F1SL Season 9

Talk it up about competitions, cups, races, and tournaments.

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Mike Nike
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Post by Mike Nike » Tue Feb 28, 2012 2:06 pm

misterpom wrote:Mike's time (30.850) is way better and sick as usual haha.
http://www.youtube.com/watch?v=mnTa_RqF ... ature=plcp

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30.584 Mike Nike

Tijny
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Post by Tijny » Tue Feb 28, 2012 2:24 pm

Mike Nike wrote:
misterpom wrote:Mike's time (30.850) is way better and sick as usual haha.
http://www.youtube.com/watch?v=mnTa_RqF ... ature=plcp

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Damn, majorly sick lap in that video, but bad line total in the last 3 corners. :P I guess that's where you got him, haha. :)

edit: Also, appears I was wrong about the fuel efficiency thing, the game just checks if the accelerate button is pressed, not if the car is actually accelerating. Maybe that could be considered a bug in the game, not sure though.

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shyguy1001
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Post by shyguy1001 » Tue Feb 28, 2012 2:54 pm

Oh shi- lets hope Mike doesn't win, I don't have enough time to wank to those speeds I don't think.. 30.856 is so far my fastest, but I guess I haven't done much more than 30 laps yet.. f***

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pablinho15
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Post by pablinho15 » Tue Feb 28, 2012 2:58 pm

30,742 in Albert Park.

ex: Perfect lap = .5

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Whiplash
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Post by Whiplash » Tue Feb 28, 2012 3:12 pm

Tijny wrote:edit: Also, appears I was wrong about the fuel efficiency thing, the game just checks if the accelerate button is pressed, not if the car is actually accelerating. Maybe that could be considered a bug in the game, not sure though.
We should make a test. Maybe it's the same in real life too. :P
Btw, now you can easily see why I asked so many times about bigger number of rot-images. Well, even if there is only one image, it's rotated only in 64 steps to complete the circle which is pretty bad if you want to have a car from real life. Length and wideness of default cars are almost 1:1 so they don't look that bad on the rode. But realistic cars are sometimes in proportion of 2:1 and 3:1, which makes them looking really bad on the track (especially when they're not sliding). I mean, they look nice while the're not moving left-right; otherwise they have really bad accuracy and their movement is not smooth enough.
That problem is especially big while we playing "battle mode" with missiles. Sometimes it's just theoretically impossible to hit somebody who's distanced and positioned in specific angle to you.
Just imagine how nice it would be to have 360 images in a circle instead of patetic 64. Ande said that he didn't have any specific reason to set it in 64 except to have easier way to get the car in line to pure direction of "up-down-left-right". But that reason made many problems on the tracks (especially those ones with unusual curves and those ones which are photoshoped); there you just can't get the car in line with the track and you have to make many corrections just to stay on straight line where you suppose to be relaxed. :wink: On the other way, we don't have any advantage of pure "up-down-right-left" directions.
I really think that 360 images would make big improvement to the game.
Maybe it could be even made like optional option. Car maker could decide how many images his car will be spinning on. :wink: Otherwise 360 is way batter than 64.

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Post by Del » Tue Feb 28, 2012 6:00 pm

Whiplash wrote:
Tijny wrote:edit: Also, appears I was wrong about the fuel efficiency thing, the game just checks if the accelerate button is pressed, not if the car is actually accelerating. Maybe that could be considered a bug in the game, not sure though.
We should make a test. Maybe it's the same in real life too. :P
Seems if you press the clutch, brake and throttle pedals (or just brake and throttle) all at once you would use lots of fuel while if you only use use the brakes you'll get engine braking and use no fuels. Fortunately braking isn't more effective with engine braking though :D
Whiplash wrote:Btw, now you can easily see why I asked so many times about bigger number of rot-images. Well, even if there is only one image, it's rotated only in 64 steps to complete the circle which is pretty bad if you want to have a car from real life. Length and wideness of default cars are almost 1:1 so they don't look that bad on the rode. But realistic cars are sometimes in proportion of 2:1 and 3:1, which makes them looking really bad on the track (especially when they're not sliding). I mean, they look nice while the're not moving left-right; otherwise they have really bad accuracy and their movement is not smooth enough.
Quirks like this are part of TS and IMO it's nice to be able to be certain that once you're going straight along the edge of the track (on the very last pixel for example) you won't have to correct your course and will stay on track.
Whiplash wrote:That problem is especially big while we playing "battle mode" with missiles. Sometimes it's just theoretically impossible to hit somebody who's distanced and positioned in specific angle to you.
Get closer then! And even having 360 rotational positions won't really help because you'll still have to stop turning at exactly the right time. This would likely be so difficult that you'd have to be camping to benefit. More power to campers?

