rec.autos.simulators

N4 track :o)

Thomas M?rlun

N4 track :o)

by Thomas M?rlun » Tue, 27 Nov 2001 06:07:16

It's there!!!

Go visit www.theuspits.com!

Jens H. Kruus

N4 track :o)

by Jens H. Kruus » Tue, 27 Nov 2001 06:37:50


It's just a model.
Arto Wik

N4 track :o)

by Arto Wik » Tue, 27 Nov 2001 06:40:56


>It's there!!!
>Go visit www.theuspits.com!

Great work! Thank you guys!!

These are good times for sim racers: a new road track to N4,
a good patch for F1 2001, Rally Trophy...  :-)

Arto
--
http://www.cs.helsinki.fi/u/wikla/music.html

GMpartsgu

N4 track :o)

by GMpartsgu » Tue, 27 Nov 2001 10:05:32

Thanks for the track folks !!
Tim

N4 track :o)

by Tim » Tue, 27 Nov 2001 11:22:13

Many thanks to Jan, Gilles, David, and all the rest who contributed to
this project.

On Sun, 25 Nov 2001 22:07:16 +0100, "Thomas M?rlund"


>It's there!!!

>Go visit www.theuspits.com!

                  Tim Wortman
      North American Simulation Series
               www.nasscar.com
Ed Solhei

N4 track :o)

by Ed Solhei » Tue, 27 Nov 2001 13:08:19

Whats the deal with all these invisible walls???? (was in GPL verson too)

Also... it it just me or does this track feel/look extremely narrow compared
to for example the Glen..?

Good work guys... but not the best track [-layout] for N4 imho.
Here's to hoping we'll see something faster, flatter and more "open" the
next time!

--
ed_
The GPLEA
--------------------------------------
- My name is Elliott Forbes Robinson.
Spell it, please.
- E-F-R.
No, no, spell your name.
- E-F-R!!

ymenar

N4 track :o)

by ymenar » Tue, 27 Nov 2001 15:03:28


> Whats the deal with all these invisible walls???? (was in GPL verson too)

Limitations of the game engine, iirc.

The track was narrow in real-life.  Those stockcars make it even worse :)

--
-- Fran?ois Mnard <ymenard>
-- May the Downforce be with you...
-- http://www.ymenard.com/
-- This announcement is brought to you by the Shimato Dominguez
Corporation - helping America into the New World...

Philste

N4 track :o)

by Philste » Wed, 28 Nov 2001 10:52:26

We want St-Eustache now... that's narrow and short :)



> > Whats the deal with all these invisible walls???? (was in GPL verson too)

> Limitations of the game engine, iirc.

> > Also... it it just me or does this track feel/look extremely narrow
> compared
> > to for example the Glen..?

> The track was narrow in real-life.  Those stockcars make it even worse :)

> --
> -- Fran?ois Mnard <ymenard>
> -- May the Downforce be with you...
> -- http://www.ymenard.com/
> -- This announcement is brought to you by the Shimato Dominguez
> Corporation - helping America into the New World...

--
Philippe "Philster" Sergerie
ymenar

N4 track :o)

by ymenar » Wed, 28 Nov 2001 11:31:45


>We want St-Eustache now... that's narrow and short :)

Trois-Rivires!  Another narrow track (well most of it).

--
-- Fran?ois Mnard <ymenard>
-- May the Downforce be with you...
-- http://www.ymenard.com/
-- This announcement is brought to you by the Shimato Dominguez
Corporation - helping America into the New World...

Philste

N4 track :o)

by Philste » Wed, 28 Nov 2001 11:44:44

Agreed!!!!!!! La porte Duplessis :)



> >We want St-Eustache now... that's narrow and short :)

> Trois-Rivires!  Another narrow track (well most of it).

> --
> -- Fran?ois Mnard <ymenard>
> -- May the Downforce be with you...
> -- http://www.ymenard.com/
> -- This announcement is brought to you by the Shimato Dominguez
> Corporation - helping America into the New World...

--
Philippe "Philster" Sergerie
Ed Solhei

N4 track :o)

by Ed Solhei » Thu, 29 Nov 2001 11:44:13


> Whats the deal with all these invisible walls???? (was in GPL verson too)

> Limitations of the game engine, iirc.

Limitations in what engine????

