Turbo Sliders Feature Requests
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Smoother predictive cam
The predictive cam-mode gives me a headache. It is even stated in the manual that "This may help but may also be nauseating." I would recommend a smoother predictive camera. Doing an interpolation between the current location (current frame) and the destination location (next frame) would do wonders. The "softness" of the camera could be controlled by weighing the two locations differently. Weighing the current location higher in the interpolation will make camera movement softer while weighing destination makes for a sharper behavior. A weight of 1 for the destination location would be as it is now where the current location has no influence.
The most likely way for the world to be destroyed, most experts agree, is by accident. That's where we come in; we're computer professionals. We cause accidents. (Nathaniel Borenstein)
http://www.wirednerd.com
http://www.wirednerd.com
Re: Smoother predictive cam
The predictive cam is just fine nowu9 wrote:I would recommend a smoother predictive camera.
btw: It's hard to drive 0.86b after playing 1.0 with pred. cam
oldschool slider <3 | Hengari @ Quakenet/IRCnet
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Re: Smoother predictive cam
That's your opinion. I beg to differ! It is made even worse by a LCD display because of the slow update times relative to a CRT display. Anyway interpolation settings can allow you to keep you precious predictive cam as it is.Hengari wrote:The predictive cam is just fine now[...]
The most likely way for the world to be destroyed, most experts agree, is by accident. That's where we come in; we're computer professionals. We cause accidents. (Nathaniel Borenstein)
http://www.wirednerd.com
http://www.wirednerd.com
One little idea came to my mind as I played in racing server... It's about random car mode, which at best made 5 row with same car. Also easyslider came 6 or 7 times in 10 races. For me that is just kind of annoying, so I would suggest about creating different kind of random, where one could give certain parameters to control it. Of course old one could still exist as default option.
Parameters could be like:
-How many times same car can come in row or in certain amount of races.
-User could give different kind of probability for different cars. Example 40% for car A, 30% for B, 20% for C and 10% for D. Maybe useless option though... Actually it could create same kind of situation I want to remove, but maybe useful for someone.
-Random mixed cars, which would be horrible :D Maybe some would think of it as fun or something...
-etc
Idea of this would be to create situation where everyone use same car, so that races would be less chaotic and... more like race :) But on other hand nullify the possibility of normal random same car coincidences. These kind of coincidences are natural for real random, but little control wouldn't be bad, right?
One update for track editor could be possibility to give checkpoints different angles. As I know it's impossible?
Parameters could be like:
-How many times same car can come in row or in certain amount of races.
-User could give different kind of probability for different cars. Example 40% for car A, 30% for B, 20% for C and 10% for D. Maybe useless option though... Actually it could create same kind of situation I want to remove, but maybe useful for someone.
-Random mixed cars, which would be horrible :D Maybe some would think of it as fun or something...
-etc
Idea of this would be to create situation where everyone use same car, so that races would be less chaotic and... more like race :) But on other hand nullify the possibility of normal random same car coincidences. These kind of coincidences are natural for real random, but little control wouldn't be bad, right?
One update for track editor could be possibility to give checkpoints different angles. As I know it's impossible?
how about an engine system? the more your car is damaged, water and oil will leak making the engine more likely to blow. it would help with it being a little more relistic. That would make a 4 factor pit srategy, then brake temperature, based on how much u use them. If you use the brakes, they will over heat.
That would make 5 factors: Damage, Fuel, Engine, Tire wear, and brakes.
im a realistic freak, what can i say?
i would like to also see bigger starting grids ( up to mabye 30 or 40 people) but this would only be for ai bots offline. and the ai lapdebug dont work too good, so can that be fixed? i would also like to see more standard tile in the tracks editor. we could do something else
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how about making the standard tracks just a little longer and make some real world tracks for the standard version. Just wondering. i know this is a lot to ask, but i would like to see at least 1 thing put in
how about 5 different tire types? for a tire selection. the 5 ires would be: super slick(hard), slick(hard), medium, soft, and super soft. this would be so you could get a tire wear based on the race you would do. Thats a 6 factor race strategy, and a 5 factor pit strategy. i think this game is awesome, but ... i get some of these ideas from a different game (i am not telling u to get this): rFactor. Thats all i will say about that
the realistic stuff could go into a simulation mode and none of the realistic stuff could go into an arcade mode. the thing in simulation mode is you would be able to select options of what real stuff to activate.
That would make 5 factors: Damage, Fuel, Engine, Tire wear, and brakes.
im a realistic freak, what can i say?
i would like to also see bigger starting grids ( up to mabye 30 or 40 people) but this would only be for ai bots offline. and the ai lapdebug dont work too good, so can that be fixed? i would also like to see more standard tile in the tracks editor. we could do something else
how about making the standard tracks just a little longer and make some real world tracks for the standard version. Just wondering. i know this is a lot to ask, but i would like to see at least 1 thing put in
how about 5 different tire types? for a tire selection. the 5 ires would be: super slick(hard), slick(hard), medium, soft, and super soft. this would be so you could get a tire wear based on the race you would do. Thats a 6 factor race strategy, and a 5 factor pit strategy. i think this game is awesome, but ... i get some of these ideas from a different game (i am not telling u to get this): rFactor. Thats all i will say about that
the realistic stuff could go into a simulation mode and none of the realistic stuff could go into an arcade mode. the thing in simulation mode is you would be able to select options of what real stuff to activate.
My Track (fixed):
http://www.4shared.com/file/3681930/606 ... ceway.html
BTW, the Avatar is the car im making!
http://www.4shared.com/file/3681930/606 ... ceway.html
BTW, the Avatar is the car im making!
2 Factors are enough!!! This game takes a lot of concentration, there is not time to keep track of 5 different things while racing. Too too complicated.razor wrote:how about an engine system? the more your car is damaged, water and oil will leak making the engine more likely to blow. it would help with it being a little more relistic. That would make a 4 factor pit srategy, then brake temperature, based on how much u use them. If you use the brakes, they will over heat.
That would make 5 factors: Damage, Fuel, Engine, Tire wear, and brakes.
I think this would be nice sometimes, but the major % of players would decide it is pointless.razor wrote:i would like to also see bigger starting grids ( up to mabye 30 or 40 people) but this would only be for ai bots offline.
This could be a nice thing, i will agree. But, it is not really needed IMO. Especially when you can make you own tiles (or use other's(with their OK))razor wrote: i would also like to see more standard tile in the tracks editor. we could do something else.
Longer tracks would not be so good i think, as most default cars would not work on them. More tracks is not a bad idea though.razor wrote:how about making the standard tracks just a little longer and make some real world tracks for the standard version. Just wondering. i know this is a lot to ask, but i would like to see at least 1 thing put in![]()
As for real world tracks, JGG would need to get a liscence to recreate them... which will never happen im sure.
People have talked of 2 different main game modes, but really it will not work. This would not be a good simulation game, especially with lag (which is common in TS).razor wrote:how about 5 different tire types? for a tire selection. the 5 ires would be: super slick(hard), slick(hard), medium, soft, and super soft. this would be so you could get a tire wear based on the race you would do. Thats a 6 factor race strategy, and a 5 factor pit strategy. i think this game is awesome, but ... i get some of these ideas from a different game (i am not telling u to get this): rFactor. Thats all i will say about that
the realistic stuff could go into a simulation mode and none of the realistic stuff could go into an arcade mode. the thing in simulation mode is you would be able to select options of what real stuff to activate.
Your ideas would make the game way too complicated. It is best as it is, a simple jump in and play game. But, it is nice to see you geting some ideas.

