Dhalcon escribió:Perdonad por la pregunta pero llevo un tiempo sin tocar el juego...ya no existe la vista desde el capó?
Gracias de antemano.
Leyenda18 escribió:Que bien, nueva build un jueves!
Me gusta el mitsubishi aunque eso de conducir a la derecha es un handicap porque no controlo las distancias jajaja
navegation2 escribió:Si sé lo que me dices por eso me lo planteé en su día yo ya llevo un desembolso bastante alto en todo, con tres proyectores Benqw1070 que cada uno vale 800 € mas hacer las pantallas , más un buen ordenador que superó los 1.500 € , más tres volantes que me pillé en su dia dos fanatec y el G27, que por cierto alguien comentó no hace mucho cual recomendaba, pues sin duda alguna el G27 y mira que me encanta el estilo de los Fanatec pero dan tanto el coñazo ponerlos bien con tantos parámetros que al final quieres llegar enchufar y jugar y eso el G27 lo hace estupendamente y luego tambien lo que me tendré que gastar en el cockpit de movimiento etc. Es un desembolso grande y todo lo que te puedas ahorrar viene genial ..... por eso me pensé lo del oculus pero hasta que no pruebe el tema la verdad no puedo afirmar nada, por eso te digo que cuando lo tengas hagas un buen articulo sobre ello porque no lo tengo muy claro.
Creo que todos buscamos la máxima realidad en un simulador y por ello tengo que ver todo lo que vemos en la realidad , sino ya se hubiera inventado esto tambien para la vida real para poder ver mejor la carretera u otra cosa distinta (quizas algún día).
Y creeme en un bicho de 500 cv como no tengas todo bien amarrao , la ostia que te puedes pegar es bastante seria por eso se marcan los volantes con una linea en el centro para cuando se haga drift o se te vaya, sepas en el momento que ocurre donde esta colocado correctamente el centro, por que creeme no soy ni el primero ni el último que con esos cambios brusco de G me he salido de la pista por no saber ni donde cojones estaba puesto (claro que el cerebro tampoco sabía donde estaba jajajaja) es verdad que esto no pasará igual ahora mismo en el simulador ni con cokcpit de movimiento.
Cuando lo tengas cuentanos
Build 432 (21/3/13, Team Member+)
Render:
* Addition of planer reflection rendering. This is an alternative approach to what we have in game currently. The task is its own renderloop that reuses tasks built for the the main scene It is currently enabled in the FE.
App:
* Change required for how the cameras are setup.
Environment:
* WIP fog settings on all clear and light to heavy cloud conditions - distant haze increase during the day and a touch more haze around twilight times as that wasn't really noticeable before.
Sun in emap setting added to overcasts, foggy and rainy conditions. This reduces the amount of sun light in reflections and ambinet convolves and is needed as a work around because cloud shadows don't draw in emaps.
Audio:
* Evo_X AI pitch randomisation tweak
* adding Mustang AI sounds
* mustang set updated for levels and latest load curves
* Mustang engine updated with latest load curves and exhaust resonation and experimental distance DSP.
* switching on Evo X engine set plus balancing settings
* updated Evo X fdp balancing for inclusion
* Adding Mustang engine fdp (basic)
Vehicle Physics:
* Lotus 49. New tyre carcass. basiclly more twist and softer bow stiffness. Should have the effect of higher peak slip angles. very slight drop in base grip.
* Caterham Classic, and R500. New tread compounds. R500 get a more "trackday" like tire. Setup tweaks to both cars to take advantage of tire changes. Bumpsteer remove from the front suspension geometry and steering quickened.
Vehicles:
* Mitsubishi_Lancer_Evo_X_FQ400_preAlpha0.01_v1.175 - LODX WIP, fixed a few holes in cockpit.
