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Messages - Overdrijf

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Stunts Forum & Portal / Re: Forum administration
« on: Today at 03:12:46 PM »
 A little greener than usual.  8)

Stunts Forum & Portal / Re: Forum administration
« on: November 18, 2018, 05:30:18 PM »
Ah, so that's what happened. ;D At least I now know you don't have a forum alert set for the sentence "If this earns me fifth place I'll owe Dreadnaut an apology".  8)

Site Announcements / Re: Cars and rules for 2019
« on: November 17, 2018, 12:18:28 PM »
I did a little Excelling.

I wanted to identify which bonuses might be good to change if the amount of change per month was to go down. So I wanted to identify the cars that are currently far above or far below their typical bonus values.

To that effect I took the average coƫfficients of the current cars over the last three years and their standard deviations, based on all the values the coƫfficients have had in that time. If the amount of change was to go down to +2% for a month of no use I'd consider changing the bonuses for anything that per January first sits outside of a single standard deviation. If it went down to +1% I'd consider changing everything outside of half the current standard deviation. In the final two columns I took the current bonuses (before the end of ZCT208) as an example to see how much change roughly both of those options would require.

In the second to last column you can see the amount of cars outside of 1 standard deviation is pretty manageable. Yellow is too low, purple too high (the shades of green are above and below average but within the limits). If the current bonuses were in effect on January first in this scenario I'd consider lowering the values for the LM002 and the Ranger and raising the one for the F40. But overall the values seem pretty suited to carrying over without or with minimal change.

In the last column we shift to 0.5 standard deviations, the stricter limits I would consider if the change went down to 1%. Yellow and orange are too low, purple and pink too high. I this scenario based on the current values I'd consider changing the bonuses for every car except the GTO, the Lancia and both IMSA cars. Overall the current values would not be very suited to carrying over, and I'd consider looking at averages over longer periods to be able to make more precise adjustments.

The up and downside discussed earlier still apply: bigger chance to see more cars viable per race, but also a shifts towards cars being used on the tracks they're most suited for, with the biggest offenders being good powergear tracks that would see more use of powergear cars and less use of regular fast cars like the IMSA's.

As for the selection of cars for next year: I'd like to voice support for the Xylocaine as a fun fast car, good for rollercoaster tracks and mad tricks, and for the GT3 as one of the fastest of the slow cars, good for technical racing with slow sliding corners but better suited than most slow cars for combining this with faster elements.

I'd also take this chance to promote my own cars some more, but of course I'm too much of a gentleman for that. 8) Although people looking to try the latest batch out can visit the Race for kicks event that's about to enter its last week. ::)

Site Announcements / Re: Cars and rules for 2019
« on: November 14, 2018, 07:25:37 AM »
It might help to reset the bonuses to a value closer to the average for that car. Resetting the bonuses to be closer to each other mostly benefits the faster cars.

The gap the cars need with each other to be considered for use is still the same. If the LM002 is in the current setup about as fast as the Indy when the LM002 has 30% bonus while the Indy has 10% bonus, that stays the same.

The thing you could think about flattening out is their difference from their average. Cars that haven't been used since the beginning of the year, ready for their time to shine in january or februari might have a big enough bonus that under a changed system they'll see use several times in the new year, because their bonus goes down more slowly they don't get dropped to the bottom of the usefulness list, but maybe to halfway. But it's cars that have recently been used that could get the real short end of the stick. If their bonus is now exceptionally low a slower change in bonuses could see them rise slower and remain unused for over a year (unless of course track makers correct for this with the manual bonus adjustments). It won't take three times as long for these currently very low bonused cars to get used with a 1% bonus compared to 3%, since they don't need to get as far past their average to be considered, since other cars sit closer to their average as well, but it would take longer.

The same does not go for cars that get bonus changes from being used in the new year. It's a starting issue, not a permanent downside. A vehicle's drop from being used is proportionally smaller, so their time to rise back up is about the same. A bit faster even if the idea accomplishes its goal and we see more tracks where multiple cars share the podium.

