Kalakatita escribió:eddye escribió:@jacy_hv Exacto, es algo importantísimo.
Que tocáis exactamente? Podríais poner unos valores que consideráis buenos? Si el monitor es relevante, juego a 1080p en un 24 pulgadas.
eddye escribió:@jacy_hv a mi a 70 no me parece nada realista en las cámaras exteriores. Todo está demasiado cerca y las sensaciones no son nada buenas así.
V0.9.0.1 CHANGELOG:
CONTENT
Added Kyalami Grand Prix Circuit
Added Sigma P1 to P2 Class
Added Passat to Copa Classic FL Class
GENERAL
Update App Key used in Live Motion SDK
NETCODE
Reduced Fade Accel parameter to minimise chances of "ghost" car-to-car collisions in a Multiplayer Session
UI & HUD
Fixed back button on TimeTrial screen
Amended all brake bias labels to include F / R qualifier and all values to include front and rear.
Fixed telemetry HUD screen anchors (affects ultrawide positioning)
Fixed in-game menu anchors on various pages (audio, camera, controls & gameplay options screens, save/load setup, quick/full setup edit screens, VR)
Added Track Altitude information to loading screen
Added current time of day to Session Overview / Pause screens
Added Imola 1972 & Modern trackmaps
Added Stock Car Driver names
Updated missing tire names for Caterhams, F-Ultimate, Copa Classics
Added chat box to lobby page, multiplayer & pre-event screens
Fixed bug with incorrect engine torque statistic in vehicle selection & loading screen due to reversed metric / empiric system conversion
Adjusted naming for various Metalmoro MRX models
Fixed track country label on lobby page
Added exit confirmation to pre-event screen
Coodown lap now defaults to manual player control
PHYSICS
Standardized ranges, adjusted drag & lift increments per setting for cars with adjustable radiator & brake ducts
Adjusted brake heating for all prototypes & GT cars
Minor adjustments to Ultima Race, StockV8, F-Vintage tyre treads
Reduced roll inertia for StockV8, SuperV8, Ultima Race, Ultima
Slightly reduced grip off the ideal racing line
Reduced Metalmoro AJR diffuser efficiency
Adjusted StockV8 diffuser center of pressure slightly rearwards
Adjusted Roco, MRX, ARC Camaro engine torque curves
Moved default brake bias rearwards for Sprint Race, StockV8, Ultima Race
AI
Slightly increased AI awareness of human players
AI performance tuning for GT3, StockV8, P1, P2, P3, P4, Ultima Race, Sprint Race, F3, F-Vintage classes
TRACKS
Spielberg: fixed hole in garage floor; replaced incorrect pit building walls & pit doors; remapped garage and pit stall locations; removed excess grid assignments (32 cars supported); rebuilt triggers.
Brands Hatch. Fixed bug with cars appearing to float over the track; adjusted rolling start location; revised track limits; fixed garage door collision
VEHICLES
AJR: Adjusted Driver Animation; Added Imperio #175 & Mottin Racing 46 liveries
MRX: Corrected RPM LEDs for all variants
Ultima Race: Adjusted collision mesh
Puma P052: New liveries/updates/redesign for #01 #02 #04 #06 #07 #08 #10 #11 #12 #13 #19 #42 #53 #54 #69; Added community skins #17 #91
This update is largely focused on FFB, physics and AI developments, but it also features a large assemble of improvements & fixes in all fronts, adds the option to save Replays to your Replay Gallery , new options to the HUD system along with new gameplay features and the first stage of our revamped lighting, featuring HDR & climate revisions.
As usual, when there are substantial physics & FFB changes some recallibration is in order to bring car-specific FFB & AI values up to the latest specs - both of those fronts have already been largely revised to suit the new developments but it may take another build to get the best of them for all cars in the game.
There is one last round of FFB developments to come before v1.0, at which point the "Old Default" profile will be discontinued. We recommend switching to "New Default" in the FFB configuration screen if you haven´t done so already.
With this FFB update tyre flatspots from a hard wheel lock-up under braking will be more perceptible in high performance slicks,, although currently most tyre compounds will allow for only mild tread flatspotting - further development to come here.
Be advised you must reset your car setups to properly experience recent physics developments - setup changes are auto-saved and reloaded whenever you choose the same car so if you have an old setup change it will still be applying with potentially incompatible changes from the new build- to avoid such issues, upon loading a car in v0.9.2.1 make sure to go into Setup screen & click "reset to default"; if in doubt or to assure you´re running current default settings, a fresh player profile is recommend (you can create a fresh profile by deleting your local My Docs/Automobilista 2 folder - be advised this will delete all your game settings).
