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amilmand

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#281   2018-03-30 08:29          
Well the formula is relatively complicated I would suggest you try writing out the value returned by the function on a track and testing it against the default meter but in my experience the default meter only displays values between 0-1 and it clamps others, but I did not test this extensively I might be wrong.
But here is a google sheet exemplifying the graph for the IshimaTurbo I enabled editing of the turbo params so you can try out other values.
Slrr_RPMvsTurbo

Whatever it returns (except the -99999 cases) is I'm fairly sure the same value the game uses.

This post was edited by amilmand (2018-03-30 08:49, 57 days ago)

adnan54

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#282   2018-03-30 17:58          
Now i understand it, this sheet made things way more clear.
I was a bit confused because if the P_turbo_waste is lower than 1.0, the ResultActivity is negative.
I've also noticed that the v4 gives the exact value that i need..
It helped a lot, thank you :D
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gorgoil

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#283   2018-03-31 15:49          
I have a question is possible to add a 7th gear to SLRR?

ALAN

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#284   2018-03-31 16:56          
Iirc someone made it to use up to 10th

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#285   2018-03-31 17:05          
Yes but the engine doesnt fully support it. I did an 8 gear shifter but there's something that fucks up so once you reach the 8th it still allows to shift forward, as if there were 9, but instead of getting a 9th gear it goes back to neutral and restarts the cycle.

If you reach the 8th gear and come back, it will also allow using the reversing.

If you reach the neutral the way i said above(after the 8th gear) and then shift down, it will still allow to use the reversing.

Probably he can do something to fix that though.

Let me search and link the files.

Added 10 minutes later:



Added 22 seconds later:

# ALAN : Iirc someone made it to use up to 10th

cough

always having the problem as above

This post was edited by Bigg Boss93 (2018-03-31 17:19, 56 days ago)
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gorgoil

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#286   2018-03-31 20:54          
Yeah I know I've made that long time ago Boss so that's why I'm asking to Amilmand, he might know if it possible to add that feature to the .exe

amilmand

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#287   2018-04-01 11:42          
Ah that really is not worth it...
Of corse it's plausible but there is no graphic in the font for the gears for a 7th (or up) and as you already found out the engine considers the 7th to be the reverse and things get messy if you try to play with that this is very unintended by the game designers, for a manual shift alright but to make the AIs aswell the automatic shift control able to use it, way too much work introducing potential bugs, I also dont really see the reward to risk introducing even more instability in the game.

But from the players perspective: I think the "current" ratio and the "current" gear number is directly editable with the chassis functions I introduced so for a custom GUI (which must be made for this scenario anyway as the original OSD doesn't even define a texture for the 7th gear) and a custom transmission there is no limit on the number of gears; you can set it to 2nd and let the automatic or manual control shift the gears up or down force it back to 2nd but change the ratio and the custom GUI to display the correct gear for the given ratio.
(you can even make a "continuous" transmission changing the ratio every frame for maximum torque (I hope I used the correct notions))

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#288   2018-04-02 00:23          
Do you think about moving or changing anything about slrr control support? the control works very badly in slrr, and changing that could give a new life to slrr, better gameplay, etc. (sorry for the english of google translator)
[img]<img src="http://upload.vstanced.com/images/2015/09/08/StreetLegal_Redline_2015_09_07_12_37_42_523.png" border="0">[/img]

amilmand

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#289   2018-04-02 04:15          
I dont know how slrr is inferior in controller support as I dont have a controller and I dont generally play racing games so I wouldn't know when the control feels right. I heard there is someone who added xinput for win10 maybe you are looking for that (LINK) but as I said never tested this.
Also there are numerous settings in the advanced control settings with those you ought to be able to customize your experience to your liking.

But if there is something specific that is not already in the game like a factor to modify how fast the given pedals are pressed I can look into it (though I think these particular factors are already in)

adnan54

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#290   2018-04-03 05:40          
How can i enable the camera moving while in a part tuning menu like in SlrrExhaustive in other versions?
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amilmand

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#291   2018-04-03 05:59          
The tuning menu is built in the Mechanic.java in the
public void handleEvent( GameRef obj_ref, int event, String param )
function, you are looking for the line (in the stock Mechanic.java)
Dialog dlg = new Dialog( player.controller, Dialog.DF_FREEZE|Dialog.DF_MODAL|Dialog.DF_DEFAULTBG|Dialog.DF_WIDE, "TUNE PART", "OK;Cancel" );
Remove the DF_FREEZE flag from the flags.

adnan54

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#292   2018-04-03 06:20          
Thanks for the fast answer. It really comes in handy, especially for making car mods :D
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#293   2018-04-10 01:53          
In the last exhaustive bits download all cars objects just seem to bounce when there is collision is there a way to fix this and change it to default?

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amilmand

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#294   2018-04-10 06:06          
Oh. Correct thank you for telling me!
The CollisionForceMultVehicle variable was set to 10 (should be 1) in the exe so if you would be using the NoReshade version it would behave unnaturally I fixed this in the downloads but as it was a clear outlier in the settings I suspect you did not explore them: try the config program that came packed with the NoReshade version (SlrrExhaustiveSettingsEditor) and check what can be changed (while you are at it you can fix this error directly there by changing that particular (CollisionForceMultVehicle) variable to 1 and saving) for example I always hated how the cars bounce around when landing a jump (even a small one)... this can be remedied with the NativeSpring_Var5 (max inverse-contraction):

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#295   2018-04-10 14:25          
Thanks. I never noticed the second tab in the editor

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amilmand

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#296   2018-04-12 13:49          
I uploaded a new patch to the "Ever refreshing patchlink" for SlrrExhaustive

I made the Viper and S13 wings compatible with other cars and also added a new lookup giving back the names and descriptions of basic-parts that had their scripts stripped for stability. (a lot of parts had very basic names like "Bumper" and "Quarter Panel" most of these parts got their original name back)

amilmand

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#297   2018-04-12 20:03          
If someone downloaded the patch in the afternoon please download it again I failed to include a crucial file in the patch, downloading it again will fix the issue.
Thanks for adnan54 for pointing the error out :)