Site Announcements / Re: Guest tracks 2019
« on: November 13, 2018, 10:08:07 PM »
And with 11 tracks sort of spoken for Zak will probably want number 12.

Car creation with Stressed / Re: Stunts goes Dtm
« on: November 13, 2018, 06:21:02 PM »
Thanks. That means a lot, coming from someone with as large a track collection as yours.

I think I just figured out why the front wheels of the BMW are sometimes slowly moving to the left of the vehicle on long playing sessions (an issue that didn't become visible until going for the same NoRH lap over and over again): there's some coordinates slightly off in the wheels, must have happened in the final bottom plate fixes.

It's hardly a fatal bug, but it's now the first item on the list of things to fix in a potential version 1.1.  :-\

Car creation with Stressed / Re: Stunts goes Dtm
« on: November 12, 2018, 04:44:05 PM »
Perhaps I should try and make a new car to get a refresher on things :)

Yeah, you probably should. Totally for your own good, not at all because I want more new cars. 8)

Site Announcements / Re: Guest tracks 2019
« on: November 12, 2018, 04:36:29 PM »
I'm up for a track (or more than one if they don't all get shotgunned like crazy because everybody loves tracks, tracks!). I have a concept in my head already, so I could do the one starting in February.

Car creation with Stressed / Re: Stunts goes Dtm
« on: November 12, 2018, 10:57:37 AM »
Trying out the Mercedes on Die Ottobahn, I noticed the colour of the steering wheel dot. was changed. I wasn't aware that was possible (and I somehow hadn't noticed the Kart used that effect as well). How did you do it?  :)

(By the way, I encourage you all to give it a go there. These cars are a blast!)

That's in the STDB[NAME].vsh file, together with the gearbox knob. You can change the color and the shape by altering dot and dota, the mask. I'm not sure if you have to change dot1 and dot2 as well, which are some sort of small palette files with the dot inserted in the background. I did change the dot in the background to match the new one, just to be on the safe side.

If you want to make the dot a bit bigger, like I did, you'll (of course) also need to resize the image to some size you know the mystery bites for (the stuff you see below width, height, X and Y when looking at this in Stressed, for the uninitiated). I think I got these of a gearbox, or maybe an ins2. It seems to work quite well, the invisible parts of the image don't seem to interfere with anything.

Car creation with Stressed / Re: Stunts goes Dtm
« on: October 31, 2018, 09:07:12 AM »
What has a monocle but no speed limit?

Die Ottobahn!

(Track available now, scoreboard opens tonight.)

Site Announcements / Re: Cars and rules for 2019
« on: October 28, 2018, 07:03:37 PM »
Another thing worth considering is plain increasing the number of cars. The current number of 11+5 cars is a good number, it lets every car in on a race roughly ones a year and the specific numbers of the bonus system have been balanced around it. But on the flip side quite a few interesting custom cars have come out over the years, and I don't want to suggest discontinuing some of the original cars.

Car creation with Stressed / Re: Stunts goes Dtm
« on: October 27, 2018, 04:55:40 PM »
We're ready to go on November 1st. ;D

I'm already curious what kind of section times the different cars will get. After the racing I get to do the analyzing.

Competition 2018 / Re: Z208 - Invaders
« on: October 23, 2018, 08:41:45 PM »
This is a track I would love to do with something fast and agile. The LM002 actually isn't too bad on the agile part of that, but an IMSA car or the McLaren or Melange or either of my own projects, the kart or the new DTM cars, (or the Xylocaine, or the Speedgate, or the Indy, or a fast power slider like the GT3, or...) would be a lot of fun on this as well.

But the map art if very cool either way.

Car creation with Stressed / Re: Stunts goes Dtm
« on: October 21, 2018, 09:57:59 PM »
New cars! :o :o :o  And I'm quite impressed by those front grills!
Thanks. Going over reference pictures I quickly felt that was a part I could not ignore. I'm actually not all that much of a car person outside of Stunts (my secret, it has been exposed!), but since doing this I insta-recognize these brands everywhere. Thanks to Duplode the cars now actually look like this ingame (the picture up there is composited of course, but nothing has been touched up) rather than just in Stressed.