V0.9.2.1 CHANGELOG:
UI & HUD
Added Replay Gallery
Added "Save Replay" button to replay screen (only available at end of session)
Fixed "Cancel" button not working on keybinding and similar confirmation screen
Removed redundant ABS / TC ranges from setup screens of cars with no assists available & disable TC/SC/ABS values from Gameplay options screen when aids are 'OFF' or 'Authentic'
Added KERS / BOOST / P2P display to HUD;
Slightly increased width of leaderboard and added a first pass strategy for longer driver names
Applied grey text for position and driver name text for AI drivers
Added 'Full' variant of car info HUD gadget (enable via hud editor)
Fixed telemetry screen unit text localisation
Fixed telemetry screen right side temp bars escaping tire outline
Corrected number of corners for Kyalami (15) & Santa Cruz (14)
Corrected vehicle stats for Karts & Trucks
Fixed page title on in-game gameplay options screen
FORCE FEEDBACK
FFB calculations now account for any change in caster trail and scrub radius, with improved braking feel, overall smoother output & better weight transfer feel
Fixed issues with FFB spiking & occasionally producing strong jolts when wheels loose contact with ground (load loss) and added filtering to smoothen out abrupt transitions
When front tyres are not loaded FFB will now present only gyroscopic torque, fixing bug that could cause steering to get very heavy in some airborne situations
Improved parking force function
PHYSICS
Thoroughly revised tyre physics for all cars
Revised FFB values for all cars to suit new tyre physics & FFB developments
Fixed error in Ultima Race / P1 tyre treads resulting in a much faster hard tyre compound;
Added initial implementation of Push-to-Pass rules & functionalities for Stock Car V8 (still missing first lap block, 5s delay between pressing button & boost deployment, windshield LEDs for boost use/availability)
Added KERS functionality to F-Reiza;
Added temporary max boost button for F-Classic Gen1 cars
Revised ERS system for F-Ultimate
Thoroughly revised brake systems for all cars covering response curve, torque, optimal temp ranges, effects of being off temperature, cooling properties & default brake pressure
Removed brake duct values from cars that don´t have one
Fixed error in F-Classic Gen1 (both models) diffuser properties leading to no loss of aero efficiency with yaw & other diffuser revisions
Reduced undertray scrape friction for all cars
Set default Traction Control setting to 10% for all cars when the assist is enabled
Adjusted head physics properties & reduced range of movement
Revised body aero effects for MRX, Roco, StockV8, Sigma P1
Further reduced body drag for all Caterhams
Revised Super V8 power, weight, weight distribution to more up-to-date references
Fixed Sigma P1 fuel consumption & overheating
Fixed errors in Opala´s wheelbase / track width / height offset
Adjusted torque curve on lower RPM ranges for Caterhams, F-Classic Gen1, Roco engines
AJR Chevy & Honda Turbo variants from P1 class, now have Traction Control and ABS available when driving assists are set to 'Authentic" as per real-life counterparts
MRX from P2 class now has Traction Control available when driving assists are set to 'Authentic" as per real-life counterparts
Increased downshift protection for all cars
AI
Increased AI speed midcorner for all cars
Reduced AI speed drop when conceding position to overtaking cars
Slightly reduced AI start reaction range
Increased AI care when around human players
Fixed bug cuasing Fusca from Copa Classic FL to occasionally rol
Revised AI performance in practice & qualifying
Adjusted AI performance to more realistic ranges when accelerating or skipping a session
AUDIO
Further polished Sprint Race onboard audio samples
TRACKS
Added first pass for ongoing lighting revamp with HDR & climate visual updates
Added new armco textures to Brands, Oulton, Interlagos and Kyalami
Added new gravel detail maps to Brands and Oulton
Created a library of various detail / normal tarmac maps for various surfaces (rough / new / smooth etc) - currently only applied a few of them to Oulton Park, Kyalami, VIR, Cadwell, Jerez
Added customization pass to trackside marshalls & crowds
Revised track limits for Kyalami 2020, Donington Park
Brands Hatch. Fixed misaligned sector 2 trigger on GP layout causing lap times not to register
Fixed bug with 1st lap not registering at Imola 1988 & 2001
Cascavel: Fixed timing bug where delta time would read incorrectly when crossing S2 trigger; removed excess garage/pit spots to match grid spots count
Santa Cruz: Fixed issues on rolling starts & repositioned rolling start location; added more garage spots; Corrected missing animated marshals/crowds (change winter to autumn).
