Hello everyone, Please find attached details of a new hotfix update that has just been deployed: Hotfix changelog: Added ability for cars to have emissive properties on the green channel of the region map. Track Limits: Adjusted Strict mode more similar to default in race mode. Track Limits: Tweaked parameters based on feedback to reduce chances of over penalizing in areas where it should not (increasing the scoring based on time gained / loss, and reducing the influence of other parameters based on distance cut, speed differences and time on throttle off track). Track Limits: Increased the minimum speed required before any infraction is scored by 10%. Track Limits: Improved logging Track loading: Fixed real road data not loading properly from user specified files when road temperatures were set to generated Cut track user guide instructions can be found in more detail, here: https://docs.studio-397.com/users-guide/track-limits Happy racing!
Added ability for cars to have emissive properties on the green channel of the region map. Interesting indeed
When passing another car during a penalty and if we need to give position back, if the driver we need to give the position back crashes what do we do to not being penalized? Thanks in advance!
The game will remove crashed cars automatically from it. As you can find out by reading the explanation article in the original post
Thanks. Anyway the original post doesn't refer to the crashed cars, only for those braking to make you get a penalty... I'm don't mean a DNF car, but a car that you should give the position back that got a crash meanwhile...
"At the time of position change we log cars which meet the following criteria: The car must be travelling with in a reasonable speed of the expected speed. The car must not be in the pitlane The car must not be off the race track The car must be travelling in the correct direction Then at each point during the process we re-check the above criteria and only score the cars that are behind us and meet this criteria."
Glow in the dark effect most likely. Anyone got any idea as to how to implement it yet? I just nipped on the try out one of my GT3 official skins and there be no glowing bits on the green region.
indeed it's disabled by default, this line will enable it in the mat json, after the region entries etc Code: "GreenEmissive" : { "emissiveColour" : [ 1, 1, 1, 1 ], "emissiveStrength" : 15 },
That's been an option for years. We used it in our Thursday events at RaceDepartments for 2-3 years. I'll see if I have time after this evenings race to find the line to change.
Yay, the update stuffed up our server again! After the update, our Track cuts are no longer working. I am now taking blatant track cuts which I could not do before this update and now I can. Also, pit lane speeding stopped working. The Track - Pukekohe. nothing was changed on the server.
after small experimenting with glow. Entire numberplates glowing looks "flat" I think I will go with a "class line" under the number for multiclass, then it's still possible to see class. Oh boy I have a lot of skins to implement this in....
Nothing changed with pit lane speeding on the build for sure. I would be surprised to see blatant cuts are now possible. I'd like to see logs and replay videos from those incidents.
More glow test. LMP2 - glow color same a numberplate Code: "GreenEmissive":{ "emissiveColour":[ 0.0, 0.32, 0.57, 1 ], "emissiveStrength":15 LMP3 - glow color same a numberplate Code: "GreenEmissive":{ "emissiveColour":[ 0.39, 0.14, 0.47, 1 ], "emissiveStrength":15 GTE AM - glow color same a numberplate Code: "GreenEmissive":{ "emissiveColour":[ 0.93, 0.54, 0.13, 1 ], "emissiveStrength":15
You can colour the texture appropriately and not require colourization in json (as well as having other areas be different colours)