* M3 GT4 and Boss 302R1: adjusted spawn offsets
* Mustang Boss 302R1: fixed LOD issues. No real cockpit yet, so no need for bug reports, thank you
Tracks:
* California_Raceway_Prealpha0.48_v1.175 -fixed missing inner collisions with trackside objects -added night skyrings -added dynamic traffic cones -added pit in and out triggers
* Volusia_circuit_Prealpha1.11_v1.175 -raised outer and inner collision walls and optimized them( they were using the render mesh before), fixed pit-in-out triggers, fixed collision issue with twall/safer wall, repathed textures
* Volusia_Prealpha1.11_v1.175 -raised outer and inner collision walls and optimized them( they were using the render mesh before), fixed pit-in-out triggers, fixed collision issue with twall/safer wall, repathed textures
* tracklights files for Belgian Forest circuit
Characters/Animations:
* crowds - updated skinning (grid girls, mechanics, marshals)
* ART - polished skinning for crowds
Build 431 (21/3/13, Senior Manager)
Render:
* AA re-work/rationalisation App-side implementation.
* AA re-work/rationalisation
- removed MLAA
- removed MSAA2/8X and associated GUI logic.
- DS9X RaceAppCore logic/setup.
* DX11 support for MSAA tonemapped downsampling and DS9X. Also DX9 support for DS9X
* Code so that we can pass in custom global matrices to shaders. Note this is different to the Rendering Matrices such as world or view or projection.
* DX11 Texture Class helpers for access to MSAA Anti-Aliasing sample counts.
* CShader inlining optimisation for draw calls
* DX11 Renderer - initialise device now requests feature level 10.1 and above.
* Display a dialogue: Video Card does not met the minimum requirements for DX 11. Switching to DX 9. if the DX10.1 or above is not available when running with -dx11
* HDRCombine new techniques for MSAA and DS9X tonemap methods added. Also Fixed LDR DS2/4/9X modes to correctly downsample.
* puddles and drying support in overlay.fx corrected
* DX11 - Pixel and Vertex shader versions bumped from 4.0 to 4.1
* fix for missing normalize of worldnormal in foliage instanced shader
Online:
*
Base:
*
SharedMemory:
* Comment fixes for SharedMemory.h
* Created shared memory manager & data structure
GUI/HUD:
* Editible HUD improvements- now takes twice as many anchor points (e.g., NNW, ENE, etc.)
* Implemented new editor control system which 'browses' over all the anchor points, in the same way the GUI buttons are already browsed over. (IE- No re-centering when no input)
* Improved navigation movement, using repeatDelay & repeatRate
* Created shared memory manager & data structure
* Updated Main Menu Links with DS9X mode.
Vehicle Physics:
* Lancer Evo X FQ 400: adjusted brake torques and heating
* Caterham Classic , Lotus49 - New front suspension geometries to neutralize bumpsteer. Mostly Tire rid angle and length, upper a-arm position changed on the Lotus 49.
Vehicles:
* Added Ford Mustang Boss 302R1 to vehicle list; ford_mustang_boss_302r1_prealpha0.04_v1.175 - fixed LOD issues; textured wheels and basic LOD setup; Ford Mustang Boss: Added wheel set; Fixed runtime files + added placholder liveries
* Mitsubishi Lancer added. Fixed RCF files; New ambient shadow; wheel textures update
Tracks:
* azure coast and azure circuit skyring - textures/desaturated a bit blue and yellow channel
* Memphis_prealpha1.08_v1.175 -raised outerwalls, fixed collision issue with pitwall, repathed textures, re-did trigggers
* Heusden_Alpha1.30_v1.175 - Fence and Lod tweaks; tweaked texture to tile better; Track specific texture:circuit logo; added missing fences, marshall huts
* Belgian_Forest_Circuit_Prealpha0.71_v1.175 -fixed microgaps in old pitbuildings, refined nightskyring, added tracklights
* Delaware_Prealpha1.11_v1.175 raised outer csm walls , re-did pit in and out triggers
* Concord_circuit_Prealpha0.7_v1.175 raised outer csm walls , re-did triggers and fixed pitout collision issue
* Concord_Prealpha0.7_v1.175 raised outer csm walls , redid triggers and fixed pitout collision issue
Characters/Animations:
* ART - polished skinning for casual crowds; crowds - updated skinning
* Mitsubishi lancer EVO X fq40 0alpha1 driver animations ,limited steering ,driver setup
Build 430 (20/3/13, Senior Manager)
Online:
* Removed extra hasError redelcaration in NynpWriteBuffer
Base:
* Set up export functions
* Added GetActiveSection and GetSection accessors to gAppSection
* Updated TinyXML with optional output of symbolic characters in raw format.