Limitations in the tools etc. I could "swallow" - but limitations in the
game-engine ??
No way.  That is certainly not the case for the GPL version  and I seriously
doubt that is the case for N4-version either.

 > > Also... it it just me or does this track feel/look extremely narrow

I mean compared to the GPL version...  (in GPL the track look too wide - in
N4 it look too narrow.)

--
ed_

Jonny Hodgso

N4 track :o)

by Jonny Hodgso » Fri, 30 Nov 2001 03:06:21



> > Whats the deal with all these invisible walls???? (was in GPL verson too)

> > Limitations of the game engine, iirc.

> Limitations in what engine????

AFAIK the coordinate system is [distance along the track]
by [distance either side of the centreline].  That system
is going to present big problems if you let people get too
far along the lateral axis - see Circuito de Milano for
a very mild example, where the two main straights overlap...

Jonny

Ed Solhei

N4 track :o)

by Ed Solhei » Fri, 30 Nov 2001 07:49:36

*big* difference between "Milano's" very special layout and St.Jovite more
traditional layout..

AFAIK, there's nothing that sets St.Jovite apart from the rest of the
"normal" tracks...  apart from the way it's constructed (or tools used for
it)

--
ed_


> > Limitations in what engine????

> AFAIK the coordinate system is [distance along the track]
> by [distance either side of the centreline].  That system
> is going to present big problems if you let people get too
> far along the lateral axis - see Circuito de Milano for
> a very mild example, where the two main straights overlap...

> Jonny

Jonny Hodgso

N4 track :o)

by Jonny Hodgso » Fri, 30 Nov 2001 07:57:02


> *big* difference between "Milano's" very special layout and St.Jovite more
> traditional layout..

> AFAIK, there's nothing that sets St.Jovite apart from the rest of the
> "normal" tracks...  apart from the way it's constructed (or tools used for
> it)

No, but my point was that without 'invisible walls' (or at least
sky-height fences) you could drive to a position which would
actually map to a completely different part of the circuit, to
that corresponding to your distance along the lap.

For example, if you were to hop the fence to the right after
Howlongizdis Korner at the 'Ring, you'd physically be back
at the end of the start/finish - but the game would think
you were still heading for Parkingfurnewbie mit Elplatz, only
a long way off the side of the track.  (I haven't actually
tried this - *can* that fence be jumped?)

You'd need to use a Cartesian coordinate system to be able to
go anywhere - and even then, you get the flight sim problem
of what to do with the edge of the map.

Jonny


> > > Limitations in what engine????

> > AFAIK the coordinate system is [distance along the track]
> > by [distance either side of the centreline].  That system
> > is going to present big problems if you let people get too
> > far along the lateral axis - see Circuito de Milano for
> > a very mild example, where the two main straights overlap...

> > Jonny

Ed Solhei

N4 track :o)

by Ed Solhei » Fri, 30 Nov 2001 09:57:51

You have no idea of *which* invisible walls I am talking about - are you??

--
ed_
The GPLEA
--------------------------------------
- My name is Elliott Forbes Robinson.
Spell it, please.
- E-F-R.
No, no, spell your name.
- E-F-R!!






> > *big* difference between "Milano's" very special layout and St.Jovite
more
> > traditional layout..

> > AFAIK, there's nothing that sets St.Jovite apart from the rest of the
> > "normal" tracks...  apart from the way it's constructed (or tools used
for
> > it)

> No, but my point was that without 'invisible walls' (or at least
> sky-height fences) you could drive to a position which would
> actually map to a completely different part of the circuit, to
> that corresponding to your distance along the lap.

> For example, if you were to hop the fence to the right after
> Howlongizdis Korner at the 'Ring, you'd physically be back
> at the end of the start/finish - but the game would think
> you were still heading for Parkingfurnewbie mit Elplatz, only
> a long way off the side of the track.  (I haven't actually
> tried this - *can* that fence be jumped?)

> You'd need to use a Cartesian coordinate system to be able to
> go anywhere - and even then, you get the flight sim problem
> of what to do with the edge of the map.

> Jonny


> > > > Limitations in what engine????

> > > AFAIK the coordinate system is [distance along the track]
> > > by [distance either side of the centreline].  That system
> > > is going to present big problems if you let people get too
> > > far along the lateral axis - see Circuito de Milano for
> > > a very mild example, where the two main straights overlap...

> > > Jonny


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