I used c++ and OpenGL (I don't like .NET), my previous version was software rendering in VB6, but that came out a bit slow (10fps).
3D isnt that hard, you just have to transform the x and y coordinates to fit the perspective. But I'd advice to use OpenGL which is really easy,you can just copy-paste the SMX-triangles, and OpenGL will do the work for you.
Here's a good OpenGL tutorial-page http://nehe.gamedev.net/. Just download the sourcecode of lesson #2, and add the SMX loading part to it (there are .NET implementations available).
Well its certainly a coincidence that I've been working on a similar program, a 3D replay analyser. The preview picture shows some of my braking points at Blackwood.
Just pick one of the vertice-colors, they all give the same result, just notice that a SMX-file uses a different color format, the first three bytes contain the color values, the last byte is the transparency (you don't need that). My guess is that you've directly copied the color value, which gives you blue roads.
Ground color in the header can be used as background color (I've picked another one).
Radius can be used together with the x and y pos, to see if an object lies within the visible area. (And for some LOD stuff).
Search on youtube for Live for speed and slowmotion or tyre, you'll get loads of good movies (Although maybe not always as excellent as the movie posted above).
I havent played GT4 but, if the guy drives a car, you could compare cornering speeds, pick a 'normal' car in GT4 and go around a normal corner, and let him try to recreate that in real life (with a crash helmet perhaps :P)
As some already mentioned, doing donuts and drifting is something were most racing games fail.
I've had a few problems with the in car mirror when changing from U25 to U30, the mirror inside a few cars is really low, even in the highest position (for example the XRT). In the changelog it says 'Improved position of road car internal mirrors (again)', but personally, i think U25 was better at this point.
Also, the mirror in the XRR intersects with the windscreen.
(And as an improvement suggestion: mirror mode real-virtual-etc, is placed in the display menu, while all the other mirror stuff is in 'view', a bit confusing)
I'd say pick any fern bay or south city config, but don't choose Aston National. The last one is just not challanging in my opinion. Also, I think you'll learn much more when training with a difficult car, such as the LX6 or even the XRT, than when driving a downforce car.
Well thats sorta true, but I was planning to use it for LFS, I bought that USB-board to interface a tachometer. I want to use an external tachometer with LFS.
The tacho is working, and so is the Outgauge interface, but they're not working together. See my issue ?
I've got an USB-interface board, with a few Digital inputs and analog outputs and stuff, but when it is connected and I start LFS, LFS crashes. It gives an error like
"The Instruction at 0x343someaddress referenced memory at 0x000something. The memory could not be read."
My guess is that Live For Speed tries to use this USB-device, but it shouldnt even try. Is there a way to let LFS ignore a device? Or has anyone encountered a similar problem?
Any help is appreciated.
LFS version S2 U20 (I tried LFS 0.04Q, it doesnt have the problem).
The device is a Velleman VM110 K8055D USB-board
Well atm, its very basic, I bypassed a lot of the tachometer stuff, in the end, its just a voltmeter (sort of). Im (ab)using the LPT-port, connected via a small transistor circuit. With a bit of pulse width modulation, you get this effect.
Its not perfect, there are only 40-80 'rpm-levels' I can use, so Im gonna try a real 5V output from a microcontroller or something (Think Im gonna abuse an old FFB-joystick, and steal its motor output).
BTW, any updates for FFShifter soon? Really like the program
I really agree, this is the one reason I don't drive the fo8 and BF1 that much.
I normaly use the view withouth the driver's hands and steering wheel, 'cos I already have a wheel in my hands, why another one on screen? But with all the info on the wheel, I have to use the virtual guages, which block the mirrors in the fo8.
Anyway, I'd really like it if there was an option to switch between the FOX' style dash and the new wheel with all the info. Or at least make it possible to lock the wheel in place (like netkar iirc).
I dont know how he got to that stuff, I notice the understeer VERY good. When driving the XFR, just turn in sharp. When pressing the throttle, you (I at least) can feel the wheel pulling.
Edit: Just tested it again, I must agree that at least it isnt so obvious as before the patch.
I've got a clutch pedal, and I always disliked the fact that LFS doesnt have stalling engines. So I put together this crappy program.
It uses Outgauge to monitor the engine, and when the rpm drops to low for that car, it presses 'I' (turn of engine). Of course this is if you don't press the clutch.
I know it works pretty ok on my computer, if anyone wants to give it a try, please tell me if it worked ok.
Tested with patch U
Be sure to enable Outgauge in cfg.txt, use port 7000 on 127.0.0.1
Well for the fox I agree, I've done a fox-league with my team, and I can't remember a track that gave tire problems. Mostly the car runs out of fuel before the tires pop. And since r1's are the fastest....
On other cars, other compounts can have their uses.
But I must say, this is all without the patch, I noticed that the tires last much longer with the patch (at least for the GTR's), so I guess other tires have lost their use even more.
I dont think that hotlaps really matter in such thing. Especially siince there aren't that much hotlaps yet.
Before the patch, the hotlap for the XRT on Blackwood was only half a second (or so) slower than the FXO, still most of the time, the FXO was 1-2 seconds faster.
Well, there was a thread running in Improvement Suggestions, which was about backfire being useful for the turbocharged GTR's. It would be useful for charging the turbo again quickly after you let go of the throttle.