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Turbo Sliders Unlimited
Events
Update Notes for v1.06
Game update
Update Notes for v1.06
Turbo Sliders Unlimited
· published
21 Mar 2026, 11:06 UTC
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Added command '/forcevehicle' alias '/fv', forces vehicle for the next event, either by player name or start position(s)
Forced vehicle must be choosable, AI must also have lines for it - vehicle can be given by name or choosable index
'/fv Player Sporty' forces Player to have Sporty in the next event (assuming it is choosable, AI must have lines)
'/fv /pos 1 1' forces player starting from P1 to have the first choosable vehicle, '/fv /pos 1-5 1' does the same for first five
'/fv /pos 1-20+4 Drifty' makes every fourth player have Drifty in the next event
'/pos' can be omitted, but it is recommended to use it in case there are players with numbers as names
'/fv' shows the forced vehicles, '/fv /clear' clears them
Added commands '/limitmissiles' alias '/lm' and '/limitboosters' alias '/lb', to limit missiles for player, car or position(s)
'/lm Player 0' makes Player not have missiles in the next event
'/lb /pos 1-5 0' makes the first five players not have boosters ('/pos' optional but recommended)
'/lm /veh Sporty 2' makes Sporty drivers not have more than 2 missiles ('/veh' optional but recommended)
'/lm' or '/lb' show limits, cleared with '/clear'
Added command '/who /ai' to list the current AI players (may still change when the event starts if AI settings changed)
Added the possibility to record session archives, saving settings and stats for all events (under Settings/Recording)
Admin can replay an archived session, either by using a button at Session Init or by command /loadsession (alias /session)
Replaying a session recorded by host means replaying the same levels with the same event settings, vehicles and AI settings
Client session archives don't contain all settings, most notably AI settings are missing
To prepare a session to be played later, you can record a session by changing settings and skipping the actual events
It is possible to add event specific /broadcast, /fv, /lb and /lm commands to the session archive (under Event/Special)
An audio cue is now played when a missile is ready to be launched (if only one local player or activated in Playback Settings)
Missile Initial Load Time can now be given as seconds, too, allowing much longer times (if value over 100)
Remote admins: Levels and vehicles you don't yet have are now shown last in the selectors (with the default order)
Level Editor: Added a second blank road texture to be usable for roads (with a unique changeable color)
AI Editor: It is now possible to save and load AI Group and AI Player properties as json
Camera FOV can now be set to be extremely low (1 deg) - meant for special free camera screenshots
Shortcut obstacle y coordinates are now better if there is an obstacle in the start position
Event type or lap count is now shown just before start, too
Miscellaneous other minor fixes and improvements
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Update Notes for v1.08f (very minor client-only update)
Fixed minor UI issues (related e.g. to text scrolling and UGC item descriptions) · Miscellaneous other very minor fixes and improvements
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It is now possible to make vehicles jump when using a booster (Event Settings > Weapons > Booster Jump) · Collector: Added option to limit how many collectibles are initially available - new ones spawned when existing ones collected · Collector: Added option to be able to lose more than only the latest collected item when getting wrecked multiple times · It is now possible to scroll the message…
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Update Notes for v1.07.2 (minor update, optional for server)
Fixed Non-linear animation parameters not visible in animated teleporters, teleporter exits, hilltops and triggers · Vehicle Editor: It is now possible to export vehicles from a recording (hold Ctrl when pressing Import Physics button) · Fixed XP calculations in certain special cases · Log writing no longer immediately flushed when event on - re-enable by 'flushLogDuringEvent = true' if needed…