timing gates

All about making tracks for MX Simulator
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karlwb
Posts: 241
Joined: Wed Oct 01, 2008 10:12 pm
Team: Privateer
Location: devon,england

timing gates

Post by karlwb »

1.does the number of timing gates have much effect on how a track runs?
2.every timing gate shows gap to next rider,is it possible to switch that off,so you can have say 20 gates but only 2 give time gaps?
3. are there any solid low poly trees available for public use?
Garasaki
Posts: 1959
Joined: Mon Feb 04, 2008 4:33 pm

Re: timing gates

Post by Garasaki »

1) The order dosent matter, you actually tell the game what order to count the timing gates in.

2) No I don't think so, not sure why you'd want to anyway

3) What do you mean by solid? You could always fake collision if you needed to.
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karlwb
Posts: 241
Joined: Wed Oct 01, 2008 10:12 pm
Team: Privateer
Location: devon,england

Re: timing gates

Post by karlwb »

1. no what i meant was,how cpu intensive are timing gates,if you have many does it contribute to freeze problems etc

2. i'd like to see what its like racing on a long circuit where you only get that info at halfway and lap finish

3. statues as opposed to billboards
jlv
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Re: timing gates

Post by jlv »

The CPU load doesn't change much since the game only checks for the next few gates.
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