Turbo Sliders - New Version

Discussion related to Turbo Sliders and beta version feedback.

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Mike Nike
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Post by Mike Nike » Wed Jun 26, 2013 1:33 am

hmm..in the end, laps probably should just be driven and marked with the flag c, w or d then. an additional server option to not mark a w-lap as b lap would be probably not needed (=less work for ande). if there is a ranking filtering the "intended driving line"-records for example, the script could look into the trk files under the option "wallbouncesdintended 0/1" or something, so they dont accidently exclude the tracks with w-laps where w-laps are intended.

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dede
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Post by dede » Wed Jun 26, 2013 6:13 am

No, it can't be track-dependent, it needs static rules on all tracks. If you want to make things easy for ande, use the suggestion I made: use flags statically basing on events and then let the server display what admin wants:
/crecords 0|1
/wrecords 0|1
/drecords 0|1

This way you can decide exactly what kind of records you allow on the server. All records get saved in the .rec file but server displays only the ones that match configuration.

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Whiplash
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Post by Whiplash » Wed Jun 26, 2013 9:41 am

dede wrote:No, it can't be track-dependent, it needs static rules on all tracks. If you want to make things easy for ande, use the suggestion I made: use flags statically basing on events and then let the server display what admin wants:
/crecords 0|1
/wrecords 0|1
/drecords 0|1

This way you can decide exactly what kind of records you allow on the server. All records get saved in the .rec file but server displays only the ones that match configuration.
Oh, this is good idea. So, if I understood well, all possibilities for the laps to look like are still:
17.756, 17.756c, 17.756w, 17.756d, 17.756cw, 17.756cd, 17.756wd, 17.756cwd.

These are some examples:
/crecords 1
/wrecords 0
/drecords 0
Display Result: 17.756, 17.756c

/crecords 0
/wrecords 1
/drecords 0
Display Result: 17.756, 17.756w

/crecords 1
/wrecords 1
/drecords 1
Display Result: 17.756, 17.756c, 17.756w, 17.756d, 17.756cw, 17.756cd, 17.756wd, 17.756cwd.

Just confirm if I got it well.

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dede
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Post by dede » Wed Jun 26, 2013 11:55 am

Whiplash wrote:
dede wrote:No, it can't be track-dependent, it needs static rules on all tracks. If you want to make things easy for ande, use the suggestion I made: use flags statically basing on events and then let the server display what admin wants:
/crecords 0|1
/wrecords 0|1
/drecords 0|1

This way you can decide exactly what kind of records you allow on the server. All records get saved in the .rec file but server displays only the ones that match configuration.
Oh, this is good idea. So, if I understood well, all possibilities for the laps to look like are still:
17.756, 17.756c, 17.756w, 17.756d, 17.756cw, 17.756cd, 17.756wd, 17.756cwd.

These are some examples:
/crecords 1
/wrecords 0
/drecords 0
Display Result: 17.756, 17.756c

/crecords 0
/wrecords 1
/drecords 0
Display Result: 17.756, 17.756w

/crecords 1
/wrecords 1
/drecords 1
Display Result: 17.756, 17.756c, 17.756w, 17.756d, 17.756cw, 17.756cd, 17.756wd, 17.756cwd.

Just confirm if I got it well.
You got how it works, but server will display only best laptime basing on configration. Example:

Laps: 17.756 17.650w 17.550d 17.440cdw

/crecords 1
/wrecords 1
/drecords 1

Record: 17.440
===========
/crecords 0
/wrecords 1
/drecords 0

Record: 17.650
===========
/crecords 0
/wrecords 0
/drecords 0

Record: 17.756

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Whiplash
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Post by Whiplash » Wed Jun 26, 2013 12:54 pm

dede wrote:You got how it works, but server will display only best laptime basing on configration. Example:

Laps: 17.756 17.650w 17.550d 17.440cdw

/crecords 1
/wrecords 1
/drecords 1

Record: 17.440
===========
/crecords 0
/wrecords 1
/drecords 0

Record: 17.650
===========
/crecords 0
/wrecords 0
/drecords 0

Record: 17.756
There is a problem with that. The lap times should be marked by letters always, no matter what configuration we picked.
So, with your example it should be like this:
Laps: 17.756 17.650w 17.550d 17.440cdw

