Yo pienso tirar por la next-gen directamente. No se si Play4 o Xbox720 pero cuando salga compro una de las dos.
¿Quien puede ser ese "muy experimentado piloto de F1" con el que están trabajando?
Just a word to say that I don't want anyone to underestimate what AJ is doing here. He's a humble chap and not one to blow his own trumpet but this really is a few steps beyond what any of the competition have implemented in a commercial game to the best of our knowledge. This really is taking things to pro simulation levels.
On that note, we're now in touch with an extremely experienced F1 racer with a view to bring him in to help polish the FA and FB tyres and handling.
Bueno, más cosillas que os interesarán:
Han descrito algunas propiedades que han metido en el neumático. Solo lo van a meter estos días pero el viernes lo quitan. Así que solo lo probarán los miembros con más pasta. Es una versión muy temprana y el propósito es probar el rendimiento de la CPU. También han comentado las 5 principales propiedades de la superficie de la pista. Como veis esto se está tornando en una cada vez más complejidad:
A quick bullet list of what FlashTread has:
* "grip" broken out into deformation, adhesive, viscous, tack, and tear models
* flash effect (temperature variance through the contact patch at asperity level)
* curing (race tires are not typically delivered fully cured)
* water, including hydroplaning (which happens organically)
* loose material model (for gravel, sand, dirt, etc)
* improved setae kernel blending model
* tread rubber thickness and channels are modeled
* seta stiffness and some other parameters derived from Shore Hardness
* tread wear (and flat spots do just fall out)
The 5 main ones are:
* e_surface_texture -- this affects the deformation grip, which survives water. It is simply a multiplier, so 1.0 is nominal/normal road texture wrt grip. It also affects hydroplaning a little bit, but that is not really what we'd adjust it for. This simple single number actually translates into things like asperity dimensions, etc, under the hood.
* e_surface_wetness -- 0.0 to 0.9 is translated into what we can think of as 'coverage', and 0.9 to 1.0 is 'depth'. No tire will hydroplane until water is in the 0.9 to 1.0 range. Hydroplaning is a dynamic emergent effect that is affected by wetness, remaining tread depth, channel coverage, and hardness. (1.0 is basically 2mm of standing water...a "thick" film). The model itself technically only deals with depth, but the track system provides a 0.0 to 1.0 value, so I "translate" it.
* e_surface_abrasion. This affects tear grip. More abrasion means more tearing, so faster wear. Heat also accelerates tearing, and the rubber gets softer. Note that texture and abrasion are separate, and since deformation grip is a big component, this means we can simulate those abrasive but low racing grip types of surfaces. This sort of translates into asperity "sharpness".
* e_surface_adhesion. This is a multiplier on the adhesion model. Wetness already attacks adhesion, so no need to set wetness effect here. This would be less than one for oil, maybe marbles (although lock might be for that too), etc. It would be greater than one for rubbered-in surface, etc.
* e_surface_lock_pressure. This sets the critical lock pressure (pressure at which the material is in 'half lock'). So if this is very high, no vehicle will get much traction. If it is near zero, that means there is no material and it is just clean road. 1.0e-4 to 1.0e-5 seems to be the interesting range for sand, gravel, etc.
Y aquí otro pantallazo del modo Carrera: