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Old 05-21-2006   #1
GodGell
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Default NFSMW stopwatch (v0.3 released)

I've been wondering about the true performance of my NFSMW cars, and so I decided to find out. I looked through the memory area allocated by MW, and found a variable that always reflected the speed of the player's car (at 0x914654). I built a program that reads this variable, and clocks your 0-100, 0-160, 0-200 and 0-300 km/h times. It supports 4 speed units: km/h, m/s, furlongs per fortnight and also the obsolete mph. It also records the highest speed you've reached while it was monitoring. If you hover over your best times, it also tells you the average G-forces you would've experienced in the real world.
I have currently no way of drawing onto the screen of NFSMW, so you have to alt-tab out to check your times. If you know of a way, please let me know.

As a teaser: the best 0-100 km/h time I've reached without nitrous was 2.2 seconds (!!) in a fully modded (no junkman parts) Corvette C6. Downhill, with nitrous I got the time down to 1.7 s (about 1.6 G). Pretty good, eh?

Edit: v0.3 released - http://www.nfscars.net/file/view/mostwanted/6398.aspx - NFS:MW versions 1.2 and 1.3 supported

Recommended to use along with Loque's windowed mode mod, otherwise you'll have to alt-tab out of MW every time you want to see your stats.
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Last edited by GodGell; 12-25-2007 at 04:02 AM.
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Old 05-21-2006   #2
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Whoah, neato, nice idea
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Old 05-21-2006   #3
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Thanks. If you have an idea about something you want to see in the program (I think I'll just call it Timer), feel free to post it
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Old 05-21-2006   #4
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cool! very good work! we wait for the final product so we can test it and then share opinions. anyways ,a very good ideea!
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Old 05-21-2006   #5
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THis is probably one of the greatest breakthroughs in MW along with Arushan's Ferrari add-ons
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Old 05-21-2006   #6
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yes ,i think we could have a hall of fame for every new thing promoted for MW
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Old 05-22-2006   #7
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Here comes the first release

http://195.56.46.139/stuff/get.php (103 kb)

Enjoy!

If you are getting incorrect speed readouts, please post your NFSMW version here, preferably along with your speed.exe.

Usage: start up timer.exe. If NFSMW is not running, start it as well. Timer will start monitoring when you press the button on it ("Start", or "Retry" if NFSMW wasn't running before).
When you want MWTimer to clock your time, stop your car fully. Then accelerate as quick as you can. MWTimer will record your 0 to 100, 160, 200 and 300 km/h times. The timer will stop once MWTimer becomes the active application again (when you alt-tab out of MW). You can switch between units with the "speed unit" menu. Unless you disabled it (in the "mode" menu), your highest reached speed will be recorded.
You'll also see that the highest and lowest G-forces your car experienced while MWTimer was monitoring, are also recorded. The G-meter is updated once a second, so it might not be very accurate if you gain/lose a big amount of speed in less than a second. I'll probably update this if neccessary.
On the right of the main window, your last and best times are shown. You can mouse-over your best times to see the average G-forces you would experience in that time. Note that MWTimer might record your times even when you don't want it to, which is why the "last" column might show really slow values.

Last edited by GodGell; 05-22-2006 at 02:48 AM.
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Old 05-22-2006   #8
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looks great will down load and give it a try
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Old 05-22-2006   #9
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Pretty cool! I'm going to give it a try now....
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Old 05-22-2006   #10
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So? Do you guys like it?
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Old 05-22-2006   #11
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Here comes version 0.2 with plenty of updates for ya'll.

http://195.56.46.139/stuff/get.php

I added a G-meter that updates once every 100ms. I also tidied the code up a bit.

I recommend also using the windowed mode mod because that way you don't have to alt-tab out all the time.
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Old 05-22-2006   #12
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A very useful product from mem hacking... good job!
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Old 05-23-2006   #13
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this looks kinda cool!
when i get back from school this evening i might test it out
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Old 05-23-2006   #14
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The program deos't work!!!!! It tels that it needs "VCL50.bpl" file
What does it meen???
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Old 05-23-2006   #15
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good idea nice
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Old 05-23-2006   #16
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very good idea
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Old 05-23-2006   #17
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I've got the same Problem. I get the Message "VCL50.bpl" couldn't be found.
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Old 05-23-2006   #18
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Sorry about that, it seems some VCL runtimes were still left out. I rebuilt it with all the runtimes built into the exe, so it should work now even if you don't have those libraries. The exe's filesize jumped from 103 kb to 577 kb though, so here it is in a ZIP:

http://195.56.46.139/stuff/get.php
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Old 05-23-2006   #19
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Very nice, Good Job
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Old 05-23-2006   #20
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On level ground, a Gallardo does 1.953 to 100km/h without nitrous
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Old 05-23-2006   #21
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SWEEEEEEEEEEEEEEEEETTT!!!!!!!!!!!!! Now it Works
Great Program!!!!!!!!!!!!!!!
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Old 05-23-2006   #22
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Umm....before I download this, will it work if I use the imperial system, because I would just like to know beforehand.
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Old 05-23-2006   #23
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Quote:
Originally Posted by vectorwx3
Umm....before I download this, will it work if I use the imperial system, because I would just like to know beforehand.
Yes, of course. To quote my original post:

Quote:
It supports 4 speed units: km/h, m/s, furlongs per fortnight and also the obsolete mph.


