Real Time Track Deformation

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Snakey#45
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Real Time Track Deformation

Post by Snakey#45 »

In MVA they have a real time track deformation, I was just curious if JLV could do something like this? or something similar.

Maybe after so many people hit the same line, that part of the track changes just a little bit.

Just a suggestion:D
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haydugjr
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Re: Real Time Track Deformation

Post by haydugjr »

--erode 0.4
gocat199 wrote:see jlv. you need to do more thingies
Jones221 wrote: That was fucked up...Now I'll get hated for saying this, but I felt bad
DJ99X
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Re: Real Time Track Deformation

Post by DJ99X »

HERP DE FUCKING DERP
kona309
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Re: Real Time Track Deformation

Post by kona309 »

With a full pack of AI, Is it better to use 0.1 just incase?
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Snakey#45
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Re: Real Time Track Deformation

Post by Snakey#45 »

Is there a way we can make it work online?
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Ballsfalsky
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Re: Real Time Track Deformation

Post by Ballsfalsky »

haydugjr wrote:--erode 0.4
What is your roost on? mines @ 1000 and 0.4 deforms way to fast.
kona309
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Re: Real Time Track Deformation

Post by kona309 »

I use 0.5 with 50 roost and its a bit slow. maybe try 1.0 at 50. that way the game runs kinda quick.
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My stats:http://mxsimulator.com/servers/allservers/players/3042/
Jones221 wrote:Kona is right.
jlv wrote:If you kids don't knock it off I'm pulling this forum over!
Ballsfalsky
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Re: Real Time Track Deformation

Post by Ballsfalsky »

kona309 wrote:I use 0.5 with 50 roost and its a bit slow. maybe try 1.0 at 50. that way the game runs kinda quick.
I dont have any lag problems. I tried 0.1 @ 1000. Its fast LOL. Maybe ill try 0.4 @ 100.
kona309
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Re: Real Time Track Deformation

Post by kona309 »

Idk what it is, but my comp is shit sometimes
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My stats:http://mxsimulator.com/servers/allservers/players/3042/
Jones221 wrote:Kona is right.
jlv wrote:If you kids don't knock it off I'm pulling this forum over!
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