I agree with that, as then it's used the sync the servers. Although the first thing I would do after this was released is make a mod to ensure that the wind is at my back when I'm using the accelerator, and to over my front when I'm breaking.
Yes, the reason why I´m suggesting about this, it´s for league use. I would like to have the same weather conditions in our 4 servers. At the moment, as LFS don´t allow us to have same wind conditions, so we have all our races without wind.
You can´t compare that. In lfs, you start a race, and it gives 5km/h and 80º direction. Ok.
If you restart again 10 second after that, and it gives totally different wind parameters..
That command just would work for next race. Or in entry screen, just like weather command do. That would solve the possible hack without any kind of problem.
I think the real problem with minor changes in the wind ruining your race is that you drive too close to the limits of the car. I personally can't wait for dynamic weather and track conditions as that will force you to leave a margin of error.
The league part is totally valid though. Maybe ad a setting to group servers under same weather rotation.
You'll be pleased to know that one more "flying cars" issue seems to be fixed in my version. In the attached Z32 replay, I reverse my XR GT into a barrier so that it intersects (because the current car collision system doesn't notice that). Then the wheel detects a contact with the top of the barrier and the car goes flying (because the penetration is deep, the force is great).
The wheel contact test ray now starts from the centre of the wheel, instead of above the wheel, so this penetration is not detected and the car just gets nudged outwards. I guess this same type of collision might happen between cars sometimes. Also this will stop that strange looking bug where a car can be pinned to a fence by its tyres.
The main thing this week is that I'm trying to unify the autocross objects system into a single file that is shared between all tracks. This has a few advantages :
1) All objects will be available on all tracks.
2) Each object will have the same object number on all tracks, helpful for external autocross editors or InSim programs that can add or remove objects.
3) Some of the objects can be optimised for graphics and physics (CPU time reduction).
4) Helpful in the development track editor.
5) If a new object is added or improved, it will be available at all tracks.
It's a bit dangerous to say what I'm working on, just in case it turns out that it can't be done. But I think it will be OK. There needs to be a conversion function to repair all the old layouts to use the new object numbers, automatically when loading. It will be multiplayer incompatible, so it will be time to do some other things on my list as well, like allowing qualifying in open configs and enabling the randomised start lights time. So I guess a Friday patch looks unlikely at this point.
One thing I was wondering, Could you perhaps get in touch with Bluewind (creator of the extra objects for Blackwood) and have the croud stands etc included with a test patch?
In my opinion, The extra objects are fantastic! I think this would be a HUGE improvement to the game with not so much work needed as the objects have already been created and just need adding to a patch
Obviously im no game developer, but being on an ICT course in college and my uncle working with computers, games etc, I know a brief bit on this and can't see it being too hard?