/crecords 1
/wrecords 1
/drecords 1

Record: 17.440cwd
===========
/crecords 0
/wrecords 1
/drecords 0

Record: 17.650w
===========
/crecords 0
/wrecords 0
/drecords 0

Record: 17.756

Server is never hiding letter "c" even now. If you set "Collisions Allowed" it still shows recs as 17.650c, not like 17.650 only - as you suggested. That way we always know how some lap is reached, no matter if it's showed or not. So, laps should be always and permanently marked, and we would just decide to allow them or ban them. Otherwise, I still see possibilities to present some rec as clean, even if it wasn't in fact. Sure, autoserver will disable that possibility, but it's still good to see how some lap is reached if multiple types of laptimes are allowed.

EDIT:
O.K., I reported Ande about this. HERE you can read it.
-Fuel consumption bug (BUGS)
-“Hitting the wall” cheat (BUGS)
Last edited by Whiplash on Sun Jun 30, 2013 11:14 am, edited 1 time in total.

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dede
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Post by dede » Wed Jun 26, 2013 4:14 pm

Fine, makes sense.

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Post by DeBoer » Fri Jun 28, 2013 9:45 am

Hi guys,

I'm not sure if that's not already to late for feature request but I mentioned about it few weeks, ago but it wasn't added to the list

- possibility to generate real-time statistics per lap not like it's at the moment after a race, which could really help for presenting results on irc/website etc.
- as far as 'more players on the server', possibility for admin to choose players for a race (rest of the players become specs but with 'nick name' not as spectator is now with ip address)

And the last one, which probably is impossible to do at the moment, is to add a clutch key (key setup as normal). As far as I'm concern it shouldn't be too difficult to implement.
It can has really basic functionality:
- pushing throttle with the clutch key will cause car to not move but user can hear the sound of the engine. Releasing clutch key will cause car to start moving. It could be really cool feature.

Thanks
Jakub

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Gzehoo
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Post by Gzehoo » Sun Jun 30, 2013 10:27 am

Well, I don't know if it was written here (I didn't write all posts), but...

What if we could create a video (.avi file) as in-game demo instead of replays (.tsr) from game? I hope you know what I mean.

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Post by Rendy Andrian » Tue Jul 02, 2013 1:49 am

Gzehoo wrote:Well, I don't know if it was written here (I didn't write all posts), but...

What if we could create a video (.avi file) as in-game demo instead of replays (.tsr) from game? I hope you know what I mean.
That would be too complex to be implemented and too big in size...

However, I came up with an idea: What if we can convert TSR files to FLV / MP4 / AVI so the race recordings we've got are usable for broader viewing (think uploading it to some video sites :D) ?
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dede
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Post by dede » Tue Jul 02, 2013 5:55 am

Tsr files aren't videos, so it's quite impossible to convert them: you need to play them and capture the screen.

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Whiplash
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Post by Whiplash » Fri Jul 26, 2013 6:56 pm

I guess whole community can be informed now that Ande managed to grab some free time and implement 2 the biggest things for the new TS version so far and that they are f*** awesome:
-Tyre Wear
-Drafting

This is how they would work basically:
README-tyres.txt:

Code: Select all

Turbo Sliders tyre wear information
--------------------------------
INFORMATION

  When tyre wear is enabled, cars slowly lose their grip, steering, braking 
etc. properties until tyres are changed. That is done by stopping in the 
pit for long enough. If the stop is too short, the original tyre status
remains. Tyre wear does not affect AI players.

  Tyre wear can only be activated by server commands or by editing game.ini.
To enable it, use command "/set TyreWear 1". To disable, "/set TyreWear 0".
There are lots of adjustable parameters related to tyre wear. To see them
all, say "/show Tyres". The parameters are as follows:

TyreWear: 0 if disabled, 1 if enabled when there is a pit, 2 if always enabled
TyreWearStartTime: Time until effect starts (straight max-speed driving)
TyreWearEndTime: Time until tyre wear effect is in maximum 
TyreChangeTime: Time it takes to change tyres in pit
TyreWearGripFactor: Maximum effect to grip (lower means more effect)
TyreWearGripFactorAntiSlideLimit: At what grip change point antisliding is lost
TyreWearSteeringFactor: Maximum effect to steering 
TyreWearBrakingFactor: Maximum effect to braking 
TyreWearSlideBrakingFactor: Maximum effect to slide braking 
TyreWearAccelFactor: Maximum effect to acceleration
TyreWearExtraWhenBraking: How much more tyres are worn when braking
TyreWearExtraWhenSliding: How much more tyres are worn when sliding
TyreWearExtraForTerrainViscosity: Extra tyre wear on a slow terrain (visc > 1)
TyreWearExtraForGrip: Extra tyre wear on grip based turning


LAP TIMES

  Because some changes can in certain situations be helpful, all lap times 
achieved with worn tyres are considered "c" laps which means they are not 
taken as official lap records.


