02-27-2007, 09:37 AM,
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rookie1
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Posts: 231
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Joined: Nov 2006
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My post is related to problems with the position display. Nothing to do with the starting position.
I think the best way to solve the problem you describe is still manually creating the starting position and orientation for the reversed track.
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02-27-2007, 12:49 PM,
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joevenzon
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Posts: 2,679
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Yeah, I think if you want real reversed starting positions that make sense, then you'd have to manually define them. I kind of like starting on the gates, though, just backward. Try Monza for example... you don't see the starting gate, but that's okay, you're in the start area. I'd rather be in the start area and not see the gate than out of the start area and see the gate, I guess.
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02-28-2007, 04:07 AM,
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thelusiv
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Posts: 2,346
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I still think this is a bit incomplete...I tried racing on Monza in reverse, with two opponents. The AI cars are placed in front of me (which doesn't give me much of a chance), and as I mentioned before all the cars start out in front of the starting line.
I think we should define a second set of starting points for reverse tracks as Joe suggests...this is the only way to fix the problems I describe above, and also keep things like having a race start on a curve still possible.
Another idea which might work, would be to take the whole set of car starting point vectors, and mirror them on the other side of the starting line, using the starting line as an axis sort of. This wouldn't work for every shape of track, but it would probably do for us for now...especially since the most cars starting at once will be 4.
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03-02-2007, 04:47 AM,
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thelusiv
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Posts: 2,346
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What do you mean by starting in turn 1? This is what I mean...go from this (forward):
Code: : : : :
| | \ \
| | / /
| |_____________________/ /
| * * ] /
\ * * ] /
-------------------------
To this (reverse):
Code: : : : :
| | \ \
| | / /
| |_____________________/ /
| ] * * /
\ ] * * /
-------------------------
Sorry for the crappy drawings. This is sort of what most of our tracks look like on the starting line area. the ] ] marks represent the starting line, and the *s are the cars' starting positions. I don't think they should start in turn one (which I'm guessing would look like this)
Code: : : : :
| | \ \
| | / /
| |_____________________/ /
| ] * * /
\ ] * * /
-------------------------
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03-03-2007, 05:31 AM,
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rookie1
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Posts: 231
Threads: 32
Joined: Nov 2006
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One problem with the current implementation is that the race starts at a point before the start/finish line. So the cars need to run an almost full lap before the lap counter is triggered to start the 1st lap. It's like we are having a rolling start instead of standing start.
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03-04-2007, 07:46 AM,
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pwp71
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Very good fast work. My compliment
pwp71
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