Yes, there are zero. It mimics the normal checkpoint reset in that.Originally Posted by bobozilla
The whole point though is to have the rider activate a trigger that Resets him to check point or drive line position while at the same time racing and not knowing that the position reset has happened. It kind of nullifies it to some degree if the rider has to stop or if you forcibly stop the rider.
For the devs: Can you directly apply a velocity, angular momentum, angular rotation to bike & rider without having to use any form of Physics Force. I.e: can you just trigger an event that causes the rider to all of a sudden go from 0 to say 100km/h without actually accelerating?
No, you always apply forces in order to get smooth movement.
However, with a little bit of math and physics, you could actually calculate the force required to get certain velocity![]()
Thanks to all the members, mods and devs that have waged in on this topic. I guess this will be the first thing I have a really quick go at when I get my hands in it.....in about 12 hours!!
We'll have a further talk about this then...
No problem
The question you raised made me curious too so if any of what I came up with is of use then feel free to try it out. I'm sure I'll have a go at some point too.
this discussion is giving me plenty of ideas for one of my tracks i'm planning. if all goes well i'll report what ive done
I've been busy playing single player. Anyone tried this yet?
Had a quick go in the editor but I'm too busy chasing platinums to try this out.
Need to get my riding skills up to scratch.
Hopefully we'll see something soon. From the dev chat on Tuesday:
17:39:06|MegaTrain Johannes: within a week, the first track with a "splitting driveline " will be up
17:39:26|sebbbi I will do a split drive line custom on day one
So...it's difficult....
I've tried. I ended up using a rectangle trigger that impulses the reset to drive line feature. For the drive line location, I used two function operators with a distance travelled data source. To give me a percentage of track travelled. This, however caused a couple of immediate problems. The trigger requires the 'disable when triggered' on and requires the 'reset with checkpoint reset' off - otherwise, you can end in a loop where the bike respawns on the trigger and end up in a respawn loop. Also, you need to take into account the extra distance from trigger to same world location but on second lap. This can be a bit tricky but with some logical thinking and a bit of maths you can get it.
I have not been able to get the bike velocity to match previous speed at time of respawn but I haven't really tried.
All in all, this is hard to do.
When I have a 'good enough' version up and running, ill post it to track central.