#cw-racingapp

1 messages · Page 1 of 1 (latest)

silver lichen
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crash and high PL when there a is a lot of laps => 3 , and more then 20 racers

quiet magnet
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  1. Are you running with ghosting on?
  2. When during the race does it crash?
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  1. Is this on all tracks? Or specifically one with alot of checkpoints?
steep stag
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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

quiet magnet
steep stag
quiet magnet
steep stag
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Oh it was just a dev server empty

silver lichen
quiet magnet
steep stag
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Now if say Im in first It shows im in 2nd place and the person in 2nd place is now in first

quiet magnet
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after yesterdays update?

quiet magnet
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Pushed a fix

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haven't made a release but you can grab the source

steep stag
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That fixed it

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how do you do the hidden stuff

quiet magnet
# steep stag how do you do the hidden stuff

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 👍

steady pawn
quiet magnet
steady pawn
quiet magnet
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Ah ok yeah. It should at least lessen it quite a bit.

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But I'd also suggest spacing checkpoints out if you got em close

steady pawn
steady pawn
quiet magnet
# steady pawn If the issue is caused by checkpoints being close to each other, then why doesn'...

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

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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.

steady pawn
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@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.

quiet magnet
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You can always just rewrite the elo system to do that

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Like just edit the elo file to do that instead

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not planned as a feature

steep stag
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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

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Also noticed the UI freezing (gotta f8->quit) a few times since the changes

quiet magnet
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Will take a look at the first thing.

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The ui freezing will be hard (impossible) unless I can replicate

quiet magnet
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The ui freezing will be hard (impossible) unless I can replicate

steep stag
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Also was told you can’t delete tracks either

quiet magnet
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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?

steep stag
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It also shows the ui locking up

quiet magnet
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Huh, both those issues might be related to the track id bug in that case

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it doesn't lock up except for when a new track has been created then, i guess?

steep stag
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I think so but could be wrong

quiet magnet
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It's not locking up for me but I have already fixed the track id bug 😅

steep stag
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W

quiet magnet
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Patch pushed 🩹

steady pawn
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What is the reason for this?

steady pawn
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@quiet magnet

steep stag
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one of the calls in the thing is prob coming back nil or false

quiet magnet
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It should only print if a racer has DC'd or left the server 🤔

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The print might be a bit excessive tho

steady pawn
quiet magnet
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Yeah makes sense if a player left

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If you grab the server main from GitHub now it should only print when debug is on

silver lichen
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Hi @quiet magnet , I’ve run into another issue when a race begins at high altitude, many racers instantly drop out and get eliminated

quiet magnet
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"begins at high altitude"? like air planes?

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The script will kick anyone that is past the starting line.

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If your second checkpoint is at, say, a 90deg angle or beind the starting point it might cause issues depending on placement of vehicles

silver lichen
quiet magnet
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My guess is something like this

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Orange line = starting line, circle = first checkpoint

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pink is distance between vehicle and checkpoint and yellow is distance between start and checkpoint

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since pink is shorter than yellow it kicks

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Fix by just placing a checkpoing like this sorta so all vehicles are facing it's direction at start basically

silver lichen
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❤️

steady pawn
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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

quiet magnet
quiet magnet
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Grab latest

steady pawn
quiet magnet
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Not sure, check in latest patch 😅

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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.

steady pawn
quiet magnet
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Thank you. Please update if it's still an issue

steady pawn
quiet magnet
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There's a part in the readme on how to make better tracks

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GTAs gps system for sure isn't the best

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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

steady pawn
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https://youtu.be/fBs-vA-zw9s?si=xSf1ekKzBP7k5_GN

https://cdn.discordapp.com/attachments/691332405667037325/1380245076302626867/image.png?ex=68491ba5&is=6847ca25&hm=5ce1a747ead9ff8513e638c30a91011678738936239ce3b4192e250f4c298670&

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.

If you enjoyed the video please LIKE & SUBSCRIBE it helps a TON!

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▶ Play video
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@quiet magnet happypepe

quiet magnet
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That is how the checkpoints will work if you place checkpoints in good spots

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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

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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 😅

steady pawn
quiet magnet
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haha no

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I'd have to rework the entire gps system

quiet magnet
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You could try setting the checkpoints ahead thing in the config to like 200 and se if it breaks everything

steady pawn
steady pawn
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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.