Search found 50 matches

by Manmountain
Fri Sep 30, 2022 10:31 am
Forum: Help & Bug Reports
Topic: AI nodes issue
Replies: 4
Views: 15510

Re: AI nodes issue

If creating two alternate AI paths then always ensure you have corresponding track zones that meet up in proper sequence as to maintain the full lap count.
by Manmountain
Thu Apr 07, 2022 7:01 pm
Forum: The Bar
Topic: Re-Volt World Ban APPEAL
Replies: 11
Views: 14190

Re: Re-Volt World Ban APPEAL

@Lukisav
Asked and answered !

Please deal with it and move on with your life.
You have not been banned from here, yet ! so you still have access to everything RV and can still enjoy the game if only in a limited social fashion.
by Manmountain
Wed Apr 06, 2022 1:52 pm
Forum: The Bar
Topic: Re-Volt World Ban APPEAL
Replies: 11
Views: 14190

Re: Re-Volt World Ban APPEAL

I would suggest that if you know who the "owners" are of "re-Volt World" ? then you should appeal to or contact them direct.
by Manmountain
Thu Dec 30, 2021 5:28 pm
Forum: Suggestions
Topic: A new node mode for RVGL
Replies: 3
Views: 7916

Re: A new node mode for RVGL

I'm assuming the surface friction/property is ICE or similar low friction, as to why the cars slide on slopes ? Remember that a cars reset point is the nearest AI node the car has just passed, so remove the nodes on the slope and have the nearest reset node at the start of the run up. Also, the basi...
by Manmountain
Thu Dec 23, 2021 8:32 pm
Forum: Suggestions
Topic: A new node mode for RVGL
Replies: 3
Views: 7916

Re: A new node mode for RVGL

Not really sure what the issue is that you are experiencing, or what exactly the "new node mode" is and how it would need to be implemented. Surely the correct AI nodes placed in the optimal positions would solve you issue ?
Please could you explain in more detail ?
by Manmountain
Wed Oct 13, 2021 1:12 pm
Forum: Suggestions
Topic: Tire Pressure?
Replies: 1
Views: 7406

Re: Tire Pressure?

Surely this would have counter productive effects for 'Grip' & 'Kinetic Friction' ?
Adjusting a 'Pressure' value, as you have explained it, would have opposing effects on 'Grip' & 'Kinetic Friction' rather than a parallel effect wouldn't it ?
by Manmountain
Wed Sep 22, 2021 6:06 pm
Forum: Suggestions
Topic: Multiple parameters?
Replies: 7
Views: 16271

Re: Multiple parameters?

@Ato
Sorry, but RL handling for the player can not always be utilised by the AI and provide the same challenge.
Citywalkers tips are to provide a happy medium.
A personal preference handling may not always provide a reliable AI.
by Manmountain
Tue Sep 21, 2021 7:02 pm
Forum: Suggestions
Topic: Multiple parameters?
Replies: 7
Views: 16271

Re: Multiple parameters?

@Ato, Surely the Real life params are for the player to use against the AI ? If you change the whole garage to real life params then the AI may not be as challenging. So you would only need a player param set toggle that would show alternate params if available. @ Gel38 , (long time no chat dude ! ...
by Manmountain
Sat Aug 07, 2021 5:48 pm
Forum: Help & Bug Reports
Topic: I can't make my "car" stable
Replies: 5
Views: 6242

Re: I can't make my "car" stable

The 'Weapon' position needs adjusting, as the weapon position takes it's starting position from the COM position.
Try and raise it.
by Manmountain
Fri Aug 06, 2021 3:35 pm
Forum: Help & Bug Reports
Topic: I can't make my "car" stable
Replies: 5
Views: 6242

Re: I can't make my "car" stable

On a quick look at the parameters, the middle inertia value is too low and the COM middle value is right below the floor, yes I know the COM for bikes has to be set differently to allow the correct lean, but those are things that can create the shaking and jumping of models. Try rising the inertia v...
by Manmountain
Fri May 28, 2021 8:40 pm
Forum: Help & Bug Reports
Topic: Any Good Re-Volt custom car tutorials
Replies: 44
Views: 84700

Re: Any Good Re-Volt custom car tutorials

Google Blender 2.79 tutorial. http://www.google.co.uk/search?q=Blender+2.79+tutorial&sxsrf=ALeKk01cdn_5IYA2jQzJfOiADxA6V63Uug%3A1622234055040&source=hp&ei=x1OxYKUQlPbGA8zsrMAL&iflsig=AINFCbYAAAAAYLFh14GxfbxNPiUxxwKjgohh8Fh_0vVs&oq=Blender+2.79+tutorial&gs_lcp=Cgdnd3Mtd2l6EAMy...
by Manmountain
Thu May 27, 2021 3:21 pm
Forum: Help & Bug Reports
Topic: Any Good Re-Volt custom car tutorials
Replies: 44
Views: 84700

Re: Any Good Re-Volt custom car tutorials

Skarma wrote: Wed May 26, 2021 10:16 pm .... you won't require the use of any archaic tools. ....
Well, that's me all over, LOL :D :lol:
by Manmountain
Wed May 26, 2021 6:09 pm
Forum: Help & Bug Reports
Topic: Any Good Re-Volt custom car tutorials
Replies: 44
Views: 84700