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dede
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Post by dede » Tue Feb 28, 2012 6:10 pm

Whiplash wrote:I really think that 360 images would make big improvement to the game.
Weird, I always considered it pretty useless, instead. Rot-images change the way car is displayed in rotation, but it does NOT affect the way cars curve. It's all about the steering setting on car definition. Try setting it to a very low value, then it should be possible to control the steering better (using all angles in battle mode).

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Post by Tijny » Tue Feb 28, 2012 6:35 pm

Whiplash wrote:We should make a test. Maybe it's the same in real life too. :P
I understand your sarcasm, but it's a bit misplaced. In a real car, if you press the brake and accelerator pedal at the same time, power still gets sent to the wheels (unless you press the clutch too) and the car doesn't brake as fast. However, if you do that in TS, the car will just brake at the usual speed regardless of whether you're pressing the accelerator. Bottom line, it's pretty stupid to compare it to real life.
Btw, now you can easily see why I asked so many times about bigger number of rot-images.
[blah blah]
Del described it perfectly (and dede is completely wrong): if there are 360 possible rotations instead of 64, you'll actually be doing a lot more corrections because it would just be too hard to get the right rotation. At least the way it is now, it's easy to get your car aligned as long as the straight is at a suitable angle.
And dede, let me just say that you're wrong again. You can test it with an AntiSlider: if your car is at a "straight" angle, it will always go exactly in that direction regardless of what the internal rotation in the game's memory is. But you know this. Would look pretty stupid otherwise. :)

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pablinho15
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Post by pablinho15 » Tue Feb 28, 2012 7:14 pm

pablinho15 wrote:30,742 in Albert Park.

ex: Perfect lap = .5
30.539 :D.

P/D: "Btw, now you can easily see why I asked so many times about bigger number of rot-images.
[blah blah]"


Exactly.

In mro,when it was changed from 64 to 360,is able to play much better and commit many fewer errors. (almost none in 20 minutes of race)

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Whiplash
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Post by Whiplash » Tue Feb 28, 2012 8:11 pm

Tijny wrote: if there are 360 possible rotations instead of 64, you'll actually be doing a lot more corrections because it would just be too hard to get the right rotation. At least the way it is now, it's easy to get your car aligned as long as the straight is at a suitable angle.
Nope. You just didn't imagined that correctly. I'll help you: :wink:
If you get 360 rotational steps and you're on the edge of the track, you will be able to miss 6 degrees (360/64) and you will still be on the track. So, those 6 degrees more you'll use to specify exact direction that you need.
Now (64 images), you're immediately going on the grass in that situation, cause you don't have those 6 optional degrees more; you can only chose: grass or moving out of perfect line.
pablinho15 wrote:Exactly.
In mro,when it was changed from 64 to 360,is able to play much better and commit many fewer errors. (almost none in 20 minutes of race)[/b]
See. It's not needed to be an Einstein to predict that advantage. :wink:
dede wrote:Rot-images change the way car is displayed in rotation, but it does NOT affect the way cars curve. It's all about the steering setting on car definition. Try setting it to a very low value, then it should be possible to control the steering better (using all angles in battle mode).
huahue, T said it well. With different settings you can only change speed of rotation, not also number of rotation steps. :wink: It's always 64.
Last edited by Whiplash on Tue Feb 28, 2012 9:11 pm, edited 1 time in total.

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shyguy1001
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Post by shyguy1001 » Tue Feb 28, 2012 8:24 pm

Recording server is up, 2 lap races of all dry tracks to record clips for SlidersTV promo video :)

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Pingu
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Post by Pingu » Tue Feb 28, 2012 8:52 pm

Man Pablitos English is just google translate lol?

