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Racer v0.5.2 Beta 4 Comments

5 posts by 4 people · 20 Jan 2004 02:36 UTC - 23 Feb 2004 13:47 UTC

William Bradshaw 20 Jan 2004 02:36 UTC#44963
www.racer.nl Wow, this sim is turning into a thing of beauty. After downloading the base package and adding the patches, I'm utterly and totally amazed. It seems like I can actually race now instead of fighting the car. It's almost as if it's a completely different game (physics-wise), all together. :) The base of the recent package can be located here (I'm not sure how long it'll be up): http://www.ee.oulu.fi/~taronkai/rr052b3.zip Instructions and links to the subsequent patches can be found in the Racer forum at RSC. I do, as always, have a few minor complaints. 1. We still see smoke while spinning the tires off pavement. 2. Related to the above, we still hear the pavement skidding sound off of pavement. 3. There seems to be a direct link between the RPM's and the speedometer output. It's especially noticeable when the car is moving backwards and the tires are spinning. and finally 4. IMO, the setup screen is kinda lousy. I never knew if my input was accepted or not, so I had to jump from the screen into the game to test. It took me a little bit to get things situated. I'd absolutely love a similar controller setup screen like we see in Papy titles. The ease of use is unbelieveable, as most will attest to. Basically, a format where you click on a tab to declare which axis controls said function. A new window pops up to set up said axis with a function, etc etc. For finer calibration, have a button to click to access those features. I admit to being utterly confused as to what those fine tuning sliders were for in Racer. Perhaps a 0-100 range slider would be more useful (smaller number means smaller dead zone, larger means higher dead zone). Same idea for the axis sensitivity/delay/whatever, IMO. Right now, it's a bit difficult for me to drive since my X axis is so sensitive within the game. But, hey, it's better than no controller setup screen at all (as with previous versions). One last thing, which isn't much of a complaint...but a nitpick. There isn't an "Option" tab at the main screen. I can understand having to edit the gfx file for screen resolution, full screen and other basic items. But for the more complex, and to save people time from digging around in files, it would be great to have an options screen for these things. Just my 25 cents worth here. All in all, I love what his program is developing into. I'll be damn sure to spend a lot more time with it, now that I'm able to get a better feel of driving the car. Kudos to you for developing Racer, Ruud. :) -Will
That's how it's supposed to be, real cars don't measure the speed from the enviroment they are in, but from a wheel (rolling or drive wheel) or drivetrain. William Bradshaw wrote: > 3. There seems to be a direct link between the RPM's and the speedometer > output. It's especially noticeable when the car is moving backwards and > the tires are spinning.
On Mon, 19 Jan 2004 20:36:10 -0600, William Bradshaw <[email hidden]> wrote: >www.racer.nl > >Wow, this sim is turning into a thing of beauty. After downloading the >base package and adding the patches, I'm utterly and totally amazed Thanks for that. :) > It >seems like I can actually race now instead of fighting the car. It's >almost as if it's a completely different game (physics-wise), all >together. :) Not really, it's mostly the car.ini you feel. >The base of the recent package can be located here (I'm not sure how >long it'll be up): >http://www.ee.oulu.fi/~taronkai/rr052b3.zip It's now at beta 5 (see the forum). I'm working to iron out some of the meaner bugs, and adding some real working mirrors and stuff. >1. We still see smoke while spinning the tires off pavement. >2. Related to the above, we still hear the pavement skidding sound off >of pavement. Indeed, I should do something about that. :) >3. There seems to be a direct link between the RPM's and the speedometer >output. It's especially noticeable when the car is moving backwards and >the tires are spinning. As noted, this is how reallife cars work; they take speed of the transmission velocity. So if you get differently sized wheels, your velocity will be off for example... >4. IMO, the setup screen is kinda lousy. I never knew if my input was >accepted or not, so I had to jump from the screen into the game to test. Sorry to hear that, I'll have to give that some more attention. Or get one of the later Papy titles (don't buy a lot of games anymore). >One last thing, which isn't much of a complaint...but a nitpick. There >isn't an "Option" tab at the main screen. I can understand having to >edit the gfx file for screen resolution, full screen and other basic >items. But for the more complex, and to save people time from digging >around in files, it would be great to have an options screen for these >things. Mostly it's a nuisance to have so muhc user interface code trouble for things that are easily modified in the .ini files, that's why I don't really bother with that. Options keep getting added or modified, and reflecting this in the user interface takes quite a bit of work... >Just my 25 cents worth here. All in all, I love what his program is >developing into. I'll be damn sure to spend a lot more time with it, now >that I'm able to get a better feel of driving the car. Kudos to you for >developing Racer, Ruud. :) You're welcome! Ruud van Gaal Free car sim: http://www.racer.nl/ Pencil art : http://www.marketgraph.nl/gallery/
On Sun, 22 Feb 2004 01:13:08 GMT, Ruud van Gaal wrote: > Mostly it's a nuisance to have so muhc user interface code trouble for > things that are easily modified in the .ini files, that's why I don't > really bother with that. Options keep getting added or modified, and > reflecting this in the user interface takes quite a bit of work... > how about providing some GUI so those ini files based on a scripting language like Python or Perl? This could even be made into a cross-platform application using wxWindows or GTK (both of which are available on Linux, Mac and Windows) and should be easily modifyable should something change in those .ini files (these scripts could even go as far as writing a new ini file when the user changes some settings and then launch the racer binary using the new .ini file). Cheers, uwe -- mail replies to Uwe at schuerkamp dot de ( yahoo address is spambox) Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/ Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E) GPG Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61
On Sun, 22 Feb 2004 13:32:41 +0100, Uwe Sch�rkamp <[email hidden]> wrote:
Quoted text (11 lines)>On Sun, 22 Feb 2004 01:13:08 GMT, Ruud van Gaal wrote: > >> Mostly it's a nuisance to have so muhc user interface code trouble for >> things that are easily modified in the .ini files, that's why I don't >> really bother with that. Options keep getting added or modified, and >> reflecting this in the user interface takes quite a bit of work... >> > > >how about providing some GUI so those ini files based on a scripting >language like Python or Perl?
I think there is such a thing already for Racer actually, a sort of ini editor. You can go from easy (edits-all-inis) to very targeted (sliders for values) with that. The thing is, that sort of stuff can be easily done by people out there, and for some things I'd rather leave it to them. Those are simple enough to do (but still taking time ofcourse), and I've got enough utilities failing behind the latest engine... :) Cheers, Ruud van Gaal Free car sim: http://www.racer.nl/ Pencil art : http://www.marketgraph.nl/gallery/

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