It's possible it could change if testing reveals it to be a bad idea. But if it's all working well then there shouldn't be a problem. I think 12 pps is here to stay and don't really want to get back into that stuff now.
I believe online prediction and smoothness is improved a lot, mainly by:
- sending more position packets when needed
- sending tyre deflection in the position packet
- more accurate and frequent temperature & wear updates
- better initialisation of steering after each position packet