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[READ FIRST] iGP Manager 26: Fixes Thread

medal 5079
22 days ago

Jack
An update on cars being too slow in turns. I'm making good progress on a solution already, enough that I think it's worth mentioning here.

We'll need to run some races with the testers to check this doesn't mess up the simulation, but I've got cars flying through areas like the "Singapore sling" now. It has introduced a couple of minor problems I need to resolve, but this looks solvable. I did not expect to make this kind of progress so fast.



Please fix the car slowdown in every corner as soon as possible. The game becomes impossible to play. I know you are working on resolving this issue, but I do not understand why it was introduced in the first place. It is impossible to judge the distance between vehicles because they sometimes teleport. Battery is wasted trying to catch the car in front, and once we do catch up, we end up ahead with the battery already depleted. This truly kills any desire to continue playing.


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medal 5107 CEO & CTO
22 days ago (Last edited by Jack Basford 22 days ago)
Adnan
Please fix the car slowdown in every corner as soon as possible. The game becomes impossible to play. I know you are working on resolving this issue, but I do not understand why it was introduced in the first place. It is impossible to judge the distance between vehicles because they sometimes teleport. Battery is wasted trying to catch the car in front, and once we do catch up, we end up ahead with the battery already depleted. This truly kills any desire to continue playing.

That's exactly what I am working on, and I thought this would take weeks before, now I think it will take days.

It was not "introduced" by intent, it was a technical barrier and constraint I was forced to work inside with the simulator. The whole back-end of the service is built collaboratively between me and a couple of other devs. I'm the only one with any background in racing, so sometimes they're looking at tasks purely as a developer, not as a racer. I got handed a huge technical limitation (for realism) on how I could move the cars. To work around it, I've ended up building an entire new parallel physics system to overwrite everything the old system gave me.

It was not easy to work around this limitation. That's why it wasn't resolved before. Until now, I had no solution to work around it, now I found one in a kind of "eureka moment". I'll get this to the live game ASAP, but first I need to test multiple tracks. Balancing between the curves of Japan and the tight turns of Singapore is the new challenge, and it's tricky, but I'm making good progress, much faster than I expected.
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medal 5311
22 days ago (Last edited by Chris 'Iceman' Tones 22 days ago)
The links to the logo and banner have been to sent to you from Craig, Jack. 

Also, the next season due to begin is all set but i am polling, if yes, to change the Points system.. if i do this before the first race i am wondering if it will be active for this season or will it only change for the following season? I assume the change would have to be done 24hrs prior to the race yes? 
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medal 5230
22 days ago Translate
Sprints are now operational. Vehicle acceleration and deceleration in 2D are still less smooth than before, but they correspond to the track position. This is encouraging
There were a lot of timing issues specifically in sprints. Near the finish, many participants were stuck together in timing. Thank you for continuing to work on these fixes!
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medal 5255
22 days ago
In our league (Rookie Racing ID 138709), we raced in Mexico tonight. Unfortunately, there were a lot of issues regarding cars taking corners at warp speed (especially turn 1), while also coming to a complete standstill before the DRS kicked in & on the home straight (around the start/finish line.)

There were also issues with cars bypassing the pit entry & hoping over, when on the home straight.

I was viewing in 2D, iOS app, 2023 iPad Air. However, the above also happened to those watching on 3D, but I’m not sure of their devices. My app had been updated, cache cleared etc.
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medal 5107 CEO & CTO
22 days ago
If it was laggy tonight, I've taken half the service out of circulation to prepare it for the physics update. This means less capacity to run the races and might result in some lag. I was expecting some reports in peak hours (around now). Trying to get the updates operational as fast as possible.
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medal 5107 CEO & CTO
22 days ago
League creation is open again
The fee for opening a league has also been reduced from 50 to 20 Tokens.
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medal 5306
21 days ago
Jack, any chance you can look into this please:

TransAtlantic Racing League #53993. 

From a regular 4 week 20 race Mon to Fri schedule it now is 7 days Sun to Mon. Why? As league host I didn't change it. Please put our schedule back to what it was! 
Also Elite was 28 teams and is now 21 but I haven't kicked them, who has and why? Put them back and leave it to me to kick. Our Pro league has disappeared, who did that and why? As league host I request, an explanation before everyone quits!

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medal 5124 Super Mod
21 days ago
Hi Chris. Please read the announcements.

https://igpmanager.com/forum-thread/63304

It sounds like as your league has moved to the unified cycle. Which is expected behaviour unless it was boosted to a point customisation is allowed before the previous season end.
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medal 5306
21 days ago
Surely the old race schedule should be transferred? As it stands boost points have to be purchased to allow changes to race locations and dates/times, is this correct? We are at season 105 we deserve to be treated better.
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medal 5610
21 days ago Translate
Ayer calculé lagunas vueltas de mi monoplaza en la carrera de rusia, conometre en tiempo real cuanto tardaba, los resultados fueron una vuelta en el juego 2:00, una vuelta conometrada en tiempo real 1:07, son 7 segundos más lento quiero confirmar si esto es parte de la solución a que los vehículos se paren tanto en las curvas  o no. También me gustaría preguntar si se están o se esperan medidas hacia la configuración de la liga, tengo 7 boots en mi liga y no me deja añadir anfitriones, también reclame un cambio importante en mi liga previsto antes de la actualización como es el posponer días de carreras en navidad y año nuevo gracias 
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medal 5428
21 days ago (Last edited by Eduardo Gripp 21 days ago) Translate
Hey Jack,

