TurboSliders.com F1 League 2012 Edition
Moderator: Forum Moderators
Yeah right, then next week you're gonna lap the 2nd placed driver.. twice!dede wrote:Great race and track indeed. I had big troubles with learning the track, but after first stint everything went better. I couldn't get better position, so I'm happy with it. Unluckily I'm not ready to compete with Tijny yet, I lack consistency and speed.
The way I would (WILL!Etmil wrote:The downside is that they take up major image file data so I have to come up with new ideas all the time as to how I could make everything fit into dede's major 2 mb track size limit.
damn, this looks so sweet 
Message: <Server admin> STARTING GRID:
Message: <Server admin> 1. [x] Mike Nike (34.898 - 65%)
Message: <Server admin> 2. [F***] Pablinho (34.929 - 31%)
Message: <Server admin> 3. Pingu (35.106 - 36%)
Message: <Server admin> 4. [FUN] Lanz (35.113 - 37%)
Message: <Server admin> 5. [+] dede (35.258 - 30%)
Message: <Server admin> 6. [+] Eddie (35.265 - 61%)
Message: <Server admin> 7. [iR] Etmil (35.366 - 33%)
Message: <Server admin> 8. JonnO (35.385 - 29%)
Message: <Server admin> 9. Popowitch (35.510 - 42%)
Message: <Server admin> 10. [x] Whiplash (35.552 - 58%)
Message: <Server admin> 11. Wokinger (35.710 - 51%)
Message: <Server admin> 12. Matic (35.749 - 43%)
Message: <Server admin> 13. Szymek66 (35.810 - 32%)
Message: <Server admin> 14. Mrtn (35.918 - 38%)
Message: <Server admin> 15. [fS]Jan (36.263 - 41%)
Message: <Server admin> 16. Ciokkos (36.512 - 7%)
Message: <Server admin> 17. yabadaba (36.641 - 34%)
Message: <Server admin> 18. stummihouse (36.996 - 23%)
Message: <Server admin> 19. Sam (37.385 - 31%)
snailing in front of tijny was the right verb for the race though..
i think i realized soon tijny was stopping to repair car etc, but didnt remember any settings, like the super short repairtime and the relative massive slowdown by damage compared to fuel etc..
also compared to f1sl pitslowdown was way lower and the pit was kinda short...
i felt im getting ugly slow due to damage and repairing might be a good idea, but going for the good old 1stopper-loljoke as a test/comparison was just fine for a testrace i guess.
ehm...a question i got here:
does the damage you get by road terrain differ from track to track or did we decide for a standard? because in f1sl it partly was twice as much as another track...
Message: <Server admin> STARTING GRID:
Message: <Server admin> 1. [x] Mike Nike (34.898 - 65%)
Message: <Server admin> 2. [F***] Pablinho (34.929 - 31%)
Message: <Server admin> 3. Pingu (35.106 - 36%)
Message: <Server admin> 4. [FUN] Lanz (35.113 - 37%)
Message: <Server admin> 5. [+] dede (35.258 - 30%)
Message: <Server admin> 6. [+] Eddie (35.265 - 61%)
Message: <Server admin> 7. [iR] Etmil (35.366 - 33%)
Message: <Server admin> 8. JonnO (35.385 - 29%)
Message: <Server admin> 9. Popowitch (35.510 - 42%)
Message: <Server admin> 10. [x] Whiplash (35.552 - 58%)
Message: <Server admin> 11. Wokinger (35.710 - 51%)
Message: <Server admin> 12. Matic (35.749 - 43%)
Message: <Server admin> 13. Szymek66 (35.810 - 32%)
Message: <Server admin> 14. Mrtn (35.918 - 38%)
Message: <Server admin> 15. [fS]Jan (36.263 - 41%)
Message: <Server admin> 16. Ciokkos (36.512 - 7%)
Message: <Server admin> 17. yabadaba (36.641 - 34%)
Message: <Server admin> 18. stummihouse (36.996 - 23%)
Message: <Server admin> 19. Sam (37.385 - 31%)
snailing in front of tijny was the right verb for the race though..
i think i realized soon tijny was stopping to repair car etc, but didnt remember any settings, like the super short repairtime and the relative massive slowdown by damage compared to fuel etc..
also compared to f1sl pitslowdown was way lower and the pit was kinda short...
i felt im getting ugly slow due to damage and repairing might be a good idea, but going for the good old 1stopper-loljoke as a test/comparison was just fine for a testrace i guess.
ehm...a question i got here:
does the damage you get by road terrain differ from track to track or did we decide for a standard? because in f1sl it partly was twice as much as another track...