i just said that because thats only 1/4 of the stuf u need to keep track of in the other 1 (rFactor). i think theres, tire type, fuel amount, tire wear, fuel slow down, water temperature, oil temperature, damage, brake temperature, tracks temperature, time of day, and a few other things, not to mention ive raced with 99 ai bots in that game, but it was an FPS hog.
had to edit files to get 99. can get 60 with no FPS lag. but oh well , i lovw this game still even though is not like any racing simulation (racing fantasy) and sometimes i need to get away from reality, which is why i play this game. it still is nice to think about
...
My Track (fixed):
http://www.4shared.com/file/3681930/606 ... ceway.html
BTW, the Avatar is the car im making!
http://www.4shared.com/file/3681930/606 ... ceway.html
BTW, the Avatar is the car im making!
YES, exactly right.mikko wrote:Please, let's not destroy the two main strengths of the game, which are simplicity and playability. This game is not a racing simulator and it never should become one.
Razor if there were to be all those features, you would be the only one to use them, and im sure not for long because it cannot possibly work.
If there were to be only one more feature to add it would be tire wear. This could work if it is done the right way...but it is not needed really.
Keep it simple.

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alright, i get the point. some racing games are meant to be simplistic and fun, and somr are complicated and hard. i cant even keep track of all that stuff in the other game. I do agree with raptor, we need a better track and car editor. Tire wear would be nice. but could we have 2 types of tire? (here i go again) Sport and Racing? this would still keep the game simple, but those are just my thoughts... 
My Track (fixed):
http://www.4shared.com/file/3681930/606 ... ceway.html
BTW, the Avatar is the car im making!
http://www.4shared.com/file/3681930/606 ... ceway.html
BTW, the Avatar is the car im making!
If player does not have better to say than flood a single word he's better be muted. Suggestion is, if player gets muted 5 times in a day, he's muted like next 24 hours. A new car is welcome but what kind of it should be. There is track editor but it should have a few useful options, like command "-ar 1" included and option for load another track wihout quitting editor.[NOS] Raptor wrote:i think all they should do is add a few features like you cant be muted and new car and track editors.
Last edited by Keppana on Sat Sep 30, 2006 4:58 pm, edited 1 time in total.
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{twd} Hakkinen
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- Posts: 36
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mute
the mute factor is essential in this game it stops noobs from writing the same stupid thing over and over yes like keppana said maybe a disable/able mute function
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{twd} Hakkinen
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- Posts: 36
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pits
i dont know wether this has been posted so but for the pits maybe a timer to show how long you have been in the pits so you can work out how much fuel you would get for stopping in the pits for like 10 seconds depending on the parameters set.
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- benzinfurz
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- Posts: 195
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If there can be a timing function for quali, then it should carry over to races also. Would be nice to have timed races.benzinfurz wrote:I guess you mean a quali session, where you can say 10 minutes to qualify and not an amount of laps to qualify, because i would prefer this too3. Qualifying Session
It would be a more realistic qualifying, where everyone could decide when to race or how often
/time 1 600 1
1 = on
600 = Seconds (length of the race)
1 = Laps to drive after the time runs out
When the time runs out, when the leader passed the finish line it starts the final lap(s). In my example, he would drive only 1 lap.

- benzinfurz
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Another thing i would like to see is a definition of the finish line, like:
you have 8 checkpoints
Checkpoint 1 is starting line
on all tracks now this checkpoint is also finish line
i would like to have the possibility to choose the last checkpoint(checkpoint
for finish line
The sense is to make for example rally tracks, where u drive only one lap(as one part of the rally) and so drive from start to finish line
you have 8 checkpoints
Checkpoint 1 is starting line
on all tracks now this checkpoint is also finish line
i would like to have the possibility to choose the last checkpoint(checkpoint
for finish line
The sense is to make for example rally tracks, where u drive only one lap(as one part of the rally) and so drive from start to finish line




