Dume escribió:Los dtm parece que se agarran un pelin mas que en la anterior.
denis74 escribió:ok ok,,,pensaba que para hoy añadían algo en el build para editar. merci EverOne
Tienes que desactivar "shake effects" del menú Visuals.
Lo de los neumáticos, ayer estuve jugando a la anterior build y no chirrían tanto, o no suenan tanto ahora. Voy a enchufar el volante de la Xbox360 pa ver si tira algo.
Din-A4 escribió:denis74 escribió:ok ok,,,pensaba que para hoy añadían algo en el build para editar. merci EverOne
Tienes que desactivar "shake effects" del menú Visuals.
Lo de los neumáticos, ayer estuve jugando a la anterior build y no chirrían tanto, o no suenan tanto ahora. Voy a enchufar el volante de la Xbox360 pa ver si tira algo.
si que tienes cabroncete xD
ZeusII escribió:el problema de seguir un juego durante su desarrollo es este, no hay que enfadarse ni preocuparse mucho, durante el desarrollo se hacen muchos cambios y no siempre para bien... y muchas veces es porque se rompe algo al mejorar otra cosa xD
PreAlpha: (37 mandays)
- LODX meshes finished (exterior + interior)
- Collision export
- Placeholder physics
- Placeholder sound
- Export: no LODs, LODX as LODA meshes, placeholder materials/textures
Alpha1: (20 mandays)
- Tyres + wheels finished (textures, tyre deformations, wheelblur, all LODs)
- Chassis textures/materials finished (incl. brakes + lightglows)
- 1stP cockpit textures/materials finished
- Paint material UVs finished
- Physics 1st draft
- Sound 1st draft
- Export: no LODs, LODX as LODA meshes, finished materials/textures
Alpha2: (16 mandays)
- LODA/LODB/LODC setup complete
- 1stP cockpit meshes finished
- 3rdP cockpit textures finished
- Ambient shadow added
- Export: full LOD setup
Beta1: (13 mandays)
- 20 AI liveries finished
- Gearstick animations finished (if required)
- Windscreen reflection added (if required)
- Cockpit display added (if required)
Beta2: (6 mandays)
- Damage setup (crumple damage, scratches/dents, detachables)
- 1stP cockpit ambient occlusion added
- External ambient occlusion added
- Cockpit animations finished (if required)
- Suspension animations finished (if required)
- Body animations finished (if required)
- Physics finished
- Sound finished
mahiques escribió:Para mi esta build y la anterior son practicamente lo mismo.
EverOne escribió:mahiques escribió:Para mi esta build y la anterior son practicamente lo mismo.
En algunos aspectos vamos para atrás ( en mi opinión).
A ver si la semana que viene meten mas chicha a los circuitos y suben un poquito el nivel de Le Mans
chechuka escribió:EverOne escribió:mahiques escribió:Para mi esta build y la anterior son practicamente lo mismo.
En algunos aspectos vamos para atrás ( en mi opinión).
A ver si la semana que viene meten mas chicha a los circuitos y suben un poquito el nivel de Le Mans
No es que sea lo mismo que la anterior, es que es peor.
Lo poco que he probado, los Atom son más facilones (no quiero utilizar la palabra arcade porque no creo que llegue a ese nivel) también el F1-68 que antes era jodido ahora es como el Atom, son divertidos pero...no sé.
Han quitado el exagerado chirrido de ruedas y la cantidad de humo que salía de las ruedas. Lo que no me gusta es que por ejemplo el Caterham, y otros coches también, puedes girar el volante a tope y dar gas a fondo que no haces un trompo de ningunas de las maneras, yo no creo que eso sea ralista, no he probado esos coches nunca pero he visto miles de videos y he probado otros simuladores y eso no es así.
Ya puse un post en WMD pero no creo que sirva de mucho
Habrá que esperar y esperar a ver si avanzamos
chechuka escribió:Han quitado el exagerado chirrido de ruedas y la cantidad de humo que salía de las ruedas. Lo que no me gusta es que por ejemplo el Caterham, y otros coches también, puedes girar el volante a tope y dar gas a fondo que no haces un trompo de ningunas de las maneras, yo no creo que eso sea ralista, no he probado esos coches nunca pero he visto miles de videos y he probado otros simuladores y eso no es así.
Ya puse un post en WMD pero no creo que sirva de mucho
Habrá que esperar y esperar a ver si avanzamos
denis74 escribió:Han dicho que hay un problema con el shake effect y que no funciona como debiese. EverOne,,una vez desactivado las cámaras me van bien. No me vibran.
