foxtrot1985 Wrote:
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> Hmmm... Quite a thought-provoking notion, however
> maybe not a favourable one.
>
> My track has crossed over the S/F line at 1676
> Sectors (assuming you don't need any extra Sectors
> at that point) excluding pit-lane (currently set
> at 161 sectors (Melbourne template) however that
> number could be halved with the required length of
> the pit lane). False hope maybe.
please dont beat me, but I'm afraid 1833 sectors definitely won't work (crash to desktop before the weather screen appears). as mentioned, 1650 is the limit, the length-limit.
> Another interesting thought that has dawned on me
> just now is that the track build is currently flat
> without elevations or profiling as yet - that's my
> next task. Am I right to assume that you may need
> extra sectors to take that into consideration.
> Height is not a problem I don't think - I think I
> measured that the rise in sea-level from the
> lowest point to the peak is around 90 metres.
no problem here (strange enough), gp4 (as did the earlier versions also) performs no trigonometry here as far as I saw. the length limit concerns the number of sectors, 1650, and we accounted so far just the x-projection of them, so seems gp4 to do. please if anybody has different experience (preferably proven by example), please post.
as for the altitude, as mentioned, the range is about 320m, centered at z=0, so you have to stay within -160 and +160, which means you may have to think about at which Z to start, depending on the altitude of the s/f-line.
btw we are talking about the .dat (only) here. .gp4, the gfx-part may have other limits. say if you have a highriser-building next to the s/f line, the latter at z=0, the building can be much higher than 160m, no problem. but if you have your sectors in the .dat at a higher z than 160, as soon as you go through z=160 (maybe not exactly 160, but somewhere near that) all of a sudden you drive at -160m.
though contrary to gp2/3 the transition is smooth now, the gfx just clips, I dont recall the details. track side cams, cc-cars and player-car react all a bit different. in gp2/3 you did it in a very spectacular way
("grandmother of all ramps"
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