mknopfler escribió:Podréis probarlo, pagaréis por la beta pero no seréis inversores y no tendréis derecho al reembolso. Así creo que será una vez esté implementado en Steam.
Build 505 (28/6/13, Team Member+)
Common:
* Returned sync dump levels to normal
* Added function to get vehicle from styling entity
* Increased f32 key frame pool size to accomodate extra conditions being added
GUI:
* Fix GUITextEntry deleting last letter
* Fix for dropping gui objects onto a gui dialog multiple times
* Fix SetDialogQuadInstance getting mismatched in the GUI memory context changes
Environment:
* Fog tweaks to rainy 02, stormy02 and super storm 02
* Clouds updates to several conditions, work is still WIP. Changes added to the 02 versions so that they can be compared to the 01s for feedback on optimisations made. I will copy over to the 01 slot and remove 02s if feedback is positive
* Updated conditions - med cloud 02, heavy cloud 02 (new), rainy 02, stormy 02 (new), thunderstorm 02 (new)
* Added some underlighting using the rim lighting tech to make clouds less flat when looking into the sun. Used mostly at sunset
* Added some scale variation throughout the clouds so they are less repetative and popcorny
* Reduced the overall number of quad billboards used in each cloud so that they look less repeated and for optimisation purposes
* Changed the mapping so that the quads within each cloud are less repetative
* Tweaks to several other settings such as fog for balancing
Audio:
* New BMW Z4 GT1 incar and external engine sets. Added gear wobbles and all the latest sound events such as int/ext gearshifts, backfires/splutters and a new distant echo and occlusion curves and distant roll-offs
Tracks:
* Azure Coast: Fixed placement of 3D trees
* Derby National/GP: Lengthened kerbswhere needed -dirt areas next to kerbs added -fixedkerb types in last corner of national -csm updated to latest kerbs changes
* Besos National/GP: Added garage interiors, reworked pitwall, temp textures to tyrewalls, CSM fixes around tyrewalls
* Bathurst: Static scene update. Switch of 3D eucalyptus trees to the ones which use one material for all variaitons and it's LODs
* Milan: Addition track foliage added
Vehicles:
* Zakspeed Capri GR5, Lotus 78: New flash tire with heating enabled for testing
* Formula Gulf: LODX mesh 95% finished, fixed new collision shapes for detachable parts, quick new collision shapes to fix the missing rear wing
Build 504 (27/6/13, Senior Manager)
GUI:
* Career Calendar, career event popup, initial implementation
Pit Stop Logic:
* 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
FPS Debug:
* Changed debug FPS print code to use ArrayLength instead of sizeof to limit the string printing to the correct size - this needed changing because of the recent switch to unichar text
WiiU:
* WiiU CShader RenderMeshPrimitive (and variants) GX2 drawcalls implemented
* WiiU warning fixes
* WiiU fix for crash when initiating a Spark GPU capture
* WiiU enable Rendering and also add gx2spark libs
* GX2Init(), Main command buffer creation
* Back buffer/Depth Buffer Creation
* Texture/Target MEM1 allocation support
* Frame begin syncronization/frame end presentation
* Vertex/index buffer setting
* Fetch shader (input assembly) creation and setting implemented
* Support for Spark (GPU debugger) capture in non gold builds
* Various bug-fixes - renderer now successfully clear colour cycles in BaseTest with the cross-platform API calls
Driver Liveries:
* Opponents custom liveries removal + fixed IDs for player (ID=99)
* Driver custom liveries for player/opponent
* Custom liveries setup, separated player and opponents
Tracks:
