Turbo Sliders Feature Requests

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Guest

Post by Guest » Wed Jan 04, 2006 12:16 am

Mouse wrote:
I really would not mind having this feature in TS, but if it affects the way your car handles.......i hate that idea very much. Heres what i think it should be like -

I hate it when simple things have to be made complicated, this game is a great, fun and SIMPLE game, lets keep it that way.
I think:

Tyres = 100% --> Car grip = 100% of car default value
Tyres = 0% --> Car grip = value selectable on options (TYREMINIMAL)
Tyres = 50% --> Car grip = (default grip + TYREMINIMAL)/2
LINEAR DECREASE


Fuel = 100% --> Car acceleration = 100% of car default value
Fuel = 0%--> Car acceleration = value selectable on options (FUELMINIMAL)
NO DECREASE

Damage = 100% --> Car acceleration = 100% of car default value
Damage = 0% --> Car acceleration = value selectable on options (DAMAGE MINIMAL)
Damage = 50% --> Car acc = (default acc + damageMINIMAL)/2
LINEAR DECREASE

Of course there should be 3 more selectable parameters:

TYRE COMSUMPTION -> factor that is related to rate of tyre comsumption, where tyre is consumed when brake key is pressed
rate = TYREFACTOR * 1% / sec

FUEL COMSUMPTION -> factor that is related to rate of fuel comsumption, just have effect when gas button is pressed.
rate = FUELFACTOR * 1% / sec

DAMAGE FACTOR -> a factor that multiplyies the effect of colisions.
let's say: each car colision reduces 1% in damage scale, the real damage computed is equal to:
real damage = DAMAGEFACTOR * 1%

With all those considerations, we can't be afraid of this new feature because we could turn ON/OFF "consumption mode". And even setup the optimized options for each of our cups, like tsb f1 2005, mouse's nascar cup, jazzy's GT cup...and more!

TSB ROAD OKTANE

Post by TSB ROAD OKTANE » Wed Jan 04, 2006 1:13 am

It was me on post above!

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Jazzyclub
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SKI MOD

Post by Jazzyclub » Thu Jan 12, 2006 11:07 am

for the TORINO Olimpic 2006 i have tried to make a new type of MOD.
This time is for skier!!

Look here what i mean
Image

PS x ande: try to give to the last checkline somthing like end-line and we can make new MOD for this game (can be usefull too for rally mod)

if you use PunaBallTrack for punaball mod you can try to insert SkiJazz for this mod :)

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Post by road_oktane » Thu Jan 12, 2006 1:15 pm

Usefull for TS drag racing =]

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Mouse
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Post by Mouse » Thu Jan 12, 2006 10:50 pm

I and BluT are currently working on a few new mods for TS. We are waiting untill they work really well, then we will release them on this forum. Im guessing next week we can show them.

BTW yes a points to point checkline would be great, and an option for the starting grid lines to be side by side, this wil make drag racing work really well. Also, Jazzy's ski mod and other mods will be fun.

ANDE, WHAT ARE YOU WORKING ON??? :D
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Re: Turbo Sliders Feature Requests

Post by Jazzyclub » Tue Jan 24, 2006 9:49 pm

Ande wrote:To get things started, here are possible things that _might_
be implemented some day in the future:

1- Recording races (added)
2- More statistics (added) **
3- Support for automatic server scripts (added)
4- Pit stops, gas
5- Campaign mode with car tuning or upgrades
6- AI drivers (added), single player campaign
7- Arcade mode (powerups, oil slicks etc.)
8- More support for Punaball and other ball game modifications (added)
9- Tank fight modification (no racing, just fighting)
10- Linux version (added)
60% of primitive things are added, 90% of the players want the feat at the 4 point.

** so why someone persist on more statistics?
Last edited by Jazzyclub on Tue Jan 24, 2006 9:53 pm, edited 2 times in total.

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Post by Jazzyclub » Tue Jan 24, 2006 9:51 pm

A request/question by DreyMIX
Have the possibility to select the ip, if someone have a multi ethernet interface? or have more ips on his pc?

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Mouse
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Post by Mouse » Sun Jan 29, 2006 7:44 pm

Great to see pit stops, they are simple, and thats the best way to have them. Ande you are keeping all this secret!! A nice suprise today to see the server for testing. Endurance races will never be the same :)
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Post by Jazzyclub » Sun Jan 29, 2006 8:39 pm

yes is exciting to run against other players and think too the tactic of pitstop refill, BUT!?!?
i reach a little boring system information about it, we have tested it on arena (we all know is an easy track to run), but on hard track against very good drivers? how you can give a look on this little yellow row?

NOT A PROBLEM jazzyclub is here!!

LooK this!
Image

Showing too a little text on center when you are perfecly stopped and the pitstop are working to refill your fuel its necessary because i tested it with rough drivers and always when im in pitstop this fair ppl hit me and this cause losing my refill connection.

PS: ande next time try to make a more long pitstop, you can think 10 cars in this little space? :lol: :lol: :lol:

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Post by Mike Nike » Sun Jan 29, 2006 8:43 pm

Ande told me that 1.0.7. shows some kind of fuel bar.
In 1.0.6 servermessages are given as downward compatibility.

What would be nice, is:
fuel visible in TAB stats (but not necessary)
but at least in: black space bar stats under the names where the laptimes are shown too, what you think?

Feature Request: (for others - i actually have no real need to, personally)
yellow checkline in editor to set a not-to-cross checkline after the pits (or even when going into them). But this x-seconds-payment (?) would be a too high change in the code system (logfile stats and records etc.), i guess. Downwardcompatibility would be not really reachable anymore...

