
# 1.9.3b

**Added**
* Some new Racers, a few Meets.

**Fixed/Improved**
* The prop at the finish line (a barrel for now) should stay on the ground now. You can force it to be placed on the ground by pressing E near it.
* Fixed Racers laughing at your car's performance even if you have more reputation than them.
* Racers won't lose all their money when challenging other racers.
* Racers won't leave the meet so easily: they will only leave if they lose too much rep or their money drops to exactly 0. Or, well, if their car is broken.
* Improved stuck behavior.


# 1.9.3
**Added**
* A little hud for the shifting minigame.

* Spectator camera for NPC vs NPC races. It will trigger if you're looking at the starting line (the girl, specifically) when the racers finish betting, just before the countdown.
This camera will also act as a photo-finish camera if the races finish really close.
In the future, there should be an option to allow this camera for player races too.
* Second-row racers (how the hell do I call this?) in the Official meets. Basically, while the Racers are approaching the starting line, a new group of racers will be picked for the next heat.
Looks cool and some of you asked for it, so here it is.

* **Street Race Meets**. They work exactly like the usual Drag Meets, but the track follows a road instead of being completely straight. Experimental, but fun. There are three scattered around the map.
They have an orange icon in the map to differenciate them from the normal (green) Meets, so @Regash can avoid them. :stuck_out_tongue: 

* In Street Meets, racers who have Reputation over 70% will try to challenge higher-tier racers. The player racer also does this, automatically.

**Fixed/Improved**

* Racers will leave after they participate in 6 races, lose all money or their Reputation falls below 40%. This is to enforce racers leaving and joining and having more dynamic Meets, its subject to change.
* Racers' models will be taken from a list instead of being random. This allows for proper looking peds, no more grandmas (Except the Dragster Regina one)
* Improved racer speed/positioning while reaching the starting line.
* Removed the countdown. The flaregun girl now aims for a few seconds before shooting, giving you time to prepare.
* Racers maintain better control of their cars when slowing down, after reaching the finish.
* Removed the pay-per-race fee system for both Official and Street meets.
* Official Meets now require one big fee on joining. The Prize remains the same (Prize defined in the .ini * Nº of Racers).
* **Street Meets**: Big changes on the money movement.
* * There's no fee for entering nor participating.
* * The prize is not a "prize" anymore, but a bet between the racers, independent of the non-participant bets. It is calculated from the racers' money, player included. **You can't change how much you're going to bet for now.**
If one of the racers doesn't have money, there won't be any bet. This should help allowing custom models to participate, @novanaja21.
* Street Meets, regarding the "picking" system:
* * Internally works exactly the same as before, but its displayed in a more intuitive manner through the notifications.
Now, one racer looks for other racers to challenge and race against, instead of two racers pairing "randomly". Then, the bet is set.


* Reworked the Racer saving system to be smarter. It will notify you when it uses your car as a sample to generate a new generic racer. If you want to generate a defined racer (tuning parts, name, etc) you need to press the Character Wheel key (ALT) while joining a Meet. You can press that same key while doing a burnout to leave the Meet, helps when adding a lot of racers.

* Fixed Racers not saving their ReactionTime correctly.

* Basic player persistence has been implemented, but its disabled for now. You can check the Player.xml file inside ``DragMeets/Racers``, stores your races won/lost, but it won't load them into your Racer yet. Causes issues.
* Bad shifts now damage the engine gradually, taking a hit each time.
* Tons of little things I haven't noted down and forgot already

**Bugs/Issues I'm aware of**
* Some Meets may have a variety of issues. I haven't thoroughly tested all of them, most of my testing is in the Airport/Airfield.
* The new spectator camera affects the rendering focus of the game to make sure the race is rendered properly, focusing on the racers and the finish line. Thus, in long tracks, when the camera comes back to you it may take a second or two for the area you're in to render properly again. Might cause issues with R* Editor, but I haven't had any yet.
* I think Michael has snuck inside some of the new Racers I've added, can't be bothered to remove it for now.

**Plans for 1.9.4**
* Try to add money support for custom peds.
* Make spectators join the racers as passengers (and pay the racer a tip for it)
* More vehicles and racers, maybe more Meets
* Meet fixes
* 

# 1.9.2
**Added**

* Props to the starting lines, if defined by the Meet .xml.
* Racers will leave the meets if they lose all the money and can't bet nor participate.
* New racers will join the meet over time, until hitting the meet's racer limit.
* Options (.ini file) to disable realistic wheelies and grip info.
* Lowriders will bounce around at the starting line. Experimental, fun to watch but could cause issues.

**Fixed/Improved**
* Spectator behavior. They now check out vehicles in groups.

* PowerMultiplier, Grip, Performance and Wheelie behavior:
-- Wheelie behavior. Supercars can't wheelie anymore, but they will still lift, always keeping and wheels on the ground. Lowered suspensions hinder wheelies.
-- Grip behavior. Muscle, Supercars and Sports need matching tires to benefit from the tire bonus. Custom and/or Warn Tires an still give a bonus to any car.
-- Performance is an addition of engine and transmission upgrades. Experimental, changes drastically how upgrades affect cars.
-- PowerMultiplier is now an addition of Grip and Performance upgrades. 

Cars whose performance is higher than their grip will perform a failed wheelie at start, AKA lots of wheelspin, little grip for a second before behaving normally.

* Paths to the waiting area now use multiple points and work as a route, to make sure returning cars don't interrupt ongoing races.
* Races won't start until the first half of the track is empty.


**Bugs I'm aware of**
* Spectators still cross the track from time to time, only noticeable if the waiting area is ahead of the starting line, AKA the airport meet.
* Cars joining can interrupt races.
* Cars can enter a loop of going around themselves near the start line. The stuck check should pick this up and prevent it, but it doesn't work most of the time.


# 1.9.1
**Added**

* Added crowds and crowd behavior. These people will usually be cheering at the race, but can sometimes decide to go check out some of the parked cars.
The sistem needs work, I plan on making multiple peds check out the same car at the same time, so it's more noticeable.
* Added a gear changing (shifting) minigame for the player, optional of course. You'll be prompted to press E when changing gear, to be granted a little boost. Beware of pressing it too late.
You can simply ignore the system altogether, if you don't press the key you won't be granted speed bonuses /penalizations.
* Now, the minimap will track the race progress. It's a basic thing but helps me to follow it. I will develop it more in the future.
* You can now despawn a Meet by talking to the girl at the starting line. You can't do this if you've set manual spawning to false.

**Fixed/Improved**
* There won't be any traffic while a Meet is spawned.
* Changed winning taunt speech to a more fitting one.
* Changed the Track distance modifier to load an integer from the config file. Works as a percentage.
* Reworked some of the Meets, namely Algonquin Boulevard, the Terminal (added an alternative version), The Power Station, Signal Street, the mountain besides Trevor's Airfield and LS Canals.
* Reworked tire grip and wheelies' logic, and prevented FWD wheelies.
Rules:
- You need to have an upgraded engine for wheelies to even be considered.
- Wheelies need grip to happen, otherwise a "failed wheelie" will happen instead, with lots of wheelspin and little to no grip for a few miliseconds.
- The Wheelie force is determined by the vehicle's height now. This should make lower cars not lift at all and high-clearance, but allow vehicles (Dukes, Vigero) to lift.

