2014-04-13 snapshot
Re: 2014-04-13 snapshot
ohh I plan on working my way around the stock server. Mainly because I don't want to download all the new tracks..
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Re: 2014-04-13 snapshot
Why isn't Springburg in the stock track server, wasn't that a stock track
Re: 2014-04-13 snapshot
I also still enjoy that track and Rostarn MX and Obel and Villopoto's. Voutare had a way with the gradient.
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Re: 2014-04-13 snapshot
haha, smart ass Puma, i couldn't remember fucking years ago opened the track and was like wait a minute.. Haha
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Re: 2014-04-13 snapshot
Any chance this would be affecting graphics loading? I know before the update all the graphics I had for the 2013 350 and ktm450 all worked but now it says it cant load the jm's for either bike when Im trying to use any of the graphics. Also no matter what I do my restricted lock angle ALWAYS loads at 45 when ever I load a setup from Garage, it stays to whatever I put it just fine after I manually change it but if I load a new setup it will revert to 45.
Re: 2014-04-13 snapshot
Does it load when you go back to the previous snapshot?
Josh Vanderhoof
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Re: 2014-04-13 snapshot
Unfortunately Ive deleted the previous one (yes I should have kept it since these are tested well ) and dont know where to find the previous download, if it is available that is?
Re: 2014-04-13 snapshot
Josh Vanderhoof
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Re: 2014-04-13 snapshot
Man I never even thought to do a search lol. Didnt change anything though so that rules that out. Thanks for the links!
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Re: 2014-04-13 snapshot
JLV, any chance we will see mesh collision anytime soon? I know you want to do it, just not sure how soon you think youll do it. Maybe with your new bike models? Or will bike models not be done with mesh?
Re: 2014-04-13 snapshot
Would these (at least for the bikes) be general collision shapes so all bikes have the same? I could see some fun times to be had with airplane models, but would be hard to monitor for actual races .
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
Re: 2014-04-13 snapshot
Sphere's should be the best and most efficient for the bikes. The only thing meshes would do better would be big flat stuff like ramps and bridges.
Josh Vanderhoof
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Re: 2014-04-13 snapshot
are you super sure that smaller accurate sheres wont work?jlv wrote:Sphere's should be the best and most efficient for the bikes. The only thing meshes would do better would be big flat stuff like ramps and bridges.
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2014 rF GNC 22nd Overall - 2014 rF 450 SX 12th - 2014 rF 450 MX 11th OverallLeclair wrote:i fuck you
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Re: 2014-04-13 snapshot
As a general rule, it's best to keep the radius of the spheres less than the maximum distance the bikes can travel in one 1/128 second step. So guessing around 60 MPH as the top speed, 60 MPH is 88 feet/sec divided by 128 steps/second is .6875 feet/step. So if you have a sphere < .6875 radius traveling at 60 MPH and it hits another sphere with a radius < .6875 feet. there's a chance of it thinking the collision is from the wrong side.
The same thing would apply to meshes. You'd probably want to keep the meshes even thicker since meshes have more corner cases than spheres when the collision detector has to pick the normal vector for the collision.
The same thing would apply to meshes. You'd probably want to keep the meshes even thicker since meshes have more corner cases than spheres when the collision detector has to pick the normal vector for the collision.
Josh Vanderhoof
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Re: 2014-04-13 snapshot
Using the 60MPH rule, what happens when two riders collide head on at full speed? They go through each other?jlv wrote:As a general rule, it's best to keep the radius of the spheres less than the maximum distance the bikes can travel in one 1/128 second step. So guessing around 60 MPH as the top speed, 60 MPH is 88 feet/sec divided by 128 steps/second is .6875 feet/step. So if you have a sphere < .6875 radius traveling at 60 MPH and it hits another sphere with a radius < .6875 feet. there's a chance of it thinking the collision is from the wrong side.
The same thing would apply to meshes. You'd probably want to keep the meshes even thicker since meshes have more corner cases than spheres when the collision detector has to pick the normal vector for the collision.