VEHICLES
Puma P052: Fixed RPM LED scaling; Fixed LOD C tyres
F-Classic Gen1: Fixed cockpit carbon material
MetalMoro MRX Duratec P2: Fixed lights on LOD B
Passat Copa Classic B: Fixed cockpit side mirrors
Formula Vintage Gen2: Fixed exhaust position
F-V10 Fixed gap between wheel rim and tyre from cockpit view
Puma P052, GTB: Fixed rain streaks direction
Puma GTE: Added rear lights
MetalMoro AJR & MRX::Updated headlights color
Sprint Race: Improved exterior mirrors
Fixed Copa Classic Fusca fender lodding out
Opala Old Stock: Fixed UV mapping in bonnet
F_Ultimate: Adjusted collision mesh
StockCar V8: Fixed central mirror position
Adjusted brake glow ranges for carbon brakes
Several updates to Sigma P1 model & cockpit
Added new Sigma & MRX liveries in P2 class
Revised MCR Sports 2000 liveries: #01 #02 #03 #04 #05 #06 #07 #08 #09 #11 #12 #15 #16 #25 #26 #29 & Community liveries #17 #18 #42
Kalakatita escribió:He probado el nuevo parche y la verdad es que lo he notado mucho mejor. Brutales las sensaciones.. Pinta genial este titulo y con algo mas de tiempo puede ser tremendo, aunque ya lo es.
jacy_hv escribió:Kalakatita escribió:He probado el nuevo parche y la verdad es que lo he notado mucho mejor. Brutales las sensaciones.. Pinta genial este titulo y con algo mas de tiempo puede ser tremendo, aunque ya lo es.
También he probado un poquito y me ha gustado.
La IA ya va bien encaminada, incluso los gráficos los noto algo distinto para mejor , no se si será efecto placebo por el update o que han tocado algo.
Kalakatita escribió:Creeis que graficamente tiene margen de mejora o ya esta cerca de su estado visual final? Estoy satisfecho pero un toque mas diferenciador para no tener esa sensacion de PCars (Graficamente hablando) estaria bien. Es brutal, no me maminterpreteis..
Javiciosos76 escribió:Hola buenas a todos lo primero soy nuevo en el foro y me he unido a el por qué juego a este juego y la verdad es que me encanta así que seguiré este hilo
Tengo un problema y es que el spotter no se escucha no se que hacer alguien más con ese problema hay alguna solución ?gracias a todos
eddye escribió:Cuando configuro el hud a full no sale nada en ninguna de las cámaras ni opciones de juego. ¿Cómo se configura pues?
eddye escribió:Lo que han hecho con el time trial es un desastre. No han reseteado todos los tiempos y encima en el setup no dejan tocar el ABS ni el control de tracción, no sé por qué.
currololo escribió:eddye escribió:Lo que han hecho con el time trial es un desastre. No han reseteado todos los tiempos y encima en el setup no dejan tocar el ABS ni el control de tracción, no sé por qué.
No estoy seguro, así que no me hagas mucho caso, pero creo que han limitado esas ayudas a los coches que las tienen en realidad. ¿Te pasa también con ellos? Llevo sin jugar más de una semana, así que tampoco te puedo confirmar nada de las novedades.
V0.9.3.1 CHANGELOG:
CONTENT
Added Hot Cars (Early 80s Brazlian Touring Car Series with 3 models)
UI & HUD
Fixed missing Adelaide Historic loading screen
Fixed low-res AMS2 shortcut icon when generated by Steam
Show disabled text in lobby session info if practice/qual are disabled
Adjusted opacity of main HUD element containers
Fixed race over countdown
Added selected state to in-game chat text entry boxes
Fixed incorrect vehicle statistics for various touring car classics
Added missing F-Vee Fin statistic
Fixed track logos being retained from previous track selection when current doesn´t have one
FORCE FEEDBACK
Slightly refactored the way steering arm forces pass on to FFB (should provide a slightly "tighter" wheel around center)
Slightly reduced the filters that added in previous update,
Added soft lock for wheels that still didn´t have it (WIP).
Disabled Old Default FFB profil
FFB profiles with lockstops enabled and new exposed values in them.
