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From: Brice Q. <bri...@gm...> - 2010-06-14 02:14:01
|
I noticed there is telemetry written into the code. Is there any documentation on how to turn this feature on are use it. |
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From: <ba...@ne...> - 2010-06-12 11:07:28
|
Hi Kennet, i will check out your track, your thoughts sounds interesting. As an 3d artist for me creating is not only questions about the design of the road itself. When i polish a track i asking always: - Where is it located? - What season? - How does the environment and nature look at the defined location and season? - What additional objects are required to let the track looking lively and varying? From techniscal 3d artist stuff: - Does the track has a good texture mapping? - Are there any mapping or 3d mesh bugs? - Is a shadow map available? All together, technical and artist thoughts, will make a real good, funny to race track. Cheers Eckhard. Zitat von Kennet Eriksson <eri...@ya...>: > Hello. > > Yup, I went ahead and made a track despite the lackadaisical > reaction on my test-track. > > There are two ways to get enjoyment of racing. One is by driving on > a nice and challenging track. The other is by interaction with other > cars when racing. So, can't you enjoy both at the same time? No, the > requirements of the tracks are different. Anything on a track that > makes it fun to drive also hinders overtaking and lessens the inter- > action between the racing cars. > > Requirements for a racing track: > Fairly wide as overtaking will be easy. > Straights should be straight and long enough for a realistic > overtaking attempt. > Overtaking seldom happens in a technical section, they should there- > fore be short. > A short track has a short average distance between the cars, i.e. > more interaction. > Some difficulties as to make mistakes more likely. > > Examples: Nordschleife is enormously fun driving but overtaking is > difficult and it is so long there is little interaction. > Ovalracing is only about interaction with other cars. > > I decided to try to make a racing track optimized for racing. It is > inspired by my test-track that I presented earlier. Nobody said > anything about what they thought about racing on it, the responses > were only about driving so I haven't made any drastic changes. > > Why do I believe there is a need for such a track? I don't believe > such a track exists either in the real world or in a game/simulation. > With the recent discussions on the difficulty of overtaking in F1 > and the criticism of the Tilke designed tracks in mind I decided to > try to make a track with good overtaking opportunities. > > Like it or not but it is about this such a track would look like. > If anyone finds this useful and makes a track with this in mind I > wouldn't mind either a thank you or some well chosen curses in a > readme file somewhere. > > Some design considerations: > There are no curbs. The track is meant to be challenging and I also > think they look wrong on it. > > The pitarea is placed so it doesn't go into any runoff area on the > first and last turn. It is deliberate, any entusiastic driver should > visit a gravel trap! > > You think the track looks too easy to drive? Try it in SimuV3. > > The pits are placed to minimise any silly behaviour by the robots. > An inside placed pit doesn't work at all. > > The environment is sparse, it fits the name. Anyone may improve on > it but I think it should have a rural look. > > Now, what about the name? The answer to that question and many (um, > well, hardly any at all really...) other are to be found if you > download the track. The readme might be of interest. > > I would also like to hear what you think of racing on this track. > > There are two versions of the track, one difference is the logo > on the portal above the start/finish line. The track is unchanged. > The other change is for you to find! > > The track is to be found on txchange: > http://t-xchange.co.cc/forum/viewforum.php?f=9&sid=6b3002f4dc704cb4c91b32d306f58b04 > > Regards > Kennet > > |
|
From: manfariel <man...@ya...> - 2010-06-12 09:54:03
|
I have finished a new track. Please test and comment. Download from here. :-) http://apr-free.info/joomla/index.php/descargas/file/30-0610montkinger cheers -------------------------------------------------------------------- http://apr-free.info Recursos para Torcs, Cante y Técnica TV. |
|
From: Brice Q. <bri...@gm...> - 2010-06-07 16:39:11
|
I work with a boys group called Royal Rangers. We a use various projects to teach life skills. We are making a race simulator out of 1988 944 Porsche. I downloaded and successfully compiled TORCS and it looks great. I want to fully interface the cockpit with the game. below is a list questions I have. 1. what portion of the code should I use to get speed, rpm and fuel . I will use this data to update the position of the car gauges. 2. Can the gear box be modifies for direct gear selection rather than sequential gear shifting. 3. With enough effort can multi camera vies be assigned to different screens. I have developed 3D apps and understand the challenge this poses. I was hoping it might already be available. Thanks Brice Q |