Also I would like to suggest these guys add a becon to the bikes so we
can tell how good the connects are just like WB has.
Lots snipped
Hmm how did you slow down the busy left/right axis, im haveing lots
of trouble with the trying to get the bike steady and into a straight
line, can you help me here ??.
Anyway good effort on AMA, I dont have GP500 yet so dont all tell me
it sucks and GP500 is better because ill judge it when I get GP500 :)
Yeah ... we forgot this in the chaos. It was on the list.
-MSM
--
__________________________________________________________________________
Mark S. Miller "Be regular and orderly in your life,
Director of Design that you may be *** and original
Motorsport Simulations in your work."
http://www.racesimcentral.net/
> Hmm how did you slow down the busy left/right axis, im haveing lots
> of trouble with the trying to get the bike steady and into a straight
> line, can you help me here ??.
> Anyway good effort on AMA, I dont have GP500 yet so dont all tell me
> it sucks and GP500 is better because ill judge it when I get GP500 :)
I lowered the highest settings to try and take away some of the
sudden lunges on the track when moving the stick
it looked more like this
o
o o
o o
oo
Not stairstepped but a shallower profile(where's the good ol Commodore
64 with it's graphic symbol keyboard when ya need it?)
have fun watch out for Aceman
dave henrie
We are adding an ingame countdown clock showing time to
end of Qualifying session, etc. Hopefully this will be in the next update.
(I saw it today, but the art for it wasn't complete yet.)
At the moment, the times allowed for qualifying are fairly short
just to move things along. The races will probably be set for awhile
to start a qualifying session once about 3 people are in the race, and
for a small number of laps. There are plans to run some races
without the need for qualifying once we get going also.
(How many times do you need to qualify anyway,
if you are racing every half hour ;)
We'll be having separate races for each class once we get going.
Hehe. We just completed code to bounce people our automated
Chief Steward disqualifies. ;) Should be in the next update as well.
Which reminds me: We forgot the "BOZO was disqualified" message.
It turns out that The Colonel's Brainerd International raceway (BIR)
has the least obvious and most complicated pit road of our 9 tracks.
... Sigh ;) We've retrained the Corner Workers not to mind
most driving on the pit road here.
We also changed the starting locations on that track yesterday to
point the other way down the pit road so you can stop at the
entrance to the track near the start/finish line, "look both ways" ;)
then move out into traffic (Turn 180 degrees left).
The start corner worker will usually show a standing yellow
for you briefly as you come out.
(I'll have to make that an automatic disqualification! ;)
We have plans for buddy lists and paging, etc.
We are working now to get things in shape to run our first test event
soon.called the Brainerd 120 to wring out server issues for future events.
(Registration, timing and scoring, etc.)
http://www.motorsims.com/standard/join/join.html
and hit the Brainerd 120 link. Checkout the first prize ;)
Registration scheduled to open October 11th.
--
Matthew V. Jessick Motorsims
Vehicle Dynamics Engineer (972)910-8866 Ext.125, Fax: (972)910-8216