PHYSICS
Globally reduced slick grip on wet tracks
Revised aero efficiency losses with yaw for various cars
Super V8: Fixed error in steer lock range; Adjusted default ARB & camber settings
Revised F-Classic front & rear wing for more consistent downfroce increments accross proportional changes of wing angles
Reduced bumpiness over grass & gravel to address collision issues while running off-track
Fixed rear brake cooling in various formula cars
Revised restitution values for crashing into walls and barriers
Moved default brake bias slightly to the front for FWD cars
Reduced brake efficiency when cold
Fixed missing 5th gear in Gol / Passat Classic B
F-V10: Fixed error in fast damper range
F-Classic Gen2: Disabled redundant engineboost function
F-Ultimate:Slightly increased carcass load stiffeness
Adjusted Roco Aero balance & default setup
Opala: Fixed rear brakes
MCR S2000: Fixed missing rear tyre warmers
Fixed Ultima gearbox RPM tolerance in manual shifts
Fixed F-V10 loud Traction control sound
Fixed V-10 AI bouncing
Fixed Opala 1986 redundant rear left damper setting
AI
AI performance multipliers for practice & qualifying sessions are now customized per car & proportional to their race performance
Improved AI skill when driving off the racing line & reduced range for factoring cars up ahead (improves their pace on initial laps & reduces hesitation while being passed)
Further boost to AI awareness when behind human players
Callibrated peak AI corner grip & grip multipliers resulting in better speed mid corner through slow / mid speed corners, more realistic speeds through fast corners
Improved AI skill when off the racing line (resulting in less 1st corner slowdowns and better pace over 1st lap)
Callibrated AI throttle application for all cars to better correspond with human ability
Reduced AI boost under braking during an overtake;
Reduced minimum straight lentgh for KERS / boost application
Improved AI ability through water puddles (less lifting off throttle)
Slightly bumped up AI speed under yellow & blue flags
Revised AI paths for Londrina (both layouts)
TRACKS
Updated TV cameras for Donington & Kansai
Kyalami: Updated curb textures
Jerez: Snap revised road noise; updated walls & barriers to latest standards; Add missing garage door collision; fixed garage door mapping/alignment
Montreal: Fixed bug causing cars to visually appear to float over track surface
VEHICLES
Added cockpit windscreen reflections to Super V8, Ultima GTR Race, Ultima GTR Road, Touring Car Classics
Adjusted visual brake glow ranges
Fixed F-Classic G3M3 RPM bar
Adjusted various Fusca textures
F_Ultimate 2019: Added rain light
F-Vee: Added rain light
MCR S2000 new liveries / updates / redesign #10 #13 #19 #20 #21 #23 #24 #14
F-Trainer: new community skins #21 #22 #23 #24
MRX P3 revised liveries
S4NS3 escribió:Lo he comprado y lo estoy configurando. He dado un par de vueltas con un mando de prueba en imola sin setup... El control con mando y el mitsubishi lancer que es lo único que probado me parece alucinante.
S4NS3 escribió:@Kalakatita
Muchas gracias, tengo volante pero no siempre tengo espacio para montar, desmotar... y aveces de la pereza ni ganas bueno y eso de que es abismal depende a lo que te refieras, yo hay en juegos que hago mejor tiempo con mando que con volante. Una de las excepciones es iRacing que con mando ni por asomo. Ya ves los tiempos en dos vueltas en este juego a 2.7s del primero, los tres primeros con volante y setup, yo con mando sin setup. Cuarta posición, primero con mando y sin setup
S4NS3 escribió:Una de las excepciones es iRacing que con mando ni por asomo.
GX7RAY escribió:S4NS3 escribió:Una de las excepciones es iRacing que con mando ni por asomo.
No, es que iracing es volante o teclado, prueba con teclado ya verás que repaso le metes a los pro, hasta seguro que te llevas un reporte por cheto.
V0.9.5.1 CHANGELOG:
UI
Fixed spectator leaderboard position text always being forced to wrong colour.
Applied HUD style leaderboard to Replay/Monitor Screens
Fixed disabled 'View Replay' button displaying instead of 'Save Replay' button in MP session results screen
Fixed Time Trial Pause Menu leaderboard not displaying correctly
Added identification for dedicated servers in browser list
Multiplayer sessions now default to cockpit view in race session countdown (to avoid bug leading to players beign stuck in TV cam)
Fixed Monitor camera switcher not working after changing cars
FORCE FEEDBACK
Steering rack damping no longer passes through Low Force Boost setting (more consistent damping)
Fixed error in parking force script
Adjusted locktstop strength
Fixed issue with recently added FFB filter occasionally behaving unpredictably
Fine-tuned all car-specific max force & smoothing levels to suit latest FFB system revisions, bug fixes as well as latest tyre physics developments
PHYSICS
Revised tyre tread physics for Opalas, F-Vee, F-V12, F-V10, Caterhams, ARC Camaro, Super V8
Slight adjustments to all wet tyre compounds
