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

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#91
Chat - Misc / Re: Association game
Last post by alanrotoi - November 17, 2023, 10:48:58 PM
Tartar
#92
Stunts Questions / Re: Not seen this posted: 10 m...
Last post by Overdrijf - November 17, 2023, 09:37:46 PM
We should do a marathon event, maybe a 12 hour race, on a live stream. 8)

Also: hi Niels! Welcome.
#93
Stunts Reverse Engineering / Re: The 'canned' spin out phy...
Last post by Niels007007 - November 17, 2023, 08:11:40 PM
Hey Cas,

Of course it is an ancient game, and compared to say, Test Drive 3, it has constant timing and pretty good car handling relatively.

I was a physics developer for a racing sim, and ironically for a long time, games were much too hard to control once the car started sliding.

Of course again, STUNTS is not a 'sim' and in 1992 I didn't know any better. The understeer in the game is not bad, there is a limit too how sharp you can turn, and if you turn more, the tires make more noise and it takes more time for the car to go straight again, so you are rewarded if you minimize the understeer.

The oversteer seems very very fake, just suddenly 'if speed > x and steering >y then grip = 0.5 while following some partially predefined path..

I thought maybe there is a 'grip' value found in deconstructing the game, and maybe you see it change when the 'canned oversteer' comes in.. So maybe you can overwrite it with something else.. I'm no programmer so what do I know..

At the other end, why would you 'mess'  with a 30 year old game.. Maybe my desire to just have a bit more feel of the 'limit' by adjusting this fake oversteer is silly, I can go back to my modern sim and tweak its physics..
#94
Stunts Reverse Engineering / Re: The 'canned' spin out phy...
Last post by Cas - November 17, 2023, 05:49:51 PM
Hi, Niels!  Welcome to the forum!

The physics engine hasn't been analysed... at all, I would say. But the game behaviour has been observed carefully and the structure of game files does show signs that lead us in the direction of what information the engine handles, so we do have a vague idea of how it works. And of course, some pipsqueaks are very skilled and know how to exploit these bugs, so they know them well to some extent.

Graphics and other aspects are a lot better understood than physics
#95
Stunts Questions / Re: Not seen this posted: 10 m...
Last post by Cas - November 17, 2023, 05:47:03 PM
Hi, Niels!  Yes, indeed, version 1.1 has a bug and it won't handle driving time in excess like version 1.0 does. Maybe it's a bug we can fix someday
#96
Chat - Misc / Re: Association game
Last post by Cas - November 17, 2023, 05:45:16 PM
Tart
#97
Stunts Questions / Not seen this posted: 10 minut...
Last post by Niels007007 - November 17, 2023, 12:19:00 PM
Heyho,

I like to make very long 'rally stages' of about 18 minutes. Using 4d or Stunts 1.1, the game crashes after 10 minutes. Using v1.0, you get a warning that the replay buffer is full and if you want to continue.

odd that seemingly, version 1.1 they forgot this replay buffer check and the game just crashes!
#98
Stunts Reverse Engineering / The 'canned' spin out physics
Last post by Niels007007 - November 17, 2023, 12:12:37 PM
Hello,

I have no idea how deep people have gotten into figuring out how the game physics work, but the 'fake spin out' physics have always bothered me. Sure they are part of what makes Stunts, but you overdo it one bit, and without warning you loose all grip and find yourself off the track. Maybe with the LM002 you can stop it if you countersteer the first frame you feel the slide starting, but mostly you're a passenger.

Have the physics and maybe the spin out logic been found / analyzed at all?
#99
Chat - Misc / Re: Association game
Last post by CTG - November 16, 2023, 09:27:42 AM
Quote from: Shoegazing Leo on November 16, 2023, 02:25:39 AMPies descalzos
Pie (American ;D)

Ooops... it wasn't my turn.
#100
Chat - Misc / Re: Association game
Last post by Shoegazing Leo - November 16, 2023, 02:25:39 AM
Pies descalzos