Guest Daniel Almeida Posted December 10, 2006 Posted December 10, 2006 lascio la mia colaborazione nel "verbete" ot nkpro almeida, doppo guardare il video i vedere il tuo casco i cognome, a me sembra che "ce' lai" qualcosa di brasiliano. sbaglio?
Guest Ubaldo Posted December 10, 2006 Posted December 10, 2006 ... astieniti da illazioni di questo tipo ... E tu che c'entri in quello che ho scritto io? ... Pensa che sto collaborando ad un progetto di pov realistici per un sim, il quale toglie tanta di quella visibilit
oppolo Posted December 10, 2006 Posted December 10, 2006 invece di rallegrarci dei miglioramenti, andiamo sempre a cercare il negativo, il difetto, la mancanza.
Guest Ubaldo Posted December 10, 2006 Posted December 10, 2006 con le vetture originali di Rfactor, ci sono problemi di compenetrazione? No, perch
oppolo Posted December 10, 2006 Posted December 10, 2006 La F1600 di nKPRO con i dati di nKPRO dentro a rF andrebbe UGUALE. Sono pronto a scommetterci. per avere un FF come netkar quanti e quali parametri si devono toccare nel PLR? non so te ma io ogni volta che prendo un gioco di quelli, ne devo toccare qualcuno per togliere un po di effetti pre-compilati
Guest Daniel Almeida Posted December 10, 2006 Posted December 10, 2006 And coming back to r-factor.. I like the collinsion system a lot.. it feels very realistic to me. what makes you think that it's worse than nkpro one? The contact points problem, is not only a visual problem for me, but it also causes issues in league races, especially in those at very high competition level. Imagine the following situation, driver A knows that if he touches driver B, he's out. How will this driver attempt to make a pass? IMO he'll be very carefull and will make sure that he doesn't attempt a stupid move as he knows exactly where the limit is. In rF you get the problem that the limit is somewhat unclear. driver A might think, "oh, this move is dangerous but the wheels won't really touch, so I'll try it anyway." The end result is that online racing in NKP is simply more respectfull and in the end-effect more realistic than in rF. Of course this is a minor problem in an otherwise fantastic MP code, which rF undoubtly has. But it's still an issue and one that is being corrected as explained by Outrunner, so I'm looking forward to it.
Vaillant Posted December 10, 2006 Posted December 10, 2006 (edited) 1) ... nK ha un algoritmo per il calcolo dei pneumatici molto complesso e completo e questo Edited December 10, 2006 by Vaillant
Guest rOOk Posted December 11, 2006 Posted December 11, 2006 r00k, badongo funziona meglio per te? Ho provato anche ora da Megaupload, con un altro PC e un'altra connessione internet, non mi fa scaricare, quindi qualsiasi cosa sar
Guest 17mika Posted December 11, 2006 Posted December 11, 2006 And coming back to r-factor.. I like the collinsion system a lot.. it feels very realistic to me. what makes you think that it's worse than nkpro one? The contact points problem, is not only a visual problem for me, but it also causes issues in league races, especially in those at very high competition level. I race a league with the Leon Supercopa ant it has this problem (I think It'll be solved soon). and I agree it affects races... But I repeat...it's not an R-factor problem, it s just an error that some modders have done. It is nonsense to compare nkpro cars with amatour rfactor mods. Rfactor "home" cars are ok, as far as my online experience is concerned, so the code and the implementation by ISI is perfectly OK. When (if) the nk-dk is out, I will be able to create cars with wrong contact points, but that wouldn't mean that the contacts code in nk is wrong, but just that I would have put wrong coordinates for the points.
Guest outrunner Posted December 11, 2006 Posted December 11, 2006 Nessuno ha detto que il multi di NKP
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