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Formula 1: Grand Prix Simulation

Archive: 5 posts


This level has been laying around on my moon for quite some time, and Im finally bringing it to life.

Highlights:


Detailed Formula 1 cars from the grooved tires era
Realistic crash damage and physics including enviormental physics like tire barriers that move when impacted.
Pitstops
Race in the rain or dry
Crew chatter
Several AI cars that brake for corners and accelerate for the straights. A challenge to overtake.
KERs helps give you that boost to overtake on straights
Accurate layout of the Circuit Catalunya of Spain
Still trying to figure out how to add tire wear.



Some pics

http://i199.photobucket.com/albums/aa223/Holt2007/APhoto_3-2.jpg
http://i199.photobucket.com/albums/aa223/Holt2007/APhoto_2-2.jpg
http://i199.photobucket.com/albums/aa223/Holt2007/APhoto_4-1.jpg
2012-11-15 02:32:00

Author:
bluearth
Posts: 100


Will this be top down or 3D view?2012-11-15 16:45:00

Author:
EdReedFan20
Posts: 18


Hi there
It looks stunning. I love the idea. OI have an idea for tyre wear.
Why not make the tyres sticker panel and apply the tyre thread sticker.
You could have a couple of frames overlayed on each other.
Each layer has the tyre at a different stage of wear. a chip for each tyre would be a selector with output ports connected to each frame and
a timer connected to the selectors cycle tab. (idea being- selector port 1- tyre has no damage. After timer of say, 20 selector port 2 selects showing more tyre damage.. etc.)

might be an idea.
2012-11-17 02:37:00

Author:
Sean88
Posts: 662


Will this be top down or 3D view?

Top down. 3D spoils the looks of the cars and environment.


Hi there
It looks stunning. I love the idea. OI have an idea for tyre wear.
Why not make the tyres sticker panel and apply the tyre thread sticker.
You could have a couple of frames overlayed on each other.
Each layer has the tyre at a different stage of wear. a chip for each tyre would be a selector with output ports connected to each frame and
a timer connected to the selectors cycle tab. (idea being- selector port 1- tyre has no damage. After timer of say, 20 selector port 2 selects showing more tyre damage.. etc.)

might be an idea.

Thanks for the compliment.

On the subject of tire wear, I was referring to the handling of the car going away rather then the physical degradation of the tire. I want the car to become less responsive when turning as you put more time on the tires.

Some updates


I've added pitstops for the AI. Im very pleased with this. It took alot of work with logic to get them to come in, stop, and leave without wrecking eachother, etc.
I've settled on 10 AI opponents. All 11 teams will be represented with one car each for a total of 11 cars including your own. You will race as Sebastian Vettel/Red Bull.
Sadly, there probably will not be a standing start. Ive tried it but the framerate drops too low with all the cars bunched up on the front straight. It also opens up a can of worms with pit stops and cars running into eachother when exiting the pits. At the momet Im looking at having you start from the pitlane with the race already in progress and all 10 cars spread out evenly across the track.
Rain is up and running and Im pleased with it.
The only major issue Im having now is complexity issues where parts of the track disappears at times. Im working to resolve this and I am making progress.
2012-11-18 07:06:00

Author:
bluearth
Posts: 100


This level is very close to completion. Keep an eye on the level showcase forum.

The last major hurdle Im having is parts of the track disappearing. Complexity issues. Very annoying.

EDIT

Its done

https://lbpcentral.lbp-hub.com/index.php?t=75873-Formula-1-Grand-Prix-of-Spain&p=1061032#post1061032
2012-11-25 06:33:00

Author:
bluearth
Posts: 100


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