Terrain Deformation/Erode

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Higgie
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Terrain Deformation/Erode

Postby Higgie » Sun Jul 22, 2018 5:38 pm

Can anyone tell me how to put erode on, I've tried multiple times in the properties but I can't seem to get it to work. Any help is appreciated!
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Re: Terrain Deformation/Erode

Postby oscarjonasson » Sun Jul 22, 2018 5:45 pm

You have to rightclick on your mx simulator shortcut, then select properties, next you'll have to type --erode (20) in goal. You can type any number you want in there, then click apply. Done!

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Re: Terrain Deformation/Erode

Postby ColtonD719 » Sun Jul 22, 2018 6:04 pm

For single player try putting --erode 20 in your target line. You can use any value 0-100, but if it’s too low you may not notice it without doing a lot of laps. For multiplayer erode is turned on/off via the server settings.

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Re: Terrain Deformation/Erode

Postby TeamHavocRacing » Mon Jul 23, 2018 6:40 pm

Don't forget the decimal. --erode 20.0
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Re: Terrain Deformation/Erode

Postby jlv » Tue Jul 24, 2018 1:07 am

TeamHavocRacing wrote:Don't forget the decimal. --erode 20.0

It's not necessary. I usually put the decimal in examples just to show it's accepted. (That and C coding habits.)
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DJ99X
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Re: Terrain Deformation/Erode

Postby DJ99X » Tue Jul 24, 2018 9:06 am

Considering erode is now a refined and major feature of the game, perhaps this should be able to be toggled within a menu?

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Re: Terrain Deformation/Erode

Postby ThatMxGuyThing » Tue Jul 24, 2018 11:19 am

DJ99X wrote:Considering erode is now a refined and major feature of the game, perhaps this should be able to be toggled within a menu?

Second that

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Re: Terrain Deformation/Erode

Postby jlv » Wed Jul 25, 2018 1:50 am

Probably will add it to the menu. Although it's automatically set from the server with multiplayer and not all that useful with only one player unless you use a really high value.
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Re: Terrain Deformation/Erode

Postby Finalmushroom » Fri Jul 27, 2018 6:39 am

jlv wrote:Probably will add it to the menu. Although it's automatically set from the server with multiplayer and not all that useful with only one player unless you use a really high value.


Do you have any future plans to combat this? Maybe be able to run high erode values without the edges getting too sharp?

Or can we run like 30 minutes on a low value and save the file and run that track with a low value?
Not sure if this is a thing but that would be fun. Kind of counter productive in the sense that it's the erode that changes and the pre created ruts make it feel like it used to.

Either way, the new erode on lower values is sick man! You dudes are putting in work out there! :mrgreen:

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Re: Terrain Deformation/Erode

Postby jlv » Sat Jul 28, 2018 1:20 am

Finalmushroom wrote:Do you have any future plans to combat this? Maybe be able to run high erode values without the edges getting too sharp?

High erode values are never going to be realistic because they don't account for how the changed terrain affects subsequent passes. I.e. 40 independent passes will always be different than 1 pass 40 times deeper. It would be really nice if I could get the AI riders working better without cheating but that's very hard to do.
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Re: Terrain Deformation/Erode

Postby aeffertz » Sat Jul 28, 2018 1:32 am

jlv wrote:High erode values are never going to be realistic because they don't account for how the changed terrain affects subsequent passes. I.e. 40 independent passes will always be different than 1 pass 40 times deeper. It would be really nice if I could get the AI riders working better without cheating but that's very hard to do.


What's the downfall of having the AI cheat a bit? I swear every other game the AI has some sort of cheat algorithm coded in. :lol:
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Re: Terrain Deformation/Erode

Postby Jakob Hubbard » Sat Jul 28, 2018 1:35 am

aeffertz wrote:
jlv wrote:High erode values are never going to be realistic because they don't account for how the changed terrain affects subsequent passes. I.e. 40 independent passes will always be different than 1 pass 40 times deeper. It would be really nice if I could get the AI riders working better without cheating but that's very hard to do.


What's the downfall of having the AI cheat a bit? I swear every other game the AI has some sort of cheat algorithm coded in. :lol:

I'd love to see AI actually competing with me. That'd be so fun.
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Re: Terrain Deformation/Erode

Postby Finalmushroom » Sat Jul 28, 2018 1:40 am

jlv wrote:
Finalmushroom wrote:Do you have any future plans to combat this? Maybe be able to run high erode values without the edges getting too sharp?

High erode values are never going to be realistic because they don't account for how the changed terrain affects subsequent passes. I.e. 40 independent passes will always be different than 1 pass 40 times deeper. It would be really nice if I could get the AI riders working better without cheating but that's very hard to do.


Yeah I see your point. That's part of it!

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Re: Terrain Deformation/Erode

Postby jlv » Sat Jul 28, 2018 1:41 am

aeffertz wrote:What's the downfall of having the AI cheat a bit? I swear every other game the AI has some sort of cheat algorithm coded in. :lol:

Just as an opponent it'd probably be a good idea. For making erode lines it wouldn't work right unless it was actually riding the track like a normal player.
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Re: Terrain Deformation/Erode

Postby aeffertz » Sat Jul 28, 2018 1:46 am

jlv wrote:
aeffertz wrote:What's the downfall of having the AI cheat a bit? I swear every other game the AI has some sort of cheat algorithm coded in. :lol:

Just as an opponent it'd probably be a good idea. For making erode lines it wouldn't work right unless it was actually riding the track like a normal player.


Ahh I suppose that makes sense. I wasn't even thinking about erode for the AI. I'd assume they'd be more or less be "floating" over the track rather than digging into the terrain?
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