Din-A4 escribió:eso es lo que mas me fastidia de los juegos de conduccion, que giras a tope el volante, y el coche gira...
no puede ser, no puedes afrontar curvas rapidas con el volante girado a tope como si nada.
Ademas, que debería desgastar menos el girar menos el volante.
EverOne escribió:Eso en algunos coches es normal, el R18 tiene un downforce brutal y mucho grip, solo le he visto hacer un trompo una vez en las 6 h de Spa intentando adelantar en la 1º vuelta con las ruedas frias
Cars tend to scrub off speed when understeering. A common fault of many sims is that you do 'understeer off the track' when in reality the car slips, scrubs and regrips.
There are no aids that don't come off BTW.
We're not going to be forced into building a driving on ice simulation guys. What gets me is that ALL of the feedback from real racers points towards our handling to be the more realistic. But it seems some people can't get over the misconception that race cars should be spinning all over the place. They shouldn't.
The in air physics are using PhysX and need a lot of work. We'l make it a lot better. Once the car takes off above a certain height we 'sleep' the detailed vehicle physics.
chechuka escribió:Din-A4 escribió:eso es lo que mas me fastidia de los juegos de conduccion, que giras a tope el volante, y el coche gira...
no puede ser, no puedes afrontar curvas rapidas con el volante girado a tope como si nada.
Ademas, que debería desgastar menos el girar menos el volante.
Eso del giro no pasa en "todos los juegos de conducción" el problema puede ser que no se tenga bien configurado los grados de giro del volante con los del coche del juego, no sé si me explico...EverOne escribió:Eso en algunos coches es normal, el R18 tiene un downforce brutal y mucho grip, solo le he visto hacer un trompo una vez en las 6 h de Spa intentando adelantar en la 1º vuelta con las ruedas frias
Es cierto pero no me refiero a ese tipo de coche en concreto, he visto videos de esa categoría y he probado mods en otros simuladores y el grip y las reacciones son muy similares aunque a este le falta "algo" que no sabría explicar, yo al que más se lo noto es al Gumpert y al Caterham...por ejemplo.
Yo lo comparo con los mejores simuladores que hay ahora mismo (gráficos aparte)
No sé si alguno de vosotros a probado el simulador Game Stock Car, si alguien quiere saber como son unas físicas en condiciones que no dude en probarlo, si tienes un volante claro está. Para mi es lo mejor que probado nunca y tengo una colección de este tipo de juegos que ni te cuento
Os pongo un video de Felipe Massa (si si, el piloto de Ferrari) corriendo contra un "niñato" que es un crack en el mundo del simracing.
http://youtu.be/uj3atztKuac
Además de los turismos V8 en el juego hay Fórmula Clásica (F1 turbo), F1 actual y F 3000, de estos no podría decir cual es más bueno son tremendos. Y otra cosa, la IA es la mejor que he visto nunca.
Yo probé una demo "completa" y luego compré el juego que son 23€.
Quien quiera más info de esa demo que me envíe un privado.
Sorry por el OFF-TOPIC
Saludos y a esperar mejoras.
Din-A4 escribió:chechuka escribió:Din-A4 escribió:eso es lo que mas me fastidia de los juegos de conduccion, que giras a tope el volante, y el coche gira...
no puede ser, no puedes afrontar curvas rapidas con el volante girado a tope como si nada.
Ademas, que debería desgastar menos el girar menos el volante.
Eso del giro no pasa en "todos los juegos de conducción" el problema puede ser que no se tenga bien configurado los grados de giro del volante con los del coche del juego, no sé si me explico...EverOne escribió:Eso en algunos coches es normal, el R18 tiene un downforce brutal y mucho grip, solo le he visto hacer un trompo una vez en las 6 h de Spa intentando adelantar en la 1º vuelta con las ruedas frias
Es cierto pero no me refiero a ese tipo de coche en concreto, he visto videos de esa categoría y he probado mods en otros simuladores y el grip y las reacciones son muy similares aunque a este le falta "algo" que no sabría explicar, yo al que más se lo noto es al Gumpert y al Caterham...por ejemplo.
