Update 4.30 discussion
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2018-12-24, 09:40
(This post was last modified: 2018-12-24 09:42 by Chuck.)
Post: #9
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RE: Update 4.30 discussion
(2018-12-24 07:39)AOR Nova Wrote: 1) How would lag affect the collision calculating system? Will a laggy driver receive more damage through car-to-car contact than a less laggy driver?If a collision is reported by LFS, it will be counted as a regular collision. Whether lag was the source is not relevant. (2018-12-24 07:39)AOR Nova Wrote: 2) If a car gets flung due to an impact, does all the collisions happening thereafter affect the health of the vehicle? If so, can there be any exceptions or appeals in the case of a laggy crash, crasher or hacker that sends the car/cars flying across the map or into several objects?All consecutive hits count. However, only collisions between cars and and solid layout-objects count. Collisions with the actual LFS map (ground, walls, buildings/fences) do not count as LFS does (unfortunately) not report such collisions. (2018-12-24 07:39)AOR Nova Wrote: 3) How will vehicle wear be affected by a tow process?If towing consists of ramming/hitting the cars, yes. (2018-12-24 07:39)AOR Nova Wrote: 4) How will vehicle condition/wear be affected by a external force applied by a driver? i.e If victim's car has a burnt clutch, would coasting under push power result in wear?Yes. Any sort of moment counts as wear. Multiplied by the temperature factor. Insim cannot detect whether a car is driving on its own power or not. (2018-12-24 07:39)AOR Nova Wrote: 5) When chases occur, would it expedite the wear rate of a car, or would it be dependant on the management by the driver?Regarding the wear, all that counts is the temperature. Some cars can go faster without building up a high temperature. (2018-12-24 07:39)AOR Nova Wrote: 6) Does idling (clutch in, or neutral) have a wear percentage?No. Wear is only about movement. (2018-12-24 07:39)AOR Nova Wrote: 7) How much would a set positively or negatively affect the wear of a car being driven? Example : hard race set, soft arab setNo effect at all. Temperatur * driven metres is all that counts. (As written above) (2018-12-24 07:39)AOR Nova Wrote: 8) Would all limited edition cars or series have the same wear rate and car-type, or will each edition be different and custom for each release by TC?The only way we control the wear rate is about the "max cruise speed", thus the likeliness of a car to be driven above that speed and heat up. (2018-12-24 07:39)AOR Nova Wrote: 9) Is there any guideline for speed-over-impact strength available?The damage is internally measured in "metres of lifetime" and then displayed as percentage of its designed lifespan. Some ballpark figures when using the BASE edition. TOW and COP editions only have 20% of that: 20kph frontal 25m 50kph frontal 170m 100kph frontal 500m (maximum dmamage) 80kph 45° angle 145m 120khp 25° angle 35m However, the max damage for a single impact is 500m. No collision can cause more damage. It is possible to have multiple hits, i.e. when crashing with high speed under the bridge construction on Kyoto, for example, and the car collides multiple times quickly in a row. I'll try to implement a little buffer so that such cases do not cause excessively much damage. (2018-12-24 07:39)AOR Nova Wrote: 10) When towing with a ramp, will victim's car receive damage from ramp object?Very unlikely. Stationary cars (<1m/s moving speed) are excluded from collision damage, to avoid cars weirdly stuck on a wall and doing micro-movemets or little jumps continously take damage. Also all car contacts <1m/s closing speed are ignored. (2018-12-24 07:39)AOR Nova Wrote: 11) If a car has timeout, and is driven into, such that the car in timeout reconnects and results in a glitch, how will damage be calculated then?Hard to say as LFS will calculate and report the collision. Stationary cars are not a problem (as we tested), the cars are apparently to slow at the beginning, but you will get some damage when flying away into static objects and that will cause damage. But its hard to say with moving cars. (2018-12-24 07:39)AOR Nova Wrote: Cheerio |
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Messages In This Thread |
Update 4.30 discussion - Chuck - 2018-12-23, 15:59
RE: Update 4.30 discussion - Kyle - 2018-12-23, 16:13
RE: Update 4.30 discussion - Chuck - 2018-12-23, 16:47
RE: Update 4.30 discussion - Mr. NB - 2018-12-23, 17:08
RE: Update 4.30 discussion - Pete - 2018-12-23, 17:38
RE: Update 4.30 discussion - Chuck - 2018-12-23, 17:47
RE: Update 4.30 discussion - GT4tube - 2018-12-23, 18:15
RE: Update 4.30 discussion - AOR Nova - 2018-12-24, 07:39
RE: Update 4.30 discussion - Chuck - 2018-12-24 09:40
RE: Update 4.30 discussion - AOR Nova - 2018-12-24, 10:44
RE: Update 4.30 discussion - Mr. NB - 2018-12-25, 17:52
RE: Update 4.30 discussion - Tris - 2018-12-26, 22:18
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