How to avoid that people block when going out of pits?
-> little drive-in part into pits -> then usual stop boxes -> little drive-out part to track.
The stop boxes would have 2-3 walls, so that no one can crash into you when you stop there, usually. The only thing is, that someone crazy can block you in the box, if you want to drive out ;)
Last edited by Mike Nike on Sun Jan 29, 2006 8:51 pm, edited 1 time in total.

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Mouse
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Post by Mouse » Sun Jan 29, 2006 8:46 pm

I like this, the meter is nice. It wil be great this way, strategy plays a big part in all auto racing, now it comes to TS! I would like some more info an this though, how it is added using the TS Track Editor? Can bots be used??? Ande i can tell your trying to keep secret, but i am going to go crazy day by day untill this update is released, unless you give info :)
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Post by Jazzyclub » Sun Jan 29, 2006 8:46 pm

better to show this fuel bar with a new button like TAB for F4 or other buttons

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Mike Nike
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Post by Mike Nike » Sun Jan 29, 2006 8:55 pm

There is still much to do until 1.0.7 comes out.
Ande told me that the release date is still far away.
So: don't expect it in the next 2 months better. You might ask in 1 month again ;) (?)
If i am wrong (Ande), then give a statement here, please.

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Re: SKI MOD

Post by mandeagle » Sun Jan 29, 2006 9:46 pm

Jazzyclub wrote:for the TORINO Olimpic 2006 i have tried to make a new type of MOD.
This time is for skier!!

Look here what i mean
Image

PS x ande: try to give to the last checkline somthing like end-line and we can make new MOD for this game (can be usefull too for rally mod)

if you use PunaBallTrack for punaball mod you can try to insert SkiJazz for this mod :)

yes please, we need this, then can make rallys, draster race, and many other modes

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Post by Jazzyclub » Mon Jan 30, 2006 10:53 am

mike i not understand what you want mean about yellow lines, nvm.

i saw the new row for pitstop:
Pit 355 160 525 190 --> XY sizes

this can be hard to place on track where are diagonal starting grid, so or give the possibility to set it in diagonal too like: Pit XX YY sizes --> the first X or Y are the upper points of the pitstop box and the second the bottom points of it; or a new row like StartDirection but we can use PitDirection

Guest

Post by Guest » Mon Jan 30, 2006 12:53 pm

Jazzyclub wrote:mike i not understand what you want mean about yellow lines, nvm.

i saw the new row for pitstop:
Pit 355 160 525 190 --> XY sizes

this can be hard to place on track where are diagonal starting grid, so or give the possibility to set it in diagonal too like: Pit XX YY sizes --> the first X or Y are the upper points of the pitstop box and the second the bottom points of it; or a new row like StartDirection but we can use PitDirection
Maybe we can place many pit zones like this.

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Post by Jazzyclub » Fri Feb 03, 2006 12:09 pm

maybe i found a system to make animated images.

example using the rotimage system for cars:

TileAnimatedDefinition
RotMask filename.ext XY size
RotTile filename.ext XY size
RotTile 1 0 0 10 10 0 0 20 20
RotTile 2 10 0 10 10 20 0 20 20
RotTile 3 20 0 10 10 40 0 20 20
RotTile 4 30 0 10 10 60 0 20 20
End

of course the new row TILEANIMATEDDEFINITION is in autoturning
what do you think?

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Post by Mouse » Fri Feb 03, 2006 4:27 pm

I think animations could be pretty cool! Especially for the little people walking around the track, and on the grandstands, would be nice to see them moving. Or for a punaball arena, the signs that change ever so often (like reall soccer stadiums, the signs next to the field that switch).
Dunlop Tires ---> Mouse Rules ---> Jollygoodgames ect....ahehehehhehhe
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Post by Jazzyclub » Fri Feb 03, 2006 5:59 pm

i want mean animation images to use it like a gif and not moveable object, for a moveable object these tiles need a route, so hard to make it

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Post by Mouse » Fri Feb 03, 2006 9:25 pm

I dont mean a moving object. Just to see the little people on the track move a fex pixels in different directions, will give them a more alive look.
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Post by Jazzyclub » Mon Feb 06, 2006 10:50 pm

....and what about music background during the race?
Ande i know the sound system is limited, but you can try to use the OGG dll for it!!

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Post by Jeffrey » Tue Feb 14, 2006 11:10 pm

Please ande if you can add a sound file like the one there is already in game: (final lap, track record) but this time to call you four refuel eg Pit Next Lap or Low Fuel

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Post by Hejman » Thu Feb 16, 2006 8:42 pm

Is it possible that you will change some options in version 1.0.7 like: changing of start positions, or possiblity of start four racers in one row?

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Leaning surface terrain

Post by dby » Sun Feb 26, 2006 10:35 pm

Leaning surfaces...

I think it would be fun to be able to assign an angle and direction to a terrain. The car would be pushed in that direction more or less depending on the angle, grip, weight and stuff like that.

This could be used for a lot of stuff:

* Banked curves... velodromes, like in BMX Simulator :D

Image

* Offroad mods

* Hills to accelerate cars faster or slow them down going uphill.

* Angle terrain would be perfect for Jazzy's olympic skier mod. ;)

Biggest problem would be to make good graphics to represent the angles properly.

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Post by Mouse » Sun Feb 26, 2006 11:24 pm

Yep that is a nice idea. Banking at oval tracks would be great. Burms for Motocross tracks (like your pic). It would be cool to make an oval, the inside line no banking and outside line with banking (Indianapolis Park is like this, NASCAR Busch series race there) so you would need to pick what line you want.
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