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Post by Del » Tue Feb 28, 2012 11:41 pm

Whiplash wrote:If you get 360 rotational steps and you're on the edge of the track, you will be able to miss 6 degrees (360/64) and you will still be on the track. So, those 6 degrees more you'll use to specify exact direction that you need.
Now (64 images), you're immediately going on the grass in that situation, cause you don't have those 6 optional degrees more; you can only chose: grass or moving out of perfect line.
If you have 360 directions of movement it's much harder to drive a perfect line most of the time. Now you can easily drive the straights which are angled at one of the 64 angles on the very edge (2 tyres off the track). If it was 360 it would be much harder to stop turning at precisely the right rotation to match the track and you would end up on the grass without even noticing it. Here's a picture of the current F1 car rotated counterclockwise by 1, 2 and 3 degrees and blown up by 10. Can you tell the difference between the first and second cars (from the left)? Could you do it if it wasn't so heavily zoomed in? Yet they'd be going in different directions.

We can actually test if you could choose the perfect rotation: edit TSE-F1 to turn six (or 360/64) times as fast as it currently does and try to hit the very last pixel on a perfectly vertical or horizontal straight on an F1 track (Morlund main straight for example).

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pablinho15
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Post by pablinho15 » Wed Feb 29, 2012 12:54 am

i'm in.

There are places?

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Whiplash
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Post by Whiplash » Wed Feb 29, 2012 1:33 am

Del wrote:If you have 360 directions of movement it's much harder to drive a perfect line most of the time. Now you can easily drive the straights which are angled at one of the 64 angles on the very edge (2 tyres off the track). If it was 360 it would be much harder to stop turning at precisely the right rotation to match the track and you would end up on the grass without even noticing it. Here's a picture of the current F1 car rotated counterclockwise by 1, 2 and 3 degrees and blown up by 10. Can you tell the difference between the first and second cars (from the left)? Could you do it if it wasn't so heavily zoomed in? Yet they'd be going in different directions.

We can actually test if you could choose the perfect rotation: edit TSE-F1 to turn six (or 360/64) times as fast as it currently does and try to hit the very last pixel on a perfectly vertical or horizontal straight on an F1 track (Morlund main straight for example).
No, no. You just didn't understand what 360 steps of circle will bring to us.
You have whole 6 degrees (steps) to miss and nothing will happen to you, you will not even notice it. Now you don't have them; there is nothing between 1 and 2 step (image), so you have to pick one of them. When you have those 6 extra steps, you could pick any of them (you can miss for even 5 degrees) and nothing will happen drastically to your line. Now when you miss only 1 step, you actually missed 6 degrees and that is to much on many tracks.
With 360 steps (images) it's needed only to make that car is spinning 6x faster. Cars moving will be perfectly smooth and precise just like it should be. You didn't imagined whole situation good enough.
The test that you're asking for is just based on the wrong logic. It's not about speed of spinning, it's about having more images of circle. Even if I make that car is rotating 6x faster, there will still be 64 steps (images) in the circle only. To make a test, 360 steps (images) is needed at first, and that's impossible to do without changing the game source. I can make 360 images of circle, but the game will still understand it like 64.
360 steps of circle would make even Spinner perfectly accurate. :wink:
Each player will be able to pick more unique driving line than he can now. Now we can be sure that on many parts of some track we all pick exactly the same degree. That's just because we can't use another (which is patetic total). With more images it would be almost impossible to hit exactly the same degree every next lap (just like in real life), and you will still stay on the track without even noticing any difference.
3D games uses totally different technology, but you can still understand that there is also some limited number of images in the circle. Modern games like GT5 and Forza 4 uses engines that can produce probably few 10000 images in one circle. So, what would you say there? :) You would say that in GT5 is impossible to hit the right angle too? huehauheu
Totally opossite, more images=more accuracy.

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Post by shyguy1001 » Wed Feb 29, 2012 1:47 am

pablinho15 wrote:i'm in.

There are places?
My advice to you is to turn up at the server and see. It could be quite full, but you might be able to get a car.

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Post by pablinho15 » Wed Feb 29, 2012 2:27 am

shyguy1001 wrote:
pablinho15 wrote:i'm in.

There are places?
My advice to you is to turn up at the server and see. It could be quite full, but you might be able to get a car.
ahhhhhhh.ok np.

Good luck :?

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Post by Wokinger » Wed Feb 29, 2012 7:51 am

shyguy1001 wrote:
pablinho15 wrote:i'm in.

There are places?
My advice to you is to turn up at the server and see. It could be quite full, but you might be able to get a car.
It's possible that limit of players will be less than 20.