* Azure Circuit: Track Dressing Additions, yachts added, new casino/mirabeau gardens created, temp fixed right part of the casino, mirabeau side, and the caffe de paris
* Bathurst: Re add the 3D trees, fixed AIW around the new chicane geometry (was underground slightly)
Vehicles:
* Mercedes SLS: New UV mapping for glass/paint (LODX/LODA finished)
* BMW M1 Procar: New suspension geometry, brake heating/cooling/wear, removed doors from collisions, milder engine braking curve, new gearbox
Build 503 (26/6/13, Senior Manager)
Common:
* Rendertask profiling frame view
WiiU:
* Enabled Unity compilation in WiiU configs
* Added guards to PS3 specific files included in the unity files
* Fix for GUI WiiU build errors (logging changes)
* WiiU Renderer compilation fixes for removal of Remember/ForgetDefault pool resources
Render:
* SRenderModeInfo constructor added - fixes occassional crash in CRenderer::ResolveRenderList. In Renderer CPPs - avoiding call of fakeDeferList::m_prepareSortItems (this caused the crash when rain material has not specified deferred id in technique) - it should not occure with the SRenderModeInfo fix, but just to be sure
Animation:
* Driver animations for Bmw m3 gt4: fixed hand clipping through "helmet view"
Tracks:
* Loire: Edited cut tracks as tight as could be done. Still difficult to trigger in the chicanes though
Build 502 (25/6/13, Manager+)
WiiU:
* Enabled Unity compilation in WiiU configs to significantly speed up compile time of RaceAppCore
* Fix for GUI WiiU build errors (logging changes)
* WiiU Renderer compilation fixes for removal of Remember/ForgetDefault pool resources
* Added accessor to get BUniString from BTime
* Fixed WiiU link error due to missing _RetrieveInputIdentifier function
* Added declaration of partial specialisation of managed object static member to fix WiiU prelink & link errors. Disallow default ctor of _cManagedObject to make sure it isn't invoked accidentally
* WiiU CTexture class implemented (GTX texture loading, texture locking, Color/DepthBuffer GX2 structures etc)
Render:
* SRenderModeInfo constructor added - fixes occassional crash in CRenderer::ResolveRenderList. In Renderer CPPs - avoiding call of fakeDeferList::m_prepareSortItems (this caused the crash when rain material has not specified deferred id in technique) - it should not occure with the SRenderModeInfo fix, but just to be sure
GUI:
* Add memory context
Common:
* Fixed link error caused by missing TimeLineFrame template static member definition
Vehicles:
* All Caterhams and All Ariel Atoms: Decresed tyre wear to prevent easy tire flat-spotting
* Ford GT40: New tire with more sliding grip, and better blending from stick to slide. Engine torque below 5000 rpms increased for more throttle steer. Overall chassi setup changes for a quicker chassis. Moslty increasing damper effectivness
* Ford Focus RS: Added LODX mesh work and updated parts of LODA/B
* Ford Focus RS: Initial Ultra detail control file
* Gumpert Apollo: Fix for offset LODC/D in game
Build 501 (24/6/13, Senior Manager)
GUI:
* Career Calendar, initial implementation using debug date.
* Career Event Info screen added, ready to be hooked up to code
Tracks:
* Bathurst: Removed 3D trees, replaced with X-form instances
Leyenda18 escribió:mknopfler escribió:Podréis probarlo, pagaréis por la beta pero no seréis inversores y no tendréis derecho al reembolso. Así creo que será una vez esté implementado en Steam.
Era lo más logico y lo más sencillo dada la integración a steam con su early access. Pondrán diferentes niveles con diferentes precios y al final es como si estuvieras comprando el juego con acceso anticipado (que es precisamente lo que busca early access), pero sin el derecho al foro de desarrolladores, a los beneficios, y demás cosas que si tendrán aquellos que "invirtieron".
