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Sim Racers 4 Life F1 60's League Rnd 1 Brianza
#21
Some Pit Exit talk in the Server tonight. The rule stands for the race, follow the exit to the end before blending back into the race. Crossing it in the race could cost you places.

Pit Lane Exit
[Image: augq.jpg]



Sim Racers 4 Life
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#22
sorry, im not finding where i posted but managed to make work whats was wrong


edit: spam everyone without a team, now sleep
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#23
Fergy Wrote:Some Pit Exit talk in the Server tonight. The rule stands for the race, follow the exit to the end before blending back into the race. Crossing it in the race could cost you places.

Pit Lane Exit
[Image: augq.jpg]

I think these kind of things should be talked and decided earlier than the night before the race, many people won't know about it and then we'll get back on misunderstandings/arguements.
For example, I thought that as we aren't using the right lane in the straight when racing, it could be part of the pit exit so we could leave crossing the line in the picture.
SR4L discord channel: https://discord.gg/h5RZTcEcbA
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#24
It's a long standing rule. Confirmed here to save any confusion. It's as simple as use the exit lane.



Sim Racers 4 Life
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#25
can I join the event during Q or have to be joined in the practice already?
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#26
Axe Wrote:can I join the event during Q or have to be joined in the practice already?

you should be able to join in Q
Understeer - is when you hit the wall with the front of the car
Oversteer - is when you hit the wall with the back of the car
Horsepower - is how fast you hit the wall
Torque - is how far you move the wall when you hit it
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#27
Yes you can join during Practice or Qualify.

You should also be able to join during warm up but this will put you at the back of the grid.
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#28
again let me apologize for chatting during the R1. I was travelling to the pit, broken rear end when I saw voting proposed. I thought it was race control action so felt safe to chatting.

Yesterday I participated endurance 6hours in Monza and we suffered the same problems as today - massive lagging on server. race had to be stopped after 50 min, restarted server and then proceed. But also after restart the situation was far suboptimal. Previous events in Texas and Sebring have not suffered with such problems. I saw your afterrace chatting and based on that I am starting to suspect the current build.

Will be there a server replay for download? I would like to check R1 start. There was a huge collision in front of me with lot of smoke so I lifted and tried to travel safely and almost did it when got a very strong hit directly to my rear end. I am curious what exactly happened there. If somebody went there on full throttle...it is beyond me.

R2 was very good and clean.

just a small advice for that "gentlemen" class: if you want to yield under the blue flag please slow down outside the racing line. if you to do it in racing line it can end with very hard hit. for me personally it would be good also to leave a space inside the corner taking the outside line but of course you have to master different driving lines. it is up to you but do not hesitate to show your intensions clearly and as soon as possible.

Edit: I just have seen new thread for race reports so maybe better to move this post there if possible
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#29
Interesting others having problems too. Ours was part server part rf2, can't blame the game completely although I get the feeling it's not improving. Skins could be a major issue to, we may have to put them on the back burner for now.



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#30
Now that you mention skins bry, I got the feeling it affected my fps in SP mode when i was practicing. I noticed 2fps loss, not much but it adds up.
Its a shame cos it would of been good for the whole season and videos.
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#31
What if we disabled skin transfers and collected all the skins for people to download and place in the correct folders? That way we all have each others' skins with no in game downloading.

Could that be a good solution or do you mean we should use the default skins?
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#32
I would be surprised if having skins enabled cause lag. Once you've dl'd them, they are there, local on harddrive. We could test it though, as long as there are enough volunteers...
[Image: Blackstar-1.gif]
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#33
As Marcel says, skins are stored locally. If you go offline you'll se you can chose other cars' skins. Also you'll find them in the car's folder.

We have previously raced up to 20 cars without a lag.
The lag we suffered must be something relative to:
- Build 300. Could it have something that creates lag in a busy race?
- Track. Brianza demands a lot of computer performance at the main straight, that could cause server fighting to sync everyone.
- Server. Something not yet discovered could be causing a lack in performance.
SR4L discord channel: https://discord.gg/h5RZTcEcbA
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#34
you can factor in Server memory. We need to make restarts more often as online user base grows.. lessen learnt.



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#35
I know they're stored locally, but just wondering if it's a bug with this build somehow.

I looked into multiplayer.ini and the network settings have defaulted for me(probably with the new build but could have happened ages ago, not sure).

Net Connection Type="4" // 0=28k, 1=56k, 2=ISDN, 3=128kbps cable/dsl 4=256+kbps cable/dsl, 5=LAN, 6=custom

This had defaulted to 3, set to 4 now. Should this be set even higher on a custom setting or is 4 sufficient?

Upstream Rated KBPS="128" // Rated uploading speed of connection, in kilobits per second
Downstream Rated KBPS="128" // Rated downloading speed of connection, in kilobits per second

Do these lines also need changed? It's been so long since I modified these values i can't remember what they should be but they seem very low. Could it be that the number of cars was just too much for these values to handle properly?
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#36
Yes new build reset values back to defaults.
An old thread from a year ago at ISI I guess still stands true today:
http://isiforums.net/f/showthread.php/70...iver/page4

quote:
"
Follow these instructions and you'll be able to play in a decent way.

to edit this file there are two ways:
1) do it manually by opening the file multiplyer.ini, which is located in:
/rfactor2/userdata/player
open the file and correct it as follows.

Net Connection Type="4" // 0=28k, 1=56k, 2=ISDN, 3=128kbps cable/dsl 4=256kbps cable/dsl, 5=LAN, 6=custom
Upstream Rated KBPS="256" // Rated uploading speed of connection, in kilobits per second
Downstream Rated KBPS="256" // Rated downloading speed of connection, in kilobits per second

SAVE and gaming

2) using the "host " option from the launcher follow the prompts for setting up a server , when you get to the page with bandwidth use the drop down to select the 256k or set it properly to your connection (your milage may very but 256 was rock solid for me) now you must compleet the launching of the server , wait for the server to go live (you will see the timer start and info will show on server page) this will overwrite your mp.ini .. exit and your all set to be client with proper BW....

"
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#37
Cheers DJ

The last time I had lag like last night on a busy server was when I know I had those default network settings.
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#38
I remember having changed that parameter to "4" at the multiplayer.ini previuosly (was it F3s or we were already racing the F2s?) I had terrible lag when I shwitched it to "4-256-256". Switched it back to default and everything got solved again.
I have just compared my previous Multiplayer.ini (the one we raced the whole previous league) and it was at "2-64-64" without trouble.
SR4L discord channel: https://discord.gg/h5RZTcEcbA
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