Stilo_115 escribió:Yo pregunto. ¿Cuándo tendremos mejoras en el manejo y sensaciones de conducción? Sí, ha habido cambios, pero vamos a hacer ya 2 años en el proyecto y los cambios han sido, en materia de física, ffb y manejo muy pobres y, sobretodo, muy poco contundentes.
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Ghalhajad escribió:Pues nose la verdad que.... desde hace 2 meses hasta ahora a mejorado mucho el juego..... en manejo... el tema de neumáticos ahora mismo le están dando mucha chicha y probando muchas cosas.... para mí si hay mejoría y notable...
Ahora otra cosa... Ayer estuve probando el FA el Gulf y el FC... no se si sera por configuración (volante, aunque no creo ya que estuve en un online con un compi y le pasaba lo mismo) o por el tema del setup o que están tocando los neumáticos, el caso es que siempre pierdo la trasera y sin posibilidad de recuperarla sea cogiendo la curva deprisa o muy despacio, cuando estoy dando una curva y levanto el pie del acelerador solamente dejo caer al coche sin tocar freno ni ndad y puffff la trasera se va... es muy raro la verdad pk pasa lo mismo con los coches que he puesto y con el setup defult ¿a alguien mas le pasa?
abe_nano escribió:Ghalhajad escribió:Pues nose la verdad que.... desde hace 2 meses hasta ahora a mejorado mucho el juego..... en manejo... el tema de neumáticos ahora mismo le están dando mucha chicha y probando muchas cosas.... para mí si hay mejoría y notable...
Ahora otra cosa... Ayer estuve probando el FA el Gulf y el FC... no se si sera por configuración (volante, aunque no creo ya que estuve en un online con un compi y le pasaba lo mismo) o por el tema del setup o que están tocando los neumáticos, el caso es que siempre pierdo la trasera y sin posibilidad de recuperarla sea cogiendo la curva deprisa o muy despacio, cuando estoy dando una curva y levanto el pie del acelerador solamente dejo caer al coche sin tocar freno ni ndad y puffff la trasera se va... es muy raro la verdad pk pasa lo mismo con los coches que he puesto y con el setup defult ¿a alguien mas le pasa?
comprueba que tienes el volante a 900º, otra cosa que puede ser es que tengas que meterle aleron trasero, esos coches necesitan apoyo para girar y contra mas rapido mejor pero sin pasarse xD
otra cosita aqui os dejo un minivideo, es una tonteria pero a mi me gusta xD es un salto en azure con el m3 e30 http://youtu.be/-tq1VEV8Oas
Ghalhajad escribió:Pues nose la verdad que.... desde hace 2 meses hasta ahora a mejorado mucho el juego..... en manejo... el tema de neumáticos ahora mismo le están dando mucha chicha y probando muchas cosas.... para mí si hay mejoría y notable...
Ahora otra cosa... Ayer estuve probando el FA el Gulf y el FC... no se si sera por configuración (volante, aunque no creo ya que estuve en un online con un compi y le pasaba lo mismo) o por el tema del setup o que están tocando los neumáticos, el caso es que siempre pierdo la trasera y sin posibilidad de recuperarla sea cogiendo la curva deprisa o muy despacio, cuando estoy dando una curva y levanto el pie del acelerador solamente dejo caer al coche sin tocar freno ni ndad y puffff la trasera se va... es muy raro la verdad pk pasa lo mismo con los coches que he puesto y con el setup defult ¿a alguien mas le pasa?
denis74 escribió:Ayer se unió al proyecto Andrew Liddle procedente de Rockstar. Es un Senior Environment Artist que ha estado trabajando en GTAV.
betancomo escribió:El día de la marmota, atrapado en el tiempo
yo no explico de nuevo
betancomo escribió:El día de la marmota, atrapado en el tiempo
yo no explico de nuevo
betancomo escribió:leeros el ultimo post de nicolas Hamilton,si consiguen esto que propone será un top en cuanto a simulación
http://forum.wmdportal.com/showthread.p ... post498279
denis74 escribió:betancomo escribió:leeros el ultimo post de nicolas Hamilton,si consiguen esto que propone será un top en cuanto a simulación
http://forum.wmdportal.com/showthread.p ... post498279
Será la guinda si aplican estos consejos de Hamilton!
Ok guys so this post is going to be based on Build 502, Casey’s new GT Tyres and what I found when testing them. Already I see Ben has posted some great feedback of what he found with different cars, so to work together with him, I have focussed on a which car he did not test and have written about the heating fazes with this car and the general balance.
BMW M3 GT
First of all, the sounds on this car are great, I have noticed a massive improvement on the details within the sound, especially when shifting.