BANDWIDTH REQUIREMENTS

  Tyre wear support requires slightly more bandwidth than normal game. 
Each update packet contains 4-6 bytes of extra data per player.


README-drafting.txt:

Code: Select all

Turbo Sliders drafting information
--------------------------------

INFORMATION

  When drafting is enabled, cars can lose viscosity, grip and steering
properties when driving behind another car. The benefit of this is added
speed which could make overtaking easier. Optimal drafting effect is
achieved when the car in front is going to the same direction as the car
behind and it is close enough. Also, speed should be close to the maximum 
speed and car in front should weight as much and go as fast.

  Drafting affects AI players but they usually don't want to take advantage
of the extra speed and just slow down.

  Drafting can only be activated by server commands or by editing game.ini.
To enable it, use command "/set Drafting 1". To disable, "/set Drafting 0".
There are lots of adjustable parameters related to drafting. To see them
all, say "/show Drafting". The parameters are as follows:

Drafting: 0 if disabled, 1 if enabled.
DraftingMaxDistance: Maximum distance for drafting effect
DraftingCloseDistance: Maximum drafting effect below this distance
DraftingMaxAngle: Maximum angle to the car in front
DraftingViscosityFactor: Maximum viscosity effect (lower means more effect)
DraftingGripFactor: Maximum grip effect
DraftingSteeringFactor: Maximum steering effect
DraftingSpeedForMaxEffect: Speed needed for maximum drafting effect
DraftingSpeedEffectPower: Speed effect curve (1.0 = linear, 2.0 = quadratic)


LAP TIMES

  All lap times achieved with the help of drafting are considered "c" laps
which means they are not taken as official lap records.


Btw, dede, I kinda often check when some new "person" is registered to the forum. I can clearly say that most of them are damn "robots". You should find a better way of preventing them to register so easily here. Maybe the good idea could also be if you somehow delete all the forum users who never made any post to it. I hope you have such option there.

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dede
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Post by dede » Sat Jul 27, 2013 5:10 pm

Whiplash wrote: Btw, dede, I kinda often check when some new "person" is registered to the forum. I can clearly say that most of them are damn "robots". You should find a better way of preventing them to register so easily here. Maybe the good idea could also be if you somehow delete all the forum users who never made any post to it. I hope you have such option there.
I did that every now and then, but best option would be to upgrade to new software.

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Post by arsen36 » Tue Aug 06, 2013 1:21 pm

Is it possible to let us decide how many AIs on each level add to race?

Ex.
3 cars on 5lvl
5 cars on 4lvl
5 cars on 3lvl
3 cars on 2lvl
1 car on 1lvl

In same race ofc.

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Post by power79 » Tue Aug 06, 2013 1:48 pm

arsen36 wrote:Is it possible to let us decide how many AIs on each level add to race?

Ex.
3 cars on 5lvl
5 cars on 4lvl
5 cars on 3lvl
3 cars on 2lvl
1 car on 1lvl

In same race ofc.
This + I would also like to be able to decide the individual AI drivers (and their cars) that I race with.

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Post by Rendy Andrian » Tue Aug 06, 2013 9:30 pm

power79 wrote:
arsen36 wrote:Is it possible to let us decide how many AIs on each level add to race?

Ex.
3 cars on 5lvl
5 cars on 4lvl
5 cars on 3lvl
3 cars on 2lvl
1 car on 1lvl

In same race ofc.
This + I would also like to be able to decide the individual AI drivers (and their cars) that I race with.
+1 !!!

Add AIs' personality (I posted the description of this long ago) and I'd be more happy :D
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Post by arsen36 » Wed Aug 07, 2013 1:22 pm

The best hit would be if AI's could pit :D

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szymek66
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Post by szymek66 » Wed Aug 07, 2013 2:46 pm

arsen36 wrote:The best hit would be if AI's could pit :D
It was already mentioned

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Post by iBlaze² » Sun Aug 11, 2013 4:55 pm

arsen36 wrote:Is it possible to let us decide how many AIs on each level add to race?

