>Indigo
Eldred
--
http://www.umich.edu/~epickett
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>> Indigo
> Ouch...<g>
> Eldred
Hehe, except that the detection isn't any better. Ten mph crashes sending
simulated 3400 lb cars flying, etc.
> Hehe, except that the detection isn't any better. Ten mph crashes
> sending simulated 3400 lb cars flying, etc.
> > Hehe, except that the detection isn't any better. Ten mph crashes
> > sending simulated 3400 lb cars flying, etc.
> Maybe that was the intent after all? you know to make it so "anyone"
could
> enjoy it, NOT JUST THE HARD CORE SIM enthusiast? Hell I know my 10 year
old
> loves wrecking stuff, and tearing things apart... Hmmmmm <J/K>
-Larry
> > Obviously he was researching online collision detection which improved
> > through the NASCAR series, released post-GPL!
> Hehe, except that the detection isn't any better. Ten mph crashes
sending
> simulated 3400 lb cars flying, etc.
> > Obviously he was researching online collision detection which improved
> > through the NASCAR series, released post-GPL!
> Hehe, except that the detection isn't any better. Ten mph crashes
sending
> simulated 3400 lb cars flying, etc.
Bart
> > > Obviously he was researching online collision detection which improved
> > > through the NASCAR series, released post-GPL!
> > Hehe, except that the detection isn't any better. Ten mph crashes
> sending
> > simulated 3400 lb cars flying, etc.
> That is because of the enormous amount of energy that can be released by
> even the tiniest of warps. You won't see it in offline events (unless you
> simulate warp like I did once for GPL, see
> http://www.xs4all.nl/~westrab/gpl.htm#effects )
> Bart
I race in a weekly full contact racing league that runs on Nascar Heat
(www.ukdirt.co.uk). Until we got a dedicated server to run "thick"
(default is "thin"- less data transferred between client and server), it
wasn't unknown for cars to go flying some 100 ft in the air after a good
hit. Even with the big server (jolt.co.uk "uberserver") For one of the Heat
mods, the makers had to increase the virtual weight of the cars tenfold to
stop them launching from a good hit.
Heat is by no means free from flying car syndrome online, particularly when
you consider that on our short ovals, cars will be reaching 90mph max at
the end of the straights, as opposed to 200mph in typical GPL/NR2003
tracks.
cheers
John
> > Yeah, I know thanks. Must be something in Papys code too though, as
> > this
> > type of thing never happened in Heat online, i.e.
> I race in a weekly full contact racing league that runs on Nascar Heat
> (www.ukdirt.co.uk). Until we got a dedicated server to run "thick"
> (default is "thin"- less data transferred between client and server), it
> wasn't unknown for cars to go flying some 100 ft in the air after a good
> hit. Even with the big server (jolt.co.uk "uberserver") For one of the
Heat
> mods, the makers had to increase the virtual weight of the cars tenfold to
> stop them launching from a good hit.
> Heat is by no means free from flying car syndrome online, particularly
when
> you consider that on our short ovals, cars will be reaching 90mph max at
> the end of the straights, as opposed to 200mph in typical GPL/NR2003
> tracks.
> cheers
> John
Bill Bollinger
www.gsxn.com
> > > Obviously he was researching online collision detection which improved
> > > through the NASCAR series, released post-GPL!
> > Hehe, except that the detection isn't any better. Ten mph crashes
> sending
> > simulated 3400 lb cars flying, etc.
> That is because of the enormous amount of energy that can be released by
> even the tiniest of warps. You won't see it in offline events (unless you
> simulate warp like I did once for GPL, see
> http://www.xs4all.nl/~westrab/gpl.htm#effects )
> Bart
> Bill Bollinger
> www.gsxn.com
> > > > Obviously he was researching online collision detection which
improved
> > > > through the NASCAR series, released post-GPL!
> > > Hehe, except that the detection isn't any better. Ten mph crashes
> > sending
> > > simulated 3400 lb cars flying, etc.
> > That is because of the enormous amount of energy that can be released by
> > even the tiniest of warps. You won't see it in offline events (unless
you
> > simulate warp like I did once for GPL, see
> > http://www.xs4all.nl/~westrab/gpl.htm#effects )
> > Bart