For me there are 2 main aspects in which I think we need to nail with all slick tyres. The first main aspect is the heating faze and the second aspect is how the tyres feel when at optimum temperature.
Heating Faze
At the moment it is hard to simulate the cold tyre faze as in both Time Trial and Practice modes, the temperatures start at optimum, but I have been turning the car off and waiting for the temperatures to decrease before I try and heat them up again. What I have found in this test is that trying to heat the tyres up at ‘Formation Lap’ pace works quite well, but the decrease in temperature when not weaving or sometimes whilst weaving happens too quickly, by this I mean that you have to work very hard to warm the tyres up at Formation lap pace which is accurate and the same as real life, but as soon as you come to a halt, stop weaving or during weaving, the tyres lose 5ºC almost immediately which is not the case in real life, if you were losing temperature whilst weaving and then losing a load when at stand still for a couple of seconds, then weaving would just be a waste of time.
In my experience, once tyre temperature is at optimum, you are able to come into the pits for a couple of minutes, head back out on track and push from the start with near enough the same amount of grip, meaning that temperature loss is not as high as in the game at the moment, (this all depends on air temperature and conditions, which is what also needs to be taken into account for the game.) At the current rate of temperature decrease, the tyres would be pretty much cold within 2 minutes, so I would advise to slow down the rate of temperature decrease a little bit to make this more accurate.
I have also noticed 2 minor features in which one needs to be added and one needs to be improved. The first feature that needs to be added, is making the heat from the brakes add to the overall temperature of the tyres, by this I mean, to help with tyre temperature, when drivers are heating the brakes before a race or throughout the weekend the heat from the brakes heat the wheel/rim which then makes the tyre temperatures increase. At the moment, the ‘Dash’ is showing that the brake temperatures are increasing after and during braking, but this does not affect the overall temperature in the tyres, this needs to be added and is an easy fix (I think ☺)
The second minor feature is the HUD Display, which I believe Andy Tudor updated a couple of weeks ago. (Great job) I have noticed that the information given by the HUD Display regarding brake and tyre temperatures does not match up with the readings on the ‘Dash’/’Motec’
The next part of the heating faze I noticed, was that there is no change in grip level from tyres that are Cold or at Optimum temperature. this meant that regardless of what temperature the tyres were at, I was still able to attack corners at racing speed with no issues. As you all know, this should not be the case and is where we need to make the physics of the tyre and grip levels it produces match the readings of the temperature gages. At the moment, pushing on cold tyres is no issue and the temperatures do not seem to rise as fast as they should, as after doing 5 corners at race speed, I actually lost temperature. This shows that the temperature shown on the gages, to the temperature that should have been gained after a few corners, to the grip the tyres actually produce is quite far out.
The reason why I am basing the feeling and temperatures from a ‘Formation Lap’ point of view is because this is the most important part of a race, as it is the preparation faze and during this faze, you should feel the temperature of the tyres coming up as you go through the lap. At the moment, there is not sliding and griping feeling from the car in terms of feeling or car behaviour and is something that needs to be taken into again for this game, but is going to take time to master.
Balance
So regarding the general balance of this car, I feel that it is really nice to drive and very enjoyable, but it almost reminds me of the BTM days where there was so much grip, that it took the realism away. At the moment the grip is so high that I am able to run 0 rear wing at Belgian Forest and still encounter understeer. It brings me back to when I spoke about the BMW Z4 months ago by saying that running 0 rear wing and getting away with it was just unrealistic.
This for me puts us in a situation, which is sort of like being between a rock and a hard place…. Do you want a car that is really nice and forgiving to drive and is very consistent with the feeling it gives you, or do you want a car that is more realistic and in that case more difficult to drive. I chose the second option, which is what this game is all about, but I do not want to lose the great balance and feeling that this car already has. So the main issues I feel that are causing the unrealism, is the high levels of traction and general rear end grip. The grip levels are still so high on the rear that even with the rear set as loose as possible, you can get away with it. This all results in mid corner understeer and makes the general balance feel even more unrealistic. One more slight issue is the lack of grip at Belgian Forest when going over the kerbs and onto the run off areas, when using the run off, the tyres just wheel spin and act like they are on a wet surface which should not be the case. Obviously these areas should have less grip as there will be dirt and pick-up from cars, but should never be as slippery as it currently is.
