#cw-racingapp
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- Are you running with ghosting on?
- When during the race does it crash?
- Is this on all tracks? Or specifically one with alot of checkpoints?
I noticed that when I run a race my fps drops 20 fps and that’s even solo and it was at like 0.56 in resource monitor
- Any specific track?
- What race settings?
- Any changed config options?
- Empty server or populated?
I just tried solo with 0 FPS drops and a very stable resmon result all throughout
It was a base tack that starts right near the jetty on eclipse.
Sprint race, ghosting
Nothing in the config changed
I added that flares stay lit for the next 3 checkpoints but I have that now with no issues on an older build
Tested on this track with Sprint race and ghosting on. Not a single FPS drop here either.
Could you answer question 4 also?
Oh it was just a dev server empty
1 no i have deleted the ghosting
2 yes durring the race
3 not all , and when its + 3 laps or a lot of checkpoints
I pushed an update yesterday with some optimizations for data transfers.
It is worth noting that Racingapp does a racer->server->all-other-racers ping every time you hit checkpoints so it's highly adviced to not have to many checkpoints being within like 1-2 seconds of each other etc 😅 seen a lot of people make tracks like that
Now if say Im in first It shows im in 2nd place and the person in 2nd place is now in first
after yesterdays update?
yeah
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Explained in the readme, under the Exports
You have to create a race with an export and then join it with the resulting raceId
I saw a minor error in the readme so I updated it just now btw, so check the one on github 👍
Just yesterday, the PL increased due to an issue in a race that had 40 checkpoints but 5 laps, and the PL spike happened during lap 4.
After or before the update that was pushed to fix this?
I didn't try yesterday's update because of the issue you fixed today ، I just wanted to give you more information so you'd have a better idea.
Ah ok yeah. It should at least lessen it quite a bit.
But I'd also suggest spacing checkpoints out if you got em close
If the issue is caused by checkpoints being close to each other, then why doesn't the problem occur in the first lap?
The issue occurs when the total number of checkpoints across all laps is high. For example, in the race where the problem happened yesterday, which had 40 checkpoints, the packet loss increased during the fourth lap. But in another race with 100 checkpoints, the issue appeared in the second lap.
The problem arises from the way data is sent around.
Whenever a player hits a checkpoint it does a client -> server -> all racers ping to update everyone of your position. This blob that's send over includes all checkpoint times for a player (used to track positions)
In the server -> all racers it used to send ALL racers every time someone hit a checkpoint. Now it will only send the player who hit the checkpoint and the updates are kept client side.
So, if you have 10 checkpoints and 10 racers, after everyone has hit the first lap you now have 10 sets of 10 entries, ei 100 lines. Before yesterday it would send all those lines every time someone hits a checkpoint. So with a few racers or on shorter tracks it won't show.
Now, the reason for it being more visible when hitting more laps is that now you're at LAPS x RACERS x CHECKPOINTS amount of data. If a track has spaced out checkpoints this might not matter much unless all say 20 racers are hitting them close to the same time at the end of the long race.
But if you have two checkpoints closeby you're basically ending up in a situation where your client is pinging the server faster than it can even handle the the updates. This becomes especially noticable when sending larger data packets
So now it only sends LAPS x CHECKPOINTS. Not optimal but alot better.
I'll look into making it only update the latest checkpoint times in the future, and keeping all info client side for positions. This might of course make close-by checkpoints even WORSE because this would mean the server isn't holdinding a master list of the times anymore.
This looks much better compared to the old system. We'll try out this update.
@quiet magnet
I'm facing another issue as well — is it possible to add another option in the config to simplify the rank system? It would be a toggle in the config, allowing users to choose between the current system and a simpler one that assigns rank based on each racer's final position. The same should apply to crews as well.
You can always just rewrite the elo system to do that
Like just edit the elo file to do that instead
not planned as a feature
We found a few more issues. I just noticed that if a race is active / already started it still shows it available and lets you join it (atleast the option to join it).
The search for a track is not working - It lets you type a single character and then refreshes the tracks but does not refine the search.
