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Setting Redline right

+9
JW Barto
slowDan
Speeddemon
DANDY
NoNameBrand
leoantix
See Flat
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aegidian
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Setting Redline right - Page 2 Empty Re: Setting Redline right

Post  C14ru5 Sat Oct 18, 2008 6:42 pm

Smile I found it rather amusing (in a lack of a better word) that the coding monkeys at Ambrosia have had that calibration stuck-in-a-loop bug for so long. All the kings horses and all the kings men, and not even the editor of the largest mac hints site was smart enough to figure it out on his own.

I'm glad it worked out for Rob Griffiths in the end, though. I had the same problem, but I didn't bother looking for a solution since my gamepad is calibrated well enough as it is.
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Setting Redline right - Page 2 Empty Redline and syslogd

Post  JW Barto Mon Oct 20, 2008 1:36 am

aegidian wrote:What would be your personal list of must-fix features in Redline 1.06?

A fix for Redline causing 'syslogd' to pin the CPU and causing either major slowdowns or the user to kill the process entirely via the terminal.

Thanks,
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Post  aegidian Mon Oct 20, 2008 5:58 am

leoantix wrote:
See Flat wrote:I'd call that a tedious laborious work around and not an installed feature! hehe
you are correct sir

btw ... something that has come up in MP and mentioned before on the ambrosia forums by me regarding the calibrating momo loop
yet it brings me back to another bug i remember about the controller options. if split axises are set for pedals the calibrate "wizard" gets stuck in a funny loop where it recalibrates the wheel only never asking you for the pedals bc it is stuck in a silly loop, hitting esc while hitting enter works yet doesn't solve the fact that the pedals aren't calibrated ... i actually have to set to "no split" then calibrate ... then split again so the loop doesn't effect my setting ... weird

Yeah, the calibration interface needs a bit of hard-looking-at.
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Post  djpimley Thu Oct 30, 2008 7:46 pm

This feature request just came to me: integrate Snaily's rally track generator into Redline.
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Setting Redline right - Page 2 Empty Grid placement fixes

Post  Pax-raider Sat Nov 01, 2008 10:39 am

Just remembered something that needs some work IMHO - grid placement.

First (and probably easiest), there should be a flag in the .mapinfo that determines which side of the grid has the pole position. Pole on any real world track is set so that they have the outside line to the first corner - RL should be the same.

Second, the grid should spread back from the start-finish line parallel to the track, not in a line perpendicular to the start. This feature means that all grids currently have to be placed on a very straight piece of track. To be able to even set a grid for 12 cars that avoided landing a car onto the guardrail at Monaco I had to finagle the start segment location, due to the bend in the track.
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Post  NoNameBrand Sat Nov 01, 2008 10:49 am

Pax-raider wrote:Just remembered something that needs some work IMHO - grid placement.

First (and probably easiest), there should be a flag in the .mapinfo that determines which side of the grid has the pole position. Pole on any real world track is set so that they have the outside line to the first corner - RL should be the same.

Suzuka has its pole position on the opposite side to every other track - how'd he do that? maybe there is such a flag.

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Post  Pax-raider Sat Nov 01, 2008 10:59 am

How bizarre, I hadn't noticed that... Embarassed

/me rushes quickly to check the .mapinfo/

EDIT: OK, wasn't so hard, Fuglz used a negative startCenterOffset to do it. Hadn't thought to try that. So erase number 1, but number 2 still applies.
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Post  See Flat Sat Nov 01, 2008 11:14 am

Pax-raider wrote:Just remembered something that needs some work IMHO - grid placement.
First (and probably easiest), there should be a flag in the .mapinfo that determines which side of the grid has the pole position. .
Since posting requests in threads, this was always my #1. I hate rolling starts in Redline
If we are starting a wish list instead of what bugs do you think should be fixed list... Smile

Playback controls for redlog. FFW RW Play would be wonderful when having to find something in a 35 min redlog.

SF
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Post  leoantix Sun Nov 02, 2008 5:11 pm

See Flat wrote:Playback controls for redlog. FFW RW Play would be wonderful when having to find something in a 35 min redlog
+1

shouldn't be too hard to implement ... i hope Embarassed
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Post  See Flat Sun Nov 02, 2008 5:59 pm

leoantix wrote:
See Flat wrote:Playback controls for redlog. FFW RW Play would be wonderful when having to find something in a 35 min redlog
+1

shouldn't be too hard to implement ... i hope Embarassed

Since this has turned too into a "we know ambrosia will never do it" wish-list. It does not matter how hard it is to implement does it! hehehe Wink
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Post  slow Sun Nov 09, 2008 1:28 pm

i have been using cameramode 9 lately. sometimes in traffic or when returning to the track i have to switch views in order to see whats coming in order not to cause accidents. the problem is that once you switch out of mode 9 you cant get it back until the next race.

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