I known you are dealing with a lot of problems, but can you please take a look in my league?

https://igpmanager.com/app/p=league&id=880295

We have boosted it to gold in order to keep it customized

1.5x speed, 100% laps, from wed to sat in our timezone, no refueling, 2 tire compound rule, point per fast lap, 24 races in season.

Even with boost our league got scheduled to mon (we did not want to race on monday) with 50% laps, and only 9 races on season instead, to race all week. We boosted it before season ends. I used remaining 10 boosts today.

Please help us.
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medal 5623
20 days ago

Jack
The pit crew training issue should be fixed now. Thanks for the reports. I identified that it was training up to your manager level not the new cap.



I think there's a similar issue with driver training—it's currently way too slow and takes away 11 health instead of 10. Some people have mistaken this for expected behavior, but perhaps it isn't. Could you take a look?
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medal 5098
20 days ago
USA Grand Prix

Last night we had a league race in the USA.
The start was positioned at the first corner instead of the start/finish line, as it should have been.
The cars appeared to be running at 5–6× speed or even more instead of 2×.
DRS was active from the middle of the straight rather than from the beginning, as before.
In the pit lane, cars were driving along the start/finish straight and then suddenly teleporting into the pits.

It was impossible to judge the distance to the car ahead due to constant warp-like acceleration, making the race unplayable. Terrible. This game really became unplayable.

Attached are two links showing one lap and the pit entry.

Entering PIT:
https://youtube.com/shorts/O11t75i2FL0?feature=share

RACE: 
https://youtube.com/shorts/N80VEyXab1s?feature=share

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medal 5610
20 days ago Translate
More good this to not slow car 
Mahir
USA Grand Prix

Last night we had a league race in the USA.
The start was positioned at the first corner instead of the start/finish line, as it should have been.
The cars appeared to be running at 5–6× speed or even more instead of 2×.
DRS was active from the middle of the straight rather than from the beginning, as before.
In the pit lane, cars were driving along the start/finish straight and then suddenly teleporting into the pits.

It was impossible to judge the distance to the car ahead due to constant warp-like acceleration, making the race unplayable. Terrible. This game really became unplayable.

Attached are two links showing one lap and the pit entry.

Entering PIT:
https://youtube.com/shorts/O11t75i2FL0?feature=share

RACE: 
https://youtube.com/shorts/N80VEyXab1s?feature=share




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medal 5107 CEO & CTO
20 days ago
FYI I've been unable to devote time to dev over the last few days, as I was with my kids and solely responsible for looking after them in that time. It took me away from fixes for a bit. I'm about to be locked in for a few days before Christmas on my own so expect rapid fixes from tonight. My goal is to get the physics update to the live game in this time too.

Thanks everyone for your patience and understanding. I'm confident there will be big improvements across the entire game before Christmas and am looking forward to sharing them with you.
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medal 5098
19 days ago
Live ITALY race.
Cars are still slowing down in corners. And on straights it looks like 1x or even 0.5x and not 2x as it should be.
I've tryed iGP Windows app as well as playing in Browser - its the same. 
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medal 5107 CEO & CTO
19 days ago

Mahir
Live ITALY race.
Cars are still slowing down in corners. And on straights it looks like 1x or even 0.5x and not 2x as it should be.
I've tryed iGP Windows app as well as playing in Browser - its the same. 

I had a look at your race and did not see this. I got a video and it was definitely 2x.
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medal 5107 CEO & CTO
19 days ago
There were some issues tonight with races not running or restarting, it looks like CPU spikes caused by a rush for all sims to fight over cache files on disk. I've implemented a fix for this so it shouldn't happen again. I'll keep an eye on the situation though and may have to skip some of tonight's races if they don't finish.

I'm closing in on a solution for legacy leagues who have been ported to the new system whose races did not run also.

Thanks again everyone for your patience, I know this is not good enough. We'll get on top of it and I truly believe this short-term pain will be worth the long-term gain. I can almost see the other side of the major bugs now, and tonight's physics improvements were a major step in the right direction to bring the overall UX to where it needs to be.
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medal 5345
18 days ago Translate
Since the update, we have had to switch to 3D much to our regret after years of playing in 2D, because 2D was impossible due to lag. Now that we are getting used to 3D, the races are a disaster. In today's race in Europe, the cars were braking on the main straight, and on the bend before the finish line there was a jerk and everyone behind you overtook you. At the pit stop, some cars were more than 5 seconds behind, and in the race in Italy, some laps had DRS and others didn't, and on other laps it was given to some and not to others... And while racing with people who received 200 p and others 100 p when the update was installed.
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