Solodos escribió:¿Cambiarán los efectos de humo?, ¿y las piedras y hierbajos que saltan cuando pasas encima? A poca velocidad queda muy mal.
[Render]
- New particle system in-game
abe_nano escribió:Yo personalmente prefiero que no haya mods, porque al final pasa como con rfactor, se divide wl numero de jugadores, acabas instalando 200 mods, y te tienes que ir actualizando y manteniendo al dia para poder jugar online partidas y campeonatos, mientras que si es cerrado solo tienes que actualizar las versiones del desarrollador que encima se hara solo por steam y si lo que quieres es una competicion concreta para eso estan los dlc's. En mi humilde opinion
pedro_cam23 escribió:abe_nano escribió:Yo personalmente prefiero que no haya mods, porque al final pasa como con rfactor, se divide wl numero de jugadores, acabas instalando 200 mods, y te tienes que ir actualizando y manteniendo al dia para poder jugar online partidas y campeonatos, mientras que si es cerrado solo tienes que actualizar las versiones del desarrollador que encima se hara solo por steam y si lo que quieres es una competicion concreta para eso estan los dlc's. En mi humilde opinion
Ahí tienes razón, y en este juego se están empleando a fondo para que no los echemos de menos los mods, ya que con la gran cantidad de circuitos y la gran variedad de coches vamos a ir bien servidos.
Pero, por ejemplo, en juegos donde esto no pasa (como en rFactor de salida), con tan pocos coches y circuitos es más que necesario que podamos tener mods. Sería como hacer un juego de fútbol con sólo 10 equipos, que al final cansaría tanta monotonía de jugar siempre con lo mismo.
jlanc3 escribió:Pongo este video no por el video en si sino por la portada que tiene, alguien sabe esta imagen del lotus de donde ha salido esta implementado ya las suspensiones deformadas?
https://www.youtube.com/playlist?list=PLg65qEo6jh3paYsRdx2Sd1o0Sr2A3bYNx
UN SALUDO!!!
Naer escribió:jlanc3 escribió:Pongo este video no por el video en si sino por la portada que tiene, alguien sabe esta imagen del lotus de donde ha salido esta implementado ya las suspensiones deformadas?
https://www.youtube.com/playlist?list=PLg65qEo6jh3paYsRdx2Sd1o0Sr2A3bYNx
UN SALUDO!!!
The actual thumbnail is an artwork from one of the forums, so big thanks to Big Ron that I can use his artwork for my video-thumbnails…
Descripcion del canal. De todas formas, ¿como se puede ver la portada de un video? Sale una miniatura enana y no se ve na
currololo escribió:No sé si ya se verán deformadas en algún coche, aunque me parece recordar que había una foto de uno con una rueda desviada como si tuviera la suspensión rota. No me acuerdo de cuál era, lo siento.
Lo que sí he notado es que ya hay algún coche en el que la dirección se estropea con los golpes y se queda el volante (el real) girado unos cuantos grados, con lo que conducir se hace más difícil.
jlanc3 escribió:Hablando de daños hace poco vi estos de otro projecto
Next Car Game:
http://www.youtube.com/watch?v=HQu0sfrcryM
Naer escribió:jlanc3 escribió:Hablando de daños hace poco vi estos de otro projecto
Next Car Game:
http://www.youtube.com/watch?v=HQu0sfrcryM
Esos daños son para un juego tipo Flatout o Destruccion Derby, de hecho son los creadores del primero. En un simulador por desgracia dudo que veamos ese nivel de daños nunca, bueno, simulador y cualquier juego de coche con coches reales. Simplemente los fabricantes no lo permiten por cuestiones de imagen y mala publicidad
Logico por otro lado, tienen que proteger su producto
jlanc3 escribió:Naer escribió:jlanc3 escribió:Hablando de daños hace poco vi estos de otro projecto
Next Car Game:
http://www.youtube.com/watch?v=HQu0sfrcryM
Esos daños son para un juego tipo Flatout o Destruccion Derby, de hecho son los creadores del primero. En un simulador por desgracia dudo que veamos ese nivel de daños nunca, bueno, simulador y cualquier juego de coche con coches reales. Simplemente los fabricantes no lo permiten por cuestiones de imagen y mala publicidad
Logico por otro lado, tienen que proteger su producto
Eso esta claro si no recuerdo mal en pcars se debatio y comento que los fabricantes no permitian ni que se deforme el habitaculo ni que salgan volando las lunas y ventanillas
Just in this morning. New reference material from Merceces Benz. It's awesome...all 19.5 million triangles of it. Uploading now for JF to make use of.
