Radiator Springs Racing

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Online Sim Racing netKar PRO


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Wally Masterson
Leonardo Ratafia
Clive Melbourne
akbar_sal
Vaggelis
si3v
Radek Pól
Paul O'Brien
giancarlo graziano
Fernando Zart
Steve Crawnshaw
M Waechter
Sergey Moskovkin
Albert McSaltens
Raúl Expósito
René Lorig
henrizio
paul thomas
M Carey
laurent resende
Sergio Marques
MikaRaymond
Martin Hussey
Michele Campini
Marcello Gabrielli
Andrea Lojelo
30 posters

    top priority bugs to be fixed

    Andrea Lojelo
    Andrea Lojelo
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    Post by Andrea Lojelo Tue Feb 08, 2011 11:09 am

    Since the upcoming v1.3 is going to be a beta, it means, I hope, that Kunos will have some time later on to work on some bug fixing (although some might have been already fixed in this release. I doubt, but...who knows).

    What are for you the top priority bugs to be fixed?

    Let's try to do a small brainstorming, so we can, eventually be helpful. Please give a short description of the problem too.

    here are the first that came to my mind:

    - multiple collision bug: contact speed doubles in case of multiple contacts
    - full mode doesn't work properly: reparation times are not deterministic nor realistic.
    - join lag: when a car connects to the server the game freezes (once more...)
    Marcello Gabrielli
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    Post by Marcello Gabrielli Tue Feb 08, 2011 12:39 pm

    - SOLVE THE COLLISION PROBLEM -> FLYING CARS
    - when a new user enter in a server, load a default skin (the orange is ok), instead of the blue box
    - add the "L" button to clean the view as a button to be defined in the setup commands window
    - as default (to be modified in a menu), remove the coloured bars on the left
    - for the name of the drivers (TAB button), add in front the position in the race and move the ping after the name
    - in the mirrors, allow to see the name of the drivers or only the position in the race, so you can understand if the next is in front of you or if is in battle with you
    - in the server setup, put the "5laps rule" (or n laps\ n time, configured by the users) to lock the cars in the box after an ESC
    - "raise the hand" button when you win (a dream coming from GPL....)
    - better replay managment, allowing to move faster with a slidebar and saving in .avi format

    bye
    Marcello
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    Michele Campini
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    Post by Michele Campini Tue Feb 08, 2011 2:00 pm

    In priority order:
    - solve bug-lag problem;
    - increase number of online players to 24 (24 is perfect and more realistic);
    - increase number of clear possibilities (L) in formula cars (we are virtual drivers, not real drivers, wtf) or use 5 times only in full mode for example
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    Martin Hussey
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    Post by Martin Hussey Tue Feb 08, 2011 2:05 pm

    Asking for more online players would be a silly thing to do until the netcode is properly smoothed out.

    Would like to see a fix to the funky collision issue.
    It would be nice for collisions to turn off for a car which stops responding (connection timeout). Tricky to impliment, though. Its a nightmare when the car in front drops out and just stops.
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    Michele Campini
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    Post by Michele Campini Tue Feb 08, 2011 2:13 pm

    With a netcode not properly smoother is crazy gaming online with 5 or 45 racers ... because u'are near at max with 2-3 car, not 40 at the same time.
    MikaRaymond
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    Post by MikaRaymond Tue Feb 08, 2011 4:28 pm

    everything has already been said. some people priorotise more things than others and i dont mind about other things but i think we all have to agree the main thing which needs fixing is the netcode / collision detection (or whatever you want to call it).

    obviously we all know other small things need fixing such as the blue box and the UI could use a little work but i will only care about those once we have a sim where online racing without stupid lag collisions is possible Smile
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    Martin Hussey
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    Post by Martin Hussey Tue Feb 08, 2011 4:30 pm

    Would also be nice for people who connect during a race to be put in a default car skin. The blue wireframes cause accidents.
    Sergio Marques
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    Post by Sergio Marques Tue Feb 08, 2011 5:06 pm

    About people who connect during a race, I think the best thing is set the server to don't allow that, only join at practice or qualify.
    laurent resende
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    Post by laurent resende Tue Feb 08, 2011 5:46 pm

    foremost the Netcode
    Andrea Lojelo
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    Post by Andrea Lojelo Tue Feb 08, 2011 5:50 pm

    Marcello Gabrielli wrote:
    - when a new user enter in a server, load a default skin (the orange is ok), instead of the blue box
    this is actually done to have less join lag, since you don't need to load in memory that texture.

    Marcello Gabrielli wrote:- better replay managment, allowing to move faster with a slidebar
    this is already possible. just click in the position you want on the slidebar.
    furthermore, you can do fast forward i think with F key.


    Michele Campini wrote:In priority order:
    - solve bug-lag problem;
    what do you mean exactly?
    Improving the multi in general or a specific bug? Lag is usually due to high latency on the network.
    At the moment the server has issues when there are client with issues.

    Michele Campini wrote:
    - increase number of clear possibilities (L) in formula cars (we are virtual drivers, not real drivers, wtf) or use 5 times only in full mode for example
    this is unlimited currently.


    Sergio Marques wrote:About people who connect during a race, I think the best thing is set the server to don't allow that, only join at practice or qualify.
    this is already possible configuring the server this way.
    M Carey
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    Post by M Carey Tue Feb 08, 2011 5:54 pm

    Apart from the collision bug which has ruined this seasons racing for me, I'd like that replay bug fixed where you see damage that hasn't occurred yet (if you've rewound a replay). It's really annoying when you're making videos, as the only way round it's to save an edit for every incident you want to capture, or forward all the way through (if you can be bothered Smile).