Yo lo comparo con los mejores simuladores que hay ahora mismo (gráficos aparte)
No sé si alguno de vosotros a probado el simulador Game Stock Car, si alguien quiere saber como son unas físicas en condiciones que no dude en probarlo, si tienes un volante claro está. Para mi es lo mejor que probado nunca y tengo una colección de este tipo de juegos que ni te cuento
Os pongo un video de Felipe Massa (si si, el piloto de Ferrari) corriendo contra un "niñato" que es un crack en el mundo del simracing.
http://youtu.be/uj3atztKuac
Además de los turismos V8 en el juego hay Fórmula Clásica (F1 turbo), F1 actual y F 3000, de estos no podría decir cual es más bueno son tremendos. Y otra cosa, la IA es la mejor que he visto nunca.
Yo probé una demo "completa" y luego compré el juego que son 23€.
Quien quiera más info de esa demo que me envíe un privado.
Sorry por el OFF-TOPIC
Saludos y a esperar mejoras.
Lo he visto en F1 2010/ F1 2011 y GT5, giras a tope el volante, (configurado real) con que corresponda al juego, y puedes hacer barbaridades...
denis74 escribió:El lunes esto dijo Ian Bell acerca de las físicasCars tend to scrub off speed when understeering. A common fault of many sims is that you do 'understeer off the track' when in reality the car slips, scrubs and regrips.
There are no aids that don't come off BTW.
We're not going to be forced into building a driving on ice simulation guys. What gets me is that ALL of the feedback from real racers points towards our handling to be the more realistic. But it seems some people can't get over the misconception that race cars should be spinning all over the place. They shouldn't.
Y también:The in air physics are using PhysX and need a lot of work. We'l make it a lot better. Once the car takes off above a certain height we 'sleep' the detailed vehicle physics.
Hi Doug - hope you're very well and here's my latest thoughts; hope we can throw some ideas around to see if we can process some of this!
Feedback Feb 19 2012
Version 154
Formula A (F1)
Graphics: superb. Steering wheel & seat position feel perfect.
One thing that seems OTT is the reflections on the horse-shoe surrounding the drivers head (the side impact protection bodywork). The reflections are distracting in your peripheral vision and in real life you wouldn’t see such beautifully detailed flashing images of clouds & trees!
Another suggestion is regarding the sense of bumps. In F1 the shake can be severe and at Bumpy tracks like Imola (see link with Jenson Button) the jarring is really aggressive. Could this be reflected more in the sense of movement from the F1 body? (this occurs in other cars too per below)
Handling: the F1 really has too much understeer / resistance to turn, and lack of initial turn in. In real life it really darts into the corner and you have an instant sensation of the cars balance from then on. Currently I turn the wheel as far is it will go on turn in, which should spin the car, and it still resists turn.
The change of direction feels lazy in the F1. IE as you go from left steering to right steering, there seems to be a delay in the turn and a sense of rolling in the body. In reality the weight transfer is almost immediate and the steering is 100% direct. Is there a way to make the steering more reactive?
On steering I can feel a kick back at play a lot of the time, almost like self centering. This isn’t just the steering wheel itself but a real handling feature, so something in the software is trying to alter the direction of the car. It usually happens after initial turn or exiting a corner. Do you know what is causing this? There is certainly some link between this characteristic and the above handling comments.
Engine response / throttle control: it feels like the power only kicks in at the mid range when really the F1 should have the driveable power and response to spin the wheels from much lower in the rev band. When the power does kick in it seems to dump and the snap oversteer is hard to control. My feeling is that there should be more progression and the handling, ideally, would allow the car to slip into oversteer more. Currently there is plenty of understeer as mentioned above, then snap o/steer when you try to break through the u/steer on power. I have crash tested this one thoroughly.
Would love to get the F1 car much closer with a crisp turn in and greater throttle control. Again I hate to refer to it but more like the sense of handling on GP3.
Braking: so impressed with the graphics on wheel lock ups and the sense of feel.
And: at about 170 mph I dropped a wheel off on the pit straight and the car spun – With that much downforce I felt this was a bit harsh!
Gumpert APOLLO
Handling: there’s far too much u/steer into fast corners especially. I like the way the car kind of floats around under braking and tells you to reign in your intentions, but the lack of high speed front grip is too much and it give you little forgiveness if you try and recover front grip by reducing speed.
There should be more mid-range engine response – the gumpert has quite a punchy torque (more like the current F1 acceleration in terms of feeling a whallop in mid range torque)
L4-RS (Radical)
This is one of my favourites. Partly the graphics are awesome but the handling is twitchy and responsive which is what makes the driving experience so accurate.
Graphics: the bumps seem to register faster on the bodywork and this makes you feel more in tune with ‘reality’. (better compared to the F1) I would enhance this even more because the Radical is like a terrier.
