1.0.5 is out...
+6
djpimley
leoantix
Speeddemon
See Flat
amped™
DonaemouS
10 posters
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Re: 1.0.5 is out...
Another bug:
if you move all the plugins in Application Support, also your cars and track in development, they will not work with TE and MI.
They require these projects to be in Redline application plugins folder
if you move all the plugins in Application Support, also your cars and track in development, they will not work with TE and MI.
They require these projects to be in Redline application plugins folder
Re: 1.0.5 is out...
thanks for all the notes about the little bugs ... seems we have tested the release more than the ambrosia staff
some people have blamed the honda yet i can't understand why since it works just fine hereSpeeddemon wrote: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.
Last edited by leoantix on Tue Sep 23, 2008 7:17 pm; edited 1 time in total
Re: 1.0.5 is out...
This one seems a slightly strange addition. I know its supposed to be the proper way of doing these sort of things, but its not complete and tagged on where the old way did a 'good enough' job. It seems as though it will need more updates to put it completely right, but all the indications are that there won't be any major updates.-- 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)
Why did they bother??
Re: 1.0.5 is out...
Ok, I don't know how it works excactly, but here are my 2 cents:DonaemouS wrote:how works engineBaseFriction and engineRPMFriction?
EngineBaseFriction: I assume this to be a basic friction component of the engine at idle. Everything which wants to slow down the engine when with a disengaged clutch, so bearings, valve train, water pump... all that stuff. It's independant from the rpm the engine runs
engineRPMFriction: This is an additional friction component, dependent on the rpm the engine runs. So at higher rpm, you get higher friction. This could be higher compression (that changes with the rpm, right guys ), the friction of the oil or the air below the piston, which needs to go out of the way if the piston moves.
I use both values to adjust engine braking behaviour, which gives me a certain degree of control of the line of a car in a corner.
Tomte- Veteran
- Number of posts : 559
Location : Bordeaux, France
Interests : my daughter... hardly any time for anything else
Humor : I'm German. Was ist Humor?
Favorite Car : I'm not the driver, I'm the mechanic.
Favorite Track : Spa-Francorchamps
Registration date : 2008-08-28
Re: 1.0.5 is out...
DonaemouS wrote:how works engineBaseFriction and engineRPMFriction?
In my Mack's car file:
;engineBaseFriction,engineRPMFriction: Change engine friction.
;engineBaseFriction is a constant (such as resistance caused by friction of moving parts in their bearings)
;engineRPMFriction is dependant on engine speed (such as resistance caused by compression inside the cylinders)
;Default values are 25 and 0.02. Add either field to have both customized (if you just add one of the two fields, the other is set to zero).
engineBaseFriction 100
engineRPMFriction 0.08
djpimley- Veteran
- Number of posts : 691
Registration date : 2008-08-28
Re: 1.0.5 is out...
one thing SF and others have noticed in MP, no more exit lag with 1.0.5 ... at least something was fixed
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