I think the Dutch Supercar Challenge mandates one pitstop. DTM also mandates at least 2 pitstops, and they have to change at least one tire.
GP2 Series has a mandatory pitstop. A1GP has a mandatory pitstop in the feature race. Want me to continue?
I disagree on your vision about pitstop strategy, too.
I have setups that last 30 laps, and I have setups that last 15 laps, both fuel and tire wise. Of those setups, about 70% of the 15 lap setups are actually faster over 30 laps including a fuel and tire pitstop than the 30 lap pitstops, because of the tirewear. Whereas I can maintain a steady 1:35.0 average laptime over 30 laps on the 15 lap sets, I can only manage a 1:36.4 average with the 30 lap set (this is an example, not telling you how fast I actually am). That's 30 * 1.4 seconds per lap. That's 42 seconds to make a pitstop and still be faster.
Also, most damage happens in the first lap of the race. So if you're gonna get damage before your pitstop, it's most likely going to be there before you finish lap 1. It is a bit of a gamble, but I think it is a good gamble to wait at least 3 laps with pitting. If you're going to get damage that takes a long time to repair it will affect handling anyway, so it may even be better to wait with the pitstop until you're no longer in traffic. Just so that in case you do get damage you won't lose extra time having to make an extra pitstop.
Pitting after lap 1 will give you the advantage of not having traffic for a while. But being at the back of the field gives you added danger of running into stranded cars. Especially with the no shift-s or reset car rules, the amount of spun cars that will be limping to the pits will be high. If you're by your onesies running at full speed, you might get overlooked by someone, or simply miss that one spinner that's trying to get back on track, and you're damaged again. Add to that the fact that your free run will be over once the others start to pit, and you find yourself in traffic once again.
They would... For each individual it would look like that person's skin...
So if I named my skin the same as yours, my skin would show up as yours on your PC and yours would show up as mine on mine.
You weren't wearing anything purple couple of weeks ago, were you?
We will, we will, rock you (dusseldorfers now going "sch***s galaxy!").
Oh... Wrong kind of football :P
That's not football's problem, that's your english problem...
[generalization]
Ask anyone who's ever been on a vacation when there were english people there, and they'll all come with the same basic description:
"They get there, get thrashed, lie in the sun for way too long so they'll get immense sunburn, you don't see them during the day for 2 weeks, but they come out and swarm the bars and get loaded at night, and then they go home."
Basically, the alcohol problem is because you are genetically unable to drink large amounts without turning into idiots.
Check the schedule for "3D Motors"... That's a racing game review program in which they review all kinds of racing games... And yes, Live For Speed (S1) has been reviewed by them a long time ago.
Are they quoting "Angels and Demons"? (I know because the fax he is turning 180 degrees is actually on the side of my computer case in plexiglass and illuminated). That actually IS a very inventive way... But hasn't been given too much thought.
Eric? He's waiting for us to finish texturing the tracks properly... Then starts sending us updated versions of his tracks, and asks us to texture them . I wouldn't mind that at all, gives him more time to model the tracks.
I'm currently working on high-res textures for Westhill (should be acceptable for release sometime next weekend). You can read the other thread if you wanna see some WIPs.
Of course, I'm of the opinion that Westhill needs to be lighter, because it's an old-style track back when they were using a lot more concrete for surfaces.
By the way... I don't mind you making Westhill textures... I think some other tracks need better textures too (in fact, all of them), so I'll be doing those too. I AM however of the opinion that you should post unedited pics, so the realistic look is not due to any filtering in Photoshop.
There's a couple of things that I'm afraid of with your textures, Honey.
1) The amount of grains in it will make it glitter like mad when there's no AA/AF filtering... And will show a lot of mipmapping artifacts in the distance.
2) The white lines are too perfectly white... They really need to be multiple shades of grey.
I would suggest you select a range of grey colors from the texture (so you select about 70% of the texture) and make that 1 uniform grey color. The imperfections you create later on will make it look real anyway.
That is not the purpose of a UPS... You have it manage a "clean" windows shutdown, by sending all processes a shutdown command and then shutting down windows gracefully after a preset time. If the Master server can be gracefully shut down while cleanly disconnecting from the hosts, then this wouldn't be a problem. And since the Master Server is at Scawen's house, I doubt it would require anything heave... An APC Smart-UPS 1000 would do.