Ex.
3 cars on 5lvl
5 cars on 4lvl
5 cars on 3lvl
3 cars on 2lvl
1 car on 1lvl

In same race ofc.
Why don't you just edit the aiplayers.dat file to give AI's different speed levels. My level 5 AI's are the 2012 F1 Drivers, with the characteristics modified to make a realistic running order. Just use SpeedFactor and more importantly LapClass as below.

Code: Select all

Skill 5

BestCarProb 98
MaxSpeedUp 0
MaxSlowDown 0

MaxLapClassChange 0



SpeedFactor 1.00


Color 4 FF0000 FFFFFF 0000FF
LapClass 5 20
AIPlayer A. Davidson

Color 4 FFFF00 330033 330033
LapClass 0 15
AIPlayer S. Vettel
LapClass 5 20
AIPlayer M. Webber

Color 999999
LapClass 0 15
AIPlayer L. Hamilton
LapClass 5 20
AIPlayer J. Button

Color FF0000
LapClass 0 15
AIPlayer F. Alonso
LapClass 12 40
AIPlayer F. Massa

Color 000000
LapClass 5 20
AIPlayer K. Raikkonen
AIPlayer R. Grosjean

Color 4 33FFCC CCCCCC CCCCCC
LapClass 10 25
AIPlayer N. Rosberg
LapClass 15 35
AIPlayer M. Schumacher

Color 4 333333 FFFFFF FFFFFF
LapClass 10 30
AIPlayer S. Perez
LapClass 15 35
AIPlayer K. Kobayashi

Color 4 000033 FFFFFF 000033
LapClass 10 35
AIPlayer P. Maldonado
LapClass 25 40
AIPlayer B. Senna

Color 4 FF6600 FFFFFF 006600
LapClass 30 45
AIPlayer P. di Resta
AIPlayer N. Hulkenberg

Color 4 330033 330033 CC0000
LapClass 35 50
AIPlayer D. Ricciardo
AIPlayer J. Vergne

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Post by Fabrik » Mon Aug 12, 2013 11:04 am

Hi Guys,
long time I have been away,
I play TS with some colleagues and one of our main problem is that some of them are very slow and being beaten every day make the game a bit upsetting for them.
Would it be possible to introduce a sort of "catch-up" feature that gives a % of power-up to players that are slower?
Like to give a % of extra speed porportional to the distance from the player directly in front of you. So slower player could have a bonus to catch the group in front of them but once they are back with others they will have no more bonus. It would also help to recover from a crash during short races.

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szymek66
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Post by szymek66 » Mon Aug 12, 2013 11:09 am

I think much easier would be make your own cars with same look and different parameters

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Whiplash
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Post by Whiplash » Mon Aug 12, 2013 3:16 pm

Yeah. For example, if you guys play with AntiSlider, just create new file that will be named like AntiSlider_2 and make acceleration a little bigger for that new car. Slower players can pick that car.

Car
AntiSlider_2
description 1
This car is faster than normal AntiSlider
antislide 3
acceleration 140
enginefriction 0
viscosity 0.60
nonslidesector 0.2
slidebraking 40
slidedeceleration 70
braking 80
steering 2.5
elasticity 0.8
grip 250
weight 1000
mask antislider-pat.png 0 0 32 32
rotimage antisliderc.png 0 0 2048 32 2
tire 11.5 21.0
tire 20.5 21.0
enginesample engine.wav
End

Dide Dide
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Post by Dide Dide » Sat Aug 31, 2013 12:20 pm

Ts is a major game, we all know that, but we always see this when we open the Master Server


Image

Is always close to 0!

How about replacing this List which is boring and looking like the 90's interface, with a TS City using the beauty of the game ?

How people acess the TS City Master Server?
When someone Open's Network Game, there could be 2 option's
- Join The City (Since is a Track, players must be able to join and their car loaded into the track at any time )
- Manual Connect (Skip the City and Direct Connection to Server IP:PORT etc) like it is now.

