Hello there Zipper & Raytem.
The IGT column cannot be renamed, there is only space for "Real Time, Real Time without loads & In Game Time", which names cannot be changed. Nevertheless, it does not mean we cannot interpret these slots however we desire :)
Unfortunately the in-game-timer is seriously inprecise, even with constant 60FPS, it drifts way off the real passage of time. You could try proving that the time passage counted by the IGT, matches the physics calculation ticks, but nevertheless, it is not a reliable timer and isn't going to be used to sort results, ever. (Maybe if someone does some software fix to the game in general)
So, I have left it as a "fun gimmick", so people can maybe see if they are losing time in menus or on track.
It is also used as the default results sorter in ILs, but it is out of laziness. There is no real competition there, so it is left like this to encourage people to upload at least something.
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About time without loads. Yes, it is an issue of many games when it comes to level field in speedrunning. RC Cars has pretty simple memory architecture, it is trivial to read values like speed, or money state, so it is probably also trivial to detect level & transitions between levels. There are people who can build auto-splitters in such cases. When an auto-splitter will be created, then we can introduce RTA w/o loads. For now, it might even be more fun to tinker with improving the games performance in general. Also in menus.
WTF is happening here :O Just watching this makes me dizzy. INCREDIBLE RESULT!
Is there a way to clear the progress without clearing e.g. the cars?
In-game Stage times are: 8.710, 28.950, 30.750, 33.270, 25.590, 1:05.220, 1:07.660, 38.910, 25.950, 17.190, 18.670, 16.910
IGT added up with: http://www.grun1.com/utils/timeCalc.html
I can't post comments under BPGs runs, but his stage times were: 8.030, 30.870, 34.390, 35.070, 26.350, 1:03.220, 1:06.660, 44.350, 26.630, 17.390, 18.150, 16.950 With total IGT of: 6:28.060
As I see, you would be the first person to submit a run on an emulator, so you would be the first to test the grounds if it should or shouldn't be allowed. Feel free to try.
Hard difficulty has been marked as Default, making all Easy runs obsolete, but still available when filtered for.
What about the difficulty? (Hard) It invalidates all the runs.
Should the Ford Challenge category be changed to Ford Challenge 100% and runs that do not comply with new rules (Hard difficulty, full completion) should be removed?
To my knowledge, only cup results count towards game completion. 100% in this case would require achieving gold in all cups
Lol 5 months ago, don't know how I missed that. I will look into it.
100% being competition + challenge? Is there anything else that differs from running these categories separately?
Ok guys, let's think about it.
In Ford Competition, there is nothing the player can do other than select the first race and the mustang. We could start the timer on "first meaningful action" being car selection, or in case there will be an exploit found that unlocks Cups or Cars, we could start the timer upon selecting "Ford Competition" in main menu (just like it is being done now).
And for the timer stop, there can't be a thing fancier than finish line of the last race (with Gold in the Cup)
Yes, weapons have to be allowed. What do you think about crash and armor packages?
Does this work in career mode? I don't see anyone doing it.
Another skip (50:38):
This dude with few seconds saved:
There is no guide with this stuff... No one is testing it?