virtualrc
#47
Originally posted by 20 SMOKE
Do I need to register to download the free track for practice/playing around
Do I need to register to download the free track for practice/playing around
#48
Tech Champion
iTrader: (17)
Originally posted by FIRE RIDER
ok i dled it and tryed it and its almost imposible to drive teh car with the keyboard unless ya like to go flying off the track or whip the car around when ya hit the breaks becasue of having no throttle or steering sensetivity controll. but teh grafix arent that bad. could use sumthing so you could paint your own body but other than that ill give it a 7 out of 10.
ok i dled it and tryed it and its almost imposible to drive teh car with the keyboard unless ya like to go flying off the track or whip the car around when ya hit the breaks becasue of having no throttle or steering sensetivity controll. but teh grafix arent that bad. could use sumthing so you could paint your own body but other than that ill give it a 7 out of 10.
#49
Tech Regular
Join Date: Nov 2003
Location: The Milkyway/Planet Earth/Europe/Sweden/Skåne/Malmö
Posts: 349
With my Hitech Lynx my best lap on oslo is 14.2 with S710/TC
#51
Originally posted by 20 SMOKE
what do i click on to run the tracks for practice i registered and nothing works
what do i click on to run the tracks for practice i registered and nothing works
The program will activate itself as well as the two free tracks.
#52
Tech Initiate
Originally posted by AMGRacer
Actually it is quite easy to get around the latency issues in most games which are operating on a more macro level. The trick with this game is the playing field is very small so any of the techniques to get around slower package speeds are more noticable.
The only practical solution right now is to keep servers at a more local level and not play continent to continent. I consistently get < 30ms on local servers with my broadband connections which should be more than fast enough for the purposes of this game.
Actually it is quite easy to get around the latency issues in most games which are operating on a more macro level. The trick with this game is the playing field is very small so any of the techniques to get around slower package speeds are more noticable.
The only practical solution right now is to keep servers at a more local level and not play continent to continent. I consistently get < 30ms on local servers with my broadband connections which should be more than fast enough for the purposes of this game.
look out for the game update, we have drifter tires included. Curious to know how you find these to work, as you seem to be into drifting with your HPI.
#53
Originally posted by vrc
the smaller the latency, the smaller the problem, and the other way around. We can't control this.
look out for the game update, we have drifter tires included. Curious to know how you find these to work, as you seem to be into drifting with your HPI.
the smaller the latency, the smaller the problem, and the other way around. We can't control this.
look out for the game update, we have drifter tires included. Curious to know how you find these to work, as you seem to be into drifting with your HPI.
Yep I cant wait for the drift tires they should be a blast!! Drifting a nitro car is something that everybody needs to try at least once
#54
Moderator
iTrader: (9)
Join Date: Jan 2004
Location: Outside doing things in places... Denver, CO
Posts: 4,609
Trader Rating: 9 (100%+)
i am confused how a game such as ... ohh lets say EA's F1 Challenge where you can have 30 F1 cars on a tight twisty track and play with 100ms pings and still run smooth via the web, but this game cant handle 2 cars at the same time.
I do appreciate how complex, and intense netcode can be to write. But most racing games have gone through the work to write netcode that will let them do multiplayer. to hear that "ohh no latency we cant work with that" comes off to me as BS. Location prediction, and error correction code, can be used to make games VERY seamless.
yes you cant expect to play on a dialup. but most broad band wiht 60ms pings should be very good.
The comment earlier about them going so fast that its very hard to do that kind of speeds over the web. Well F1 cars go 200 Mph, corner at 90mph in a course thats just more narrow to scale than what R/C cars have to use. Yet games seem to have been able to get that working pretty damn good with 30 people racing at once!.
Unfortunately the solution is actually doing the work to build netcode to handle latency. Which anyone who plays internet games, knows is more an art than a science. But just blaming Latency and taking an easy "timed" way out I guess works if you just didnt ever want to race against anyone else real time.
I do appreciate how complex, and intense netcode can be to write. But most racing games have gone through the work to write netcode that will let them do multiplayer. to hear that "ohh no latency we cant work with that" comes off to me as BS. Location prediction, and error correction code, can be used to make games VERY seamless.
yes you cant expect to play on a dialup. but most broad band wiht 60ms pings should be very good.