GUI/Tools:
* Fixed list items to correctly add disabled entries
* Added grid layout and navigation to GUIList.
* Fixed compiler warnings and errors.
* Changed construction methods to avoid memory leaks
* Updates to GUIList to handle grid navigation and layout
Tracks:
* fixed viewer spotlight not switching off during day at belgian Forest
Vehicle Physics:
* BMW M3 GT4: revised rear motion ratio, 4.0L engine, selection of final drive ratios.
* Lotus 49 - New tire removes the FA defualt tire. More appropriate for the Vintage F1. Borrowed the RRF-G carcass and modified from there. Created new tread compound. Tweaked the setup to take advantage. Mostly quickened the steering and softened the dampers.
* BMW M3 GT3: revised brake heating and suspension motion ratios/rates
Characters/Animations:
* ART - polished skinning for crowds (press, reporter, race official)
* crowds - updated skinning
* Pagani Huayra: feet position fix
Build 429 (19/3/13, Manager+)
Bug Fixes:
* Deleting HUD editor hrdf data on exit to fix memory leak
Build 428 (18/3/13, Senior Manager)
Render:
* Fix for missing opponents in Rear View Mirror Bug + fix for obscured mirror issue
* Applied the same early out rendermode pre-resolve to the main mesh rendering - this saves around 60% of calls the primitive rendering sequence. (On Bologna this saves ~3500 matrix multiples and eliminates more trawling through render code that will never result in a drawcall). This CL also fixes the 'Drawn' <ctrl s> stats which previously indicated submitted rather than actual drawn primitives
* DX11 Renderer Instance submission optimised to pre-resolve rendering mode and early out if no rendering is possible
Code:
* Renamed section type and enums to be consistent with standard naming
* Removed obsolete GetSectionType function from CSection (BAppSection GetSectionID should be used instead)
* Added assert to make sure that the tSectionType values matches the index based ones assigned to sections via CreateSection
Tracks:
* Heusden: New industrial light flares
* Heusden: Added light flares to start bridge rear
Vehicles:
* Updated COMMON_PAINT.dds to 2:3 ratio
jlanc3 escribió:PCARS MOBILE, alguien me explica esto
http://forum.wmdportal.com/showthread.p ... post417269
es una broma? yo lo compraria
Digiprost escribió:Buenas.
No se si sera que instalale todo de nuevo pero se me hace inconducible el Mitsubishi Evo, encima no se puede tocar el setup, el problema que tengo es solo rozar el freno y el coche se va para todos lados Xd
un saludo
Adrian_f1 escribió:Precioso el interior del Mustang... xD.
¿Qué necesidad había de sacarlo hoy si todavía no tiene ni el interior hecho?
Y el Evo no tiene espejos retrovisores...
¿Mañana habrá build? ¿sabéis se los añadirán?
To be honest, a real racecar is not difficult to drive in terms of handling. The games i tried so far are way to extreme in their physics for example with oversteering if you go a bit to early on throttle. A DTM car is not difficult to drive but to be quick is difficult because you need a very unique driving style. If you dont have the ability to learn or adapt your style then your to slow but a racecar in general is not difficult to drive. This is my opinion. For sure every race car has his tricks and difficulties but at the end you just have to know how to be quick, thats the most important thing. Its often faster in terms of laptime if you go a bit smother through the corner without over/understeering and fighting the car. I believe this i a bit of missunderstanding is the past years in most of the simulations.
Racecars nowadays are very good balanced and its very straightforward to know how to be quick. So what happens often is, that a lot of drivers are quick in testing for example but in race conditions they are nowhere, because of other things, mentaly or for whatever reason.
What i wanted to say is that if you want a realistic simulation its not nescessary to make cars more difficult in terms of handling. What i still miss in a proper simualtion game is that the game can simulate for example the right tyre wear ( depends on the series and tyre of course ) or simulate some pick on the tyres when you go off track or off line, or a cold set of tyres .... I missed all these things.
So comming back on the X4, I only did maybe 10 laps, but i could feel already that its closer to all DTM simulations I´ve tested so far. For sure its not 100% the same like in real and if you want i can do some proper testing with the X4 and can give you some feedback in a more detail way.
