Thanks.. I'm currently doing some work with the lap timing code. I got it formatted like this xx:xx:xx ( minutes:seconds:hundredths of second ) and I adjusted the triggers to make it better. When you change cars, you won't have to drive out, then reset the car to get an accurate time. I'll release it in a little patch after I figure out why it's not calling the best lap times from the data file.
You're gonna have to give me some time for that. I just got the lap timer code the way I want it a few minutes ago. The only reason I could even modify it to this point is cause of my background in web coding.. But you guys will like it. It's impressive. The new lap timer now has separate times for each track and the best lap times are saved correctly for each. They're also recalled whenever you load the track. It may not sound like a lot, but the lua code for it got confusing because variables have to be passed to different functions. I played with it for a couple days. I'll upload the lap time patch tomorrow. I gotta sleep.. - - - Updated - - - I just released a very big patch for the lap timer.
I can't believe more people haven't tried this track. It has the best lap timer I've seen so far. Yea, it's my track, but it still has a great lap timer setup.
The new track timer I've been working on is almost finished. Best lap times are now separated for each car, which is how it should be since each car is so different. When you select a vehicle, the best lap times displayed are what has been logged for that vehicle. It may not sound like a lot, but on the code side of it, it is and I learned a lot. I plan to put this timing mechanism on Corkscrew Mountain sometime. A well made timer adds a level of interest while playing my tracks. - - - Updated - - - Here's an idea what it'll look like.. was able to make a drop shadow for better text visibility.. I just uploaded version 1.21. The lap timer is the only thing that was updated, but it's done so well now that it adds replay value to the track. Check the first post for more info.
One of my favorite games of all time. I loved the fact that you could go slow on the first lap, and each time you went around after that (as long as faster than the first time) it would add time on until it reached max time limit and you could continue forever. I think on one play, I went for about an hour and a half. Can't wait to drive this track.
That's crazy ! I was very young when I played this in the arcade, so I didn't do well. I don't think I ever completed a lap in the arcade. - - - Updated - - - I had to update a few behind the scenes code for this track to make it work with my other tracks that will have the same lap timer ( Corkscrew Mountain specifically ). Download the updated version ( 1.211 ) and the lap timer will work correctly with all my past and future tracks. I'll be re releasing Corkscrew Mountain tonight with the same timer you see in The Nostalgia. - - - Updated - - - heheyy, i had an idea today. Since I have the directory name of the current vehicle, why couldn't I just read the name.cs file in that directory to use for the vehicle name in my lap timer.. so I did that. I'll re upload 1.211 with the change. It's finalized now and uploaded. Let me know if you see any bugs. There shouldn't be any.
While playing just now, I noticed a visual bug. It doesn't affect anything at the core, but when you're doing a stunt lap, it has "SPEED TRACK" displayed. I'll fix it anyway and re upload it in a few minutes. - - - Updated - - - The fixed archive is up now. - - - Updated - - - It's hard to just complete a stunt track lap with the standard Bolide, but here's what I got.. Manual Transmission Control Device: Driving Force GT set to 900°
I just uploaded The Nostalgia 1989. It's the same track but I attempted to recreate the original older look of Hard Drivin'. (imported from here)
well, here's a screenshot from my next track.. that's actually able to be driven too. I've completed it a bunch of times testing the track. If you're fan of Hard Drivin', you know where this track is from.. It's not even at an alpha stage though.
Holy crap the corkscrew! I didn't think that would be possible with a real engine like beamng. looking back its funny, I alwase made it through the screw, then went off the cliff.