I'll have some time tomorrow and I'll try them out.

The three-side race sounds perfect for R4K, if Cas is interested.
Certainly, especially since Cas was planning on using a lot of custom cars this season. I'm already looking forward to it. Although to be fair he just did a car designed by me, he just did a short car, a high grip car and a fast accelerating car, all of which these cars are as well, to some degree. ;D

Overall, since I'm making the comparison now anyway, I'd say these three are more balanced, more thought out and suited for more tracks than the more specialized kart.

I'm also curious what people will think about the internal differences in how these cars feel. It's subtle, but the Audi does feel calmer and more IMSA-like in handling to me compared to the more pocket rocket like BMW.

I hope these will put as much of a smile on your face as the looks of the latest Zakstunts track did on mine.

Car creation with Stressed / Stunts goes Dtm
« on: October 19, 2018, 06:44:28 PM »
That's right, I am at it again. Coming in with not one, not two, but three new cars: the Stunts DTM pack. The Deutsche Tourenwagen Meisterschaft is coming your way. Bam.

A rivalry for the ages comes to Stunts. An Audi, a Mercedes and a BMW will battle it out. These beauty's are modeled and named after the cars from the 1990-1992 era, when these brands first crossed paths in the German touring car circus, but their performance has a little 2012-2018 era mixed in, as well as a healthy dose of "this way it's more fun". They come fully loaded for high speed racing around dynamic tracks, with the crowd favorite 5-speed gearbox and carefully tuned performance.

So they're fast, and they're fun, but one car could have done that. The point of this pack is how close these three are in performance, with a shared identity but a little flavor of their own as well. They can be raced against each other in a single race, in an IMSA Cup style format (who knows, one day) or, and this is the cool part, under a single coefficient in Zakstunts. Three cars for the price of one, races with four or five eligible cars in total. On most tracks the difference between optimized laps with all three vehicles should be less than half a second per minute of race time. So do you try to find how to get that small bonus, or do you count on the one you feel best with to take you home?

So, here are the specs (tested on BB 1.1):

Engine specs: DOHC inline 4, 2300cc
Torque peak at: 8100 rpm
Max horsepower: 370 HP
Transmission: 5-speed
0-60mph: 3.15s
0-100mph: 7.30s
Half mile: 17.50s
Flat track top speed: 186 mph
Real top speed: 199 mph
Strong suits: High speed acceleration, handling feedback, top speed, bugs, sharpest automatic gears

Mercedes-Benz 190 E DTM:
Engine specs: DOHC inline 4, 2500cc
Torque peak at: 8100 rpm
Max horsepower: 392 HP
Transmission: 5-speed
0-60mph: 3.15s
0-100mph: 7.30s
Half mile: 17.45s
Flat track top speed: 188 mph
Real top speed: 196 mph
Strong suits: Mid speed acceleration, handling, overshifting, smoothest automatic gears

Audi V8 quattro DTM:
Engine specs: DOHC V8, 3600cc
Torque peak at: 8100 rpm
Max horsepower: 474 HP
Transmission: 5-speed
0-60mph: 3.15s
0-100mph: 7.40s
Half mile: 17.60s
Flat track top speed: 190 mph
Real top speed: 197 mph
Strong suits: Very high speed acceleration, flat track top speed, jump distance.

The cars are in the attachment. I look forward to hearing what you think of it. Jetzt geht's los!

Note 1: This post was brought to you with the help of Duplode being awesome, and giving me advice, mostly on shape design with Stressed. The cars wouldn't have looked like this without him. The tools I used are Car Blaster by Mark Nailwood, Stressed by Dstien, a little bit of Anim8or and my trusty GIMP for image work.

Note 2: I redid a lot of things a lot of times, so it took quite some time to get to the end result. This did result into me getting some insights into the physics of Stunts, things that may or may not be known already to some people. I will share these insights in the appropriate thread somewhere in the coming weeks, with demonstration cars.

Note 3: I don't have names in mind for all the paint schemes, but #9 on the quattro is definitely called the Proudi.

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