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  • RE: HydroSim Alpha v0.3.0.1 (Timing fixes)

    OK, its reset

    posted in Announcements
  • RE: HydroSim Alpha v0.3.0.1 (Timing fixes)

    Update might be a ways off, I've had to put in a lot of overtime at my work recently.

    posted in Announcements
  • RE: HydroSim Alpha v0.3.0.1 (Timing fixes)

    Probably going to be a few weeks, still trying to sort some things out with the buoy synchronization and I haven't had much time this month to work on it due to work related things.

    posted in Announcements
  • RE: TNH Modern Season 18

    When we first started the only milling rule was that you couldn't come to a complete stop. I felt that this benefited people trying to make a flying start on the outside the most because you'd end up with people trolling so hard to get the inside they'd have no speed at the start. However there tended to be way too many boats running into each other with this setup.

    From there we added a score-up buoy as the entrance pin to the last turn, once you hit that buoy before the start you were no longer allowed to make lane changes, you had to maintain that lane all the way through turn 1.

    From there we tried some other things like 1 minute score-up on exit of turn 1. I didn't like this as it required an extra judge to watch the score-up.

    Then we did minimum speed at 50mph in UHL races, but TNH did 80mph. I think that was just to copy the H1 rules. Personally I liked the slower 50mph speed limit.

    TNH did some assigned lane racing also, but like CP said, it made the racing more un-even and fighting for lanes is part of the fun.

    Minimum speed with score-up at entrance to turn 2 before the start seems to be the best solution.

    posted in Leagues
  • RE: HydroSim Alpha v0.3.0.1 (Timing fixes)

    @kbest45 Yeah, you can collide with the land, I need to figure out how to make it less bouncy which will require digging into Unity's physic materials.

    I've been working on synchronizing the buoys from the server. In doing so I ran into some issues with unity when re-attaching the spring joints when re-setting the buoys, but I think I've got it sorted out. I added little ropes from the anchor to the buoy now to sort of give visual indication if the buoy is dislodged.

    0_1506489307951_BuoyRopes.png

    posted in Announcements
  • RE: HydroSim Alpha v0.3.0.1 (Timing fixes)

    I got the offline timing fixed. The not being able to drive bug was caused by the server not updating the client with the current session status when joining and the session had already started. Still not sure how people are running 160+ mph laps.

    Also, I still need to look into issues when leaving the server and re-joining without restarting the game.

    I started playing around with adding terrain using TerraLand for importing real world terrain data:

    posted in Announcements
  • RE: HydroSim Alpha v0.3.0.1 (Timing fixes)

    I had a hard drive failure this weekend, fortunately it was not my primary drive, also Windows was able to recover mostly everything (I still need to transfer all the good data to a new drive). Also, not to worry, all the HydroSim code is backed up to a remote repository. The weird part was my Unity3D install seemed to be one of the only things that got corrupted, so I had to re-install it. This required me to update to the newest version of Unity which may affect my ability to debug any issues with the current build of HydroSim server that's running.

    I should be able to fix the offline timing in the meantime, so I'll probably just put up a new version once I get that sorted out.

    posted in Announcements
  • RE: Fastest Lap (HydroSim)

    Huh ok that is strange. Hopefully I'll have some time this weekend to try and figure out what's going on.

    posted in General Discussion
  • RE: Fastest Lap (HydroSim)

    @Mickey That doesn't sound right, were you connected to the UHL server?

    posted in General Discussion
  • RE: HydroSim Alpha v0.3.0.1 (Timing fixes)

    @cp65 Haha, you fix one thing and it breaks the other, I'll have to take a look at that and try to not break the online timing in the process.

    @kbest45 That is odd, I'll look into these. The game definitely doesn't seem to like leaving and re-joining the server without first completely exiting the game.

    posted in Announcements

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