07-13-2007, 02:52 PM,
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kidrock
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Posts: 230
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Joined: Apr 2007
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Hmm im going to test that out ffuser.
EDIT: It seems that you are right. the 321 ready go only displays with the heads up display. odd. also i am working on a list of tracks that DONT work (when opened game crashes)
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07-13-2007, 03:28 PM,
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kidrock
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Posts: 230
Threads: 17
Joined: Apr 2007
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Spa
Road Atlanta
Monza
and Le Mans
Also i discovered on Pau And Especially Neuburing that the body of the car is offset from the wheels making the camera offset as well. these 2 pics show the car actually with its wheels STRAIGHT on the track compared to the body. Graphical issue?
This next Pic shows a ground texture problem (i was scared to drive on it!)(it can be driven on)
Thanks!
Edit (forgot to add pic)
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07-13-2007, 03:49 PM,
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xTs
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Posts: 150
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Joined: Oct 2006
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On your pictures i noticed another problem: tacho and speedo are not round on 16:10 displays.
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07-13-2007, 05:17 PM,
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kidrock
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Posts: 230
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Joined: Apr 2007
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Ya i new that had been a problem for a while also but its not that much of a problem to me.
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07-16-2007, 04:27 PM,
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xTs
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Posts: 150
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Joined: Oct 2006
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-TC: calipers not moving with the front wheels (minor and maybe not important, 'cause of car/track cleanup)
-CT: engine stalls in first gear if you turn in and give full throttle
and i thought i found a cam bug, but couldnt reproduce it. Hope i dont annoy you with my constant bugreports
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07-17-2007, 12:29 PM,
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kidrock
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Posts: 230
Threads: 17
Joined: Apr 2007
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We thank you for your bug reports! it gives us more to work on. Dont you mean the calipers DO move with the front wheels? otherwise this wouldn't be a problem. brake calipers are NOT supposed to turn otherwise you wont be able to break! For the CT isn't that realistic? Or does the car spin out, or does it just stall from a standstill when you turn right and hit the gas? more info is needed.
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07-17-2007, 03:23 PM,
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xTs
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Posts: 150
Threads: 8
Joined: Oct 2006
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No, they're not moving with the break, if you steer left/right.
I stand still, then turn right and hit the gas. Then it stalls. With that much HP it should spin out (or am I wrong? But it should... you've got so much power, no tire can hold this)
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07-20-2007, 09:55 AM,
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FFuser
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Posts: 147
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Joined: Jul 2005
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joevenzon Wrote:I checked in some updates to the collision code in svn R1776. The bug of falling through the ground is still there, but the collision response from hitting walls should be better -- please test if you get a chance and let me know if it's OK now.
It is better but I see a problem.
When you drive against a board near the way (with the numbers 3, 2, 1) the response is too big.
I collided with a speed of maximum 70 km/h and I flew completely away in the air.
Strangely enough I couldn't reproduce, maybe I drove faster, but anyway the reaction wasn't normal
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07-20-2007, 01:56 PM,
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xTs
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Posts: 150
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Joined: Oct 2006
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I can confirm this, but it happens to me all the time i drive (just for testing ) against the track borders. (Well, normally the impact would deform the car, but there's no such thing yet, but bouncing back and around like a ball is sometimes a bit annoying )
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07-20-2007, 08:07 PM,
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TerraRoot
Junior Member
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Posts: 33
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hey the suspension thing is fixed!?
did you do that joe or was it the wipe and reinstall and downgrade i did?
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07-24-2007, 11:05 PM,
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kidrock
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Posts: 230
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Joined: Apr 2007
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I tested the collision also and found no big problems at all. at least the cars dont magically disappear when they hit a wall (hey kinda like hairy potter!). I cant wait until the cars have collision. couldn't it be fairly simple? for example the way GTA's collision works is there are a couple of peaces that when are hit will deform and come off. so what should be done is simple images of each peace changing by an impact trigger. (is it bad if i leave my comp on for 4 days (screen sleeping) and now its fuzzy... or is it just me? :?: )
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