What I have noticed with simulation games in the past is that they always feel like a game, what I mean is that the cars feel and handle in such a way that, once you get the hang of how the game feels and reacts when you do different things, you become dialled into how the game is and not how the car actually would feel in real life. This then means that if you are good at one racing game, you can be pretty good at all racing games. What the difference between games and real life is that the feeling of the car changes all the time from lap to lap, corner to corner which is what is needed to make this game stand out, at the moment, because the tyres are so forgiving and predictable, you get the feeling you are driving a game and not the real car, obviously you will never feel like you are driving the real thing, but we need to get as close as possible, which is why myself and Ben are here to help ☺
What I would advise is to create a tyre that produces a good, realistic level of grip at optimum temperature that changes all of the time, changing due to conditions, the way the driver is driving, whether they are saving their tyres or pushing by driving either smooth or more aggressively, either way the car should always be changing which is caused by many different factors. In terms of this car, we need to reduce the grip level on the rear, but keep the same feeling on the front with the tyre susceptible to change over a race distance etc.
One more small detail I noticed, was that even when the engine is turned off, the FFB still reacts like the car is still at idle (vibrating at stand still.)
It would also be great if we could add an animation of the driver ‘flicking’ the ignition switch and pushing the start button when starting the engine, so the ignition and start button, which are both available in the options menu control the drivers correct actions. The procedure should be reversed when switching off the engine (only flicking the ignition off)
Thanks guys ☺
Great progress!
jlanc3 escribió:Batilo esto es lo que comenta Nic:
KOMETE_UN_CAGAO escribió:Hola buenas a todos....cada vez el juego pinta mejor...hacia tiempo que no lo probaba asi a fondo y me ha dejado buenas impresionees el ffb....Os dejo mi carpeta de custom liveries con casi todas las pinturas de los coche que mas me han gustado......Un saludito
https://mega.co.nz/#F!eQZiBBLQ!YneReGp9lYhEqQOebxOguQ
Jackone escribió:KOMETE_UN_CAGAO escribió:Hola buenas a todos....cada vez el juego pinta mejor...hacia tiempo que no lo probaba asi a fondo y me ha dejado buenas impresionees el ffb....Os dejo mi carpeta de custom liveries con casi todas las pinturas de los coche que mas me han gustado......Un saludito
https://mega.co.nz/#F!eQZiBBLQ!YneReGp9lYhEqQOebxOguQ
Muchas gracias, pero podrías subirlas en un solo archivo RAR?
y por cierto en que carpeta se copiaban?
urewol escribió:Jackone escribió:KOMETE_UN_CAGAO escribió:Hola buenas a todos....cada vez el juego pinta mejor...hacia tiempo que no lo probaba asi a fondo y me ha dejado buenas impresionees el ffb....Os dejo mi carpeta de custom liveries con casi todas las pinturas de los coche que mas me han gustado......Un saludito
https://mega.co.nz/#F!eQZiBBLQ!YneReGp9lYhEqQOebxOguQ
Muchas gracias, pero podrías subirlas en un solo archivo RAR?
y por cierto en que carpeta se copiaban?
No tiene ningun problema, descargar con Google Chrome, la carpeta por defecto de descarga es:
c:\users\nombre de tu usuario\downloads
Gracias a KOMETE_UN_CAGAO por la recopilacion.
luisdacos escribió:creo que os referis a esta ruta:\pCARS\Vehicles\Textures\CustomLiveries
denis74 escribió:El FormulaGulf1000 ya ha sido completado con todos los detalles. Recibieron desde Dubai unas 600 fotos de referencia para diseñar el coche en el juego:
Aquí una muestra de esas fotos:
_batilo_ escribió: Que bueno poder contar con esas ayudas, en vez de pagar licencias caras por algun modelo suelto de alguna marca vip, deberian de buscar mas marcas modestas como esta, que seguro estarian encantadas de entrar en el proyecto para darse a conocer y aprobechar esas ayudas y datos para mejorar el juego en general no solo los modelos concretos
tweaks for trees shading/color...adjusted for current shaders and lighting...
Turn 1
Nic : The first part of the chicane needs more profile on the curb so that it is steeper and affects the car more when you use it. The second part of the chicane is fine. Between the first part and the second part of the chicane, there is a small grandstand opposite which has been missed. The run-off on entry to the first chicane also needs cones and barriers which drivers have to 'slalom' through if they make a mistake and go straight on so they do not gain time.
Changed the first Curb in the right about 10 cm taller than before.
Added the boxes with arrows (nevertheless for the time being they are not dynamic and not a collision) added the 2 small stands (don't know if it is only one now but my pics shows 2).
Nic: the right kink before Turn 3 & 4 needs more camber in the corner and a steeper curb
Done camber in the road and a new curb wave shape as well left outside (race direction) with camber following the road.
