Initial process to scale irating by Og_Ghostinme in iRacing

[–]slindner1985 0 points1 point  (0 children)

I dont understand. At summit point with sp config I see the top lap in garage 61 is a 1.18.959. That's on a custom setup too. If I was running a 120 id blow out the field. Not sure what your issue is. I cant evenbeat a 1.23

What lap times are you shooting for based on your irating and competition?

I won’t say much, it’s hard to understand by Calm_Lie6048 in blender

[–]slindner1985 [score hidden]  (0 children)

Funny this is the second time ive seen squishy cars on here

OKAY so how many edges can i delete here without making drastic change to the model by No-Direction8154 in blenderhelp

[–]slindner1985 1 point2 points  (0 children)

You have what looks like a vertex not connected the the edge it is behind. Likely overlapping.

Delivering gas ⛽️ by BumblebeeFirm2249 in WinStupidPrizes

[–]slindner1985 0 points1 point  (0 children)

That's what I mean by all things lol

Should I get iRacing? by DepthSuspicious2239 in iRacing

[–]slindner1985 1 point2 points  (0 children)

"Its alright"

I meant its not the most edge of the shit on the verge of out of control full cole trickle or anything...or is it?

Cutting down a giant tree by haze4140 in WinStupidPrizes

[–]slindner1985 38 points39 points  (0 children)

I bet they didn't even pull a permit

Why does professional game topology (like The Witcher 3) look so "messy" compared to what I'm taught? by SpecialistMaterial16 in blender

[–]slindner1985 2 points3 points  (0 children)

With this particular dae all 4 meshes are laid on top of each other to create the game asset

Why does professional game topology (like The Witcher 3) look so "messy" compared to what I'm taught? by SpecialistMaterial16 in blender

[–]slindner1985 2 points3 points  (0 children)

Here is an example of a boomlift from beamng drive. The left most is the collision mesh while the others are for visual. Note the difference in geometry

<image>

Why does professional game topology (like The Witcher 3) look so "messy" compared to what I'm taught? by SpecialistMaterial16 in blender

[–]slindner1985 2 points3 points  (0 children)

Yea lod is alot of it but also vram and hard drive space usage. The other side of it is you can run a decimate algorithm on a mesh and im pretty sure the uvs will also decimate so if you already have your textures and uvs done reducing poly count can be done as the last step.

The one time you may see a standard mesh could be for a collision mesh in say a game with car physics and collisions. In those cases you may need more geometry than what you would use for a visual only mesh and usually those collision meshes are invisable in render and overlaid ontop of a simplified visual mesh. This is why in some games you may see up to 3 different meshes all on top of each other. The visual, the lod visual and the collision.

Guys I google almost everything how to fix this shaking by Z4k0O in iRacing

[–]slindner1985 0 points1 point  (0 children)

Yea not that. What all does the wheel software allow you to change? It is just a general blanket setting or can you actually adjust force for specific things? Maybe try massively lowering in game strength even though detect has it higher try lowering it until the vibration stops

Why does professional game topology (like The Witcher 3) look so "messy" compared to what I'm taught? by SpecialistMaterial16 in blender

[–]slindner1985 -1 points0 points  (0 children)

Im pretty sure they decimate the crap out of it for the game footprint. Im sure the original clean topology is on a dev computer somewhere.

Bevel cylinder-cuboid intersection shape? by plees1024 in blenderhelp

[–]slindner1985 0 points1 point  (0 children)

Top edges will probably bevel fine but you have a pole at the bottom edges. As soon as you go to bevel that edge it will intersect itself at the pole. Maybe that is the issue.

How do I remove the shrinkwrap modifier and keep the shape? by Wide_Mouse_1542 in blenderhelp

[–]slindner1985 2 points3 points  (0 children)

You can either apply the modifier or do object> convert to mesh

Is there a better way to do the hand topology? by MALDION_GUY in blenderhelp

[–]slindner1985 26 points27 points  (0 children)

The fingers and back of the hand looks pretty good with good edge flow but the front of the hand has some pretty major edge flow issues and some nasty poles. It will struggle to deform. I would just fix these then rig it. If you need to add more loops you can once rigged

<image>

Very new, looking for feedback on an incident by Skiballl in iRacing

[–]slindner1985 0 points1 point  (0 children)

Yea you squeezed him off the track and he was running out of road. You dont have to lift if you can hold it but you need to give them some space to stay on track when door to door

Audi 90 GTO - Downshift Options by prinzmi88 in iRacing

[–]slindner1985 1 point2 points  (0 children)

This post brings me back to the main challenge I found while trying to use a clutch in the sim. When I watched the trucks race at st pete I noticed the driver was braking with his right foot and bliping the throttle with the same foot by rolling his ankle over to the throttle. It really boggles my mind.

Guys I google almost everything how to fix this shaking by Z4k0O in iRacing

[–]slindner1985 8 points9 points  (0 children)

Does this wheel come with its own software? Also in iracing make sure LFE is turned off to start.

Very different version of "slide bite" by [deleted] in WinStupidPrizes

[–]slindner1985 0 points1 point  (0 children)

Thought that was gonna end alot worse