But those would still be new tiles that take up image data..Tijny wrote:The way I would (WILL!Etmil wrote:The downside is that they take up major image file data so I have to come up with new ideas all the time as to how I could make everything fit into dede's major 2 mb track size limit.) do it is to make a track image the normal way, and make the run-off areas using custom tarmac tiles that you place in the editor. Could use the default tarmac textures or make some yourself, whatever suits your fancy, fact remains that the filesize will be much smaller than the way you did it now.
True, but a tarmac tile like that should only take up about 50kB of space, and if you use the default tarmac textures you only need a pattern file at ~1kB. Whereas on your track, the runoff areas are easily an additional 500kB.Etmil wrote:But those would still be new tiles that take up image data..
Well, I think it'll be a fixed value. The energyloss terrain setting doesn't support floating point numbers, only integers, and seeing as the setting we normally use is 1, there's not much room to play with it. And there you also have the f1sl thing explained, the only way to increase it is to double it.Mike Nike wrote:ehm...a question i got here:
does the damage you get by road terrain differ from track to track or did we decide for a standard? because in f1sl it partly was twice as much as another track...
hmm...funny typo, broWhiplash wrote:I just got a massage on MSN:
"HI DUDE REIROM HERE SIG ME IN FI LEAGUE I AM BACK TO TS....."
so, if that is a signup by rei, i wonder if he is (still) banned or something?
@etmil
nice track by the way, i didnt like some parts though where i kept on driving through grass and messed up my lap and might have got more damage, but basicly it was a nice track for getting an advantage if you are skilled enough.
only problem was the lack of overtaking possibilities.
and sry etmil in race, i might have overtaken you there unfair (i probably thought that red car was 1 lap behind with lower fuel or so)
@all
in some situations i wasnt sure if i blocked legally or not, so i partly just let it go and let someone pass or skipped to take a blocking line.
Thanks. Yeah well grass inside corners was basically dark sand pattern.. I only exchanged the characteristics so I could use a different look. So if you consider that, then most TSE tracks have dark sand in the insides of all turns. Maybe this should be changed, though, according to the speed of the turn (dark sand in low speed bends so you wouldn't attempt to cut it, light sand in high speed bends so you wouldn't get glued to it and lose too much time). Kind of makes more sense, but don't know for sure. From how I see it, kerbs are always wide enough so if you use them accordingly, you shouldn't have any problem. It's also a matter of consistency, I guess - have to admit that I also went on the grass inside turn 4 during the race.. and quite a lot (when I was fighting with Pingu!).Mike Nike wrote:etmil
nice track by the way, i didnt like some parts though where i kept on driving through grass and messed up my lap and might have got more damage, but basicly it was a nice track for getting an advantage if you are skilled enough.
only problem was the lack of overtaking possibilities.
and sry etmil in race, i might have overtaken you there unfair (i probably thought that red car was 1 lap behind with lower fuel or so)
@all
in some situations i wasnt sure if i blocked legally or not, so i partly just let it go and let someone pass or skipped to take a blocking line.
Yes, my personal rule of thumb is that slowing terrain shouldn't be any slower than is strictly necessary. This means that faster corners don't need to have such slow sand on the inside like you said, but going further, the same applies for medium-slow corners followed by a long straight. "Cuttable" corners are generally hairpins and the first part of left-right combinations.Etmil wrote:Thanks. Yeah well grass inside corners was basically dark sand pattern.. I only exchanged the characteristics so I could use a different look. So if you consider that, then most TSE tracks have dark sand in the insides of all turns. Maybe this should be changed, though, according to the speed of the turn (dark sand in low speed bends so you wouldn't attempt to cut it, light sand in high speed bends). Kind of makes more sense, but don't know for sure.
Also, corner exit areas only need a little bit of slowing in order to penalize going off-track, so putting dark sand or any other kind of very slow terrain there is usually a bad idea. But you know this, since you made a track like that once and it wasn't received too well because of that.
Tijny wrote:Well, I think it'll be a fixed value. The energyloss terrain setting doesn't support floating point numbers, only integers, and seeing as the setting we normally use is 1, there's not much room to play with it. And there you also have the f1sl thing explained, the only way to increase it is to double it.Mike Nike wrote:ehm...a question i got here:
does the damage you get by road terrain differ from track to track or did we decide for a standard? because in f1sl it partly was twice as much as another track...
no
Nice new F1 season start again
2 nd Test race was good and track was awsome-last 5-6 laps i didnt feel any puttons on my right fingers haha
Jonno I'm surprised u was front of me at the end - congratulations - nice game
I just watch last race and i need to say u Eddie ,u have nice tragedy,but was u little bit too rough
this race ?
lap 2 with DeDe
lap 12 with Lanz
lap 23 with Mike Nike
lap 24 with popo(lapped but still)
???