Increased carcass load stiffness for incremental tyre pressure adjustments in F-Classic (all gens), F-V12, Caterhams, ARC Camaro, Super V8
Fixed bug causing downshift protection system not to work properly
Adjusted shift tolerances for semiauto boxes (to avoid neutral - 1st gear not engaging in high revs)
Enabled antistall for cars with modern semi-automatic boxes & karts with torque converters / centrifugal clutches
Revised engine inertia for V8, V6 engines
Reduced default steering lock for light formula cars, prototypes & Super V8
AJR: Revised rear wing aero efficiency
MCR 2000: Revised rear wing aero efficiency
F-Ultimate: revised front suspension damper rates, diffuser yaw sensitivity
Stiffer default front ARB for P1 prototypes, F-Vee, F-Reiza
F-Vee: fixed front left rebound damper range
Hotcars: Increased engine output slightly; Adjusted track width, height offset, default roll bar setting
F-Reiza: Adjusted diffuser center of pressure, default caster setting
F-Classic Gen1&2: revised aero balance
Superkart: Adjusted default tyre pressure & ride height
Ultima GTR Road: Adjusted default differential settings, front ARB, CoG height & tyre load stiffness
Fixed bug causing downshift protection system to not work properly in sequential cars that should feature it
Adjusted Ultima GTR Street default differential, front ARB, CoG height & tyre load stiffness
Adjusted MIT Lancer roll bar stiffness
AI
Further callibration of AI performance & rolling resistance for all cars
Improved AI pitlane manoeuvrability
Reduced Aggression scalar & brake performance for classic cars, club cars, GT & prototypes
Fixed AI tendency to oscillate steering erratically running down longer straights
Fixed Roco P3 excessive AI straight speed
Reduced thresholds for AI to attempt overtaking in improbable circunstances
Further reduced AI aggression scalars & brake power
Further reduced AI overtaking boost under braking
AUDIO
F-V10: Adjusted Traction Control sounds
Sigma P1: revised engine sounds, engine / turbo / blowoff volume balanced
TRACKS
Updated Livetrack racing groove shader to become more visible as track rubbers up
VEHICLES
Further revisions to visual brake glow ranges
F-Reiza: Revised liveries & added different carbon materials, stickers and logos, t-cam colour, spec map for all cars
F-Trainer: Added suspension animation (external)
F-Trainer: New liveries/updates/redesign 01# #02 #03 #04 #05 #06 #07 #08 #09 #10 #11 #12 #13 #14 #15 #16 #17 #18 #19 #20 #25 #26 #33
V0.9.6.0 CHANGELOG:
UI & HUD
Reinstated time acceleration for Single Player events
FORCE FEEDBACK
Revised code to fix (or at least mitigate) issues with FFB causing wheel to pull hard right or left in some circunstances
Increased input rates to 500Hz and limited FFB rate to 360Hz to minimise potential issues with asynchronous rates
Further fine-tuned all car-specific max force, filters & smoothing levels to suit final FFB system and latest tyre physics developments
PHYSICS
Fixed stalled player engine in rolling starts and in some cases when switching from AI control (still needs multiplayer testing)
Minor tread adjustments for F-Vintage, Trucks, GT, SuperV8, prototype & road tyres
Reduced default brake pressure to 90% (same as AMS1 - setting remains adjustable from car setup for player preferences)
Slightly increased optimum brake temperature ranges for both steel & carbon brakes
Reduced contact factor in open wheelers (further minimising extreme reactions in wheel-to-wheel collisions)
Reduced incremental lift with radiator opening setting
MRX: Fixed wrong brake fade ranges in all variants
Ultima GTR: Fixed rear brake cooling on Road version
F-Vintage: Adjusted default differential settings for better driveability
AI
Added new Opponent AI Strength logic
Clamped opponent AI Strength range to 70-120%
Added customized parameter per car for AI brake application
Further reduced AI throttle application gap dependingon AI driver skill level
Further callibration of AI performance
Further reduced AI brake grip in GT / prototype
TRACKS
Jerez: curbs UV2 mapping correction; fixed LOD issues with inner grass; conformed started grid lines to latest road noise & other minor fixes
Interlagos: Updated trackside cameras
VEHICLES
Toned down dirty layer on rear view mirrors
Added suspension animations for all Caterhams, F-Trainers & F-Vintage
V0.9.6.1 CHANGELOG
UI & HUD
Added "Speed Sensitivity" and "Minimum Shift Time" configurations to Controller options
Minor UI label fixes
PHYSICS
Revised yaw sensitivity for aero elements in all high downforce cars
Adjusted steel brake heating build-up
Revised slick & road tyres tread performances on wet track
Minor tyre tread adjustments for Super V8, F-V12 & F-Classic Gen3
Revised rear wing efficiency for F-Classics, F-V12, F-Reiza, F-Ultimate, F301 & F309
Various minor default setup adjustments
Slightly increased FFB tyre scrub effect for all cars (through FX slider)
Slightly Increased bump noise from curbs
