What I mean is that successive locks would not find the same spot if the tire is truly locked, as it would be not rotating. You would have to be on the edge of it. In which case I don't know... lol Flatspots are visual and physical, your grip on that area of the tire is reduced but whether it would work that way with successive flatspots I can't confirm for sure...
Thanks for all the answers.
Another example - NASCAR forbids crossing lanes during double-file restarts. Even leader can be black-flagged if he crosses lanes before finish line, as it happened during this year's Daytona 500.
Last year in IndyCar about 4 drivers wasted their "push to pass" on race start, because cars were not properly lined-up and there was no green flag.
Paul Tracy nearly won Indy 500 once - he passed the leader but like 2 seconds later there was a FCY. Indy 500 rules stated that track order will revert to end of previous lap.
In NASCAR there can be a "competition yellow" on say, lap 50, and no refuelling is allowed before that lap.
And so on... Implementing all this would be insane and rules keep changing.
That's why I suggested a plugin interface for this on RSC forums, and here, on this forum: LINK
People would be able to write their own server-side plugins that ask rFactor for things like: "is that guy in pitlane?", "is safety car in pitlane?", "are these guys side by side?", "did that guy serve S&G?", "is that car out of control?", "is that car on track?". And the same plugin would tell rFactor: "Let safety car go on track now.", "let safety car accelerate to 130 mph now", "give that guy a DT penalty", "tell that guy to stay behind that guy" and so on.
So more less something like spotter interface, but server-side and related to race control.
Simply put - implementing various race rules would cost you time. You could stick to just basic race rules ("road", "road with rolling start" and "oval") and invest saved time on implementing such plugin interface. Not necessarily in initial release of rF 2
That's interesting. Bringing up the same game again (lol) but what you're asking for sounds very similar to the modding plugins for Egosoft's games. It works very well there...
That doesn't mean, there shouldn't be any, even if that could be possible... you can always disable them in options :P
The rig: Win 7 x64 Pro; Intel i3 540; Intel DH57JG; G.Skill 2x4GB F3-12800CL9D-8GBSR; Gigabyte GTX 560 1GB; old Enermax 350W; 2x Dell 22" U2209WA; The gear: T500 RS + CSPv2;
Just a question that came to mind. Sorry if it's already been asked before. On an oval course, if the programmed racing line (used by AI and in rF1, makes a visible groove) is on the bottom, but the line being used is on the top, will the line that's actually being used be the one with the most grip? I know that in the rain, the one that's used is dryer and has more grip, but what if you are already in dry weather?
And one more thing, how programmable are the racing flags? Can they be used the way that this page describes them being used for? Different leagues using the same flags for different things?
If you program the AI to use varying lines, you'll be able to 'find grip' elsewhere. Marbles form off line though so if a line is used by most of the AI it could ruin other parts of the track.
I don't know the answer to your second one. I heard mention of programmable timers, triggers, etc in tracks, but I don't know how far they got/will get with that. Infact Scott may have mentioned it in his recently track update?
Imagine I have to use sun position to control my cloud and water animation in shaders.
Or store spotlight direction, radius, center point and blend angles in UV coordinates for lightflare shader.
Having a generic set of constants would allow extending rFactor's engine much easier without the need to write some specialized parameter encoding tools for GMT files.
Last edited by K Szczech; 04-06-11 at 04:09 PM.
Thanks for the answers. Programmable triggers sounds interesting, but that's not quite what I was after. I was thinking more in terms of this for programmable flags:
Code:// Black Flags (bytewise) // 0 = Not Used // 1 = Disqualified // 2 = Penalty // 4 = Mechanical Problem // 8 = Parked // 16 = No Longer Scored // 32 = Unsportsmanlike Conduct blackFlag = 46 blackWhiteCrossFlag = 16 halfBlackhalfWhiteFlag = 0 // Yellow Flags // 0 = Not Used // 1 = Local Caution Road // 2 = Local Caution Oval // 4 = Full Caution Road // 8 = Full Caution Oval // 16 = Hazard Zone (road courses only) yellowFlag = 12 yellowRedStripeFlag = 16 // Blue Flags // 0 = Not Used // 1 = Slow Car On Track // 2 = Local Caution Road // 4 = Local Caution Oval // 8 = Faster Car Approaching blueFlag = 3 blueYellowStripeFlag = 8