KraistGp escribió:Buenas gente, la verdad que flipo con alguno de vosotros ( eel buen sentido xd), uno se va de rodada con los imprezza a tossa de mar, otro con el oculus en reserva, uno jugando con 3 projectores y corriendo con porsche en circuitos, ..... Joder que envidia mas sana me dais jajaja
Currolo he entrado en el foro de esquadron69, que pasada !!! Por "solo" unos 2000 euracos cockpit con actuadores neumaticos que reproducen las fuerzas g, increible !! La verdad es que no es nada caro, sino fuera pork vivo en un piso pequeño me pondria en la cola XdXd Lo mejor de todo es que se lo enseñe a la parienta y me dio el visto bueno ...... El dia que nos cambiemos de piso ( que eso sera en unos cuantos años . A ver si alguien se lo pilla cuando lo acaben y comenta.
Dark escribió:Entonces a falta del FXAA de renderizado, que me recomendais?:
DS2
MXAA
o High ?
Directamente del DS4 y DS9 me olvido porque no va ni para atras.
Benderdr escribió:Habéis notado también que el Lancer EVO rompe motor muy fácilmente? O soy yo demasiado cafre?
nico77_d escribió:Benderdr escribió:Habéis notado también que el Lancer EVO rompe motor muy fácilmente? O soy yo demasiado cafre?
rompe motor??? eso ya esta implementado???
Benderdr escribió:Habéis notado también que el Lancer EVO rompe motor muy fácilmente? O soy yo demasiado cafre?
borimol escribió:A los que se os rompe el motor, ¿cerráis el radiador? Yo lo cierro a tope para ganar tiempo, pero a costa de que en carrera largas el motor se queme.
Benderdr escribió:borimol escribió:A los que se os rompe el motor, ¿cerráis el radiador? Yo lo cierro a tope para ganar tiempo, pero a costa de que en carrera largas el motor se queme.
Que va. Es solo el Lancer EVO. Y sin tocar reglajes. De hecho lo estaba probando para ver como iba.
sinZapatillas escribió:Veo que nadie ha comentado nada sobre esto:
http://www.virtualr.net/oculus-rift-rac ... ng-started
Es una grandisima noticia que esten trabajando para el oculus rift. Aunque no estará al alcance de todos ya es una realidad. Ahí os dejo un enlace para que os informeis sobre que es el oculus rift:
http://www.meristation.com/es/pc/report ... 1797011/58
Saludos!
sinZapatillas escribió:Veo que nadie ha comentado nada sobre esto:
http://www.virtualr.net/oculus-rift-rac ... ng-started
Es una grandisima noticia que esten trabajando para el oculus rift. Aunque no estará al alcance de todos ya es una realidad. Ahí os dejo un enlace para que os informeis sobre que es el oculus rift:
http://www.meristation.com/es/pc/report ... 1797011/58
Saludos!
Aritz [otro] escribió:Va a haber otro build hoy fijo
Cuanto te ostias, te metes en un agujero negro hasta que vuelves al menu...
navi91 escribió:Aritz [otro] escribió:Va a haber otro build hoy fijo
Cuanto te ostias, te metes en un agujero negro hasta que vuelves al menu...
Si?A mi en una carrera ahora me a dado un tio de ostias pero bien y no me a pasado nada
navegation2 escribió:navi91 escribió:Aritz [otro] escribió:Va a haber otro build hoy fijo
Cuanto te ostias, te metes en un agujero negro hasta que vuelves al menu...
Si?A mi en una carrera ahora me a dado un tio de ostias pero bien y no me a pasado nada
No sé como se llamaba el tuyo Navi pero el mio el tal ANGELO MOLINO, me echo al comienzo y pude pillarlo en la ultima vuelta cuando iba segundo y me volvió a echar el gran........
Hay gente que no vale para correr con los demás.
javif1 escribió:En la actualización de hoy, me pasa que muchos coches cuando estas parado, tiran humo negro del motor
Y la típica cámara de repetición y vista del casco se ve todo negro
Dume escribió:javif1 escribió:En la actualización de hoy, me pasa que muchos coches cuando estas parado, tiran humo negro del motor
Y la típica cámara de repetición y vista del casco se ve todo negro
Joder, parece que los de sms se fuero de fiesta ayer y están resacosos. A ver si lo parchear.
