From: Speed D. <no...@so...> - 2013-01-28 17:15:53
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#776: Support changable params during game play ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: somebody Type: enhancement | Status: new Priority: major | Milestone: to be defined Component: User interface | Version: Keywords: | ----------------------------+----------------------------------------------- Comment(by kakukri): Big +1 for brake balance. As for wing angle, only something like a DRS or air-brake, where wing can only have 2 certain angles. Other ideas: - Anti-roll bars, on some cars only the front one is adjustable from cockpit, on others both; - rev limit; - differential settings ("locking input torque" and "max slip bias" for the limited slip type); - engine map or turbo pressure, once implemented. I think checking the ranges should be done on the simulation side. Well, the actual parameter changing can only happen there, so there is a need for an interface between the human driver and the simulation engine anyway. It is then possible to extend the GfParmRead* functions to have one reading not just the parameter value, but also the limits, then checking the value against the limits at every change. What type of output these dials have? Analogous or digital? A position or just a change (like sequential gearboxes, +1 or -1)? -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/776#comment:1> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |