oculus.dll updated to SDK 0.5.0.1
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Quote from: teeds on May 14, 2015, 02:21:20 PM
I've been trying this -
In the dedicated server text input, it is possible to type:
"restart" to reset the server
But when I type "restart" in the dedi console it only seems to type a message in chat, is there a command symbol of some kind in need to put in front of these dedi console commands?
Quote from: RedChainsaw on May 10, 2015, 06:48:20 PM
I was riding on club track and after a few laps the game crashed and I got this error:
Quote from: iceberg on May 06, 2015, 01:06:26 PM
Here the other video I made based on the other one. Much longer, about 1min 30.
Enjoy in 1080p for full HD
http://www.youtube.com/v/MWfRc3QNYIA
Quote from: Mace-x on May 06, 2015, 01:54:21 AM
1-dirt has weird rebound, it feels like bouyancy, the tyre trespasses the dirt and then gets ejected, no matter the suspension setting the tire is not making correct collisions with the ground.(i can provide example video if needed)
Quote
Btw, will we see more frequent updates? or we will have to wait for about 4 months to b4? thanks!
Quote from: TheFatController on May 05, 2015, 12:25:41 PM
Agreed on the biggest problem there.. Any update on this PiBoSo? I'm guessing we won't have to wait until Beta 4 for a fix (hoping anyway, I'm really missing the online!)
Quote from: TheFatController on May 05, 2015, 12:41:25 AM
So I don't want to flog a dead horse here, or sound stupid, but after spending a couple of evenings messing around with this, couple of questions..
1. How do you control how fast a track deforms, is it dependent on surface type? i.e soft soil deforms faster than compact soil?
2. Is the overall depth of deformation determined by the thickness of all layers? i.e if you have three layers all at 0.25, it will only ever become 0.75 deep?
Again, sorry if this sounds ignorant but I'm having trouble deciding if this is the way it works from testing..
Quote from: KITZTER on May 05, 2015, 12:21:28 AM
game just got a lot harder with ruts.
I think for the physics it may help accelerate development if you can get this game to handle a replica sx track (NOT SCALED to 150% LIKE OTHER GAMES)without eating shit over every jump. There is really not a lot of control coming off jumps unless you hit them straight on. Its too unpredictable.
Piboso what is your vision for the final version of this game? Is it full sim or are you going to try and get it to replicate the pro level mx and sx? Just curious as to where you are headed.
keep up the good work!
Quote from: RFX_corentin_12 on May 04, 2015, 09:05:57 PM
Shitty game. I pass 3h for found the problem for i can connect, and now i can connect on server, my game crash, again, again and again. MXS is definitely better.
PS: I have no track, no skins.
Quote from: geofanatec on May 04, 2015, 03:04:48 PM
Interesting......so thickness is not depth! Lol
It is the width of the rut?
So ya removing a whole tile makes sense. So a value of .5 would remove half the tile.
.25 a quarter, etc....
Quote from: ChrisK on May 04, 2015, 02:04:39 PM
still not working.
Quote from: kamloops on May 02, 2015, 06:39:47 PM
Also, in the gfx file, the dir section of exhaust is the coordinate of an unitary vector (which indicate the direction of smoke) ?
smoke
{
top_rpm = 4000
max_rpm = 5000
}
Quote from: senensis on May 02, 2015, 12:54:00 PM
Unless I'm mistaken, terrain only gets removed and doesn't pile up right? So it only digs?