Tyre tracks please! It's simply a must!

Jex =TE=

Banned


I think that the real problem is not that you cannot see your own tyre tracks (ok, doable by your own system), but that people would then want to see the tyre tracks generated by other SRVs, and that is where the network load would go up a lot. I can recall times when I have been in the same instance as others Players in Super Cruise, and the number of NPCs has gone up rapidly (I seem to recall that there could be up to 15 NPCs per player, but I am not certain of this), and the FPS has gone DOWN at the same rate of knots, to the point where I saw FPS as low as 15 (and on my PC that is one heck of a hit, as it is no slouch).

How much network code do you think it would take to draw 32 lines and save them?

More network code than sending positional updates for several hundred ground and air units as well as their ammo that Falcon 4 was pulling off almost 2 decades ago?
 
How much network code do you think it would take to draw 32 lines and save them?

More network code than sending positional updates for several hundred ground and air units as well as their ammo that Falcon 4 was pulling off almost 2 decades ago?


Again, as I have not played on-line MP games I don't know the answer to that question. However, while I do think it would be nice to have tyre tracks there are a lot of things that I would like sorted first (such as knowing which ships are firing at you on the sensor disk, rather than them not showing up! I have reported this, and they are aware of it).
 
They don't have to be permanent, just at least you can see tracks for a few minutes before they fade.

Why would tracks fade .. ever .. on an airless world?

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maybe later OP? Say when planets have a full range of surfaces? General user specs are higher? General user internets are faster? .. For now I think it's a ;

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Love how the coders in this thread attest to it being easy... How many games have they written exactly?

Tracks. Multiple wheels, lots of direction changes, certainly not straight lines.
What resolution do you take the sampling at...
What persistence do you retain the tracks for, for what length, for how many users over how many procedurally generated planets (that suddenly now become semi static with all that persistence data having to be recorded).

...and for what end result? Some tire tracks in the dirt behind you that a user will look at, think "nice" then probably forget about.

Please, stop trying to do the devs jobs and thinking you know better than them how "easy" things are... you don't.
 
Why would tracks fade .. ever .. on an airless world?

edit --

maybe later OP? Say when planets have a full range of surfaces? General user specs are higher? General user internets are faster? .. For now I think it's a ;

View attachment 103222

Why would burn marks from mining lasers on asteroids disappear after a while? ;)

Easy...because the decal effect has a fade out applied to it. ;)

As for this discussion about network being the reason why we can't have tracks...as far as I've seen no actual dev have said that to be the case. Nor should it be the problem since your game client already know where other players have driven. Adding (temporary) tracks to SRVs is no different than seeing the engine trails from the ships in space. This is done locally on your client based of the movement of the other players (which you get anyway for obvious reasons).

It was most likely not considered important enough compared to other priorities. Wouldn't be surprised if we get them eventually though when someone gets a bit extra time, but I can think of many many other things far more important though to do.
 
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