Yo aun no he podido probar ni la de ayer y por supuesto, tampoco la de hoy.
navi91 escribió:Chicos me pasais datos del TS?Que me voy a meter un ratillo haber si os veo a alguien
• Ford Zakspeed Capri moved to DLC. Makes sense lumping this together with the BMW 320i and, fingers crossed, Nissan Super Silhouette.
• Ford GT40 Mk.IV moved to DLC. This one stands alone in our current group and isn't very far along the production line. The Lotus 40 may be able to compete with it at certain tracks?
• BMW M1 Procar classed separately. This is fine as the car was designed to be a single-make series, after all.
• BMW M3 E30 Group A and Mercedes 190E Evo 2 DTM moved to DLC pack with the other Group A touring cars. The M3 E30 (Pre-Alpha) isn't far enough along that it's like we're leaving out a nearly finished car.
• Lotus 49, 78 and 98T back in core release. All are nearly finished and add little work. Gives a good taste of the complete Classic Team Lotus DLC pack to come later.
• Caterham Classic gets a single-make starter class. Matching it on pace with the Focus RS and that ilk would probably be too track dependent to truly class them all together.
• Mercedes A45 AMG added to Core group and moved up a class to compete with the faster Evos. This car is looking much faster than I had originally expected.
• Each track day group could run a slick tire series as well as on the standard road-legal tires.
• Possibility to run slick tires on a few production supercars and the CLK-LM against the Zonda R. We'll need to test if the performance is close enough between all of these for good racing.
• Shifter kart and superkart moved to a new DLC to focus on kart material. Maybe toss in a couple of tracks with this package. 100cc single-speed kart is enough for core release.
• Touring car branch doesn't really follow a hierarchy after the Clio Cup level. All three series could be considered at an equal, and high, level of prestige which present opportunities to test and cross over to upper tier levels of the other branches.
• Renault Megane Trophy II moved to DLC. It is primarily a single-make series car in real life, so stands alone fine here. Could possibly race with the GT3/GTE cars at certain tracks, but I don't think we want to force this.
• Midget and Semi-Pro stock car added back to core group. Hook'em on oval racing for the bigger DLC pack to come. Mid-level Stock car, in particular, is a very simple job of creating a new body or two for the Caper Monterey. Midget is a strong unique selling point. Needs a couple of the shorter oval tracks to be finished for core release.
• Similar balance of core release cars to DLC as in proposal 1, but this time with more focus on keeping whole groups intact. We don't want to add too many more cars to the core release or we'll end up in a situation where the rest of the game is finished and waiting on car production before it can hit the stores. Much of the historic content moves to DLC as a result.
• With the exception of the Touring Car branch, the others generally represent a progression as you move down the chart to the major world championships. There could be lots of crossing between branches where a good performance in GT3 earns you a test drive in a Formula A, V8 Supercars to Pro-level stock cars, etc. I'll try to add flowchart arrows to outline this, but it could get messy representing all of the possibilities.
• Road car and Historic events would be added to the calendar mainly as invitational events and fun stuff to do if there are gaps in the main series you are participating in at a given time. 'Hey driver, there is no Supertouring Series 1 race this weekend, but you've been invited to drive in a historic Group A race at X track. Want to accept the invite?'
Additions to consider:
• One or two more 1960s 'P' class or Group 7 cars to go with the GT40 Mk.IV. The Chaparral 2F, Matra MS630 and Lola T70 Mk.III are obvious choices here, but are very low on name recognition. Could be a decent case where fake 'filler' cars could be added without harming the game?
• Two styles of bodywork for the semi-pro stock car, both using the Caper chassis. Fairly cheap addition with good ROI.
Some numbers on the latest:
57 cars in core release
13 core cars with license pending or in discussion
19 licensed core cars not yet in production
38 DLC cars, likely split between 4 packs
5 cars currently in production that would move to DLC. 2 of those are karts and 4 are Pre-Alpha
urewol escribió:navi91 escribió:Chicos me pasais datos del TS?Que me voy a meter un ratillo haber si os veo a alguien
Te he mandado un e-mail con los datos de configuracion que dispongo desde hace un tiempo.