Turns 3 & 4
Nic: the FIA put in a yellow lane which you had to follow which went accross the run off all the way to the tyre wall and then you rejoin the circuit on the inside and exit of turn 4
Lesmo 1
Nic:The entry to this corner is not tight enough and there is not enough camber meaning that, as you approach it the corner is really flat, whereas in real life, the apex of the corner and curb seem really low down and you have to get into the camber of the corner as it helps pull you through it. The curb needs more profile and needs to be steeper. The shadow over the corner also needs to be wider as this is quite a dark corner, and most of the track is covered in shade.
The road was changed the approach is now more flat and the road with more camber. The Curb was done with a wave shape and taller (about 15 cm) The left outside was also reworked to have camber in the corner.
I haven't made any change in the trees nevertheless I know Sven showed some pics about it.
Lesmo 2
Nic : Lesmo 2 is very much like Lesmo 1, the corner needs to be tighter on entry, a lot more cambered and also the curb needs to be higher and steeper with the green section on the inside needing to be flatter. When you go through Lesmo 1 and 2, both corners are tighter than you think and have quite a lot of camber with quite high curbs.
The road was changed the approach is now more flat and the road with more camber. The Curb was done with a wave shape and taller (about 15 cm) The left outside was also reworked to have camber in the corner. More or less the same as in Lesmo 1.
Ascari
Nic :This corner on entry is fine, the curb needs to be steeper and have more of a profile to it. The right afterwards, needs to have a vibrating curb which you can really feel when you use it and also needs to be steeper so that it affects the car more when used. The left afterwards needs a steeper curb which also affects the car more when used, in real life, this curb pushes you wider if you take too much of it.
The first left Curb in the entry is a little bit taller (about 5 cms)
The second left curb exiting is also taller (about 14 cms)
The right continuous curb was not touched since it was done according to the pics and for sure there is no vibrating curb in there physically at least. All the curbs have the prefix appropriate for this cases (RMBL) except the flat cement sections.
Not in this request but made a new Curb in the left corner between Lesmo2 and Ascari
Parabolica
Nic : The same with most of the other corners, this corner needs to have a lot more camber with a steeper curb. You should feel like you are in the camber when you go through this corner.
Added new Curb as required with 12 cm height with a wave shape. The parabolica road camber changed to higher almost 1/3 more so it was about 0.9m difference in the highest point to be now about 1.3m. The left outside gravel and grass also cambered where the corner starts till it gets flat.
This was the complete set requests from Nic Hamilton also checked out for other issues reported in the WMD community and solved them. In any case a request (more a remind I guess) that every issue have reference to the correct track have a pic with it and the area in the layout where it is. Just an example to support my request "someone (doesn't matter who) reported there is a collision problem in a garage floor in Milan with a pic of it. This says almost everything I had requested but for this to complete we could join the garage number it's faster and leads to no mistakes when searching for the problem.
Tomorrow I will export it and check for any problems to get it available for the community.
CL 297476 [Common][Aries]
Pit stop logic updates:
Apply auto pit state to AI logic
Debug render AI states in 2d
Simple release of AI vehicles from pit spots during qualifying
Updated Vehicle * Out functions to use HoldInPit
Apply HoldInPit logic correctly
Fixed generation of pit spot position
Added PitOutTriggered logic for when car drives straight through pit
Unfreeze AI when reacting to start - fixes bug when start reaction slider is low
Update AI state inputs when in pit/garage spot
serps19 escribió:Porfa necesito ayuda con la configuración, el juego me da un problema de inestabilidad de FPS muy extraño, en la primera vuelta de una carrera con 5 contrincantes el juego va a 60fps, paso a la segunda vuelta y de golpe se va a 43 FPS:
Mi pc: i7 2600, evga gtx570, 8GB ram kingstone, WIN 8
El juego está configurado así:
Resolution: 1920 x 1080 59Hz
Windows mode: No
Texture resolution: High
Texture filtering: 4x
V-Sync: Yes
Anti-aliasing: DS2X
FXAA: Off
SMAA: Off
Reflection: Low
Vehicle detail: High
World detail: Low
Shadow detail: Low
Motion Blur: Off
Porfa Ayuda!!!
serps19 escribió:Porfa necesito ayuda con la configuración, el juego me da un problema de inestabilidad de FPS muy extraño, en la primera vuelta de una carrera con 5 contrincantes el juego va a 60fps, paso a la segunda vuelta y de golpe se va a 43 FPS:
Mi pc: i7 2600, evga gtx570, 8GB ram kingstone, WIN 8
El juego está configurado así:
Resolution: 1920 x 1080 59Hz
Windows mode: No
Texture resolution: High
Texture filtering: 4x
V-Sync: Yes
Anti-aliasing: DS2X
FXAA: Off
SMAA: Off
Reflection: Low
Vehicle detail: High
World detail: Low
Shadow detail: Low
Motion Blur: Off
Porfa Ayuda!!!
