The discussion started HERE.
Del wrote:1. There can't be more than 1 perfect angle (on a straight anyway).
2. 360 images still don't guarantee that you can hit the perfect angle.
3. Here's a 5-pixel wide red line rotated 1 degree counterclockwise on an 8x200 black background. As you can see, the red line is not in line with the background. Let's say the green line in this picture is the track edge; on the left you have grass and on the right you have tarmac. The yellow line you can barely see at the very top and bottom of the picture is the centre of the red line. This decides if the car is on the grass or tarmac (like the pat of a TS car). Even with only 1 degree of rotation you can still go on the grass. You can't miss 1 direction, let alone 6.
The point of the F1 car that turns 6 times as fast was to illustrate the difficulty of hitting just the right degree of rotation as would be required with these cars. If you can find the perfect rotation from the 64 possible when the car turns 6 times as fast you can hit the perfect rotation with 360 images.
You are totally out of point...like always huahuehau
It's not about how hard is to hit perfect angle, it's about having possibility to even hit it. If you're good driver, you don't have a problem at all. But now, even pro players can't drive on perfect driving line cause sometimes they don't have it in theory.
HERE is one simple example (one of billion). Just use F1 car and try to drive trough that straight without correction to avoid touching the grass.
Even I could press my key that softly to get a more "suitable" angle, I still can't because the f*** game doesn't let me that. So, it's not hard, it's just impossible.
Your images show that it's almost impossible to hit perfect angle. Let's don't speak about "perfect" angle, let's speak about "suitable" angle. Sure, you will always probably miss the "perfect" angle, but if you have 360 rotation directions to pick, you will still stay on the track without any correction.
Your examples are wrong cause you considered that you start driving trough the straight just from the edge of the track, but that never happens in reality of the game; we always start driving trough the straight from inside of the track.
Sure, if some straight is 2km long, than even with 360 directions you will have to make some correction. But we don't have such a long straights.
So, that's the problem, now you need to make corrections even on pretty short straights like that one on TSE_Cajares that I showed you up there. Story finished.
Pingu wrote:Stop arguing with that Whiplash, he even suggested to make the turboslider cars not turning if you weren't moving lol. Things like that are the fundamentals of turbosliders.
Well, at least it should be tested. I played many other games and it felt much better in racing. Developer could make it optional to keep old fashion moving too. I'm not sure either how good will it be in TS, but in GeneRally (3D game) it's pretty cool. It gives some kind of naturality to the game. Puna, for example, would be ruined by that. That's why old kind of moving should be kept.