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Monza: 1000 Km. Di Monza


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#41 sky

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Posted Oct 25 2010 - 01:23 AM

View PostBurnsy865, on Oct 24 2010 - 09:39 PM, said:

I have been having some great battles with the Ai here but sometimes forget about the chicanes  :oops:  Just a quick question, I know it has something to do with drawing distance and the way GPL does things that is why we can't see the cars on the other side of pit straight, but sometimes when I am on the main straight heading towards curva grande I can sometimes see the cars in the chicane before the banking, why is it we can see them there :shrug:  

Not really that important, I'm just curious  :hmm:

i have been wondering about that too. same at avus. i hear them roar past me on the opposite side, but can't see them. that irritates me :). i'm a visual person :P

#42 Kanzo

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Posted Oct 25 2010 - 03:29 AM

I suspect we´d all be having a serious slide show if the drawing distance was made long enough to be able to see the cars five kilometres away from us (speaking of track distance). But it would be cool though!  :punk:

#43 Burnsy865

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Posted Oct 25 2010 - 05:08 AM

View PostKanzo, on Oct 25 2010 - 03:29 AM, said:

I suspect we´d all be having a serious slide show if the drawing distance was made long enough to be able to see the cars five kilometres away from us (speaking of track distance). But it would be cool though!  :punk:
:iconcur:  But it works quite well in GTL although I realise later sims tend to do things much better, I have no complaints about GPL, just curious as to why I can see the Ai cars in the chicane and not on the straight  :idunno:

#44 Border Reiver - guest

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Posted Oct 25 2010 - 05:30 AM

It is to do with how the various FB settings work. There is the straight forwards and backwards view which are simple to understand, but there is also the view forwards for roads that are coming back towards you (usually used around hairpins) and likewise view backwards for roads approaching hairpins you just drove around. At certain angles you get to see these other views. Steffen W. produced a diagram showing when the various views get used relative to the car position.

The sound is more interesting, that does seem to be genuinely 3D, so you do hear cars when they are near you even if you cannot see them and they are not drawn. As you have discovered, GPL only draws in a 2.5 dimension way though.

Rob

#45 Burnsy865

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Posted Oct 25 2010 - 05:46 AM

Ah, that explains why the one time I really concentrated on it the car in the chicane seemed to flicker at certain angles, the sound has always been there, thinking about Avus as the first example I experienced. Thanks for the explanation Rob, I must get my hands on Steffan W's diagram.  :crossfingers:  Steffan  :are_you_there:

#46 TvO - guest

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Posted Oct 25 2010 - 05:55 AM

In Mr. Photog's Marlboro track you can see the cars driving towards you on the other side, which is really cool to see :thumbup: . But it's a tight track so the drawing distance would have to be increased dramatically for Monza compared to Marlboro due to the speeds and therefore distance travelled.

:wave: Tommie.

#47 Jyllenberg

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Posted Nov 02 2010 - 10:15 AM

Thanks for this updated track!  :clap2:

Monza oval version is quite difficult now with these chicanes.

#48 Stunter71121

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Posted Nov 18 2010 - 04:03 AM

Thanks for the circuit, just downloading ready for trying out very soon.

#49 ZiggyM

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Posted Nov 28 2010 - 01:00 PM

Great job on the track!  Any chance of a 'lite' version being produced?   :)

#50 john roberts

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Posted Nov 28 2010 - 06:19 PM

View PostZiggyM, on Nov 28 2010 - 01:00 PM, said:

Great job on the track!  Any chance of a 'lite' version being produced?   :)

that is the lite version ... you should have tried a few of the betas !

john

#51 Kenny

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Posted Nov 28 2010 - 07:19 PM

I'm back from a tough year in 2010 and just discovered this track and the new mod. I will look into the possibility of a lighter version of this track. :wave:

#52 svenvangent

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Posted Nov 28 2010 - 07:25 PM

View PostKenny, on Nov 28 2010 - 07:19 PM, said:

I'm back from a tough year in 2010 and just discovered this track and the new mod. I will look into the possibility of a lighter version of this track. :wave:
Hallo Kenny
Welkom back and hoop everything is fine with you :thumbup:  
greets :hat-tip:  :wave:

Edited by svenvangent, Nov 28 2010 - 07:26 PM.


#53 Burnsy865

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Posted Nov 28 2010 - 09:19 PM

View PostKenny, on Nov 28 2010 - 07:19 PM, said:

I'm back from a tough year in 2010 and just discovered this track and the new mod. I will look into the possibility of a lighter version of this track. :wave:
Welcome back Kenny, good to see you back here.:wave:  :clap2:

#54 Kenny

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Posted Nov 28 2010 - 09:29 PM

Hi Sven and Craig :wave:

Just for grins I took a look at this track for the 1st time this afternoon and now have it running sweet on my older computer. No mip resizing involved nor is this attempt 3dfx card compatible. Other than the start finish line it's 36 f.p.s. all the way around for me and IMO it's still beautiful.

Another master piece by Ginetto. :thumbup:

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#55 grizz

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Posted Nov 28 2010 - 10:41 PM

Kenny  :thumbup:

#56 Joe Doe

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Posted Mar 01 2011 - 09:23 AM

Tanks

#57 Michkov

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Posted Mar 22 2011 - 12:28 PM

What is the main hindrance to have the cars on the other section of the main straight visible? Is it just a performance issue or would one get clipping of objects? Because if its just a performence penalty I´d really like to try a version where we can see the cars on the other side of the cones(if thats quick to do).

#58 MECH

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Posted Mar 22 2011 - 12:43 PM

View PostMichkov, on Mar 22 2011 - 12:28 PM, said:

What is the main hindrance to have the cars on the other section of the main straight visible? Is it just a performance issue or would one get clipping of objects? Because if its just a performence penalty I´d really like to try a version where we can see the cars on the other side of the cones(if thats quick to do).

Post #42/#44/#46 pretty much explain what would happen.
A short track is able to draw everything in front of the car quick enough so you don't have a slide show.
Adjusting the FB for about 5 miles would probably make a pretty big draw on cpu usage.

I suspect even a pretty high end system would have difficulties to cope with that.
But maybe someone is able to adjust FB to see what the effect is :)

#59 Michkov

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Posted Mar 23 2011 - 04:39 PM

How does one adjust the FB for a track?

#60 Jhalli

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Posted Mar 23 2011 - 05:27 PM

View PostMichkov, on Mar 23 2011 - 04:39 PM, said:

How does one adjust the FB for a track?


you can use Strava's FB adjust tool, easy to use

this is how i do it,
use GPLRA + telemetry graph with maps to know accurate section places in meters where it to be adjusted .

about Monza1000k it maybe get horrible FPS problems if you change FB values higher in the mainstraight sections.(Think Ginetto dont like it either)  :P



Juha

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Edited by Jhalli, Mar 23 2011 - 05:28 PM.





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