Setting Redline right
+9
JW Barto
slowDan
Speeddemon
DANDY
NoNameBrand
leoantix
See Flat
DonaemouS
aegidian
13 posters
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Re: Setting Redline right
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.
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.
C14ru5- Veteran
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Redline and syslogd
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,
JW Barto
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Re: Setting Redline right
leoantix wrote:you are correct sirSee Flat wrote:I'd call that a tedious laborious work around and not an installed feature! hehe
btw ... something that has come up in MP and mentioned before on the ambrosia forums by me regarding the calibrating momo loopyet 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.
aegidian- Moderator
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Re: Setting Redline right
This feature request just came to me: integrate Snaily's rally track generator into Redline.
djpimley- Veteran
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Grid placement fixes
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.
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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Re: Setting Redline right
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.
Re: Setting Redline right
How bizarre, I hadn't noticed that...
/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.
/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.
Pax-raider- Veteran
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Re: Setting Redline right
Since posting requests in threads, this was always my #1. I hate rolling starts in RedlinePax-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. .
If we are starting a wish list instead of what bugs do you think should be fixed list...
Playback controls for redlog. FFW RW Play would be wonderful when having to find something in a 35 min redlog.
SF
Re: Setting Redline right
+1See Flat wrote:Playback controls for redlog. FFW RW Play would be wonderful when having to find something in a 35 min redlog
shouldn't be too hard to implement ... i hope
Re: Setting Redline right
leoantix wrote:+1See Flat wrote:Playback controls for redlog. FFW RW Play would be wonderful when having to find something in a 35 min redlog
shouldn't be too hard to implement ... i hope
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
Re: Setting Redline right
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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