02-15-2007, 06:21 PM,
|
|
pwp71
Member
|
Posts: 105
Threads: 15
Joined: Nov 2006
|
|
Update nuerburgring_nordschleife track add ROAD1d.tga.png in list.txt (r1539).
pwp71
|
|
02-18-2007, 10:23 AM,
|
|
pwp71
Member
|
Posts: 105
Threads: 15
Joined: Nov 2006
|
|
Spa track coefficients updated (r1543).
There are some problem with this track:
- cameras are not in the right position (there are in the sky)
http://vdrift.net/Gallery/media.php?f=0&...5170642521
- #entry 443
#grassbrdg.dof-00.joe
#grassbrdg.tga.png
it is not in the right position, this cause an instability at the last curve.
http://vdrift.net/Gallery/media.php?f=0&...0516565663
in my opinion right position is:
http://vdrift.net/Gallery/media.php?f=0&...8092009604
pwp71
P.S.
related this texture "roadf.bmp.png" which coefficient is right?
Now I have treat it like nornal road coeff. 6 2.0
|
|
02-19-2007, 11:58 AM,
|
|
alex25
Senior Member
|
Posts: 531
Threads: 42
Joined: Jun 2006
|
|
thelusiv Wrote:Today I noticed that the cones in Brands Hatch should be made non-collidable.
why would you want to make the cones non-collidable? the whole of idea of cones is to prevent you from going certain places. if they are non-collidable it kind of defeats the whole purpose...
--alex--
|
|
02-19-2007, 12:17 PM,
|
|
thelusiv
Administrator
|
Posts: 2,346
Threads: 223
Joined: Jun 2005
|
|
Well the trouble with the cones is that they really screw the car movement up when you hit them. I've had the car fly up in the air, get stuck on the cones, etc. I agree that the cones should be collidable, but they should also move, fall over, get stuck under the car and drag, slow the car down, and all that stuff. With our current collision system however this isn't going to happen, and the cones are making things really difficult in some places. So I think they should be collidable in the long run, as I think the trees and bushes should too, but for now, it just makes things more difficult, because they are acting more like concrete cones anchored to the ground than plastic ones.
|
|
02-21-2007, 07:24 PM,
|
|
pwp71
Member
|
Posts: 105
Threads: 15
Joined: Nov 2006
|
|
About entry 443 I don't know if I'm able to repair it.
I'm seeing how to do that.
I'm not able to use blender (I'm learning, but is very very hard),
and I don't understand very well how to decompose .joe
As soon as possible I'll add 4 start positions to all tracks.
Have you any advise to give me how to do that simply?
About cones and trees, I agree too.
In some circuits there are some problems, like weekend (about trees, see above) and Laguna Seca, I have to check but I remember collision with cones didn't work very well.
Some of my circuits was already update about cones, trees and also road sign.
pwp71
|
|
03-01-2007, 08:52 AM,
|
|
rookie1
Member
|
Posts: 231
Threads: 32
Joined: Nov 2006
|
|
thelusiv Wrote:Also, every time I try to load Weekend Drive with more than one AI driver the game segfaults... Segfault only happens when you select reverse. Probably because there is no lap sequence defined for this track. It seems the position display is not working on this track even in the normal direction.
|
|
|