Herr Otto Partz says you're all nothing but pipsqueaks!

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Messages - Overdrijf

Live Races / Re: Live races 2024
May 17, 2024, 04:45:14 PM
I'm away this weekend. No racing for me unfortunately.
Chat - Misc / Re: Association game
April 10, 2024, 10:06:20 PM
Serious Sam
Live Races / Re: Generations - (2024-03-17)
April 09, 2024, 02:16:40 AM
Wait, you changed the font for the digital speedometer? That's a thing you can do?
Live Races / Re: Generations - (2024-03-17)
April 04, 2024, 05:01:25 PM
Quote from: alanrotoi on April 02, 2024, 11:36:16 PMGuys, the Top speed of Melange is 219 mph (I thought it was 218 mph)  :o . Only 3 pipsqueaks reached it in this race and it was in the same place, a jump from the broken bridge to the hill road.

  • 4th lap: dreadnaut
  • 7th lap: Alan Rotoi
  • 9th lap: Cas

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I've seen this effect before. What I suspect happens is this: when the car is at say 79*128 rpm it does it does its little calculation, figures the car should be two steps faster faster on the next frame and goes to 81*128 rpm. Here it does another calculation and figures it should not increase the speed to the next frame, so the car stops accelerating and maxes out at whatever speed 81*128*gear ratio gives it. But if you end up in a situation where you happen to land on 80*128 rpm instead of 79 the torque curve and air drag happen to be such that the calculation also comes out to "2 steps faster", bringing it up to 82*128 rpm and a higher speed, at which point the car will stop accelerating.

This is a thing that can happen both at flat track top speed and real top speed, but it's probably more likely to happen with real top speed, as speedups and such give big acceleration, making the car skip rpm levels and sometimes land higher than other times.

It gets a bit more messy when powergear is involved. The turbo Siluro sometimes says it did 245 mph on the evaluation screen, even though what really happened was the meter going up and back down really shortly without it visually looking like the car really got a burst of speed, so it probably just thinks it is in powergear for one frame or so?
Okay, now this thread is going some silly places.
Chat - Misc / Re: Association game
March 25, 2024, 07:38:03 AM
Chat - Misc / Re: Association game
March 21, 2024, 04:29:09 PM
Chat - Misc / Re: Association game
March 20, 2024, 07:13:42 AM
Chat - Misc / Re: Association game
March 18, 2024, 05:40:08 PM
Live Races / Re: Generations - (2024-03-17)
March 17, 2024, 01:43:30 PM

Lap 1: 57.65
Lap 2: 1:49.65 52.00
Lap 3: 2:40.30 50.65
Lap 4: 3:30.20 49.90
Lap 5: 4:20.60 50.40
Lap 6: 5:10.50 49.90
Lap 7: 6:00.30 49.80
Lap 8: 6:51.05 50.75
Lap 9: 7:40.75 49.70
8 minute mark halfway through banked corner in the first corner combination.

Number of jumps: 105

(Perspective from above is a little weird, I tried to find the frame that suggests the nose is actually over the tunnel a bit.)
Live Races / Re: Generations - (2024-03-17)
March 17, 2024, 01:28:33 PM
Chat - Misc / Re: Association game
March 17, 2024, 12:13:49 PM

Chat - Misc / Re: Association game
March 16, 2024, 09:08:36 PM
Stunts Chat / Re: 4D Sports Driving Master Tracks I
March 16, 2024, 09:04:26 PM
I know I like small corners a bit less than average, but just looking at these tracks it feels like they could have done with a few more large corners and maybe some other options here and there.

The default terrains and to some degree the lack of scenery are what make this feel the least "DSI" to me. Even if these were leftovers from early in development repurposed by the Atari localization team I'd expect more thought put into those aspects.

The original game did kind of invite attempts like these though. How hard would it have been to just make a few more tracks to launch your racing game with?
Chat - Misc / Re: Association game
March 14, 2024, 08:08:32 AM