Build 505 disponible. En spoiler porque viene calentita.Build 505 (28/6/13, Team Member+)
Common:
* Returned sync dump levels to normal
* Added function to get vehicle from styling entity
* Increased f32 key frame pool size to accomodate extra conditions being added
GUI:
* Fix GUITextEntry deleting last letter
* Fix for dropping gui objects onto a gui dialog multiple times
* Fix SetDialogQuadInstance getting mismatched in the GUI memory context changes
Environment:
* Fog tweaks to rainy 02, stormy02 and super storm 02
* Clouds updates to several conditions, work is still WIP. Changes added to the 02 versions so that they can be compared to the 01s for feedback on optimisations made. I will copy over to the 01 slot and remove 02s if feedback is positive
* Updated conditions - med cloud 02, heavy cloud 02 (new), rainy 02, stormy 02 (new), thunderstorm 02 (new)
* Added some underlighting using the rim lighting tech to make clouds less flat when looking into the sun. Used mostly at sunset
* Added some scale variation throughout the clouds so they are less repetative and popcorny
* Reduced the overall number of quad billboards used in each cloud so that they look less repeated and for optimisation purposes
* Changed the mapping so that the quads within each cloud are less repetative
* Tweaks to several other settings such as fog for balancing
Audio:
* New BMW Z4 GT1 incar and external engine sets. Added gear wobbles and all the latest sound events such as int/ext gearshifts, backfires/splutters and a new distant echo and occlusion curves and distant roll-offs
Tracks:
* Azure Coast: Fixed placement of 3D trees
* Derby National/GP: Lengthened kerbswhere needed -dirt areas next to kerbs added -fixedkerb types in last corner of national -csm updated to latest kerbs changes
* Besos National/GP: Added garage interiors, reworked pitwall, temp textures to tyrewalls, CSM fixes around tyrewalls
* Bathurst: Static scene update. Switch of 3D eucalyptus trees to the ones which use one material for all variaitons and it's LODs
* Milan: Addition track foliage added
Vehicles:
* Zakspeed Capri GR5, Lotus 78: New flash tire with heating enabled for testing
* Formula Gulf: LODX mesh 95% finished, fixed new collision shapes for detachable parts, quick new collision shapes to fix the missing rear wing
Build 504 (27/6/13, Senior Manager)
GUI:
* Career Calendar, career event popup, initial implementation
Pit Stop Logic:
* 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
FPS Debug:
* Changed debug FPS print code to use ArrayLength instead of sizeof to limit the string printing to the correct size - this needed changing because of the recent switch to unichar text
WiiU:
* WiiU CShader RenderMeshPrimitive (and variants) GX2 drawcalls implemented
* WiiU warning fixes
* WiiU fix for crash when initiating a Spark GPU capture
* WiiU enable Rendering and also add gx2spark libs
* GX2Init(), Main command buffer creation
* Back buffer/Depth Buffer Creation
* Texture/Target MEM1 allocation support
* Frame begin syncronization/frame end presentation
* Vertex/index buffer setting
* Fetch shader (input assembly) creation and setting implemented
* Support for Spark (GPU debugger) capture in non gold builds
* Various bug-fixes - renderer now successfully clear colour cycles in BaseTest with the cross-platform API calls
Driver Liveries:
* Opponents custom liveries removal + fixed IDs for player (ID=99)
* Driver custom liveries for player/opponent
* Custom liveries setup, separated player and opponents
Tracks:
* Azure Circuit: Track Dressing Additions, yachts added, new casino/mirabeau gardens created, temp fixed right part of the casino, mirabeau side, and the caffe de paris
* Bathurst: Re add the 3D trees, fixed AIW around the new chicane geometry (was underground slightly)
Vehicles:
* Mercedes SLS: New UV mapping for glass/paint (LODX/LODA finished)
