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Questions? Ideas? Other feedback?
Good work Chuck Smile Will the market still work in the future?

P.S. You can't use the MRT as a police car, so you may want to remove it? Could be misleading
The market needs some update, as well as TC World and also the API. I couldn't do that in advance, but its only a matter of hours.
Good work, the update looks awesome!

Looking forward to more variation in the future. Perhaps crash-resistant and intake-restricted versions of XFG and XRG? Good cars for earning money, but I wouldn't really want Tow Editions of them.
We'd also like some feedback from less experienced members of the community in terms of how you feel the process of acquiring these new cars is in-game.

While we're in the process of updating the manual and associated help documents related to this update, your feedback at this time would be very helpful!
TC World is updated. You can also see the wear and damage to cars now separately:
Example: http://world.city-driving.co.uk/?page=carinfo&vin=ACTXW

Wear = Condition spent by driving
Damage = Condition spent by crashing into other cars or (static) layout objects (barriers/walls, etc)
Best Update Ever. Well done job! Chuck Master!
1) How would lag affect the collision calculating system? Will a laggy driver receive more damage through car-to-car contact than a less laggy driver?

2) If a car gets flung due to an impact, does all the collisions happening thereafter affect the health of the vehicle? If so, can there be any exceptions or appeals in the case of a laggy crash, crasher or hacker that sends the car/cars flying across the map or into several objects?

3) How will vehicle wear be affected by a tow process?

4) How will vehicle condition/wear be affected by a external force applied by a driver? i.e If victim's car has a burnt clutch, would coasting under push power result in wear?

5) When chases occur, would it expedite the wear rate of a car, or would it be dependant on the management by the driver?

6) Does idling (clutch in, or neutral) have a wear percentage?

7) How much would a set positively or negatively affect the wear of a car being driven? Example : hard race set, soft arab set

8) Would all limited edition cars or series have the same wear rate and car-type, or will each edition be different and custom for each release by TC?

9) Is there any guideline for speed-over-impact strength available?
i.e 2kph impact resulting 2% damage (dissimilar to engine heating wear)

10) When towing with a ramp, will victim's car receive damage from ramp object?

11) If a car has timeout, and is driven into, such that the car in timeout reconnects and results in a glitch, how will damage be calculated then?

Cheerio
(2018-12-24 07:39)AOR Nova Wrote: [ -> ]1) How would lag affect the collision calculating system? Will a laggy driver receive more damage through car-to-car contact than a less laggy driver?
If a collision is reported by LFS, it will be counted as a regular collision. Whether lag was the source is not relevant.


(2018-12-24 07:39)AOR Nova Wrote: [ -> ]2) If a car gets flung due to an impact, does all the collisions happening thereafter affect the health of the vehicle? If so, can there be any exceptions or appeals in the case of a laggy crash, crasher or hacker that sends the car/cars flying across the map or into several objects?
All consecutive hits count. However, only collisions between cars and and solid layout-objects count. Collisions with the actual LFS map (ground, walls, buildings/fences) do not count as LFS does (unfortunately) not report such collisions.

(2018-12-24 07:39)AOR Nova Wrote: [ -> ]3) How will vehicle wear be affected by a tow process?
If towing consists of ramming/hitting the cars, yes.

(2018-12-24 07:39)AOR Nova Wrote: [ -> ]4) How will vehicle condition/wear be affected by a external force applied by a driver? i.e If victim's car has a burnt clutch, would coasting under push power result in wear?
Yes. Any sort of moment counts as wear. Multiplied by the temperature factor. Insim cannot detect whether a car is driving on its own power or not.

(2018-12-24 07:39)AOR Nova Wrote: [ -> ]5) When chases occur, would it expedite the wear rate of a car, or would it be dependant on the management by the driver?
Regarding the wear, all that counts is the temperature. Some cars can go faster without building up a high temperature.

(2018-12-24 07:39)AOR Nova Wrote: [ -> ]6) Does idling (clutch in, or neutral) have a wear percentage?
No. Wear is only about movement.

