1.0.5 is out...

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Re: 1.0.5 is out...

Post  DonaemouS on Sun Sep 07, 2008 11:42 am

Another bug:

if you move all the plugins in Application Support, also your cars and track in development, they will not work with TE and MI.

They require these projects to be in Redline application plugins folder

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Re: 1.0.5 is out...

Post  leoantix on Sun Sep 07, 2008 2:50 pm

thanks for all the notes about the little bugs ... seems we have tested the release more than the ambrosia staff

Speeddemon wrote:Off the current topic, but still under the 1.0.5 topic, I found the plugin crashing the game is the Honda S2000 CR. I hope this helps with some crashes.
some people have blamed the honda yet i can't understand why since it works just fine here


Last edited by leoantix on Tue Sep 23, 2008 7:17 pm; edited 1 time in total

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Re: 1.0.5 is out...

Post  slowDan on Sun Sep 07, 2008 3:53 pm

-- Will now optionally look for Plug-Ins in ~/Application Support/ Redline/ and save redlogs there as well (it will still make use of Plug-Ins located at the same directory as the Redline.app)
This one seems a slightly strange addition. I know its supposed to be the proper way of doing these sort of things, but its not complete and tagged on where the old way did a 'good enough' job. It seems as though it will need more updates to put it completely right, but all the indications are that there won't be any major updates.

Why did they bother?? confused
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Re: 1.0.5 is out...

Post  DonaemouS on Sat Sep 13, 2008 3:21 pm

how works engineBaseFriction and engineRPMFriction? Neutral

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Re: 1.0.5 is out...

Post  Tomte on Tue Sep 16, 2008 6:00 pm

DonaemouS wrote:how works engineBaseFriction and engineRPMFriction? Neutral
Ok, I don't know how it works excactly, but here are my 2 cents:
EngineBaseFriction: I assume this to be a basic friction component of the engine at idle. Everything which wants to slow down the engine when with a disengaged clutch, so bearings, valve train, water pump... all that stuff. It's independant from the rpm the engine runs
engineRPMFriction: This is an additional friction component, dependent on the rpm the engine runs. So at higher rpm, you get higher friction. This could be higher compression (that changes with the rpm, right guys Question ), the friction of the oil or the air below the piston, which needs to go out of the way if the piston moves.
I use both values to adjust engine braking behaviour, which gives me a certain degree of control of the line of a car in a corner.
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Re: 1.0.5 is out...

Post  djpimley on Tue Sep 16, 2008 6:08 pm

DonaemouS wrote:how works engineBaseFriction and engineRPMFriction? Neutral

In my Mack's car file:

;engineBaseFriction,engineRPMFriction: Change engine friction.
;engineBaseFriction is a constant (such as resistance caused by friction of moving parts in their bearings)
;engineRPMFriction is dependant on engine speed (such as resistance caused by compression inside the cylinders)
;Default values are 25 and 0.02. Add either field to have both customized (if you just add one of the two fields, the other is set to zero).
engineBaseFriction 100
engineRPMFriction 0.08
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Re: 1.0.5 is out...

Post  leoantix on Tue Sep 23, 2008 12:02 am

one thing SF and others have noticed in MP, no more exit lag with 1.0.5 ... at least something was fixed Neutral

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