I'd love to know where to send cars. Only problem is this: two of my cars are reemakes of other peoples' ideas, two more are a bit wonky still, the next is kind of weird in the sound effects department, and the last two come as a set, the Euro-Racer and U.S. Racer. The Euro-Racer is also based on Code-Factory's KM2000 car, a fact which I'd love to give them credit for. My only other car is a Nascar racer, which isn't finalized.
At any rate, please tell me where to send my possibilities. Signed: Dakotah Rickard On 11/30/08, Lukás Hosnedl <[EMAIL PROTECTED]> wrote: > Hi, > my sincere apology. I messed the top speed of the Quatro, of course. Now > that Dakotah reminded me of it, I realize clearly that the value should have > been 26000. I have probably misplaced the number with the top speed of the > Flame blaster, which is the fastest of my cars, and the fastest I am ever > willing to make for the purposes of realism, as I don't remember the > official vehicle parameters (although I had seen them once) any more. Well, > actually, the Flameblaster's top speed is 32500 if memory serves, and the > Harley Davidson I also made has a top speed of 33000, but that's already too > much, even for a motorcycle. Well, at least it's not that easy to maneuver > it, as I imagine a motorbike must be when driving quickly. > Lukas > ----- Original Message ----- > From: "Lukás Hosnedl" <[EMAIL PROTECTED]> > To: "Gamers Discussion list" <gamers@audyssey.org> > Sent: Sunday, November 30, 2008 10:32 AM > Subject: Re: [Audyssey] Top Speed 2.1 suggestions/ideas. > > >> Hi, >> the only hint I can give here is probably to compare and try many times >> before you can get a feel for it. For example, if you take the cranked up >> quatro which is the fastest of the official game vehicles, or at least >> used to be before v2.1, then its top speed is somewhere around 32000, I >> believe. I used to know the exact number as it has been said somewhere. >> So it always helps me to compare the top speed with this value in my head >> when thinking about the design of a vehicle. >> As for tracks, the shortest possible length of a section, which is 5000 >> units, is so short that when you drive the quatro at full speed, the co >> pilot is unable to finish announcing an easy left turn that is 5000 units >> long, for example, before an easy right turn of the same length comes, >> etc. It's just all a matter of experimenting. How tough a curve is also >> depends on its length, not just the steepness itself. You could easily >> steer a hard or even a hairpin turn if it was short enough and you drove >> towards the edge of the track before the actual curve started, so that >> your car at full speed had enough room inside the curve to go through it >> safely without crashing. Doing that often, along with memorisation of the >> track, is the only possible way to have a really good time in a >> technically challenging and realistic race on a hard track without >> non-stop crashing. :-) >> Hope this helps a bit. >> Lukas > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > [EMAIL PROTECTED] > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/[EMAIL PROTECTED] > If you have any questions or concerns regarding the management of the list, > please send E-mail to [EMAIL PROTECTED] > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]