Handling: the turn in on the radical is good and it seems to swing towards the apex with less feeling of self centering from the steering. You also have a better chance of holding the balance on the throttle. The change of direction is better on the Radical than the F1 as well.
There is some over/steer caused by braking which was quite manageable and a benefit entering some corners. Mostly this was manifest when braking from high speed (see note on Atom)
Radical V8
Handling
The V8 has good throttle control but I found the additional speed created too much high speed under/steer in certain corners, with little forgiveness or progression – just a big slide. The dynamic handling should respond more to inputs of steering / throttle.
250 Kart
Handling
The kart had minimal turn in power and too much under/steer - it should really dart towards a corner like an F1 car. The body movement felt quite lazy as well. Comments on the kart closely mirror my impression of the F1 so will try not repeat myself!
Under braking I felt the kart should be far more aggressive to reflect reality, with rear locking up and then fronts etc. The brake pedal effect is instant in a kart and you should have to feather your foot on it to avoid spinning because it has so much bite.
Ditto accleration – this should be wild with more reactive power.
Atom V8
Handling
Under initial braking from high speed the Atom goes into over/steer as if it lacks downforce, which felt a little odd. I think it’s a good trait but this should only really happen under braking as you start steering ie later in the braking area once the downforce has peeled off (the radical is the same on this).
After the braking area the car has too much under/steer. Sorry I’m a broken record. Ironically the o/steer under braking effect doesn’t seem to occur a low speed corners which is a shame because you could use this to turn the car into the corner more with a flick of the tail. Is it possible to adjust this “brake / steer” into the handling dynamic?
Graphics – the data recording dash is just amazing! I noticed the RPM gauge when I was spinning the wheels and felt it could move faster to reflect the rapid changes in revs.
I really liked seeing the drivers arms in the Atom! During one of my heavy steering maneuvers however I noticed that as the graphic arms turned the wheel it suddenly skipped around ie I clearly turned my wheel beyond the range of the graphics. What you might expect is to see a fully turned arm leading over the wheel and the underside of the other hand coming up the other side which is what I was doing in my console – I’m sure you know this but thought I should note it.
DTM Touring Car
This is one of the most natural cars to drive.
Handling: good initial turn-in, then I feel the self centering effect wash out the steering with understeer but it’s not too bad in the DTM for some reason. I felt I could balance this one better over kerbs and with the throttle. Is there a reason for that?
Braking: realistic and very late with good bite and feel.
For some reason the DTM was changing gear automatically which was a bit weird. The internal graphics were superb with the air ducts, steering and gear lever. I felt a little crowded though and the view of the track was a little compromised / distant when using the cockpit view. Outside the cockpit in the higher view it would be good to have gear and speed indicators – I’m sure that’s in the works.
LMP
Love this one!
Handling: My main bug with the LMP is the “end of heavy braking under/steer”. You slam the brakes, get close to locking or maybe lock a tad and when you release the brakes the car refuses to turn.
Ideally the LMP would still turn even if the speed is too high on turn in. At worst it would skid sideways or scrabble offline a tad on turn in, warning you to avoid the throttle until you fix the mess. Currently the major front skid seems too punitive and terminal - the threshold between getting it right or flying into the gravel is too slim and difficult to control. Is there a way to enhance this a bit?
In general I would still like even more front grip and high speed turn in power for the LMP if that is possible.
IN GENERAL
I can feel general handling characteristics across the board as you might expect. The main considerations overall therefore are:
1. What is the self-steering effect and can it be eliminated to improve turning power?
2. Can we make turn in more aggressive?
3. Can we make u/steer & o/steer handling conditions more progressive (to help the u/steer as you bleed off braking; snap o/steer as you apply power; general cornering)
4. Can we move certain handling states into specific areas? IE move high speed o/steer under braking into the low speed corners?
Awesome feedback Ben!!. Love reading it. Alot i'm well aware of of course.
I'll try to answer some of you general feedback below:IN GENERAL
I can feel general handling characteristics across the board as you might expect. The main considerations overall therefore are:
1. What is the self-steering effect and can it be eliminated to improve turning power?
I'm not sure on this one. But i would guess it the increase in sliding grip once we get past the peak that was done after your last comments. It seemed to turn the physics around for everyone, but this might be a slight side effect from it. It ain't easy .2. Can we make turn in more aggressive?