Racer L4: Applied lessons learned from the recent V8 changes. F3 Match tire is highly recommended.
Hey Guys!
I hope everyone is good, I am out in Monaco at the moment spending a few days with Lewis. I have been cruising around the Monaco Circuit just in general whilst we have been going to the Supermarket or whatever. Whilst we have been driving around, I have been taking some mental notes of the circuit so we can improve the detail in our version in Pcars.
I am back tomorrow, so I will get to work on the BMW Z4 GT3 and I will do some laps on Monaco and see if I can help improve the details etc.
Nic
- starting workinh on emm map and optimization buildings (wip)
- All PH_Sec9_* buildings - 97 objects - 80% done
- add missing emm,spec,nmp map
- fix mapping
- optimized some buidlings
- emap setup (wip)
Build 563 (16/9/13, Team Member+)
WiiU:
* WiiU fix for LightWeightMeshPrimitives causing GPU blocking
Flags:
* Remove HUD flags when HUD is turned off
* Green flag (using placeholder square)
* Chequered flag (using placeholder chequered flag icon)
* Code to send RacingFlag event over network
Audio:
* All new Caper StockCar incar and external engine sets, plus an AI version. Includes the latest distant rolloffs and trajectory
Tracks:
* Azure Coast: Add missing textures for buildings, add missing emmisive map,spec and nmp for buildings, tweaked spec map, merged all latest
* Northampton: Added National and International (AIW is wrong in International, and free practice is broken in National)
Vehicles:
* Racer V8: New gearbox data, better spring and damper combos, tweaked aero and other setup items
Jackone escribió:Lo de los pedales lo entiendo , lo que no se es que quiere decir con "apply the power to your wheel", y por lo que entiendo es cada ves que iniciamos windows (que rollo), sirve realmente para algo ?
Art improvements for wet road including puddle buildup and drying now checked in, code incoming shortly from Ivo.
Puddles are now independent of the wet surface meaning that they increase and decrease in size as the track gets wet and dries. Max puddle size increases between light rain, rainy, stormy and thunder storm. puddles also dry out slower than the surface wetness so once the rain has cleared you end up with a mostly dried out track with the occasional puddle.
Known issue is that puddles don't work as expected in headlights or lightning flash, they seem to disappear. Also I have noticed the occasional blocky edge due to the way the threshold tech is done now.
Buildup and drying rate are now indirectly linked to the speedup rate, so at 1 speed, 32 speed and 256 speed the buildup and drying is 1, 4 and 10 respectively, anything higher than 10 looked ridiculous.
As for the gravel debate, I made very small max puddle size for gravel in rainy so you get the odd pool just starting, and these get bigger in stormy and super storm.
Remove all local wtc files from lighting edits folders if you have them.
Ruf RGT-8: New dampers matched to a Bilstein Damptronic set for a 997 and some other setup tweaks. New tire is in the works based on Doug's Evon CR500 with some adjustments to 1) make it work better on the heavy cars and 2) lower performance a bit to take it out of R-compound territory. That should be done by tomorrow.
Ruf RGT-8: Wider range of spring options. Redrew rear suspension geometry from better reference. That fixed many things.
GT3 Slick: Damping changed on many areas of the carcass. Switched temperature mode to 'layer' like the F3 Match tire.
Group A Slick: Damping changed on many areas of the carcass. Switched temperature mode to 'layer' like the F3 Match tire.
Faretti F One (sportscar summer tire): New modal carcass MRS-G. Carcass and tread based on the Evon CR500 with changes to make it better suited to cars weighing up to 1500kg.
Mercedes SLS GT3: New suspension geometry based on CAD and setup to go with it. Busy day here.
Remove the barrier is not really missing, because if you look closely at the landscape of GP circuit this is only there for a short distance, which can be seen from the Eifelwald and, of course, only have the necessary details in scenario, therefore the circuit is not complete. Mix Eifelwald and Eifelwald_GP is actually much more than you can imagine when loading the track in the game ( I'll keep the explanation on the basics ) . Imagine that (due to the average performance of the PC) that currently, many still have problems to run Eifelwald or even Eifelwald GP and they are still independent of each other, and I would say that is because the game is completed loaded at the beginning and not when it is played where some objects are rendered along the way inside the camera field established by the LOD, but keep in mind that the track is full charged, no matter what you are seeing. Now load a second track and, for sure, most PC have trouble running with decent fps if we still want to have racing game. Now you need to think that this game is not only for PC but also for other platforms and you will realize immediately that there is sufficient reason to postpone this decision to merge the two tracks or possibly you have to create the conditions for that to happen.