Minor fine-tuning of car-specific FFB values
Fixed excessive front brake cooling in Caterhams
Revised engine output for F-Vintages (V8 & V12)
TRACKS
Minor revisions to various climate lighting & fog values values
AI
Increased the range of AI performance at both ends of the scale (slower @ 70%, faster @ 120% relative to v0.9.6.0)
Further revised AI throttle application gaps for GTs & formula cars
Increased AI side buffer distance (helps preventing AI cars merging back to the racing line too soon)
Increased Field speed perception, reduced length ahead factored (slightly less slowdowns in packs)
Reduced minimal lateral distance for defensive moves
Increased AI lateral rate of movement when calm
Further reduced AI brake power in GT / prototypes
Further increased AI care with human players
AUDIO
Fixing Super V8 AI Interior Engine sound position
VEHICLES
Fixed missing F-Reiza rain lights
Further adjusted brake glow ranges
V0.9.7.0 CHANGELOG:
GENERAL
Added custom pit speed limits per series regulations; baseline is 60km/h for national & club series, 100km/h for modern Formulas, 250 km/h for Historical content
Corrected series / class grouping and grouping within series so different models are sorted in the grid (when series feature cars of different classes) or randomized (when they are of the same class)
Disabled visual ghost effect in pit lane and pit exit
UI & HUD
Fixed vehicle info for F-Classic G3M1, G3M3, MRX
PHYSICS
Revised adhesive friction curve with velocity for all tyres
Reduced wheel contact factor (reduces chances of "exploding" collisions with wheel-to-wheel contact)
Fixed minor tread width innacuracies in F-Classic, F-Trainer tyres
Further areo revisions to MRX, F-3, F-V12, Ultima GTR (Road)
Further car-specific FFB fine tuning (max force, smoothing, scrub radius)
Further engine inertia revisions
AI
Reduced AI front buffer distances (AI is slightly less tentative when a pack of cars is ahead)
Reduced AI lifting off the throttle over puddles
Reduced wall check function (AI is less tentative when driving close to walls)
Reduced ranges for AI drivers inconsistency & performance loss from stamina over longer races
Adjust AI steer smoothing to improve pitlane mobility
Adjusted AI Grip multipliers for Velopark, Adelaide, Azure, Montreal, Londrina
AUDIO
Fixed AI engine sound position being on wrong side for seevral all cars.
Added dedicated sound effect for grasscrete material
Fixed odd ducking of sounds over curbs, lessened crackling on tyre sound effects
Improved sound in stereo mode
Replay onboard engine audio properly positioned.
Starting sound correctly positioned
TRACKS
Added Stock Car series trackside advertising for tracks in the 2019/2020 calendar
VEHICLES
Added wiper animations for Ultima GTR, Stock Car V8, Super V8, Sprint Race, Caterham Academy, Lancer Cup (WIP)
Fixed driver animation for F-Trainer
F-Reiza: Fixed bug restricting field to a single livery
Hypnos_7 escribió:Muy buenas gente,
Me llama la atención este juego y estoy en duda con este y el rfactor 2.
Por lo que leí en el foro en este juego no se puede hacer campeonatos offline no?
er185 escribió:Hypnos_7 escribió:Muy buenas gente,
Me llama la atención este juego y estoy en duda con este y el rfactor 2.
Por lo que leí en el foro en este juego no se puede hacer campeonatos offline no?
Dijeron que en la 1.0 van a añadir campeonatos offline a series que existen en la realidad: Stock Car Brasil, Copa Truck, Formula Vee y Sprint Race. También quieren añadir que se puedan hacer campeonatos offline personalizados pero esto saldrá más adelante, no estará en la versión 1.0.
Hypnos_7 escribió:Muy buenas gente,
Me llama la atención este juego y estoy en duda con este y el rfactor 2.
Por lo que leí en el foro en este juego no se puede hacer campeonatos offline no?
Queto escribió:Hypnos_7 escribió:Muy buenas gente,
Me llama la atención este juego y estoy en duda con este y el rfactor 2.
Por lo que leí en el foro en este juego no se puede hacer campeonatos offline no?
Sin haber probado éste, el rfactor 2 ahora mismo me parece el mejor simulador y con un precio más que asequible. Salió muy bugueado y era carísimo, pero ahora el multi es gratis y los extras son dlcs de coches, pero que con la cantidad que hay en el workshop no los veo imprescindibles.
Éste tiene muy buena pinta pero le falta un poco de recorrido y contenido. Si hubiera tenido el motor del rfactor 2 me lo hubiera pillado, porque lo que hicieron con el motor de 1 fue buenísimo.
badman escribió:Queto escribió:Hypnos_7 escribió:Muy buenas gente,
Me llama la atención este juego y estoy en duda con este y el rfactor 2.
Por lo que leí en el foro en este juego no se puede hacer campeonatos offline no?
Sin haber probado éste, el rfactor 2 ahora mismo me parece el mejor simulador y con un precio más que asequible. Salió muy bugueado y era carísimo, pero ahora el multi es gratis y los extras son dlcs de coches, pero que con la cantidad que hay en el workshop no los veo imprescindibles.