* BMW M1 Procar: New suspension geometry, brake heating/cooling/wear, removed doors from collisions, milder engine braking curve, new gearbox
Build 503 (26/6/13, Senior Manager)
Common:
* Rendertask profiling frame view
WiiU:
* Enabled Unity compilation in WiiU configs
* Added guards to PS3 specific files included in the unity files
* Fix for GUI WiiU build errors (logging changes)
* WiiU Renderer compilation fixes for removal of Remember/ForgetDefault pool resources
Render:
* SRenderModeInfo constructor added - fixes occassional crash in CRenderer::ResolveRenderList. In Renderer CPPs - avoiding call of fakeDeferList::m_prepareSortItems (this caused the crash when rain material has not specified deferred id in technique) - it should not occure with the SRenderModeInfo fix, but just to be sure
Animation:
* Driver animations for Bmw m3 gt4: fixed hand clipping through "helmet view"
Tracks:
* Loire: Edited cut tracks as tight as could be done. Still difficult to trigger in the chicanes though
Build 502 (25/6/13, Manager+)
WiiU:
* Enabled Unity compilation in WiiU configs to significantly speed up compile time of RaceAppCore
* Fix for GUI WiiU build errors (logging changes)
* WiiU Renderer compilation fixes for removal of Remember/ForgetDefault pool resources
* Added accessor to get BUniString from BTime
* Fixed WiiU link error due to missing _RetrieveInputIdentifier function
* Added declaration of partial specialisation of managed object static member to fix WiiU prelink & link errors. Disallow default ctor of _cManagedObject to make sure it isn't invoked accidentally
* WiiU CTexture class implemented (GTX texture loading, texture locking, Color/DepthBuffer GX2 structures etc)
Render:
* SRenderModeInfo constructor added - fixes occassional crash in CRenderer::ResolveRenderList. In Renderer CPPs - avoiding call of fakeDeferList::m_prepareSortItems (this caused the crash when rain material has not specified deferred id in technique) - it should not occure with the SRenderModeInfo fix, but just to be sure
GUI:
* Add memory context
Common:
* Fixed link error caused by missing TimeLineFrame template static member definition
Vehicles:
* All Caterhams and All Ariel Atoms: Decresed tyre wear to prevent easy tire flat-spotting
* Ford GT40: New tire with more sliding grip, and better blending from stick to slide. Engine torque below 5000 rpms increased for more throttle steer. Overall chassi setup changes for a quicker chassis. Moslty increasing damper effectivness
* Ford Focus RS: Added LODX mesh work and updated parts of LODA/B
* Ford Focus RS: Initial Ultra detail control file
* Gumpert Apollo: Fix for offset LODC/D in game
Build 501 (24/6/13, Senior Manager)
GUI:
* Career Calendar, initial implementation using debug date.
* Career Event Info screen added, ready to be hooked up to code
Tracks:
* Bathurst: Removed 3D trees, replaced with X-form instances
navi91 escribió:Sabeis lo que odio del mundo de los videojuegos actuales?Que antes los juegos se hacian para los jugadores,ahora se hacen para vender....Por eso ahora mismo el mundo de los videojuegos,la mayoria son practicamente iguales(Salvando las distancias),porque en cuanto se pone una cosa de moda,hacen 50 iguales...
Este es un ejemplo de ello,como pueden hacer eso?Para mi es patetico...
Dr4G0N escribió:Leyenda18 escribió:mknopfler escribió:Podréis probarlo, pagaréis por la beta pero no seréis inversores y no tendréis derecho al reembolso. Así creo que será una vez esté implementado en Steam.
Era lo más logico y lo más sencillo dada la integración a steam con su early access. Pondrán diferentes niveles con diferentes precios y al final es como si estuvieras comprando el juego con acceso anticipado (que es precisamente lo que busca early access), pero sin el derecho al foro de desarrolladores, a los beneficios, y demás cosas que si tendrán aquellos que "invirtieron".