Edit: here's a picture of MWTimer 0.2 for ya'll.



Quote:
Originally Posted by Robbie Hanson
On level ground, a Gallardo does 1.953 to 100km/h without nitrous
Nice! Is it fully modded?

My new best times are on the picture above. The "best" times are from my (almost fully modded) Murciélago, and the "latest" times were from a stock Ford GT (the uploaded picture is after tuning). The highest speed (397 km/h) was also from the Murciélago. That car has got to be the one with the tallest gearing in the game.

If the program works for you, please post your best times, and also any ideas you'd like to share.

Last edited by GodGell; 05-25-2006 at 09:22 AM.
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Old 05-24-2006   #24
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Question

how hard would it be to have your program data log the inforamtion to a text file. Like say every 1 second it saves all the information, so when you do races you can look at what you save and see were at different locations what your speed or g's you were pulling. so that later you could compare 1st runs to 2nd runs.
I am not asking for you to do the compairing but just to be able to save the file to a text file.
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Old 05-24-2006   #25
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Quote:
Originally Posted by GodGell
Nice! Is it fully modded?

My new best times are on the picture above. The "best" times are from my (almost fully modded) Murciélago, and the "latest" times were from a stock Ford GT. The highest speed (397 km/h) was also from the Murciélago. That car has got to be the one with the tallest gearing in the game.

If the program works for you, please post your best times, and also any ideas you'd like to share.
Yeah, fully except for no Junkman parts Spent all those on my Elise, and then didn't bother to finish upgrading it. I'm positive I could go quicker with the Junkman parts. The Carrera GT does 396, so I'm not far behind
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Old 05-24-2006   #26
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Quote:
Originally Posted by Fragboy
Question

how hard would it be to have your program data log the inforamtion to a text file. Like say every 1 second it saves all the information, so when you do races you can look at what you save and see were at different locations what your speed or g's you were pulling. so that later you could compare 1st runs to 2nd runs.
I am not asking for you to do the compairing but just to be able to save the file to a text file.
What exactly do you have in mind? Your speed and current Gs logged to a file every second, so that you can manually view it later? That would result in a relatively large file (the file for a 2 minutes long race would contain 120 lines and a 6 minute one would result in 360 lines). But if it'd be of use, I can do it. I was also thinking of making a speed vs. time backlog with a nice graph, though that'd require a lot of programming. I'll definietly add a "Reset times" button, though

Quote:
Originally Posted by Robbie Hanson
Yeah, fully except for no Junkman parts Spent all those on my Elise, and then didn't bother to finish upgrading it. I'm positive I could go quicker with the Junkman parts. The Carrera GT does 396, so I'm not far behind
Well, 397 is not really the top end of the Murciélago, but the really ****ed roads of Rockport hardly permit anything faster. We should work on the maps of MW to create some properly straight dragracing roads

Last edited by GodGell; 05-24-2006 at 01:56 PM.
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Old 05-24-2006   #27
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K I've managed to download it, try it out, yet it didn't show the time. I was free roaming in my Lancer, and it didn't kept track of my time. What heppened?
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Old 05-24-2006   #28
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Quote:
Originally Posted by GodGell
What exactly do you have in mind? Your speed and current Gs logged to a file every second, so that you can manually view it later? That would result in a relatively large file (the file for a 2 minutes long race would contain 120 lines and a 6 minute one would result in 360 lines). But if it'd be of use, I can do it. I was also thinking of making a speed vs. time backlog with a nice graph, though that'd require a lot of programming. I'll definietly add a "Reset times" button, though



Well, 397 is not really the top end of the Murciélago, but the really ****ed roads of Rockport hardly permit anything faster. We should work on the maps of MW to create some properly straight dragracing roads
I can reach top speed with any car on City Perimeter. The Ford GT is the recordist of speed in MW, with 425 km/h (stock transmission). The upgrade shortens the gear ratios, which is right because racecars favour acceleration and tall gearing hurts it.

You should make a G-Force measurer which gets updated in a real-time manner, like the one in NFSU2's test track.