If you create a new track and try and start it (I assume since restart yesterday) I get this message "No track found with id:nil" I have tried creating a few tracks with same outcome
Also noticed the UI freezing (gotta f8->quit) a few times since the changes
Will take a look at the first thing.
The ui freezing will be hard (impossible) unless I can replicate
The ui freezing will be hard (impossible) unless I can replicate
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Also was told you can’t delete tracks either
I know the reason for this without even looking at the code 
Fucking track v race update touching everything lol
The search for a track is not working - It lets you type a single character and then refreshes the tracks but does not refine the search.
This one I'm not sure about. In which menu is the search not working?
I think he shows in the clip
It also shows the ui locking up
Huh, both those issues might be related to the track id bug in that case
it doesn't lock up except for when a new track has been created then, i guess?
I think so but could be wrong
It's not locking up for me but I have already fixed the track id bug 😅
W
Patch pushed 🩹
What is the reason for this?
@quiet magnet
one of the calls in the thing is prob coming back nil or false
It should only print if a racer has DC'd or left the server 🤔
The print might be a bit excessive tho
This print does not stop until the race ends
Yeah makes sense if a player left
If you grab the server main from GitHub now it should only print when debug is on
Hi @quiet magnet , I’ve run into another issue when a race begins at high altitude, many racers instantly drop out and get eliminated
"begins at high altitude"? like air planes?
The script will kick anyone that is past the starting line.
If your second checkpoint is at, say, a 90deg angle or beind the starting point it might cause issues depending on placement of vehicles
for example if the race start here
My guess is something like this
Orange line = starting line, circle = first checkpoint
pink is distance between vehicle and checkpoint and yellow is distance between start and checkpoint
since pink is shorter than yellow it kicks
Fix by just placing a checkpoing like this sorta so all vehicles are facing it's direction at start basically
I think that fix the problem , huge thanks for fixing every issue so quickly! . Keep it up!
❤️
Hi @quiet magnet , when you finish a race, you don't find it in Recent Races after the latest update — is this an issue on my side or is it a bug?
Another thing: when you create a new race, you can't edit it in My Tracks unless you restart the script
Are you on latest? I thought I fixed the bug with new tracks
Version 4.3.6
Grab latest
What about Recent Races . has it been fixed?
Not sure, check in latest patch 😅
Sometimes issues you get might be solved by another fix. So unless you're on latest it makes little sense for me to even look into a possible issue as older versions are, to me, irrelevant.
Thank you so much for the amazing free service you provide, for offering this great script for free, and for all the attention, care, and continuous support you give to it. I really appreciate your effort
Thank you. Please update if it's still an issue
Is there a way to improve the GPS system further? It sometimes gets confused in areas where there are many separate roads, like around the airport road. And is it possible for the checkpoints to all be linked together from start to finish?
There's a part in the readme on how to make better tracks
GTAs gps system for sure isn't the best
There are some aspects you can change in the Config, and user settings in the racingapp. However, the biggest contributor to good GPS in races is just well places checkpoints
https://youtu.be/fBs-vA-zw9s?si=xSf1ekKzBP7k5_GN
Look at the video to see how the GPS system works, where each checkpoint is linked together from the first to the last. I think this will improve things, because sometimes the last checkpoint gets linked incorrectly, like in the last image.
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@quiet magnet 
That is how the checkpoints will work if you place checkpoints in good spots
Or well, if you mean the entire track showing: it used to like that in Racignapp too but since people weren't getting that if they mess up one checkpoint it gets fucked up i changed it to only display x checkpoints forward
That system also doesn't work if there's to many checkpoints, and since eveyrone wants to be Nopixel with their super shitty tracks it tends to break alot 😅
Can you make it a config option so we can choose?

You could try setting the checkpoints ahead thing in the config to like 200 and se if it breaks everything
We tested a race with 145 checkpoints and 25 racers, and everything went well. In another race with 52 checkpoints and 4 laps (a total of 208), everything also worked fine.
hi @quiet magnet, Is it possible to improve the indicator so that when you are at a higher position than it, it rises more?
I also noticed on another server that when the indicator is behind an object, it does not appear.