It is indeed a good price... But might I ask what is wrong with bumpdrafting the XRT or XFG on Blackwood? That's one of the tracks I ALWAYS bumpdraft on, because even with lag it's relatively safe to do on that long straight.
Especially in the slower cars the advantages are huge.
Only to find out it doesn't fit onto todays graphics adapter's RAM...
It's going to be a huge model, but the texturing doesn't necessarily have to be a particularly huge task... There's like 16 different trees, 8 types of armco, 6 grasstype patches, 6 dirttype patches, 5 types of asphalt, 156000 different types of writing on that asphalt, and 6 colors of kerbing. Add some billboards, and some housing, and the ring is bigger than what we currently have, but not monstrously huge.
Of course we won't be able to do anything with the replay itself outside of LFS, even if it IS a frame by frame state file at 36fps... But it would help greatly if we were able to get stats from the MPR files directly, rather than having to actually 'play' the entire race and use in/out sim packets. Not only would it help US users, but it would help LFS as a platform for tournaments/seasons in online racing... Just look at some of the NASCAR 2003 Season standings... at the moment it's impossible to create something like that in LFS without having to watch the entire replay over and record the info realtime in a side app at the risk of losing some data. Moreover the replays themselves and therefor the resulting video output would be a lot smoother because it's easier to interpolate and smooth movement if the data further up in the replay can be read ahead and taken into consideration.
not true... Only if the data is used 1:1... However... LFS does far more than just translate the incoming data to something on the screen, it actually calculates all the physics for each car until the next packet arrives... So it may just be the PC that's stressed with 20 cars of physics calcs.
a) center of gravity of the car pointing through the middle of the hood... and at a straight angle of that to the right, and the third axis goes from the COG straight through the roof towards the heavens. All of them are fixed on the car, not the world. <-- that's in fact the force vectors... Heading pitch and roll relative to the cars 0 (stationary) point should be derived from that, I suppose.
b) As far as I can tell now, yes, or something really much like it... I have yet to do some testing. The length of the vectors is just what we need to find out to get useful information. See it like the vector points from the lower left point of a box to the upper right corner of the same box... If you know the size of the sides of each face of the box, you can draw up a triangle that precisely cuts the entire box in half, and calculate it's longest edge's length (which would be the length of the vector).
Say: X, Y, and Z are 1, 3, 5 respectively... That would mean that you can get the length of the vector A (which points to X, Y)... Knowing that one you'd be able to get the XYZ vector (which is simply the length of the final unknown length of the 0 -> X,Y -> Z triangle, which is Z -> 0)...
Yeah, I'm not a math teacher for a very good reason... Does this make any sense?
@ Victor:
Thanks... Not sure what it means yet, but I'll get it sometime real soon.
The problem is neither winAmp nor ITunes...
The problem is indeed (as mentioned) the power management working on the harddrive... It's a common problem, and can only be (partially) fixed by turning off ALL power management in both Windows and the BIOS. If it doesn't work then, all you can do is copy the music back to the internal drive.
That was done on purpose... This has the same effect as the so-called "high-nose bug". The downforce it still generates pushes the car forward.
To get the wing to produce lift it would have to have a much higher AoA (Angle of Attack)... So much that the air doesn't stick to the topside of the wing, which doesn't seem the case here. (in airplanes, if this happens the wings would stall, and it would come down like a ton of bricks)
Very nice pics Tristan, and it sounds like you had a blast... Would love to see a comparison with LFS for some of the dodgier parts of the sim (like indeed the high-nose problem, and the losing and gaining grip tire physics).
Are you old enough to get drunk? Then you're too old to talk like that... If you're young enough to talk like that, you're too young to get drunk...
Either way, you're in trouble mister!
Seriously answering the TS now:
No, it cannot be done, may not be done, and will not be done by anyone here until the devs give the green light...
Merry Christmas, though.
Alright... If you want me to have a look, post all the network settings on the dedicated server machine, and tell me exactly what kind of virtual network software you're running... Also include the configuration info from your router (make sure you delete any passwords from that, please).
I may not know much, but there hasn't been a network setup I've been unable to get to work (except my own at home, of course, but that's because I'm lazy).
PS: Maybe a good idea to change the IP addresses from what you use to something else too when you post them here... Never trust anybody on the internet.
I never thought that would be mine either, until I installed frikking Madden NFL 2006 (which doesn't work on 2 screen at all, just crashes), and all of a sudden I did have my 1600x1200 back... I started thinking after that
Yes. But without the actual lake... So a former salt lake
Actually that's a GREAT idea... Just a HUGE slab of white asphalt to mimic salt, 4 objects on each side for boundaries, and 65532 placeable objects for Autocross heaven! (first one to use all the objects in a functional manner wins a free S3 voucher)
Nice vid Vendetta... I've been thinking up videos myself, but can't be bothered to do them, because I want them to be perfect... Which is never gonna work