Jackone escribió:KOMETE_UN_CAGAO escribió:Hola buenas a todos....cada vez el juego pinta mejor...hacia tiempo que no lo probaba asi a fondo y me ha dejado buenas impresionees el ffb....Os dejo mi carpeta de custom liveries con casi todas las pinturas de los coche que mas me han gustado......Un saludito
https://mega.co.nz/#F!eQZiBBLQ!YneReGp9lYhEqQOebxOguQ
Muchas gracias, pero podrías subirlas en un solo archivo RAR?
y por cierto en que carpeta se copiaban?
serps19 escribió:Porfa necesito ayuda con la configuración, el juego me da un problema de inestabilidad de FPS muy extraño, en la primera vuelta de una carrera con 5 contrincantes el juego va a 60fps, paso a la segunda vuelta y de golpe se va a 43 FPS:
Mi pc: i7 2600, evga gtx570, 8GB ram kingstone, WIN 8
El juego está configurado así:
Resolution: 1920 x 1080 59Hz
Windows mode: No
Texture resolution: High
Texture filtering: 4x
V-Sync: Yes
Anti-aliasing: DS2X
FXAA: Off
SMAA: Off
Reflection: Low
Vehicle detail: High
World detail: Low
Shadow detail: Low
Motion Blur: Off
Porfa Ayuda!!!
currololo escribió:serps19 escribió:Porfa necesito ayuda con la configuración, el juego me da un problema de inestabilidad de FPS muy extraño, en la primera vuelta de una carrera con 5 contrincantes el juego va a 60fps, paso a la segunda vuelta y de golpe se va a 43 FPS:
Mi pc: i7 2600, evga gtx570, 8GB ram kingstone, WIN 8
El juego está configurado así:
Resolution: 1920 x 1080 59Hz
Windows mode: No
Texture resolution: High
Texture filtering: 4x
V-Sync: Yes
Anti-aliasing: DS2X
FXAA: Off
SMAA: Off
Reflection: Low
Vehicle detail: High
World detail: Low
Shadow detail: Low
Motion Blur: Off
Porfa Ayuda!!!
Pero ¿te pega tirones o sigue yendo fluido? Porque cuarenta y pico fps no está nada mal si son más o menos constantes. Lo malo es cuando se notan tirones.
¿Notas el bajón por igual en todas las partes del circuito? Porque eso sí que sería raro. Yo noto bajadas de fps en algunos tramos de algunos circuitos porque tienen mucha carga gráfica, pero no me bajan los fps de vuelta a vuelta. Igual el antialiasing es un poco alto. Yo bajaría eso y metería más detalle al mundo y a los coches (yo los tengo en alto y ultra, incluso tengo reflejos y sombras en alto, y mi gráfica es la 560Ti, no la 570, pero el AA lo tengo más bajo que tú porque con sweetfx no es tan necesario).
Por cierto, gracias por el archivo, komete.
Naer escribió:Tengo que decir que temia por un cara a cara de Forza 5 y pCARS, porque para mi era obvio que el primero incluiría clima, ciclo horario, boxes, etc... al final no trae nada de eso, y tras leer un par de entrevistas me ha quedado claro que Forza sigue otro camino.
Si hacen las cosas bien, pCARS puede pegar el pelotazo en consolas. Tienen que meterle caña a los parametros que falten del modelo de neumaticos y asi poder ajustar el ffb, creo firmemente que lo van a clavar, tienen una oportunidad de oro que no pueden dejar escapar.
Por si a alguien le interesa, estas son las entrevistas que lei de Forza 5, pero en pocas palabras el mensaje es "no nos interesa la competicion, solo queremos llegar a mas gente":
http://www.forzamotorsport.es/2013/06/n ... a-dan.html
http://www.forzamotorsport.es/2013/06/d ... ercer.html
http://www.forzamotorsport.es/2013/06/d ... as-de.html
Naer escribió:Anuncio importante sobre la devoluciones del dinero invertido, no se si hay cambios en la condiciones:
http://forum.wmdportal.com/showthread.p ... FCA-Update)
A destacar esto, creo que finalmente no habran nuevos miembros(corregidme si me equivoco):
We have agreed with the FCA that we will make tweaks to the structure for future projects so as to avoid it being considered a collective investment scheme. We will also continue to offer members a refund and will not be reopening the membership to new members or allowing upgrades.