What would City Have or Look like?
- A Track Made by Admins which has buildings, roads, people, jumps, sand, river, cars(cruising bots) they can be even static like it is right now, just for the fun of
it!
- This track, could be used to show events that are happening in sliders:
+ Update The city, so when players join, they see puna cup,F1,Xbumpz or any other type of event logos and date, which people will know that there is a event close to happen.
+ Players could use the place so they can chat.
+ There is no need to be playing on a track to be online
+ Since there can be many on the track there can be status ( Online, Away )
+ If possible i could mark a spot in the puna stadium( and a mark can only be made for one Server, works like joining the Server), while waiting for 4 players.
.... While we wait for 4, or the minimum number players can cruise and chat around the city and when it reaches 4 players marked the PunaBall Track is loaded.

- How would the players find the servers on the Game?
Example:
There could be a place where when a car drives to it, it load's all Servers List. Somewhere near the starting point, where the car is positioned when the City is Loaded.
Or even better, i could drive to the Puna Stadium and park the car to check if there are games being played. The same ideia goes for racing mod, Xbumpz, DogFight, and other mods.


Most players don't even know that TS has many mods, and mostly they are lost, and we require to the old members to give us the files.
- There could be a section on the city that or in the website to store this mods most of are funny, some require team work some not, but they are nice to play.


Also enabling the ability to change car's during the race, could lead on the making of new type of events/mods like a event which is practiced in water and later sand etc.

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Post by Hevonen » Sat Aug 31, 2013 3:47 pm

Excellent idea imo but too difficult to make. But some kind of chat lobby in the master server opening screen would be awesome + ability to use windowed mode for better effect.

Is windowed mode already suggested? I think it's the most needed new feature.

E. Oh it's there already :o I never knew. This changes everything.

E2. It's unusable for me because zoom settings don't work. But I could stay in the lobby, then switch to full screen before I play.

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Post by Whiplash » Sun Sep 01, 2013 1:07 am

Dide, knowing how Ande is thinking, I can freely say this kind of suggestion would never be considered. :)
And it's not just him. The idea is too impractical, which means that it leads to a tons of new complications. From my perspective, TS's master server is one of the best parts of TS - it's very intuitive, clean, and cleverly organized . You have almost all you need there.
Having low activity is a way more complicated problem, and changing master server list to some "city shit" will not solve it at all. :wink:

But, I'm quite sure there is one another forgotten thing that could make some big changes. It's again related to dede:
It is upgrading the SliderWatch tool.
With some claver changes, that thing could make new relation between TS and its players. I'll mention here the ones I came up with while seeing what the tool is offering now:
- SliderWatch should be more visible on the site. Actually, it should be aggressively promoted there.
- "BETA" should disappear from its name.
- Many of things that dede was speaking about could be implemented inside of it: chat, clock etc. instead on the site.
- "Startup with system" option should be added.
- Flashing icon for system tray should be added. It can be related not only to active servers, but also to chat messages, new forum posts etc.
- Some current options are confusing. For example, I don't know what to type for the "Servername". Also, I don't know how to fallow servers with non-default cars.
- It can be more clean. For example, text about creators and releasing date and shits don't have to be in first plan. It's enough to have it in "Help/About".
-Server List should be one of the tabs there too. Maybe it could be even more advanced than it's on the site. It would be nice to see the names of players inside of each server.
-People should be able to chat with ingame players - just like we do with IRC...

Basically, SliderWatch could be transformed to some kind of TS advanced messenger. That will allow all people to have permanent connection to the TS and all its events. I'm already sure that all of the TS's fans would install it.
Developing such client should be easy since there are a lot of community members who can give coding advices. Maybe even Ande would help.
There are many similar clients used a lot for staying in touch with a game community, so I guess people like the way they work (I tried xFire, Tunngle, GameSpy and some less known...).
I remember I tried an old game called "Revolt" long time ago. That game basically survived mainly thanks to client called "RV House" that is developed by some of the hardcore community players.
I'm not a programmer, but something tells me that this would be much easier to do, than implementing all the mentioned things to the site. Well, that doesn't mean that site shouldn't be touched. :wink:

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Post by Jan » Mon Sep 02, 2013 7:03 pm

Hevonen wrote:But some kind of chat lobby in the master server opening screen would be awesome
Exactly what I thought. I like the minimalistic style of showing servers so no need to change that, but some kind of universal lobby could maybe increase the time people wait for more players and therefore increase the activity. IRC is now a bit like that but not many people use it and it is restricted to LVP servers only.

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