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Post by Del » Wed Feb 29, 2012 8:33 am

Whiplash wrote:You have whole 6 degrees (steps) to miss and nothing will happen to you, you will not even notice it.
So you want 360 images with only 64 directions to go? Am I the only one to think it would be a horrible idea to actually have a car pointing somewhere they're not going?

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Post by Mike Nike » Wed Feb 29, 2012 8:40 am

Wokinger wrote:It's possible that limit of players will be less than 20.
if thats because of lag, i could likely host too. though i dont know for sure if people have lag if my server has 20 players.

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Post by Jan » Wed Feb 29, 2012 10:12 am

Del wrote:
Whiplash wrote:You have whole 6 degrees (steps) to miss and nothing will happen to you, you will not even notice it.
So you want 360 images with only 64 directions to go? Am I the only one to think it would be a horrible idea to actually have a car pointing somewhere they're not going?
No, he means that the difference would be so little that you'll stay on your racing line well enough whether or not you're in a perfect angle. Anyway, if there would be 360 images and the rotation would be 6 times faster, it would only make it more likely that you won't find a perfect angle. It will add more angle alternatives but they'd be harder to hit. So driving perfectly would be harder but if mastered it gives more possibilities. I'm happy with 64 images.

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Post by Whiplash » Wed Feb 29, 2012 11:14 am

Del wrote:So you want 360 images with only 64 directions to go? Am I the only one to think it would be a horrible idea to actually have a car pointing somewhere they're not going?
I want 360 images for 360 directions. Now you have 64 images for 64 directions. It's not hard to make 360 images (you only need a Gimp or Photoshop for that). The problem is that we don't have 360 directions to go (that can be done only by one software - Ande).
Jan wrote:Anyway, if there would be 360 images and the rotation would be 6 times faster, it would only make it more likely that you won't find a perfect angle. It will add more angle alternatives but they'd be harder to hit.
Wrong again. Nothing will be changed about hardness. Sure, you will harder hit the perfect angle, but you need to know that you'll have many perfect angles this time. You will have free room to miss even 6 directions and you will still think that it's the one you desired.
Jan wrote:So driving perfectly would be harder but if mastered it gives more possibilities. I'm happy with 64 images.
I could agree with that just from one point of view. Sure, it will be harder to drive perfectly, but at least you will have possibility to do that. Now you can't drive perfectly even theoretically. With 360 rotation directions you will get new level of perfection which is much more higher than it is now. Each driver would have more unique driving line which is more realistic. Just imagine, between 1st and 3rd image now you have only 1 more image (which is 3 overall). In my case you would have even 16 images there (18 overall). Even with faster rotation it will be harder to miss all those 16 images than that 1 with slower rotation as it is now.
Btw, maybe we should stop discuss about it here. I feel like I'm spamming. :P

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Post by Pingu » Wed Feb 29, 2012 11:31 am

shyguy1001 wrote:
pablinho15 wrote:i'm in.

There are places?
My advice to you is to turn up at the server and see. It could be quite full, but you might be able to get a car.
How does it work? If someone doesnt show up someone else can take his Mclaren... and then next race the Mclaren driver shows up??

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Post by Del » Wed Feb 29, 2012 11:44 am

Whiplash wrote:Sure, you will harder hit the perfect angle, but you need to know that you'll have many perfect angles this time. You will have free room to miss even 6 directions and you will still think that it's the one you desired.
1. There can't be more than 1 perfect angle (on a straight anyway).
2. 360 images still don't guarantee that you can hit the perfect angle.
3. Here's a 5-pixel wide red line rotated 1 degree counterclockwise on an 8x200 black background. As you can see, the red line is not in line with the background. Let's say the green line in this picture is the track edge; on the left you have grass and on the right you have tarmac. The yellow line you can barely see at the very top and bottom of the picture is the centre of the red line. This decides if the car is on the grass or tarmac (like the pat of a TS car). Even with only 1 degree of rotation you can still go on the grass. You can't miss 1 direction, let alone 6.

The point of the F1 car that turns 6 times as fast was to illustrate the difficulty of hitting just the right degree of rotation as would be required with these cars. If you can find the perfect rotation from the 64 possible when the car turns 6 times as fast you can hit the perfect rotation with 360 images.

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Post by Pingu » Wed Feb 29, 2012 12:59 pm

Stop arguing with that Whiplash, he even suggested to make the turboslider cars not turning if you weren't moving lol. Things like that are the fundamentals of turbosliders.

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