What's really funny, though, is that, unlike many cars in the game, the Ford GT's acceleration figures are realistic.
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Old 05-24-2006   #29
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Quote:
Originally Posted by GodGell
What exactly do you have in mind? Your speed and current Gs logged to a file every second, so that you can manually view it later? That would result in a relatively large file (the file for a 2 minutes long race would contain 120 lines and a 6 minute one would result in 360 lines). But if it'd be of use, I can do it. I was also thinking of making a speed vs. time backlog with a nice graph, though that'd require a lot of programming. I'll definietly add a "Reset times" button, though
"Your speed and current Gs logged to a file every second, so that you can manually view it later?" Yes.

Text files should not be that big, it is a text file. A few megs is no big deal for me

If you want to graph it fine by me
A simple save file will be fine or maybe be a "save as" so you can have different named files.
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Old 05-24-2006   #30
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Some of the cars do have realistic specifications in their performance files... atleast for torque curves, and gear ratios.
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Old 05-25-2006   #31
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Quote:
Originally Posted by lambofreak100
K I've managed to download it, try it out, yet it didn't show the time. I was free roaming in my Lancer, and it didn't kept track of my time. What heppened?
There is an "enable" button on it. You have to press that.
(or if MW wasn't running before you started it, the button will say "retry")

@arushan: I'd have thought a stock Ford GT would be at least a second slower to 100 than in MW.
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Old 05-25-2006   #32
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Quote:
Originally Posted by Zpectre
You should make a G-Force measurer which gets updated in a real-time manner, like the one in NFSU2's test track.
The accelerometer updates every 100ms (10 times a sec). I tried making it update every 10ms, but I found that your speed rarely changes in that timespan, so it'd just show 0 G and jump to higher values for a really short time.
The only single value this program reads out from MW is your speed, and you can only calculate your forward gravity from that. The G-meter in NFSU2's test track measured lateral Gs, which I really didn't like, because I wanted to test my brakes and acceleration instead.

Btw, I added a link to Loque's windowed mode mod to the first post, which you can use to monitor your stats in realtime. It looks like it uses a DLL hook (a fake DirectX dll that redirects most calls to DirectX but changes some of them), which could also be used to draw stuff on-screen. We could even integrate the windowed mode mod and MWTimer into a single DLL, though I'm not sure how to implement that.
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Old 05-25-2006   #33
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Quote:
@arushan: I'd have thought a stock Ford GT would be at least a second slower to 100 than in MW.
Hmm, there might be some other parameters that they just randomly put.. but here's what I have from the game performance files for the Ford GT. Maybe someone can verify it with what is officially published.

Gear Ratios: 3 (rev), 0 (neutral), 2.61, 1.71, 1.23, 0.94, 0.77, 0.63
Differential: 0.725, 0.725, 0 (no idea what this value really means)
Final Drive Ratio: 3.36
Torque Curve: 201, 268, 369, 436, 454, 402, 369, 341, 319
Max RPM: 7500
Red Line: 6500

Quote:
It looks like it uses a DLL hook (a fake DirectX dll that redirects most calls to DirectX but changes some of them), which could also be used to draw stuff on-screen. We could even integrate the windowed mode mod and MWTimer into a single DLL, though I'm not sure how to implement that.
You need to be in-process to do that... there are basically two ways to go about doing it... Create wrapper classes that call original functions... look at the d3d9 header files (all the functions in the wrapper must appear in the same order). Or you can hook the VTable in memory (i.e. redirect the function to your own function by writing a new function ptr in the vtable). You need to draw your own stuff in IDirect3DDevice9::Present before calling the original function. For v1.3, these addresses might be useful:

.data:00982BD8 lpD3D9
.data:00982BDC lpD3DDevice9
.data:0093E82C PresentParams
.data:00982BF0 bWindowed
.data:00982BF4 hWnd

[lpD3DDevice9]+00000044 = IDirect3DDevice9::Present
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Old 05-25-2006   #34
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fortnight lol (isn't that like half a night) you should include days jk
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Old 05-25-2006   #35
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Quote:
Originally Posted by arushan
Hmm, there might be some other parameters that they just randomly put.. but here's what I have from the game performance files for the Ford GT. Maybe someone can verify it with what is officially published.

Gear Ratios: 3 (rev), 0 (neutral), 2.61, 1.71, 1.23, 0.94, 0.77, 0.63
Final Drive Ratio: 3.36
those are all correct, except reverse is 1 to 3.135, though i seriously doubt that matters at all

Quote:
Differential: 0.725, 0.725, 0 (no idea what this value really means)
Maybe some kinda threshold (maybe related to slipping)? If you could give me some info about the performance files' structure, as always I'd be glad to **** about with them and maybe find some stuff out.

