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1.0.5 is out...

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Post  DonaemouS Thu Sep 04, 2008 3:36 pm

Any comments about the new version?

Actually I saw the new logo, and new updater window at startup. Nothing changed in Taunt Window, nor in multiplayer "pause", nor in hosting settings, or car/track selection window.
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Post  amped™ Thu Sep 04, 2008 3:42 pm

a changelog would of been nice Sad

i know its all under the hood stuff, and a ridiculously small update...bbut still

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Post  See Flat Thu Sep 04, 2008 3:57 pm

amped™ wrote: ...and a ridiculously small update...bbut still
you mean like looking at a corpse start to breathe! hehe
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Post  Speeddemon Thu Sep 04, 2008 4:33 pm

Small, maybe, but I am happy for the minor changes too, such as being able to see all of the tracks without having to remove plugins. I like the older Ambrosia icon more though. I agree, a change log would be great.
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Post  leoantix Thu Sep 04, 2008 5:31 pm

here is the official list of changes ... rather disappointing short list if you ask me Neutral

Code:
Redline Version History
• 1.0.5

– Uses newest Ambrosia libraries.
– Allows custom cars to specify RPMs for shifting up and engaging the clutch.
– Replays with missing plug-in cars will no longer crash the game.
– AI speed will be the same on Intel and PPC machines.
– High-resolution icons for Mac OS X 10.5 Leopard.
– Redline can now list more then 64 different tracks.


Last edited by leoantix on Tue Sep 23, 2008 7:15 pm; edited 1 time in total
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Post  Speeddemon Thu Sep 04, 2008 7:05 pm

leoantix wrote:here is the official list of changes ... rather disappointing short list if you ask me Neutral

Code:
Redline Version History
• 1.0.5

– Uses newest Ambrosia libraries.
– Allows custom cars to specify RPMs for shifting up and engaging the clutch.
– Replays with missing plug-in cars will no longer crash the game.
– AI speed will be the same on Intel and PPC machines.
– High-resolution icons for Mac OS X 10.5 Leopard.
– Redline can now list more then 64 different tracks.
Disappointing? For me, not at all.
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Post  djpimley Thu Sep 04, 2008 9:31 pm

leoantix wrote:here is the official list of changes ... rather disappointing short list if you ask me
Depends how unrealistic your expectations were! jocolor
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Post  leoantix Fri Sep 05, 2008 1:58 am

djpimley wrote:Depends how unrealistic your expectations were! jocolor
hehe ... indeed Embarassed

judging by the mishaps with updating expressed on the ambrosia boards ... seems a bigger disappointment even more for others silent


Last edited by leoantix on Tue Sep 23, 2008 7:16 pm; edited 1 time in total
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Post  DonaemouS Fri Sep 05, 2008 2:09 am

-- Will now optionally look for Plug-Ins in ~/Application
Support/ Redline/ and save redlogs there as well (it will still make
use of Plug-Ins located at the same directory as the Redline.app)

-- Switches over to incremental Sparkle for future updates

-- Please note that clients older than 1.0.3 cannot join
Redline 1.0.5 multiplayer games due to newer functionality, so
Redline 1.0.5 is a highly recommended update

from Ambrosia Press Release
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1.0.5 is out... Empty New .car values

Post  C14ru5 Fri Sep 05, 2008 4:22 am

I just tested the new shiftUpRPMFix and clutchRPM, and they work as expected. Note: When setting the clutchRPM to a low value, make sure you test the car in automatic before releasing the plugin! Otherwise, the car may not get going if you drive an automatic and try starting it uphill. (Or: Just leave it like that and let automatic drivers learn the hard way that they should drive manual)
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Post  DonaemouS Fri Sep 05, 2008 4:33 am

C14ru5 wrote:I just tested the new shiftUpRPMFix and clutchRPM, and they work as expected. Note: When setting the clutchRPM to a low value, make sure you test the car in automatic before releasing the plugin! Otherwise, the car may not get going if you drive an automatic and try starting it uphill. (Or: Just leave it like that and let automatic drivers learn the hard way that they should drive manual)
Can you pls write what they are doing in cars and how they works? I would to understand how to use these new setting in my cars too.
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Post  C14ru5 Fri Sep 05, 2008 6:05 am

---shiftUpRPMFix---
Sets a RPM value where the automatic gearbox will shift into next gear. Replaces the null variable shiftUpRPM (it's done in that way for backwards compatibility). If you leave out the value, the car shifts up at maxRPM.

Example:
A car has maxRPM at 7000, but has a very narrow power band and loses power rapidly after 6500 RPM, it may not be able to shift into top gear. Solution: Set shiftUpRPMFix to 6500, simple as that.


---clutchRPM---
Sets a RPM value where the clutch is released when accellerating or engaged when decelerating. The method that Redline turns the clutch on or off is very harsh (the driver probably has an amputated left leg). Low torque at this point may cause the engine to jerk, where the rev needle jumps back and forth between the RPM for the current car speed and the jerkRPM (engine inertia and what gear you are in will also affect this behavior). If you leave out the value, the clutch is released/engaged at 3000 RPM.

Example (Ultima GTR):
Lots of torque at low revs, and quite high engineBaseFriction. When decelerating, the car spins out when the engine reaches 3000 RPM. Solution: Set clutchRPM to a lower value like 1500, since the car has more than enough torque to get going at that point.