Build 505 disponible. En spoiler porque viene calentita.Build 505 (28/6/13, Team Member+)
Common:
* Returned sync dump levels to normal
* Added function to get vehicle from styling entity
* Increased f32 key frame pool size to accomodate extra conditions being added
GUI:
* Fix GUITextEntry deleting last letter
* Fix for dropping gui objects onto a gui dialog multiple times
* Fix SetDialogQuadInstance getting mismatched in the GUI memory context changes
Environment:
* Fog tweaks to rainy 02, stormy02 and super storm 02
* Clouds updates to several conditions, work is still WIP. Changes added to the 02 versions so that they can be compared to the 01s for feedback on optimisations made. I will copy over to the 01 slot and remove 02s if feedback is positive
* Updated conditions - med cloud 02, heavy cloud 02 (new), rainy 02, stormy 02 (new), thunderstorm 02 (new)
* Added some underlighting using the rim lighting tech to make clouds less flat when looking into the sun. Used mostly at sunset
* Added some scale variation throughout the clouds so they are less repetative and popcorny
* Reduced the overall number of quad billboards used in each cloud so that they look less repeated and for optimisation purposes
* Changed the mapping so that the quads within each cloud are less repetative
* Tweaks to several other settings such as fog for balancing
Audio:
* New BMW Z4 GT1 incar and external engine sets. Added gear wobbles and all the latest sound events such as int/ext gearshifts, backfires/splutters and a new distant echo and occlusion curves and distant roll-offs
Tracks:
* Azure Coast: Fixed placement of 3D trees
* Derby National/GP: Lengthened kerbswhere needed -dirt areas next to kerbs added -fixedkerb types in last corner of national -csm updated to latest kerbs changes
* Besos National/GP: Added garage interiors, reworked pitwall, temp textures to tyrewalls, CSM fixes around tyrewalls
* Bathurst: Static scene update. Switch of 3D eucalyptus trees to the ones which use one material for all variaitons and it's LODs
* Milan: Addition track foliage added
Vehicles:
* Zakspeed Capri GR5, Lotus 78: New flash tire with heating enabled for testing
* Formula Gulf: LODX mesh 95% finished, fixed new collision shapes for detachable parts, quick new collision shapes to fix the missing rear wing
Build 504 (27/6/13, Senior Manager)
GUI:
* Career Calendar, career event popup, initial implementation
Pit Stop Logic:
* 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
FPS Debug:
* Changed debug FPS print code to use ArrayLength instead of sizeof to limit the string printing to the correct size - this needed changing because of the recent switch to unichar text
WiiU:
* WiiU CShader RenderMeshPrimitive (and variants) GX2 drawcalls implemented
* WiiU warning fixes
* WiiU fix for crash when initiating a Spark GPU capture
* WiiU enable Rendering and also add gx2spark libs
* GX2Init(), Main command buffer creation
* Back buffer/Depth Buffer Creation
* Texture/Target MEM1 allocation support
* Frame begin syncronization/frame end presentation
* Vertex/index buffer setting
* Fetch shader (input assembly) creation and setting implemented
* Support for Spark (GPU debugger) capture in non gold builds
* Various bug-fixes - renderer now successfully clear colour cycles in BaseTest with the cross-platform API calls
Driver Liveries:
* Opponents custom liveries removal + fixed IDs for player (ID=99)
* Driver custom liveries for player/opponent
* Custom liveries setup, separated player and opponents
Tracks:
* Azure Circuit: Track Dressing Additions, yachts added, new casino/mirabeau gardens created, temp fixed right part of the casino, mirabeau side, and the caffe de paris
* Bathurst: Re add the 3D trees, fixed AIW around the new chicane geometry (was underground slightly)
Vehicles:
* Mercedes SLS: New UV mapping for glass/paint (LODX/LODA finished)
* BMW M1 Procar: New suspension geometry, brake heating/cooling/wear, removed doors from collisions, milder engine braking curve, new gearbox
Build 503 (26/6/13, Senior Manager)
Common:
* Rendertask profiling frame view
WiiU:
* Enabled Unity compilation in WiiU configs
* Added guards to PS3 specific files included in the unity files
* Fix for GUI WiiU build errors (logging changes)
* WiiU Renderer compilation fixes for removal of Remember/ForgetDefault pool resources
Render:
* SRenderModeInfo constructor added - fixes occassional crash in CRenderer::ResolveRenderList. In Renderer CPPs - avoiding call of fakeDeferList::m_prepareSortItems (this caused the crash when rain material has not specified deferred id in technique) - it should not occure with the SRenderModeInfo fix, but just to be sure