The comment earlier about them going so fast that its very hard to do that kind of speeds over the web. Well F1 cars go 200 Mph, corner at 90mph in a course thats just more narrow to scale than what R/C cars have to use. Yet games seem to have been able to get that working pretty damn good with 30 people racing at once!.
Unfortunately the solution is actually doing the work to build netcode to handle latency. Which anyone who plays internet games, knows is more an art than a science. But just blaming Latency and taking an easy "timed" way out I guess works if you just didnt ever want to race against anyone else real time.
#55
Tech Master
iTrader: (8)
Originally posted by Clegg
i am confused how a game such as ... ohh lets say EA's F1 Challenge where you can have 30 F1 cars on a tight twisty track and play with 100ms pings and still run smooth via the web, but this game cant handle 2 cars at the same time.
I do appreciate how complex, and intense netcode can be to write. But most racing games have gone through the work to write netcode that will let them do multiplayer. to hear that "ohh no latency we cant work with that" comes off to me as BS. Location prediction, and error correction code, can be used to make games VERY seamless.
yes you cant expect to play on a dialup. but most broad band wiht 60ms pings should be very good.
The comment earlier about them going so fast that its very hard to do that kind of speeds over the web. Well F1 cars go 200 Mph, corner at 90mph in a course thats just more narrow to scale than what R/C cars have to use. Yet games seem to have been able to get that working pretty damn good with 30 people racing at once!.
Unfortunately the solution is actually doing the work to build netcode to handle latency. Which anyone who plays internet games, knows is more an art than a science. But just blaming Latency and taking an easy "timed" way out I guess works if you just didnt ever want to race against anyone else real time.
i am confused how a game such as ... ohh lets say EA's F1 Challenge where you can have 30 F1 cars on a tight twisty track and play with 100ms pings and still run smooth via the web, but this game cant handle 2 cars at the same time.
I do appreciate how complex, and intense netcode can be to write. But most racing games have gone through the work to write netcode that will let them do multiplayer. to hear that "ohh no latency we cant work with that" comes off to me as BS. Location prediction, and error correction code, can be used to make games VERY seamless.
yes you cant expect to play on a dialup. but most broad band wiht 60ms pings should be very good.
The comment earlier about them going so fast that its very hard to do that kind of speeds over the web. Well F1 cars go 200 Mph, corner at 90mph in a course thats just more narrow to scale than what R/C cars have to use. Yet games seem to have been able to get that working pretty damn good with 30 people racing at once!.
Unfortunately the solution is actually doing the work to build netcode to handle latency. Which anyone who plays internet games, knows is more an art than a science. But just blaming Latency and taking an easy "timed" way out I guess works if you just didnt ever want to race against anyone else real time.
Jeeeeeeeeezzzz..... It's a new sim, give them a chance!
#56
Moderator
iTrader: (9)
Join Date: Jan 2004
Location: Outside doing things in places... Denver, CO
Posts: 4,609
Trader Rating: 9 (100%+)
Why release something half baked? Isnt that bad business logic, wont it chase folks away and ruin your reason to spend the time actually writing the net code? or adding features?
I know atleast 4 people now who downloaded saw it was all against the clock and uninstalled it.
Its a cool sim, just a immature implementation still.
I know atleast 4 people now who downloaded saw it was all against the clock and uninstalled it.
Its a cool sim, just a immature implementation still.
#58
Moderator
iTrader: (9)
Join Date: Jan 2004
Location: Outside doing things in places... Denver, CO
Posts: 4,609
Trader Rating: 9 (100%+)
The store. thats where I got it from.
#59
Tech Apprentice
Originally posted by vrc
To put things in perspective, these cars travel 20-30 meters per second, so 0.2 latence is already 4-6 meters! And all this with just 0.4-0.5m cars... Multiplay for high speed r/c cars is like trying to do multiplay ping pong match... it is VERY challanging and difficult, but working on it! Doing multiplay for 1:1 scale is a lot less critical.
To put things in perspective, these cars travel 20-30 meters per second, so 0.2 latence is already 4-6 meters! And all this with just 0.4-0.5m cars... Multiplay for high speed r/c cars is like trying to do multiplay ping pong match... it is VERY challanging and difficult, but working on it! Doing multiplay for 1:1 scale is a lot less critical.
#60
Tech Champion
iTrader: (17)
Originally posted by KyoshoKev
how about some sort of AI competitor cars. cheers
how about some sort of AI competitor cars. cheers