I would much prefer to see a save game function that saves all the intervals between the
cars at the time and then restarts like a rally ie cars are held at the line and take off
at a set time. I think the player should be able to pause, select save, and then when the
lead car completes that lap, the game begines to save intervals. As the player crosses the
S/F line, the game goes to accelerated time to finish that lap for the rest of the AI and
there's your saved game. I see no reason for current AI behaviors to be saved because the
game can simply update them when the racesave resumes.
Come to think of it, if tyre wear/temps, fuel load, engine wear, etc were also saved,
then I think the best solution would be to have the last part of the players lap saved so
that when you resume from the racesave, the players car is on auto pilot for about, say,
200 metres from the S/F line and as soon as it crosses the S/F line the player is once
again in control, much like GP2 same machine multi. Same deal for the computer cars.
> Hi Mike,
> FWIW, I'm not the one who wrote the snippet you responded to, although
> I aggree with what was said. I also feel that if it came down to the
> two you indicate, save-game vs. realistic physics, that I would opt for
> Papyrus to concentrate on the latter (Bruce!<g>).
> However, the save-game need not place each driver in their respective
> places as before, rather simply a save-race via "red-flag"...all cars
> back to the line!
> Cheers!
> Marc
> > Hi Marc,
> > The save game feature isn't implemented mostly due to the incredible amount
> > of dynamic data constantly on the move at 300 times per second. I'm not if
> > it was originally planned or not (doubtful since it proved difficult with
> > the much simpler N2). Restoring each cars positional data is easy -
> > restoring precisely their AI short term and longer term "goals", suspension
> > positions, trajectories in 3d space, is a nightmare you can only dream
> > about. FWIW, I don't remember anybody on the test team lobbying strongly
> > for a save game feature. I guess we could have done, but instead chose to
> > hammer home to Papyrus just how important the internet aspect of *** is.
> > We probably wouldn't have either if it weren't due to the test team and the
> > dedication/overtime of a couple of the engineers. At least we have internet
> > play. If you would have been willing to wait until April, perhaps a save
> > game feature would have been incorporated. Personally, I don't think it's
> > all that important. I'd just like to add that when the new CART sim is
> > developed, if I'm on the test team for that (unknown due to personal
> > reasons), I won't be lobbying for a save game feature for that either. I'll
> > be concentrating on the physics and AI again, since these are the areas of a
> > sim that are most important to me. Each to his own, I guess.
> --
> Marc J. Nelson
> The Sim Project - http://www.racesimcentral.net/
> Extinct Track Archive - http://www.racesimcentral.net/
> * Switch confused.net with concentric.net to reply...Confused-yet? *
--
Byron Forbes
Captain of Team Lightning Bolt
http://www.racesimcentral.net/~HOSHUMUNGUS
and
http://www.racesimcentral.net/~godsoe/bolt/home.htm