Animation:
* Driver animations for Bmw m3 gt4: fixed hand clipping through "helmet view"
Tracks:
* Loire: Edited cut tracks as tight as could be done. Still difficult to trigger in the chicanes though
Build 502 (25/6/13, Manager+)
WiiU:
* Enabled Unity compilation in WiiU configs to significantly speed up compile time of RaceAppCore
* Fix for GUI WiiU build errors (logging changes)
* WiiU Renderer compilation fixes for removal of Remember/ForgetDefault pool resources
* Added accessor to get BUniString from BTime
* Fixed WiiU link error due to missing _RetrieveInputIdentifier function
* Added declaration of partial specialisation of managed object static member to fix WiiU prelink & link errors. Disallow default ctor of _cManagedObject to make sure it isn't invoked accidentally
* WiiU CTexture class implemented (GTX texture loading, texture locking, Color/DepthBuffer GX2 structures etc)
Render:
* SRenderModeInfo constructor added - fixes occassional crash in CRenderer::ResolveRenderList. In Renderer CPPs - avoiding call of fakeDeferList::m_prepareSortItems (this caused the crash when rain material has not specified deferred id in technique) - it should not occure with the SRenderModeInfo fix, but just to be sure
GUI:
* Add memory context
Common:
* Fixed link error caused by missing TimeLineFrame template static member definition
Vehicles:
* All Caterhams and All Ariel Atoms: Decresed tyre wear to prevent easy tire flat-spotting
* Ford GT40: New tire with more sliding grip, and better blending from stick to slide. Engine torque below 5000 rpms increased for more throttle steer. Overall chassi setup changes for a quicker chassis. Moslty increasing damper effectivness
* Ford Focus RS: Added LODX mesh work and updated parts of LODA/B
* Ford Focus RS: Initial Ultra detail control file
* Gumpert Apollo: Fix for offset LODC/D in game
Build 501 (24/6/13, Senior Manager)
GUI:
* Career Calendar, initial implementation using debug date.
* Career Event Info screen added, ready to be hooked up to code
Tracks:
* Bathurst: Removed 3D trees, replaced with X-form instances
Pues me quedo igual.... lo suyo era ese beneficio...
Pero para ps4 y xbox tampoco? se supone que es "otro proyecto"?
Money Back Offer (FSA/FCA Update)
As you are all no doubt aware, the FSA (now the FCA) looked into the crowd funding / crowd sourcing model that we adopted for WMD and Project CARS.
Whilst those enquiries were ongoing, we suspended taking on new members and allowing existing members to upgrade.
SMS has also been offering refunds to anyone who no longer wants to be a member.
Now the FCA has concluded its enquires and we have agreed to continue to offer those refunds, as a condition of the FCA doing so. This offer is made on a “without prejudice” basis which means it is made “without prejudice” to our position that we have not breached the relevant laws. It does however comply with section 26 of the Financial Services and Markets Act 2000, which states:
1. An agreement made by a person in the course of carrying on a regulated activity in contravention of the general prohibition is unenforceable against the other party.
2. The other party is entitled to recover—
a) any money or other property paid or transferred by him under the agreement; and
b) compensation for any loss sustained by him as a result of having parted with it.
3. “Agreement” means an agreement—
a) made after this section comes into force; and
b) the making or performance of which constitutes, or is part of, the regulated activity in question
4. This section does not apply if the regulated activity is accepting deposits.
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.
Otherwise everyone who is currently a member may continue to participate and enjoy the associated benefits - but anyone who doesn't can get their money back.
If you do want your money back please contact us via this online form (click here) and we will recredit your PayPal account as soon as we are able. PLEASE NOTE HOWEVER THAT ONCE YOU HAVE YOUR REFUND YOU WILL NO LONGER BE ABLE TO PARTICIPATE IN THE PROJECT OR PLAY BUILDS ETC.
There is no time frame or deadline to this offer of a refund and because all members also enjoyed other benefits related to their participation in Project CARS (such as access to the builds) there is no additional compensation due to members who want to leave, i.e. we will not be able to pay out any amount in respect of Fees (as described in the member terms) and you will not be entitled to any Fees in future.