Quote:
Torque Curve: 201, 268, 369, 436, 454, 402, 369, 341, 319
I couldn't find a torque graph, but according to Wikipedia the GT peaks at 678 Nm or 500 feet-pounds (what the hell is a feet-pound) of torque at 3750 RPM, so either those are a bit off, or in some other unit.

Quote:
Max RPM: 7500
Red Line: 6500
Correct, though I don't think the real GT goes 1k RPM above its redline.

Quote:
You need to be in-process to do that... there are basically two ways to go about doing it... Create wrapper classes that call original functions... look at the d3d9 header files (all the functions in the wrapper must appear in the same order). Or you can hook the VTable in memory (i.e. redirect the function to your own function by writing a new function ptr in the vtable).
What is a VTable?
Btw, I thought I just need to export the same functions as the original d3d9.dll, make them all call the real functions, and modify some of them. Seems I was wrong

Quote:
You need to draw your own stuff in IDirect3DDevice9:resent before calling the original function. For v1.3, these addresses might be useful:

.data:00982BD8 lpD3D9
.data:00982BDC lpD3DDevice9
.data:0093E82C PresentParams
.data:00982BF0 bWindowed
.data:00982BF4 hWnd

[lpD3DDevice9]+00000044 = IDirect3DDevice9:resent
Is IDirect3DDevice9:resent a function, an array, or what? Sorry, I'm not really experienced in DirectX programming.

Edit: my new best time, with my fully junkmanned Gallardo is 1.344 seconds from 0 to 100. Holy shit...
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Old 05-25-2006   #36
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Quote:
Originally Posted by GodGell
Maybe some kinda threshold (maybe related to slipping)? If you could give me some info about the performance files' structure, as always I'd be glad to **** about with them :D and maybe find some stuff out.
All the performance data are in a very large database thats only partly decoded. The struture is known (its quite complex though), but the contents of it aren't completely decoded. If you want to mess around with it, grab a hold of me when I'm around in the nfscars chatroom (irc.nfscars.net #nfs), and I'll give you some stuff to work with.

Quote:
Originally Posted by GodGell
What is a VTable? :)
Btw, I thought I just need to export the same functions as the original d3d9.dll, make them all call the real functions, and modify some of them. Seems I was wrong :(
No, that's fine.. you can do it that way too. You just need wrapper classes for both Direct3D9 and Direct3DDevice9 to call real functions however.

Quote:
Originally Posted by GodGell
Is IDirect3DDevice9::Present a function, an array, or what? Sorry, I'm not really experienced in DirectX programming.
It's a function... Might want to look into some D3D programming before messing around with D3D hooking :)
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Old 05-25-2006   #37
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Quote:
Originally Posted by arushan
All the performance data are in a very large database thats only partly decoded. The struture is known (its quite complex though), but the contents of it aren't completely decoded. If you want to mess around with it, grab a hold of me when I'm around in the nfscars chatroom (irc.nfscars.net #nfs), and I'll give you some stuff to work with.
Aight, I see your nick in #nfs but I guess it's just a BNC, or you are just really unreactive.

Quote:
It's a function... Might want to look into some D3D programming before messing around with D3D hooking
Yeah, I wanted to do that, I won't really have a lot of time until summer though. I hoped there's an easy way, but I guess it'll have to wait. It's pretty comfortable with the windowed mode mod though
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Old 05-26-2006   #38
Fragboy
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@ GodGell

I used your program and your right it did not work with version 1.2. when i updated it to version 1.3 it worked. Good job

When i crashed 74 Gs wowi just is would be dead
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Old 05-26-2006   #39
arushan
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Quote:
Originally Posted by GodGell
Aight, I see your nick in #nfs but I guess it's just a BNC, or you are just really unreactive.
Heh.. it'll take more than 10 minutes to get a hold of me on IRC :p Just idle in there whenever you are online, I'll get back to you.
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Old 05-26-2006   #40
GodGell
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Quote:
Originally Posted by Fragboy
@ GodGell

I used your program and your right it did not work with version 1.2. when i updated it to version 1.3 it worked. Good job
Thanks for the info! When I have some time, I'll try to find an alternate address for v1.2. What kind of speed readouts did you get?

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When i crashed 74 Gs wowi just is would be dead
Well, the deceleration alone probably wouldn't have killed you (but you'd have serious problems, like your eyes redding out and such), but I'm pretty sure these supercars don't have very good truck-repelling capabilities.

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Originally Posted by arushan
Heh.. it'll take more than 10 minutes to get a hold of me on IRC :p Just idle in there whenever you are online, I'll get back to you.
Alright, I just hope I won't get banned for joining and leaving every day without saying anything.

Last edited by GodGell; 05-26-2006 at 02:58 PM.
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