Yes, but general stabilty will suffer. This is a balancing act i spend so much time with it isn't even funny. I could make the tyres turn in so well it would make your head spin, but the car would also spin endlessly and throttle control will suffer... But seriously as you've proably already figured out asking for a specific change in one area will cause problems elsehwere. Like there's alot of people complaining about straight line stabilty, which will get hurt if i make the tyres turn in crisper. There's something in the tyre model that we are working on right now that might help with all this, so be patient. The physics model is never complete3. Can we make u/steer & o/steer handling conditions more progressive (to help the u/steer as you bleed off braking; snap o/steer as you apply power; general cornering)
Goes against what your asking in #2 so you see the difficulty i have. Actually the stiffer tyres to fix the crisp turn in will help u/steer bleed, but hurts the snap oversteer, but i have some ideas.4. Can we move certain handling states into specific areas? IE move high speed o/steer under braking into the low speed corners?
This to me would be setup change for that car to suit your driving style. As a simple change i would add some rear wing or remove front on that particular car. If its a no downforce car then it's probably lifting the rear slightly at high speed making it dancy and not much to do about it other than adjusting swaybars and brake bias for your best compromise.
All this said, we are working on some ideas now to try and improve on some of the compromises we have to deal with. Again give us some time. For now i won't be making any big changes to the general physics as i feel the balance of most car in general is pretty good with the current model. I'll look at the Formula A sometime during the week with an eye towards your feedback and see where that leads me. Thanks
stage 1
get all these working and manipulating in the weather settings.
(aquí hay un montón de variables en un listado bastaaante largo)
stage 2.
change texture loading so we can load several different texture setups.
write the sky dome so we can blend between several textures (sky) , write a texture packet structure so this can be dynamic.
- Separate moon light required with same dynamic settings as the current key (sun) light
- New HDR sun and moon sprites added. Test lensflare xmls created already for both c:\SMS\Aries\trunk\Aries\Effects\LensFlare\Sun.xml and lensflare_Moon_Full.xml
- HDR moon and sun need to be drawn in front of dome but behind all geo and cloud layers
- HDR moon and sun should not be shrunk at the edge of the screen like the lens flares
- HDR moon and sun should be drawn in emap and IBL
- HDR moon and sun need dynamic inputs for Element colour (x2), Element Intensity (x2), Overall scale (x1)
- Moon type input required ( 6 stages new to full which we can possibly mirror also)
stage 3
apply similar concepts for cloud layers. (may even revise cloud shadows) (uv manipulation or simple cloud dome layer rotation too)
Cloud layers:
Cloud layers need to blend using a threshold based on the thickness map so that they appear to shrink or grow rather than just change opacity.
Horizon dome - a single full dome texture. Rotate Dome or uvs. Speed of dome rotation needs to be dynamic and editable.
Overhead lower layer - tilable texture. Ideally scroll uvs as dome may not be hemispherical. Dynamic editable inputs for speed, direction, scale (texture tile amount).
Overhead upper layer - tilable texture. Ideally scroll uvs as dome may not be hemispherical. Dynamic editable inputs for speed, direction, scale (texture tile amount).
stage 4.
look at weather time time graphing.. i.e setup to plot weather changing through out the day..
Preference would be to release builds here.
stage 5
once all in place
start looking at ground effects etc
wet ground (needs masking in tunnels), wet car, wet windscreen, windscreen wipers, moving trees in wind, moving grass in wind, lightning effects, water splash particles, rain particles (needs masking in tunnels).
stage 6.
look at manipulation for localised weather settings. , eg rain one end of a track , sunny other end.
stage 7.
revise usage for long / lat system.
Apply new Feedback.
denis74 escribió:Lo que pasa que hay poca chicha y es lo que tiene estar probando una versión tan temprana (pre-alpha). Hay unas pocas pistas, unos pocos coches y todavía no tenemos cosas como desgaste, pinchazos, planos, pit-stops, dia/noche, clima o multijugador.
Quizás hemos llegado a un punto en que están muy centrados en el FFB y el comportamiento de los neumáticos/físicas.
Pero estas dos cosas en cuanto estén listas, lo otró vendrá más rápido.
Quizás es importante que una vez testeamos el build pongamos allí lo bueno y malo, ya que estamos en una etapa en que es importante finalizar bien el ffb y físicas, antes de dar el siguiente paso.
Siete son las fases de creación de dia/noche y clima (van por la fase 2)stage 1
get all these working and manipulating in the weather settings.
(aquí hay un montón de variables en un listado bastaaante largo)
stage 2.
change texture loading so we can load several different texture setups.
write the sky dome so we can blend between several textures (sky) , write a texture packet structure so this can be dynamic.