Example (Trabant/Wartburg, etc.):
Very little torque at low revs. Even if you rev the car before setting off, the wheels grip well and the gear ratio causes the car to lose power and jerk. "Solution": You would think that increasing the clutchRPM value would do the trick, but this isn't such a good idea since it relates to jerkRPM. Setting the clutchRPM to a lower value makes it easier for the car to get going, but unless you rev the car in neutral before shifting into first gear, you will stall if you try starting uphill. This makes sense, but not if you're driving in automatic. Has anyone found a good solution for this using the new clutchRPM value?

Example (Karts):
Low-ratio first gear, great wheel grip, and no clutch (must have a running start). Solution: Set jerkRPM > idleRPM (the engine now idles at jerkRPM) and set clutchRPM very close to this value. Previously, the engine would jerk up to 3000RPM while stalling, but this doesn't happen with the new lowered clutchRPM value. No more unrealistic stalling!
(Note: I haven't tested this on my karts yet, as those development files are not on this computer. I hope that I'm not disappointed...)

If anyone wants to update Redline Editing Wiki, please do so (I'm running out of my lunch break time). I think the clutchRPM value requires some more testing, as it may also cause unexpected behavior somewhere else.


Last edited by C14ru5 on Fri Sep 05, 2008 8:28 am; edited 1 time in total
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Post  DonaemouS Fri Sep 05, 2008 8:19 am

thx C14ru5 for explained me what Jerk mean and how clutchRPM. From what I understand, this should fix the XLR low rpm problems, once you got crashed, due to inefficient gearbox ratios.

I will do some test too, I would to understand how it works, and probably I'll fix also the S6's jump on start due to high torque on rear wheels.
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Post  DonaemouS Fri Sep 05, 2008 8:36 am

-- Will now optionally look for Plug-Ins in ~/Application
Support/ Redline/ and save redlogs there as well (it will still make
use of Plug-Ins located at the same directory as the Redline.app)
This mean you'll can move out your cars/tracks/redlogs from the Redline Application folder to your

Code:
~/Library/Application Support/Redline/

To do this, you'll need to create a new folder and rename it in "Plug-Ins". This works for cars/tracks, but not working for redlogs
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Post  leoantix Fri Sep 05, 2008 1:04 pm

i smell a whole lotta updates coming soon Very Happy


Last edited by leoantix on Tue Sep 23, 2008 7:16 pm; edited 1 time in total
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Post  slowDan Fri Sep 05, 2008 1:19 pm

Now that's an intriguing comment! scratch Question
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Post  leoantix Fri Sep 05, 2008 1:36 pm

slowDan wrote:Now that's an intriguing comment! scratch Question
i'm only guessing that a few of the developers will be adjusting their work with the new options
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Post  theSnail .@y Fri Sep 05, 2008 2:30 pm

leoantix wrote:i smell a whole lotta updates coming soon
Huh ?
If only they could fix the finishline bug on unlooped tracks ...
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Post  theSnail .@y Fri Sep 05, 2008 3:05 pm

leoantix wrote:here is the official list of changes ... rather disappointing short list if you ask me

Code:
Redline Version History
• 1.0.5
...
– AI speed will be the same on Intel and PPC machines.
...

Ahahah, did you play a generated track with AIs ?
I tried Roger Clark Special ...
With 1.0.4 the AIs were very good, were quite close to each other and I finished between 9th and 11th out of 12 on such a long race.
Now they drive like nuts, take all the sharp curves way too fast, wallride ...
I ended 3rd out of 12 and the last AIs arrived more than 1 minutes after me.

On my Intel machine, this AI update is *#!?/ bad.

Can you tell me how they drive now on your PPC and Intel macs ?
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Post  djpimley Fri Sep 05, 2008 3:12 pm

C14ru5 wrote:---shiftUpRPMFix---
Replaces the null variable shiftUpRPM
Just a little note that ShiftUpRPM is not a null variable - it is used by AI cars, so you must keep it in your .car files and continue to set it to a sensible value. The reason a fix was required was that it was used by AI cars but not human cars.
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Post  DonaemouS Fri Sep 05, 2008 3:38 pm

first bug in 1.0.5.

with the older version, double clicking on any redplug file, the game started. Now, the game is launched too, but without the game window. Evil or Very Mad
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Post  C14ru5 Fri Sep 05, 2008 4:05 pm

djpimley wrote:
ShiftUpRPM is not a null variable
OK. I must have gotten the wrong idea from Giles rambling on the Web Board when he read what Jonas planned for 1.0.5, complaining that his own cars had treated it as a null variable. Luckily, I'm not affected by that issue, since I've always thought of it as natural to have realistic values for shiftUpRPM in my own cars just in case.
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Post  amped™ Fri Sep 05, 2008 7:59 pm

DonaemouS wrote:first bug in 1.0.5.

with the older version, double clicking on any redplug file, the game started. Now, the game is launched too, but without the game window. Evil or Very Mad

same with trying to join a game from the webtracker when redline is not running.

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Post  djpimley Fri Sep 05, 2008 9:05 pm

A few more updates of this quality and ASW will have achieved their aim of killing Redline. Now we've all paid our money it's time to kill the goose... clown
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Post  Speeddemon Fri Sep 05, 2008 9:22 pm

Off the current topic, but still under the 1.0.5 topic, I found the plugin crashing the game is the Honda S2000 CR. I hope this helps with some crashes.

SD
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