So you may have seen, I've found a few fun things to add to the script.
2.2

Added
invitecommand, you can can now invite other Racers to the current meet so they come here and participate.
Usage:invitethenname of the racer.- Gunrunning vehicles. Ardent, Torero, etc.
- DragMonsters, some cars will now spawn with a monstrous engine with multiplies their engine power by 200.
Fixed/Improved
- Racers capable of wheeling will now do burnouts far more frequently to make sure they get the ideal wheeltemp before the race starts.
- Saving cars outside of a meet won't cause a script crash anymore.
Known bugs
- Now some pre-designed racers can end up with a Drag Monster engine slapped on them, I'll finetune it so only generic racers can have them.
Plans for future updates
- I'm working on an independent grip overhaul script, which also includes wheelie mechanics. Drag Meets will probably support it when it releases, however my tests show that AI don't take full advantage of it.
@Stryker300 Sorry for the late reply(2 fucking months lol), but here's how performance is calculated.
public static float CalculatePerformancePoints(Vehicle veh)
{
float Points = 0;
float maxspeed = (float)Math.Round(Function.Call<float>(Hash._GET_VEHICLE_MAX_SPEED, veh.Model.Hash)) * 2.2f; //converted to MPH
float acceleration = (float)Math.Round(Function.Call<float>(Hash.GET_VEHICLE_MODEL_ACCELERATION, veh.Model.Hash));
int EMSUpgrades = veh.GetMod(VehicleMod.Engine);
int Transmission = veh.GetMod(VehicleMod.Transmission);
if (veh.IsToggleModOn(VehicleToggleMod.Turbo)) Points += 3;
Points += maxspeed*0.5f;
Points += acceleration*10;
Points += EMSUpgrades*2;
Points += Transmission*2;
return Points;
}
Ideally it needs to be less han 100, unless the car is really, really good.