Re: Any Good Re-Volt custom car tutorials

........Also, I don't know how to make blender models for the car and impliment them Yeah, neither do I, sorry. I've just used other's models and resized if needed then remapped to texture sheet to meet all the models requirements. Making from scratch ain't me thing. What I'm getting from that is t...
by Manmountain
Mon May 24, 2021 5:00 pm
Forum: Help & Bug Reports
Topic: Any Good Re-Volt custom car tutorials
Replies: 44
Views: 84700

Re: Any Good Re-Volt custom car tutorials

Keamon wrote: Mon May 24, 2021 4:04 am ........Also, I don't know how to make blender models for the car and impliment them
Yeah, neither do I, sorry. I've just used other's models and resized if needed then remapped to texture sheet to meet all the models requirements. Making from scratch ain't me thing.
by Manmountain
Sun May 23, 2021 5:59 pm
Forum: Help & Bug Reports
Topic: Any Good Re-Volt custom car tutorials
Replies: 44
Views: 84700

Re: Any Good Re-Volt custom car tutorials

The link to the "parameter Notes 7.1" is the tutorial, in respects that it it will explain, to the best of our knowledge, what each parameter does, what it effects and how to adjust it. Okay, I made a copy of the car "Stinger"s parameters, and ajusted them to make it faster and ...
by Manmountain
Sat May 22, 2021 3:30 pm
Forum: Help & Bug Reports
Topic: Any Good Re-Volt custom car tutorials
Replies: 44
Views: 84700

Re: Any Good Re-Volt custom car tutorials

The link to the "parameter Notes 7.1" is the tutorial, in respects that it it will explain, to the best of our knowledge, what each parameter does, what it effects and how to adjust it.
by Manmountain
Sun Mar 14, 2021 8:17 pm
Forum: Help & Bug Reports
Topic: HowTo for track editor (MAKEITGOOD)?
Replies: 3
Views: 8376

Re: HowTo for track editor?

Some basic editing tips here : The ReVolt Workbench
Quite old, but a good place to start.
by Manmountain
Mon Mar 08, 2021 6:22 pm
Forum: Competitions & Online Racing
Topic: Custom car championship
Replies: 7
Views: 20879

Re: Custom car championship

Avecezar wrote: Mon Mar 08, 2021 4:08 pm It would also be nice if more tracks got ai tweaked for closer human like experience.
Yes, but the thing is the Human element makes it more unpredictable, and an extra challenge in itself.
by Manmountain
Sun Mar 07, 2021 12:38 pm
Forum: Competitions & Online Racing
Topic: Custom car championship
Replies: 7
Views: 20879

Re: Custom car championship

Cars with these parameters are very competitive. Although they all have speed below original Toyeca max speed they easily overtake her. They perform a lot better on tracks with improved AI, hardcore AI environment created by Whitedoom. The overtaking is due to the natural, or not so natural, rubber...
by Manmountain
Tue Mar 02, 2021 12:18 pm
Forum: Competitions & Online Racing
Topic: Custom car championship
Replies: 7
Views: 20879

Re: Custom car championship

Hi, I am trying to find the best performing cars controlled by AI . Such cars can then be used for competitive racing offline and fill up empty slots in online races. I created a pack years ago for this very purpose, but did not receive much interest. You can download the pack here : AI Test Pack T...
by Manmountain
Sun Feb 28, 2021 12:18 am
Forum: Help & Bug Reports
Topic: Legit speed ranges for all car ranks
Replies: 7
Views: 10226

Re: Legit speed ranges for all car ranks

There is probably a sliding scale for several different aspects of each class of cars overall performance.
Like you say, higher speeds yet slower acceleration.
There'll be others for grip and over/under steer, weight and inertia.
Each parameter section can affect max speed and acceleration.
by Manmountain
Sat Feb 27, 2021 10:48 pm
Forum: Help & Bug Reports
Topic: Legit speed ranges for all car ranks
Replies: 7
Views: 10226

Re: Legit speed ranges for all car ranks

Skarma wrote: Sat Feb 27, 2021 10:13 pm Speed ranges could be anywhere as long as the car is balanced for the class it's intended to be in. For Super Pro, it's 39.9 MPH to 50 MPH.
NAH ! I have several Super-Pro cars well in excess of 60 mph, or should these be classed as Ultra Pro ? lol
by Manmountain
Sat Feb 27, 2021 9:14 pm
Forum: Help & Bug Reports
Topic: Legit speed ranges for all car ranks
Replies: 7
Views: 10226

Re: Legit speed ranges for all car ranks

Super-Pro: 43.1 mph - W.T.F !!! :D :D lol
by Manmountain
Fri Jan 29, 2021 4:02 pm
Forum: Creations
Topic: Tips and Tricks for car texturing and carbox making
Replies: 3
Views: 20208

Re: Tips and Tricks for car texturing and carbox making

Awesome detailed tutorial.
Well done. ;)
by Manmountain
Fri Nov 27, 2020 4:10 pm
Forum: Creations
Topic: Project GTP Re-Vamp
Replies: 3
Views: 7959

Re: Project GTP Re-Vamp

I wonder if I did nailed your expectation visual wise since it still is your pack after all. I wanted to keep the GTP race car theme although for GTP1, 8 and 9 went balls deep into the time attack area. :grimacing: Updating the pack to make the best of the latest RVGL release is ALL GOOD by me, NIC...