UPDATE #2
HANDLING
CORE: xENGINE · 18 OCT 2026
CARS FLY LIKE THEY USED TO
One number, measured frame by frame
MTA 1.6 ships a "high FPS fix" for vehicles (PR #2784), switched on by default since build r23281. It changes how a car's spin dies away in the air. The old server had already switched it back off; the new one was still running with it.
We recorded the same jumps on the same map, Infernus, same player and PC, frame by frame on both servers. Takeoff speed, angle, slow motion and air drag were identical. One number wasn't: with no key held, the car kept 99.40% of its spin each frame here vs 98.98% on the old server. The spin lasted almost twice as long, so you were on the arrows 50% of the airtime instead of 40% just to hold a line.
The new server now uses the same switch the old one did (vehicle_rapid_stop), so both run GTA's original physics, the one every DM map was built on.
MAP LISTS IN TRAINING
Train exactly the maps that matter
New tabs next to Deathmatch: a set of maps for something, usually a clanwar. Open it and train exactly those, in order.
Staff: /createlist /addmap /removemap /deletelist · everyone: /lists
SPECTATING IN TRAINING
Arrow keys switch between players on your map.
The camera stays on someone even when they crash.
B mid-run ends your run there, keeps your progress, and starts watching.
MAPS LOOK THE WAY THEY WERE MADE
The coronas, arrows and rings that mark a section's line now show, plus the parked cars and figures mappers placed.
FIXES
Progress % no longer counts past your first warp or rewind.
Nitro that stopped until you reconnected now fixes itself within a second.
The F7 panel is wider; descriptions no longer run under the buttons.

Xenous Development Team & Staff
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