Above all we are very pleased to say that those members who want to continue to be part of the Project CARS can do so.
We are also in the progress of restructuring WMD in a way that means that you can participate in our future projects and will share more details of those plans in due course.
In the meantime thanks for being part of pCARS.
Ian Bell
It's like we wants you to leave! .. not really, as you have noticed already, there's no change, we had to post the text with the one approved by both parties (us and FCA), and provided a online form to simplify the refund requests.
Aritz [otro] escribió:Lo cualo?? Comor??
Ese ralentí es real?
No he probado la Build todavía!
Naer escribió:Hostias, que brutal como suena. ¿Que otros coches tienen sonido actualizado?
cliomaxi escribió:como se que todos los aquí presentes sois amantes de los simus,paso a comentaros simplemente que rfactor 2 ya tiene demo de su ultima build 240,por si acaso alguno no lo ha probado pues si quiere aprovechar ahí la tiene en la sección de downloads de la pagina del juego,solo dispone de un circuito y un coche me han comentado.
currololo escribió:Ford Capri, ruedas por defecto, Eifenwald, 11 de la mañana, tiempo cubierto (overcast 2): acabo de tener una experiencia brutal (y un buen rato de ejercicio para los brazos) ¡Dios, cómo se maneja y cómo suena este bicho!
¡Y el Ford GT40 vuelve a coger más de 300 y se conduce mejor que antes! Voy a seguir un rato ¡qué vicio!
betancomo escribió:currololo escribió:Ford Capri, ruedas por defecto, Eifenwald, 11 de la mañana, tiempo cubierto (overcast 2): acabo de tener una experiencia brutal (y un buen rato de ejercicio para los brazos) ¡Dios, cómo se maneja y cómo suena este bicho!
¡Y el Ford GT40 vuelve a coger más de 300 y se conduce mejor que antes! Voy a seguir un rato ¡qué vicio!
De acuerdo contigo es una pasada manejarlo,creo que han tocado neumáticos por que ahora es mas exigente llevarlo y como toques césped te vas contra el muro
* Zakspeed Capri GR5, Lotus 78: New flash tire with heating enabled for testing
denis74 escribió:EDITO: Como he reseñado antes. La posibilidad de nuevos miembros sigue abierta como ya sa sabe hace varias semanas. Sigue igual. Nueva inversión next-gen será abierta y se podrán acceder a los builds de PC. Esto acaba de ser confirmado por el jefe Ian Bell.
Ese texto es el acuerdo alcanzado entre la FSA y Slightly Mad Studios y que como digo ya sabíamos desde hace varias semanas. Ahora han hecho público el texto de ese acuerdo de una manera online.
clio16maxi escribió:como se que todos los aquí presentes sois amantes de los simus,paso a comentaros simplemente que rfactor 2 ya tiene demo de su ultima build 240,por si acaso alguno no lo ha probado pues si quiere aprovechar ahí la tiene en la sección de downloads de la pagina del juego,solo dispone de un circuito y un coche me han comentado.
Solodos escribió:En la primera página aparece Características que faltan de los vehículos. No faltan, están por determinar, y seguro que no van a estar todas.
Naer escribió:Un regalito, que estuve haciendo experimentos con la captura de video de fraps
_javilillo_ escribió:Me hago un lío con los reglajes... se podrían currar una guía interactiva como la rfactor2, que clickando en cada parte del coche te dice para que sirve: http://www.aplinet.org/rf2guia/index.php
yonyosef escribió:Pero perdonadme, ¿a que estais jugando?.El juego que yo sepa no ha salido aun y leo que si reglajes que si esta noche partiditas, que si volante. Por favor no estoy de broma ni nada lo que si es cierto es que ando un poco perdido. Me ayudais sacandome de dudas?. Un saludo y gracias.
yonyosef escribió:Bueno pues despues de "Releer" la primera pagina del hilo quiero deciros que me he quedado igual chavales. ¿Sistema de inversion?. Yo soy jugador de Videojuegos a los que me gustan especialmente los de carreras, pero es obvio que se me escapan conceptos que muchos de vosotros por no decir la mayoria los conoce y domina. Por tanto voy a intentarlo de nuevo a ver si en esta segunda ocasion tengo mas suerte:
¿Puede alguien (que no este molesto por mi ignorancia) decirme a que juego estais jugando cuando se habla de si el volante DGT, que si reglajes , que si capturas etc.........sabiendo que el juego se lanza a lo largo de este año?