2 nd Test race was good and track was awsome-last 5-6 laps i didnt feel any puttons on my right fingers haha
Jonno I'm surprised u was front of me at the end - congratulations - nice game
I just watch last race and i need to say u Eddie ,u have nice tragedy,but was u little bit too rough
this race ?
lap 2 with DeDe
lap 12 with Lanz
lap 23 with Mike Nike
lap 24 with popo(lapped but still)
???
Thanks!Matic wrote:nice tragedy
What was I supposed to do? I drove a bad line there but I can't make myself disappear.lap 2 with DeDe
Yes, I guess I was a little rough there. Actually I was just focusing on driving my own line, but admittedly I should be more watchful of cars just in front of me. It's hard when their cars are much slower than my own, though.lap 12 with Lanz
lap 23 with Mike Nike
Popo should just get the f*** out of the way, it's his fault that he's even near me while I'm lapping him.lap 24 with popo(lapped but still)
Nice that you would watch my whole race though, I didn't know I had a fan club.
yeah, i kinda made a mistake there in lap +-23 in front of tijny...well, no big mistake, but i drove a wide curve, quite off the optimal line, so when i gone back to the line, blocking tijny, i got bumped offroad, almost resulting in a crash.
basicly that might still count as tijnys fault...so if he would have passed me there (which he didnt, i got lucky i didnt crash lol), he probably should have let me pass
but... still i felt like having made a bit of a mistake, so i skipped trying to block him on the start straight and let him pass on the optimal line.
the overtake vs lanz in lap 13 though was a bit like mine vs etmil in lap 28, trying to get through without touch at the left side, accidently making a little touch, ending up in a bit of a weird collision, where lanz and etmils car slide weirdly.
if that happens in a season i would be fine with getting a penalty of something accurate or little worse (like i.e.: added sec to racetotaltime, where sec=average sec lost without the "unfair" overtake + 1 sec), which could be something between 2-5 sec..dunno
well..i kinda hope there wont be so many high-traffic-tracks, so: in best case long tracks with overtaking opportunities.
basicly that might still count as tijnys fault...so if he would have passed me there (which he didnt, i got lucky i didnt crash lol), he probably should have let me pass
but... still i felt like having made a bit of a mistake, so i skipped trying to block him on the start straight and let him pass on the optimal line.
the overtake vs lanz in lap 13 though was a bit like mine vs etmil in lap 28, trying to get through without touch at the left side, accidently making a little touch, ending up in a bit of a weird collision, where lanz and etmils car slide weirdly.
if that happens in a season i would be fine with getting a penalty of something accurate or little worse (like i.e.: added sec to racetotaltime, where sec=average sec lost without the "unfair" overtake + 1 sec), which could be something between 2-5 sec..dunno
well..i kinda hope there wont be so many high-traffic-tracks, so: in best case long tracks with overtaking opportunities.
If dede decides to use any, there will be 4 quite long ones from me, including a street circuit and stuff. They're all longer than Kocaeli, though.. and have more straightsMike Nike wrote:well..i kinda hope there wont be so many high-traffic-tracks, so: in best case long tracks with overtaking opportunities.
since dede asked about some tracks which he thought i made i would like to give you guys an update about my plans! so after combing trough my folders today i found 2 tracks from lux he gave me after the last League! one of those would be good enough for the new F1 league, since the other one is epic long! so atm i´m finishing Zandvoort in the editor, my 3rd track i made for PTM! after that i can start working on lux´s track and on one of mine which i have almost done in Photoshop! i´m planning to run some test races for PTM soon, probs after the SCARTS season is done, which should be in about 2 weeks! so i will have some time in the future to realize 2 tracks, because i want to watch how many guys would actually want to join before i start to make even more! i will send them to dede asap!
You are very correct, sorry about being late. Here's the partial calendar:Oompa wrote:I would like a calendar. I would like to know where we're going to race, so we can all practice. I feel that the ones responsible for the tracklist have an edge over the others, for the know in advance. Gimme!
Code: Select all
Race #01 - Sunday 04 November 2012 @ 20:00 CET
Race #02 - Sunday 11 November 2012 @ 20:00 CET
Race #03 - Sunday 18 November 2012 @ 20:00 CET
Race #04 - Sunday 25 November 2012 @ 20:00 CET
Race #05 - Sunday 02 December 2012 @ 20:00 CET
Race #06 - Sunday 09 December 2012 @ 20:00 CET
Race #07 - Sunday 16 December 2012 @ 20:00 CET
Race #08 - Sunday 23 December 2012 @ 20:00 CET
Ah, important announcement: damage repair time (100% energy refil) has been changed from 2 to 5 seconds.
Code: Select all
/set fullrepairtime 5