(2018-12-24 07:39)AOR Nova Wrote: [ -> ]7) How much would a set positively or negatively affect the wear of a car being driven? Example : hard race set, soft arab set
No effect at all. Temperatur * driven metres is all that counts. (As written above)

(2018-12-24 07:39)AOR Nova Wrote: [ -> ]8) Would all limited edition cars or series have the same wear rate and car-type, or will each edition be different and custom for each release by TC?
The only way we control the wear rate is about the "max cruise speed", thus the likeliness of a car to be driven above that speed and heat up.

(2018-12-24 07:39)AOR Nova Wrote: [ -> ]9) Is there any guideline for speed-over-impact strength available?
i.e 2kph impact resulting 2% damage (dissimilar to engine heating wear)
The damage is internally measured in "metres of lifetime" and then displayed as percentage of its designed lifespan.
Some ballpark figures when using the BASE edition. TOW and COP editions only have 20% of that:
20kph frontal 25m
50kph frontal 170m
100kph frontal 500m (maximum dmamage)
80kph 45° angle 145m
120khp 25° angle 35m

However, the max damage for a single impact is 500m. No collision can cause more damage. It is possible to have multiple hits, i.e. when crashing with high speed under the bridge construction on Kyoto, for example, and the car collides multiple times quickly in a row. I'll try to implement a little buffer so that such cases do not cause excessively much damage.

(2018-12-24 07:39)AOR Nova Wrote: [ -> ]10) When towing with a ramp, will victim's car receive damage from ramp object?
Very unlikely. Stationary cars (<1m/s moving speed) are excluded from collision damage, to avoid cars weirdly stuck on a wall and doing micro-movemets or little jumps continously take damage. Also all car contacts <1m/s closing speed are ignored.

(2018-12-24 07:39)AOR Nova Wrote: [ -> ]11) If a car has timeout, and is driven into, such that the car in timeout reconnects and results in a glitch, how will damage be calculated then?
Hard to say as LFS will calculate and report the collision. Stationary cars are not a problem (as we tested), the cars are apparently to slow at the beginning, but you will get some damage when flying away into static objects and that will cause damage. But its hard to say with moving cars.


(2018-12-24 07:39)AOR Nova Wrote: [ -> ]Cheerio
Excellent explaination Chuck! Thanks Biggrin

Only slight issue foreseable now is towing damage - perhaps conduct a poll on whether a Tow/Medic should receive damage when towing using physical contact?

Because towing using car push or rear ending only derived from the restrictions within lfs and the cost of purchasing a winch (which new or poorer people might not afford first time out).
And since towing and medic is a essentially a volunteer job, having damage enabled for a tow vehicle seems slightly unecessary.

Perhaps full damage disable might be overkill, because it nullifies all car damage for the entire period - how about if the tow or med is officially on a tow call, he/she gets damage reduced or nulled then? Same thing for a cop on a tow call.

//
Second issue is regarding lag crashes that might affect the other parties/bystanders. Am speaking on behalf of everyone else I'll inevitably hit, or the laggy people who have to apologise profusely.
Is it viable to have a dedicated appeal section for such crashes? It's not fun or unlucky anymore when you get sent flying into a pile of objects or armco through no fault of your own and getting max damage that way.

Although, this would only work if the insim allows for the refund/reimbursement of car condition percentage, and/or the reduction of damaged received.

Rgds
Chuck Wrote:Note: The new evidence & wanted system will ceratinly require some more fine-tuning, so feedback is appreciated.

Regarding 4.31:

It would be great if the cop that initiated the Wanted period could get part of the fine automatically, when suspect is fined for that offence. Currently cops have to split the fine by themselves, if they want to work together.
Changing the way the speedtraps work and adding the wanted system was a great idea IMO.

However I do agree with Mr. NB, the cop that's doing the speed traps should get a cut of the fine automatically if the suspect is pulled over so there is a bigger incentive to use the speedtrap.
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