Gracias.
Desde principios de Enero 2013 la posibilidad de ser miembro inversor y así testear builds de PC, quedó cerrada. Así la FSA (Financial Services Authority) de UK, estaba llevando a cabo una investigación acerca del modelo de financiación que SMS había creado en relación al líquido aportado por los miembros y las ganancias. Es habitual que las empresas pasen este control aunque por parte de SMS sea debido a la nueva forma de financiación creada a partir de lo que llamaron World of Mass Development(WMD). Su nuevo portal que es una nueva forma de financiar los proyectos con la Comunidad formando parte del desarrollo del mismo.
A finales de Abril 2013, los abogados de Slightly Mad Studios y la FSA han llegado a una solución que pasa por lo siguientes puntos. Resumiendo:
Tenemos dos sistemas de financiación/inversión en Project CARS. Debido a las nuevas reglas de juego impuestas tienen que separar el sistema de inversión de las actuales consolas y PC, y de las futuras consolas. Así, el actual sistema queda cerrado:
Sistema de inversión actual para las plataformas PC, Xbox360, Playstation3 y WiiU. Ha sido cerrado. En este sistema ya no hay posibilidad de entrar ni subir de nivel.
Sistema de inversión para las consolas de nueva generación, Playstation4 y Xbox One. Proximamente será abierto. Este nuevo sistema de inversión será un poco diferente pero la comunicación será identica al actual sistema, teniendo acceso al foro oficial con los desarrolladores como hasta ahora. También será posible testear builds regulares de PC pero se desconoce si habrá posibilidad de recibir una copia, por ejemplo, de la versión final de PC, que pertenece al otro sistema de inversión.
Tienen que separar las inversiones (y por ello los beneficios en una y otra) dadas las nuevas reglas estructurales que han de seguir impuestas por la FSA. Así si un usuario ha puesto dinero solamente en un sistema recibirá sus beneficios de ese sistema. Y si tiene dinero en los dos sistemas, recibirá los beneficios por separado.
Será abierta en una sección de la web información de los niveles de miembro detallados en la tabla de Tool Packs, con los distintos niveles de miembro inversor, el dinero que se aporte según el pack elegido y las ventajas de cada uno de ellos. Los niveles de miembro rondarán entre los 10 y 100 euros.
Junto a los Tool Packs se darán también detalles del funcionamiento de este nuevo sistema de inversión, condiciones y beneficios.
NOTA: Todavía no está en funcionamiento la sección donde se informe de los toolpacks del nuevo sistema de inversión en Xbox One y Playstation 4. Así que todavía no es posible entrar en el proyecto. Lo tienen casi listo
yonyosef escribió:Bueno pues despues de "Releer" la primera pagina del hilo quiero deciros que me he quedado igual chavales. ¿Sistema de inversion?. Yo soy jugador de Videojuegos a los que me gustan especialmente los de carreras, pero es obvio que se me escapan conceptos que muchos de vosotros por no decir la mayoria los conoce y domina. Por tanto voy a intentarlo de nuevo a ver si en esta segunda ocasion tengo mas suerte:
¿Puede alguien (que no este molesto por mi ignorancia) decirme a que juego estais jugando cuando se habla de si el volante DGT, que si reglajes , que si capturas etc.........sabiendo que el juego se lanza a lo largo de este año?
Gracias.
abe_nano escribió:Joer denis, como te lo curras hasta en los posts, el sr. Bell no lo hubiera explicado mejor xD