- Separate moon light required with same dynamic settings as the current key (sun) light
- New HDR sun and moon sprites added. Test lensflare xmls created already for both c:\SMS\Aries\trunk\Aries\Effects\LensFlare\Sun.xml and lensflare_Moon_Full.xml
- HDR moon and sun need to be drawn in front of dome but behind all geo and cloud layers
- HDR moon and sun should not be shrunk at the edge of the screen like the lens flares
- HDR moon and sun should be drawn in emap and IBL
- HDR moon and sun need dynamic inputs for Element colour (x2), Element Intensity (x2), Overall scale (x1)
- Moon type input required ( 6 stages new to full which we can possibly mirror also)
stage 3
apply similar concepts for cloud layers. (may even revise cloud shadows) (uv manipulation or simple cloud dome layer rotation too)
Cloud layers:
Cloud layers need to blend using a threshold based on the thickness map so that they appear to shrink or grow rather than just change opacity.
Horizon dome - a single full dome texture. Rotate Dome or uvs. Speed of dome rotation needs to be dynamic and editable.
Overhead lower layer - tilable texture. Ideally scroll uvs as dome may not be hemispherical. Dynamic editable inputs for speed, direction, scale (texture tile amount).
Overhead upper layer - tilable texture. Ideally scroll uvs as dome may not be hemispherical. Dynamic editable inputs for speed, direction, scale (texture tile amount).
stage 4.
look at weather time time graphing.. i.e setup to plot weather changing through out the day..
Preference would be to release builds here.
stage 5
once all in place
start looking at ground effects etc
wet ground (needs masking in tunnels), wet car, wet windscreen, windscreen wipers, moving trees in wind, moving grass in wind, lightning effects, water splash particles, rain particles (needs masking in tunnels).
stage 6.
look at manipulation for localised weather settings. , eg rain one end of a track , sunny other end.
stage 7.
revise usage for long / lat system.
Apply new Feedback.
grumete escribió:Supongo que todos soys aficionados a más de un tipo de video juego y estareis muy familiarizados con la gran cantidad de tramposos que hay en todos los sitios.
Os quiero preguntar si han previsto algún sistema de protección contra los chetosos (tramposos)
Ya,ya, ni es un EVO, ni es la decoración real real, digamos que es algo "inspirado en"
Din-A4 escribió:realmente unas buenas gomas y NUEVAS tienes un grip increible. mucha gente asocia menos grip -> mas simulador.
aunque en tema F1, creo que coger uno de esos, en 1 mes aun trompeas jeje
rafazgz93 escribió:Din-A4 escribió:realmente unas buenas gomas y NUEVAS tienes un grip increible. mucha gente asocia menos grip -> mas simulador.
aunque en tema F1, creo que coger uno de esos, en 1 mes aun trompeas jeje
http://www.youtube.com/watch?v=EGUZJVY-sHo
chechuka escribió:Pienso que tiene que ser una cosa intermedia, ni tan fácil como un Shift que no transmite nada ni tan complicado como algunos simuladores nos quieren hacer ver.
Y lo más importante es que todo eso lo transmita a la perfección a través de el FFB.
chechuka escribió:rafazgz93 escribió:Din-A4 escribió:realmente unas buenas gomas y NUEVAS tienes un grip increible. mucha gente asocia menos grip -> mas simulador.
aunque en tema F1, creo que coger uno de esos, en 1 mes aun trompeas jeje
http://www.youtube.com/watch?v=EGUZJVY-sHo
Estaba a punto de poner ese video pero te has adelantado
Yo no creo que sea tan "fácil", quizá interpretamos mal las palabras de Ben Collins.
Lo que si es cierto es que, por ejemplo, en Rfactor1 el mod de Fórmula 3000 que es un mod de ISI, en este si creo que está exagerado el sobreviraje y el manejo, el mismo coche de F3 en Game Stock Car es una delicia, también tiene sobreviraje y el manejo no es "fácil" pero en unas cuantas vueltas y tocando cuatro cosas básicas del setup te haces con él rápidamente y no te da la sensación que estás en una pista de hielo todo el rato como con el de ISI.
Pienso que tiene que ser una cosa intermedia, ni tan fácil como un Shift que no transmite nada ni tan complicado como algunos simuladores nos quieren hacer ver.
Y lo más importante es que todo eso lo transmita a la perfección a través de el FFB.
Saludos.
quitaco escribió:
Lo suyo sería compiar los simuladores profesionales de Red Bull, Ferrari etc...y santas pascuas...