Achieved at : 2023-01-02
Rank : 3
(4.63% worse)
Lups : 250
Approved :
Yes
Voting completed : 2023-01-10
General Rules: |
Game must be played on the actual hardware. Play with default settings unless otherwise specified. No code modifications that give the player an advantage over other players. 1 credit. No continues. 1 player mode only. No use of trainers, cheats, auto-fire (when not default present in-game) , game saves, or cheat codes. Can be overruled by the Specific Rules. It is discouraged and may lead to voters not accepting your score to - excessively point farm - use glitches or other game exploits |
Specific Rules: |
Play the game in 1 player mode with default settings Only Non Upgraded cars allowed In case of a dispute on a very good time, player are advised they should capture within the video of their run the content of the cfg file for the car they used, so anybody can see these have not been modified. No replay records allowed. Player have to be driving/playing the game while recording as replay might have an issue with upper rule. Any suspicious time in #1 (aka lvlup WR) contested by another player can be reported on our discord, so admins check evidences and take action. Rule set at 9 Jan 2023 |
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Ray2222
Oh. No prob. But "if" the user chooses to use it, it can still help distinguish it from the original.
At least the menu font colors are always different. That's technically good enough as proof.
At least the menu font colors are always different. That's technically good enough as proof.
cmowla
Well, it's easy for someone to change the RPM gauge back to the original. (Just requires unzipping and rezipping the static.zip folder.) So I will make it optional for them to select which RPM gauge they want to use. So it won't be a way to distinguish versions.
Ray2222
Cool. No prob. Live plays are always best anyhow.
But yup whenever you finish I'll make sure to update Unchained. Itl be very easy to tell them apart with the new speedometer :) very clever.
But yup whenever you finish I'll make sure to update Unchained. Itl be very easy to tell them apart with the new speedometer :) very clever.
cmowla
Yeah, unfortunately, I was not able to find the code that affects the replay camera views! So it won't be in the next update of my mod (which from the look of things may be a couple of more weeks).
Ray2222
The replay views could definetly be better. But I know we've talked about that..
All the views in the replay are transition after transition of fixed cameras, but having the players view would be mucho bettero
Edit. Or a camera that floats along side the car in any way.
But I imagen that would be tough to pull off out of nowhere . Programming wise.
All the views in the replay are transition after transition of fixed cameras, but having the players view would be mucho bettero
Edit. Or a camera that floats along side the car in any way.
But I imagen that would be tough to pull off out of nowhere . Programming wise.
Ray2222
Hmm. Interesting.
I tend to like the views except the one that's closest to the car. It blocks center view completely.
Lately I've been using the 2nd closest view. From memory I think there are 5 views, and most of my plays used the farthest.
Ideally the inside view gives the best perspective, but it's jerky especially with my dpad control which loses any gradual motion.
The farthest perspective is maybe the least practical since it gives less notice what's around the corner, yet in games most seem to select this view even myself.
Must be something comforting about it π€ ...
But yea the A.I. drive the TVR masterfully to even get close to me. It's all accel and little turning, so the A.I. benefit knowing each specific line to make the best turns. Either that or they are on a seperate track and do things humans can't do, but it doesn't seem that way.
But yea the more camera views the better, nothing wrong with having more choices!
I tend to like the views except the one that's closest to the car. It blocks center view completely.
Lately I've been using the 2nd closest view. From memory I think there are 5 views, and most of my plays used the farthest.
Ideally the inside view gives the best perspective, but it's jerky especially with my dpad control which loses any gradual motion.
The farthest perspective is maybe the least practical since it gives less notice what's around the corner, yet in games most seem to select this view even myself.
Must be something comforting about it π€ ...
But yea the A.I. drive the TVR masterfully to even get close to me. It's all accel and little turning, so the A.I. benefit knowing each specific line to make the best turns. Either that or they are on a seperate track and do things humans can't do, but it doesn't seem that way.
But yea the more camera views the better, nothing wrong with having more choices!
cmowla
I haven't tested it out yet, but the camera views may affect how humans drive the cars. So with the default camera views (not custom ones that I can provide in my mod), it's not very driveable. But it could be if you change the "center of mass" on the car simply by changing the distance the car is away from you.
Ray2222
Right? Hehe..
The TVR has awesome acceleration and speed, but when I try to drive it the steering is terrible. The A.I. really seems to give its all :)
The TVR has awesome acceleration and speed, but when I try to drive it the steering is terrible. The A.I. really seems to give its all :)
cmowla
That TVR was on your tail for the first 1.5 checkpoints! You know it was given nitro oxide by the CPU!
_WLB_
Unlucky about the invisible light pole for sure, otherwise very clean run but you can still improve the driving line.
Voted Yes!
Voted Yes!
Ray2222
1:23 - screwed by the invisible barrier...
Retried this for hours this morning and this was my best run.. would have reached my goal if the programmers hadn't messed up that smidge.
This track has at least 3 spots where the car catches on nothing, just have to learn where they are is all...
"Luckily most of the courses don't have this issue.." pissed me off a bit but just adds to the challenge I say.
EDIT: on the positive side there are at least 2 light poles it let's you go through. I've taken advantage of that before..
Perhaps that's why there are 2 "invisible lightpoles" maybe their hit boxes were wrongly placed.
Retried this for hours this morning and this was my best run.. would have reached my goal if the programmers hadn't messed up that smidge.
This track has at least 3 spots where the car catches on nothing, just have to learn where they are is all...
"Luckily most of the courses don't have this issue.." pissed me off a bit but just adds to the challenge I say.
EDIT: on the positive side there are at least 2 light poles it let's you go through. I've taken advantage of that before..
Perhaps that's why there are 2 "invisible lightpoles" maybe their hit boxes were wrongly placed.