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Blast3r

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Everything posted by Blast3r

  1. Blast3r

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    Dayum guys we reached 1460 posts
  2. Blast3r

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    bye (this section actually used to count them before tho, I got a lot of posts from here )
  3. Blast3r

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    Either this section or this thread don't count up posts (and I guess you can guess why ).
  4. Blast3r

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    and dance And masturbate.
  5. Vehicles drag nor inertia does not affect bikes in any way, sadly. Issue itself is that I'm trying to reach a realistic 0-100 km/h time as well as a realistic top speed, however it is rather impossible as engine inertia and drag coeff do not give any effect on bikes at least, I need a higher acceleration setting than in cars as well to make those bikes able reach it's top speeds (for example a car would require 19 for ~240-250 km/h yet a bike requires 80). So if I want both realistic top speed and 0-100 time I'm forced to have a high acceleration which is the issue with the 0-100 time, then when I edit the drag and inertia there is absolutely no effect at all and the only way I managed to alter the acceleration was to edit the traction fields, however that messes up the handling big time, such as bikes spin out too easily. Still have to try out the bike data values and see if that helps, hopefully it will. Well on normal cars I have no issues at all and I can actually make them exactly the way I want them to easily, but bikes are a different story of it's own if you're into editing the acceleration and top speed sadly.
  6. Lower acceleration messes up top speed, that's the issue I'm having while editing it heh'. Trying to match both top speed and 0-100 km/h by editing the tractions messes up turning, therefore will need those bike variables. Will try the flag tomorrow, thanks mate.
  7. I think something called FiveM. It will be something like MTA but in gta V it will have scripting devolping and etc. they are still working on it It's only a matter of time before Take2 Interactive shuts it down tho. They don't want any multiplayer modifications for GTA V and have even shut down a few mods already sadly.
  8. Blast3r

    The last reply

    Did you know that wow spelled backwards is wow? #FunFact.
  9. Well, the real question in here is.. What's the actual value for the bike handling? As it uses a hexadecimal value and we couldn't find which one it is for the bikes.
  10. Yes my friend, very dosadno
  11. By regulary I didn't mean it like every day/week or so, but every 3 months a quick update would be nice. And it's quite nice to see if MTA is still growing or not hence why it would be nice to know the changes.
  12. I know it's not up to date, hence why I asked. That stat sounds great, lovely to see this increasing, would be nice to see this thread update regulary. Cheers.
  13. So I just noticed that MTA has 24.4k players, and the record in here states 21.7k. Does that mean that the record has been broken today, or was it already broken in the earlier days as well?
  14. Y u do dis , y u insult my mother land
  15. Evo racunajuci da XeoN ozivljava balkan section treba nam pod hitno novi forum
  16. Not only affect in vehicles, running too Well vehicles is kinda a bigger issue for me atm considering that I'm actually copying IRL car specs and their 0-100 km/h times, etc and then have ended up later on noticing how a guy with 90 FPS managed to get a 6.2 sec car in 3.8 sec to 100 km/h which made me have to re do all of the vehicles as I timed them all on 30 FPS setup, sadly.
  17. Alrighty then, limiting FPS while in vehicles it is I guess, thanks guys.
  18. Alright, well first of all I'm not sure if this is the right section to post this, so if it's not please move it to a proper one. So, the issue is basically that everyone with different FPS has different acceleration time. We have this script in which we edit our vehicle speeds, and to test speed from 0-100 we added a script which displays the time to you on the screen that it took to reach 100 km/h from 0. Now what I noticed is that different FPS has different acceleration, which went like this (on the same settings of one vehicle - 0-100 km/h): 25-30 FPS: 12-14 seconds. 50 FPS - 9.x seconds. 90 FPS - 6.x seconds. Now this is a rather drastic difference, as a test I placed myself next to Tosfera in our vehicles, I had 50 FPS while he had 90, same vehicles, same settings, he was quite ahead of me with it. So I'm wondering, is there any way to fix this at all? As currently we're trying to make realistic vehicle acceleration times and so on but after finding this FPS difference thing, it kills the realism we made... Cheers.
  19. What do you think? Can't you see that majority of RPers on MTA nowadays want things to be Owl stylish, I mean you could've noticed yourself by all the things we got asked to be added from Owl at the time our Beta was up...
  20. Yeah, well.. My err.. Di^ck got stuck to the ceiling. Help?
  21. Naravno, razumijem, steta sta je veca balkanaca na SA-MPu i ne znaju za MTA...
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