As a rule of thumb we could use the amount of people "clearly remembering Scawen saying so"... I'd say 4 would do it... In fact, I remember Scawen or Victor saying back in the pre-S1 days that development would go something like this:
S1 - Basic simulator done. Physics and graphics engines in place but not nearly finished. Game engine working and playable.
S2 - Physics engine finetuned, racing rules and classes defined. (maybe a rally stage patch during the S3 development).
S3 - Physics engine update with more variables (like weather), Eyecandy implemented (including backfires), Sound engine finalized.
S3+ - Updates to the LFS engines, possibly modding tools released.
"The last time anybody made a list of the top hundred characterattributes of New Yorkers, common sense snuck in at number 79.....
When it's fall in New York, the air smells as if someone's been frying goats in it, and if you are keen to breathe the best plan is to open a window and stick your head in a building."
The problem is not so much that he did it... It is how he did it...
Even if it was not deliberate, it was a stupid move that he knew would have people frowning. It's not like Ferrari have a shortage of parts, so what he should've done was simply hit the barrier and break the front wing. That way it would've been much less controversial.
That was a fun race... I was cheering for Danica right up until 10 laps to go... Then figured it was an Andretti's time to win, so cheered for both of them.
And that's what makes a great champion: Letting the other guy pass because you want to win fair... I would probably crashed Hornish and slid across the line in first Just hook your front wheel around his nose, and let it slide.
Edit: Never mind... But I wonder if her sister is still available
I'm slowly starting to realize that anyone creating high-res textures for use on racing tracks in a certain game we all play has serious mental problems (or will develop them soon enough)... But I'm having fun doing it...
I'm using 4096 sized textures at the moment because that's what I'm using for the originals (which are partly upscaled from lower res textures, including Eric's originals for luminosity layers) and I can't be bothered to downscale them everytime... But there's absolutely no noticable loss in quality when going from 4096 to 2048... Not unless you put a camera straight down at 2ft high, anyway.
There is almost no drop in framerate as of yet, but I haven't done extensive framerate testing... A bigger concern will be the filesize... 4096x4096 = 16MB per texture... I'm afraid that's going to be a problem (and according to the file info that is without mipmaps and using DXT3 compression).
There is repetition at this point... But that's mostly due because of strange mapping in the texture itself. I need to clean that up.
This is turning out to be more work than I initially anticipated, but I love doing it
Up next is the other grass textures... Good thing is that the grass I'm using for a base is almost infinitely tilable with very little cleaning up to do afterwards. All I need to find is some good tiretracks, and different types of dirt.
I'm afraid this is kinda what will have to do until Eric remaps the track sides on the other side of the track so they both transition from grass to tarmac at the same width. It looks kind of funky with dirt on one side of the track.
This texture is 4096, and needs to be cleaned up a lot (there's visible lines on grass transitions) but it gives a basic idea.
The problem is not in the size of the texture, but in the mapping that's being done with it... I'm working on resizing it, and it's getting better
In fact, Eric's textures have the exact same problem, but it looks less shaky up close because there's so little detail in them... It's virtually impossible to see which pixel goes with which strand of grass. And then there's the obviously shoddy mapping on the hillsides which has really huge strands of grass even in the original...
Rest assured though, that I will be keeping you all updated on the progress... As soon as I have something worth showing you, I will.
Not that I know of, but the filenames are mostly consistent...
AC_* = Autocross
AST* = Aston
BW* = Blackwood
City* = South City
CTY* = South City
GW* = Aston (originally named Greenwich?)
HGA* = Kyoto
JA* = Fern Bay
KYO* = Kyoto
RALY* = Blackwood
WST* = Westhill
The other textures seem to be global textures. linesALPHA.dds, for instance, is used as the pit markings on every track.
Some of the textures may be used on different tracks though.
That's the problem I've mentioned a couple of times before (and aswering your question)... There are mapping issues on the models that cause the texture covered area to have different sizes... So, yes, sometimes the area is 6x6m, but a few meters further down the track it's 12x12m.
Part of the funny look is the color... That'll change. Part of it is probably the size, so I'll change that too...
Here's a screenshot of the weird mapping you get at times.
The sky never bugged me like the closer textures did... I won't make high-res sky textures, since I know you did those... And I'll be using those when mine are done