Éste tiene muy buena pinta pero le falta un poco de recorrido y contenido. Si hubiera tenido el motor del rfactor 2 me lo hubiera pillado, porque lo que hicieron con el motor de 1 fue buenísimo.
Estoy bastante de acuerdo yo tengo automobilista 1 2,Rfactor 2, Assettos y Projects Cars. Depende también de lo que busques pero si buscas simulación "Algo de Realismo" en la conducción, unas físicas y un FFB brutales Rfactor 2 y Automovilista 1 esta muy cerca por si te lo quieres mirar. Para mi de momento Automobilista 2 es una especie de Project Cars 2.5, esta mejor que el Project Cars 2,(se nota que es Reiza y que se puede confiar en ellos no como los de Slightly Mad Studios) pero las fisicas el FFB o el comportamiento del coche mehh, pero si que es verdad que van tocando cosas y mejorando, se nota que están trabajando muy duro en ello y las cosas como son y se puede jugar y esta entretenido. Todo depende de lo que busques.
Hypnos_7 escribió:badman escribió:Queto escribió:Sin haber probado éste, el rfactor 2 ahora mismo me parece el mejor simulador y con un precio más que asequible. Salió muy bugueado y era carísimo, pero ahora el multi es gratis y los extras son dlcs de coches, pero que con la cantidad que hay en el workshop no los veo imprescindibles.
Éste tiene muy buena pinta pero le falta un poco de recorrido y contenido. Si hubiera tenido el motor del rfactor 2 me lo hubiera pillado, porque lo que hicieron con el motor de 1 fue buenísimo.
Estoy bastante de acuerdo yo tengo automobilista 1 2,Rfactor 2, Assettos y Projects Cars. Depende también de lo que busques pero si buscas simulación "Algo de Realismo" en la conducción, unas físicas y un FFB brutales Rfactor 2 y Automovilista 1 esta muy cerca por si te lo quieres mirar. Para mi de momento Automobilista 2 es una especie de Project Cars 2.5, esta mejor que el Project Cars 2,(se nota que es Reiza y que se puede confiar en ellos no como los de Slightly Mad Studios) pero las fisicas el FFB o el comportamiento del coche mehh, pero si que es verdad que van tocando cosas y mejorando, se nota que están trabajando muy duro en ello y las cosas como son y se puede jugar y esta entretenido. Todo depende de lo que busques.
Por lo que veo me recomendais mejor rfactor 2, lo que he visto que tiene muchos dlcs para comprar y luego muchos mods, que dlc serian imprescindibles? O con los mods ya uno tiene suficiente?
Content (GT3, GT4 & two Classic DTM cars): Progressing but several of these are still held up by licensing bottlenecks
Localization for other languages: Needed UI core to be settled so work has only just started
Animations: Most of the car-related animation issues that were pending over EA (drivers, wipers, suspension) have made it in for this release but some cars are still missing a few bits.
Championship Mode: Very limited on this release in terms of content & functionality
Multiplayer Ranking System: Pending integration of anticheat system
CONTENT - NEW TRACKS
Added Bathurst Track
Added Brasilia Track (2 layouts)
Added Granja Viana kart track (4 layouts)
Added Cascais Portugal Track
CONTENT - NEW CARS
Added Stock Car 2020 Series
Added Copa Montana series
Added Opala Stock Cars 1979 Season
Added 2018 Camaro SS to Street Cars Series
Added F-Retro Gen1 Series (also featuring official Brabham BT44, Lotus 72E, Mclaren M23 Grand Prix cars)
Added Ginetta G55 GT4 Supercup Series
Added Ginetta G58 prototype to P1 Class
GENERAL
Added DRS rules for F-Ultimate & F-Reiza series ( valid only for tracks with DRS zones - Azure, Kansai, Interlagos, Montreal and Spielberg)
Reduced fraction of a lap that invalidates the next one if driver goes off track in Time Trial mode
Provisionally set pit speed limit to 120 km/h & added pit speed limiter for all historical cars to minimise potential issues in initial release (may revisit this later for historical accuracy when required features for proper functionality is coded in)
Reduced distance required for AI to pick up speed leaving pits
Removed stop-go from first speeding penalty
Reduced stop-go penalty from speeding penalty a 2nd Time
Doubled speed tolerance for temporarily going over speed limit
Reduced pitstop time penalty from hitting crew or wrong area
Reduced slowdown time to pay track limit penalty
Corrected F-V10 pit speed limit
Increased time to remove player from session when black-flagged
UI & HUD
Fixed Old Stock info to display correct number of gears
Corrected Jacarepagua Historic length info
Corrected Copa Montana Gearbox information
Added missing ibarra HUD trackmap
PHYSICS
Added DRS functionality to AJR Chevy V8, Sigma P1, F-Reiza, F-Ultimate