    Last edited by M Carey on Tue Feb 08, 2011 6:00 pm; edited 1 time in total (Reason for editing : Spelling ;P)
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    Post by Martin Hussey Tue Feb 08, 2011 5:57 pm

    Andrea Lojelo wrote:
    Marcello Gabrielli wrote:
    - when a new user enter in a server, load a default skin (the orange is ok), instead of the blue box
    this is actually done to have less join lag, since you don't need to load in memory that texture.

    I think loading a default texture when you start the game is the only real solution. When you start the game that wireframe is loaded as an object anyway for this situation. Why not load a default skin instead? Wireframing the car is a work-around. Not a solution.

    Normally, there are no collisions for vehicles when they are wireframe. However, on numerous occasions i've been in a situation where textures hadn't loaded quick enough for the race for me, but they had for others. So while i had no collisions with other drivers, they could collide with me. Makes for terrifying driving, as i'm sure you're aware of how difficult the wireframe is to spot on a high speed straight. Not fun
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    paul thomas
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    Post by paul thomas Tue Feb 08, 2011 6:01 pm

    Mapping L to the wheel is already possible using the logitec control panel or Glovepie for fanatec users.

    Not a bug but a high priority is for sharing setup in game.
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    Martin Hussey
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    Post by Martin Hussey Tue Feb 08, 2011 6:04 pm

    paul thomas wrote:Mapping L to the wheel is already possible using the logitec control panel or Glovepie for fanatec users.
    Thats a work-around. Not everybody has Logitech of Fanatec wheels. They should, but dont.

    paul thomas wrote:
    Not a bug but a high priority is for sharing setup in game.

    This would be quite nice.
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    Post by paul thomas Tue Feb 08, 2011 6:08 pm

    glovepie will work for all wheels and controllers

    Just add

    (L) = joystick0.Button8
    the button number will varie per wheel.

    Ive also written a glovepie script to map escape to pits with damage repair without using the mouse. This is rez specific so if anybody wants me to write one for their resolution PM me with their resolution.
    Example (1216 by 698)

    if joystick0.Pov1Left then
    press keyboard.esc;
    wait 15ms
    release keyboard.esc;
    mouse.cursorposX = 600;
    mouse.cursorposy =270;
    press mouse.leftButton;
    wait 15ms;
    release mouse.leftButton ;
    mouse.cursorposX = 820;
    mouse.cursorposy =630;
    press mouse.leftButton;
    wait 15ms;
    release mouse.leftButton ;
    end if


    Last edited by paul thomas on Tue Feb 08, 2011 6:24 pm; edited 4 times in total
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    Post by Martin Hussey Tue Feb 08, 2011 6:08 pm

    Then i shall shut my facehole.
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    henrizio
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    Post by henrizio Tue Feb 08, 2011 7:22 pm

    Obviously all netcode issues.

    + v1.1 tyre physics back.
    + realistic weight physics. atm cars fly like paper planes.
    Andrea Lojelo
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    Post by Andrea Lojelo Tue Feb 08, 2011 7:24 pm

    can you be a bit more clear? What's wrong with the v1.2 tyre model?
    regarding car flying do you mean during a jump or after a contact?
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    Post by M Carey Tue Feb 08, 2011 7:57 pm

    I think henrizio means the changes Kunos made to the 1.2 tyre model (which I don't have a problem with btw Smile), and maybe this with regards to the weight physics.
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    Post by henrizio Tue Feb 08, 2011 7:59 pm

    Andrea Lojelo wrote:can you be a bit more clear? What's wrong with the v1.2 tyre model?

    Old cars has now poor front grip and KS2 got same problem. Also these new tyres are very unpredictable to drive. Grip level changes too much in very short time.

    Andrea Lojelo wrote:
    regarding car flying do you mean during a jump or after a contact?

    Both. When car is off the ground it's a paper plane.
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    Post by René Lorig Tue Feb 08, 2011 8:06 pm

    I haven't experienced most of the bugs mentioned here, but the replay bug (damage, at the moment I don't see any damge on my car in replays) and the collision detection should be fixed and solved. I know the collision detection is not easy to fix because of the netcode trying to guess the next position of the car depending on speed and g-forces but he could at least try to solve it.
    Maybe implement an auto-kick feature for drivers with very high ping. (Like in Counter-Strike Very Happy )
    laurent resende
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    Post by laurent resende Tue Feb 08, 2011 8:17 pm

    agree with henrizio
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    Post by Raúl Expósito Tue Feb 08, 2011 9:05 pm

    Things that must be improved.

    The shocks.

    To be able to expel the people who behaves badly.

    I play totally translated into several languages.

    Any functions as bending the chamber, repetition, F5 and some functions do not work always.

    Skins loaded from a server.

    Better chambers, to be able to do decent videoes.

    In the repetitions the damaged cars and the stopped ones go out before it happens.

    Chat with mas characters, and the letter "Ñ".

    Claxon in the cars that must have.

    To listen to the sound of all the cars in the repetitions (always yours is listened mas, and they listen the others of bottom)
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    Post by M Carey Tue Feb 08, 2011 10:45 pm

    Thought of something else, yellow flags should be triggered when a car's stopped out on track, or maybe when one's traveling below a certain speed (if that's possible). It's silly that on a street circuit you can come round a corner to find a stopped car on track, or if someone fails to leave the grid you have to take high speed avoiding action next time round.
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    Post by MikaRaymond Tue Feb 08, 2011 10:52 pm

    Andrea Lojelo wrote:can you be a bit more clear? What's wrong with the v1.2 tyre model?

    ive noticed the tyres actually heat up when stationary in the pits. if you watch, theyll start at 25c and slowly heat up to 27/28c. surely this is incorrect Smile

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