End events must run off impulses. Impulses run in ticks. We know a tick is .016 of a second. Every resulting time ends with a multiple of .016 so if many people finish with close times there is virtually no competing for a slightly better time, unless you plan on gaining a full .016 every time...![]()
I really think there are more important problems than this. Just saying.
Highly doubt TC comps will get that close.
I never thought about it but your right it does, explains why all the times on my drag race are stacked every .016. Thinking about it also helped me think up a workaround, instead of an end event you can use a player event set to reset to the last checkpoint. Im glad you posted this im about to upload a track here soon that uses an end event and i never even thought about this before.
EDIT: okay so i just woke up and re-read my post and it makes no sense, using the player event wouldnt even make any difference. Now that im awake and thinking the end event isnt what made the times stack on my drag race it was my custom timer. Im gonna screw arround some later and see if end events actually do efect leaderboard times.
So you're saying that if you have an end event in your track, and someone triggers it at 1 minute, and then someone else triggers it at 1:00.005, the game waits around for 0.011 seconds before sending the impulse?Originally Posted by NasT65
Doesn't make sense to me. I know the quickest you can send impulses is one every 0.016 seconds but that doesn't mean they can't be sent at any time.
Has anyone tested this? It would be easy to do, just set up a flat track with 3 checkpoints, with the second checkpoint set up to trigger an end event. Run the track a few times and see if all your results are 0.016 seconds apart.
Did all this before I posted and still have. It discovered a workaround. Lukemski I know there are bigger issues but if a guy is set to release a track where this is the only known issue...sad face right. Our track is designed for ultra competitive time shaving. U will understand after release. This prob wrecks what we hoped to do.Originally Posted by JaminBen007
Ben...yes the damn impulse WILL round to the nearest tick.
Nas, what I meant to say was that I doubt that Redlynx will fix this. It probably be impossible anyway. I hope you find a workaround.
Oh right. Well done for noticing, I doubt I would have ever spotted it.Originally Posted by NasT65
Does that mean this affects all the in-game skill games?
Haven't checked but it would affect any in game track using an end event card right lol? Unless rl has tool cards we didn't get lol. The prob isn't any one specific card. Like Luke said doubt they could fix this. The problem is that checkpoints and goal points count in thousandths .001 and the impulses run in ticks. Seems like there may be workarounds for skill games but for pure trials end events = bad.Originally Posted by JaminBen007
The same thing happens in the distance meters margin too.Originally Posted by NasT65