Added parameter for blending Physx & original physics for vehicle collisions with walls (hopefully eliminating "sticky wall" effect)
Front and rear wings for all formula cars now detatch with damage
Slightly reduced draft effects
Further revisions to adhesive friction curve with velocity & minor tread adjustments for all tyres (dry & wet)
Slightly increased load stiffness with tyre pressure for F-Ultimate, F-Reiza, F-V10, GT, Prototype classes
Increased front tyre sidewall stiffness for Stock Car, Ultima Race, Sprint Race & all prototypes for better compliance & less bouncing at high speed
Stiffened up default SuperV8 suspension rates
Fixed Metalmoro AJR excessive brake duct cooling
Revised aero & suspension damage properties for cars that still had provisional values
Fully revised kart physics & AI (all classes)
Further callibration of AI throttle application
Minor adjustments to P3, P4, Super V8, F-Vee, Copa Fusca, Copa Uno, Opala 1979 & Old Stock tyres
Decreased brake fade when below optimal temperature
Adjusted default steering lock for Karts, F-Vee
Revised F-Vintage & F-Retro V12 engine torque curves
Removed onboard brake bias and adjustable roll bars for cars that shouldnt have it
Slightly inreased base tyre carcass load stiffness for
Minor tyre tread adjustments to F-Retro, GT4 tyre treads
Lowered FFB smoothing for F-Trainer, F-Vintage, MCR
Lowered brake heating for steel brakes
Slightly increased SuperV8 downforce
Fixed minor innacuracies in F-Ultimate & F-Trainer tyre diameter
Reduced Camaro SS tolerance for shifting without clutch
Adjusted suspension damage thresholds
Adjusted Sigma diffuser aero
Fixed Opala Old Stock engine (now uses proper 300 HP variant)
Reduced ARC Camaro default steering ratio
Moved Fusca default brake bias slightly rearwards
AI
Improved AI throttle application logic so it differs from slow to mid & high speed corners (less hesitation exiting those corners)
Enabled different throttle, brake and line accuracy ranges according to AI driver skill (custom AI drivers per series to better explore these ranges still to be added)
Reduced range for AI drivers to stray off ideal line & smoothed transitions when exploring different lines
Adjusted AI damper rates to avoid bouncing / rolling over higher curbs
Further increased AI Strength range (slower @ 70%, faster @ 120%) for all cars
Slightly increased AI willingness to condede position when overtaken
Adjusted AI speed under blue flag / off track / damaged car
Reduced maximum AI lateral offset from ideal line
AUDIO
Adjusted surface sound gain (prevent crackling on limiter)
Disabled automatic toggling of headphone downmix mode.
Fixed error where 4.0 channel configuration in windows resulted in 5.1 mixing mode in-game
Placed limiter on surface sound bus .
Limiter in stereo output mode is controlled from game code; output set to -6dB to avoid possible output overloading
.F-Vintage: Updated gear change sound
Ultima GTR (both versions) adjusted gearchange sound volume.
Adjusted engine sound position & gearbox sound position for all cars (gearshifts should no longer be offset to the side)
Fixed "moving" shift sounds on multiple open wheelers
Improved Caterham Academy engine loops
Improved loops on several 4-cylinder Duratec engine sounds
TRACKS
Updated trackside advertising for international tracks
Updated 3D grass shader
Updated road shader
Disabled 3D grass rendering in rear view mirrors
Adjusted far fog climate values (adds a little more haze to the horizon)
Imola: Fixed transparent trees
Kyalami Historic: Improved AI fast line
Revised trackside TV cameras for Adelaide, Adelaide Historic, Interlagos, VeloCittá
Fixed bug with Ortona crowds
Fixed Azure map coordinates
Added ambient reverb to new tracks that still didn´t have them
VEHICLES
Added wiper animations and cockpit vibrations for Metalmoro AJR, Sigma P1, Opala (all variantes)
Added DRS wing animation for F-Ultimate, F-Reiza, Sigma P1, AJR Chevy & Honda Turbo
Added suspension animation for F-Ultimate, F-Reiza, F-V10, F-V12, F-Vee
Adjusted driver model & animations for Ultima GTR, AJR, ARC Camaro, Puma GTE, F-Classic G1M2, G3M2
Corrected bugs in 3D animations of F-Vintage, F-Trainer
Adjusted MRX collision mesh
Revised backfire logic for all cars that have it (less backfiring in upshifts, more in downshifts / lifting)
Increased headlight range at night for all cars
Fixed duplicated Uno in Copa Classic B
Adjusted upper driver model LOD switching (fixes the driver appearing to "duck" as car approaches TV cam)
Fixed RPM bar / lights for G55, Opala
Improved Vertex AO for F-Classic tyres
Added batch of new liveries for Kart GX390