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Fourwinds

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Everything posted by Fourwinds

  1. I definately agree ... having none superstars with flashing lights would just be wrong!
  2. Fourwinds 156 booking in
  3. I doubt 1/2 would get past the first lap!
  4. You need to download the v1150 (main game) - 705Mb then the v1250 patch - 12Mb ... That is all I have downloaded to get the main game.
  5. And boy is it a shock the first time ... especially if you have not setup your gears up / down shift
  6. We have already got them to work.... I think Great news
  7. It reminds me of Coventry in the last couple of months near the end of the meeting ... only the bravest can see the end of the straights :-) 43 cars in the GN dust central :-) You know with the strength of Rfactors netcode a 43 car grand national should be possible Now that would be fun around Sexberium ... I doubt more than 1/2 of them would finish
  8. It reminds me of Coventry in the last couple of months near the end of the meeting ... only the bravest can see the end of the straights :-) 43 cars in the GN dust central :-)
  9. Does the pace car that is used in rFactor have flashing lights on the roof that could be 'used' / scaled down and turned to be used as a template for the Superstars flashing lights?
  10. Yeah I realise that m8, it's a fantastic NZ track. I was just hinting as to what would make a good fantasy BriSCA track which you could knock up in a couple of weeks If I make a fantasy Brisca track when will I have time for Buxton? Oooh .. Buxton would be good Very fun track to watch at! probably fun to drive also with the downhill bend!
  11. Superb ... Well done ... Great seeing the final pieced together like that with the running comments!
  12. The retail version is 1255, so until the servers are updated anyone that buys it in the shops will not be able to race online. Can they not just download the 1250 patch and by applying that 'downgrade' ? As the people who upgraded from 1250 -> 1255 did ?
  13. I will do ... I'll try a few things over the next couple of days and see if I can get them to stay on top of the track
  14. Sure .. there is a change both the the .scn and to the .gdb: SCN: Instance=cone_largetire { Moveable=True visgroups=(32) MeshFile=largetire.gmt CollTarget=true HATTarget=false ShadowCaster=(Dynamic, Solid, 32, 32) } Instance=cone_largetire01 { Moveable=True visgroups=(32) MeshFile=largetire01.gmt CollTarget=true HATTarget=false ShadowCaster=(Dynamic, Solid, 32, 32) } .... And so on upto 09 GDB: This I put after the 'scoreboard' section: // If you simply want to increase the mass of an object, we'd recommend increasing all the // parameters except friction by the same proportion (e.g. if you want to double the mass, // also double the inertia values and the spring and damper). // // <instance> = ( <mass>, <inertia x>, <inertia y>, <inertia z>, <spring>, <damper>, <friction> ) // cone_largetire = ( 1.2, 0.5, 0.1, 0.5, 400.0, 40.0, 0.80 ) cone_largetire = ( 2400.00, 800.00, 800.00, 2400.00, 32000.00 32000.00 1.0 ) cone_largetire01 = ( 2400.00, 800.00, 800.00, 2400.00, 32000.00 32000.00 1.0 ) cone_largetire02 = ( 2400.00, 800.00, 800.00, 2400.00, 32000.00 32000.00 1.0 ) It appears that the only way to make the tires 'actually' moveable would be to prefix the name with either: cone, post, sign, wheel, wing or part ... The default information for each is : o CONE = ( 2.5, 0.25, 0.20, 0.25, 1425.6, 72.0, 0.80 ) o POST = ( 1.2, 0.5, 0.1, 0.5, 400.0, 40.0, 0.80 ) o SIGN = ( 5.0, 4.0, 2.0, 6.0, 1024.0, 44.8, 0.70 ) // default inertia parameters for signs are actually calculated based on geometry o WHEEL = ( 15.0, 0.7, 0.5, 0.5, 5625.0, 45.0, 1.0 ) o WING = ( 10.0, 1.0, 0.5, 1.5, 3600.0, 60.0, 0.60 ) o PART = ( 10.0, 1.0, 0.5, 1.5, 3600.0, 60.0, 0.60 ) I have included the main .scn and .gdb that I have modified slightly from standard to modify all tires ... [attachmentid=19960] Ipswichdirt.zip
  15. With a quick play around ... I have gotten tires that move and cause damage to the cars ... They do slow the cars down VERY quickly and dramatically and do move onto the track ... The only problem I have at this point is that they disappear below the ground when they stop moving
  16. If the tires become movable and people started cutting the corners majorly could they not be reprimanded like in BriSCA today ? There is already a mechanism for giving people warnings in UK dirt. (edit: too many 'already's in one sentence)
  17. hehe ... I don't blame anyones ... was just an observation based on what I saw and that I saw the thread today ... I did not know if you have looked into it ... The realism part comes from the fact you did so well on Belle Vue (including those 1 way gates) and that I was wondering which parts of realism are wanting to be included ...
  18. The tires will not cause damage, nor will the car react to you hitting them. So we put them as is. No tires, then people like Hutch will cut each corner to take someone out Its been a while since I tested, but when 1250 came out, Cow and I were attempting to get haybales to work. They would move, but thats about it. We did everything that Pits post said, with 0 luck, we thought hell yeah, something to slow the cars down...umm hey its not working?!?!?!? But hey, I could be wrong, been proven wrong before and this is one thing I would love to be proven wrong on!!! There isnt any way to auto-repo them either. I think once you go to the next session they will be put back, but thats about it. Thanks for the update ... I was not really thinking about them doing damage ... I just thought to enable a little more realism .... I find the F1 cars cartwheeling through the sky by hitting the tires a little off putting and would prefer the tires to move .. I can understand the concern about people cutting the corners ...
  19. I was thinking about last night's racing and looking at this thread ... There is a way to make the tires at the tracks side 'movable' now ... (since 1250) ... What are peoples opinions on this so that we might get less 'air time' when cars hit them if they slide? The tires could be made heavy so that there would be a large impact when hitting them .. just not like hitting a brick wall! Fourwinds Ps: I am not sure how much effort it would be to update the existing Ipswich / Belle Vue tracks with movable tires.
  20. I have to agree here ... Watching the replays gives you some idea that the hits you took / delivered that may have put you into a tyre or into the wall hard may have had help from someone else .... eg: driver 1 hitting driver 2 into you
  21. Thanks for the organisation and running of it ... fun night ... :-)
  22. Fourwinds #156 provisionally booking in .... depends on if I get back from Buxton racing intime
  23. Thanks ... thats the aim of it ... There are so many very nicely painted 'high budget' cars out there ... I wanted to make something that looked like it had been around the track LOTS and had had multiple owners .... The car that is perpetually passed from novice to novice. Where you use it until you either find something better ... get something better made or find someone to buy it off you :-)
  24. Hi All, When I use the nvidia dds converter for inside of Photoshop (CS2) I get holes appearing in my wing and other places on my car ... This does not happen if I use the DDS Converter 2 software ... The problem with the latter is that it generates a file size double the nvidia conversion .... Does anyone have any ideas on how I can either: 1, Stop the holes appearing in the CS2 conversion. 2, Reduce the file size of the DDS Converter 2 conversion. Thanks Fourwinds
  25. Fourwinds 156 skins [attachmentid=19808] [attachmentid=19809] 157_Tarmac.zip 156_Shale.zip
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