rec.autos.simulators

Who was David Kaemmer?

Tony Jeste

Who was David Kaemmer?

by Tony Jeste » Thu, 05 Aug 2004 10:11:12

You'd think he would have been a regular on VROC under some alias.  Did
anybody ever figure out who it was?
john henry bonha

Who was David Kaemmer?

by john henry bonha » Thu, 05 Aug 2004 17:04:05


> You'd think he would have been a regular on VROC under some alias.  Did
> anybody ever figure out who it was?

Indigo
Eldre

Who was David Kaemmer?

by Eldre » Thu, 05 Aug 2004 21:14:05


>> You'd think he would have been a regular on VROC under some alias.  Did
>> anybody ever figure out who it was?

>Indigo

Ouch...<g>

Eldred
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Plowboy

Who was David Kaemmer?

by Plowboy » Fri, 06 Aug 2004 06:54:25

Indigo?  wasnt that the turd who always got on and went backwards on the
tracks?


>>> You'd think he would have been a regular on VROC under some alias.
>>> Did anybody ever figure out who it was?

>> Indigo

> Ouch...<g>

> Eldred

john henry bonha

Who was David Kaemmer?

by john henry bonha » Fri, 06 Aug 2004 16:57:15

Obviously he was researching online collision detection which improved
through the NASCAR series, released post-GPL!
JP

Who was David Kaemmer?

by JP » Sat, 07 Aug 2004 01:18:24



  Hehe, except that the detection isn't any better.  Ten mph crashes sending
simulated 3400 lb cars flying, etc.

Plowboy

Who was David Kaemmer?

by Plowboy » Sat, 07 Aug 2004 02:02:22




>> 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.

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>
JP

Who was David Kaemmer?

by JP » Sat, 07 Aug 2004 02:13:52





> >> 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.

> 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>

  hehe
Larr

Who was David Kaemmer?

by Larr » Sat, 07 Aug 2004 02:37:09

Yeah, I did a standing-still, in-place flip at Loudon 2 weeks ago.

-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.

Bart Westr

Who was David Kaemmer?

by Bart Westr » Sat, 07 Aug 2004 04:39:17




> > 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

JP

Who was David Kaemmer?

by JP » Sat, 07 Aug 2004 06:46:01






> > > 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

  Yeah, I know thanks.  Must be something in Papys code too though, as this
type of thing never happened in Heat online, i.e.
JM

Who was David Kaemmer?

by JM » Sun, 08 Aug 2004 01:25:51


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

JP

Who was David Kaemmer?

by JP » Sun, 08 Aug 2004 06:28:08



> >   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

  <shrug> Never saw it myself in Heat, but thanks for the info.  But then,
I'm meaning the 5-10 mph hits that send cars flying, not hard hits.  That
what you mean too ?
Bill Bollinge

Who was David Kaemmer?

by Bill Bollinge » Sun, 08 Aug 2004 11:03:28

Then why didn't N3 have the same type of wrecks then?  My guess is because
Charlie Heath did the net code for N3 and someone else did GPL/N4.

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

JP

Who was David Kaemmer?

by JP » Sun, 08 Aug 2004 12:15:30

  Yep.


> Then why didn't N3 have the same type of wrecks then?  My guess is because
> Charlie Heath did the net code for N3 and someone else did GPL/N4.

> 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


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