I 'm not saying that this decision will not be taken, but it's not a matter of removing a barrier, and in practice a producer won't have 2 tracks when can have 3. Nor am I saying that you can mix the two tracks, let's see what the future holds.
For many people, the fans (not fanatics), it is sometimes difficult to realize that, because they have a High Performance PC, the game is not made just for them . The game, in fact, is done for the average PC and platforms and all specifications must be met before being released.
noaah_94 escribió:Hola a todos!
Alguien sabe para cuando sacan la version definitiva del juego, mas o menos?
Saludos!
Almost there now. The sidepods, radiators and all tubing, and more work on the front of the car is now completed. Just the cockpit left now, which I still have to decide how to setup exactly. Either keeping the sequential shifter and more basic steering wheel with gauges, or a more modern wheel with an LCD disply and paddles.
The level of detail of the CAD is quite insane, so much that it made 3dsMax unstable and made it difficult to work. Using Xrefs made them more usable. I had to spend quite a bit of time merging the CAD in big pieces to make work more efficient. When that was done I went back to the exterior and adjusted the mesh I had made to the CAD. Some areas were close, some others were not so accurate. The front bumper, bonnet and sides are done (just need to add smooth edges to sides). I'll continue tomorrow.
More modeling progress. LODX is still a time consuming process but at least with CAD the results are 100% accurate. Of note are the mirrors, front splitter, rear wing and lower sides which are brand new. I also added the fuel cap thing in the quarter panel and the air vent over the rear wheels.
Loving the Formula C car at the moment. Have banged in a post about this and the other current mods.
Also the Ariel Atom 300 now has some superb turn/in characteristics as well as on power progression. Hopefully it means we have all the tools on the palette now to create a masterpiece! Have a great weekend all
CASEY sent me this message earlier: “This week, there are some significant refinements done to the Racer V8 (Radical SR8), Ariel Atom 300 and some interesting tire developments for the Formula C”
You can say that again! Some exciting progress
Here’s my latest thoughts on this week’s build, starting with the good news and my new favourite machine on Project CARS:
Formula C
The FC is absolutely superb. If you want to know what it feels like to drive a Formula Vauxhall Lotus (which no longer exists) crossed with a Formula Renault 2000, then take this baby out for a spin.
DEFAULT TYRE
Braking: plenty of feedback, very driveable – it could possibly benefit from a fraction more initial braking ‘bite’ but it’s great. I set my brake bias to 55% which turned out to be important on other tyres.
Trail braking: this tyre supports any effort to trail brake and steer into the corner – bravo. Love it.
Turn / In: its good, but I would love even more turning POWER, so that you could potentially make the car oversteer if you turn too quickly or at too high a speed (*see notes on the Ariel / FA / and WHITE Tyre below). The car does twitch slightly on turn/in when close to the limit which is a major bonus
Power: this is the sexy part. As you squeeze the throttle, this transitions beautifully from u/steer to oversteer and balances – you can feel the limit and there are no nasty ‘kill you quick’ spins like in the FA.
Sound: this is important. The engine sounds right and crucially you can HEAR wheelspin, and tyre squeal when you break rear traction. The Kart and the FA don’t do this and it’s their loss – to the gain of the FC – LOVE IT!
F3 Slick / Flash. Yikes. For some reason my car got the shakes and the whole body was shaking down the straights so I parked it but noticed that I had to dial the brake bias to 70% to prevent the rears locking. This tyre has no rear grip or stability.
F3 Slick / Match – major front ploughing and understeer. I couldn’t note a redeeming feature so I parked it before my mouse became embedded in the monitor.
F3 Slick / White – yeee haaw. Another great tyre. Feels like less grip than the default but it still works great.
Braking: I reverted to 55% brake bias because the fronts were slippery at 70%.
Power: the progressive sliding on this tyre is really excellent. You can balance the platform using the throttle and flick the car out of corners. As with the default it might just benefit from feeling a bit stiffer, with slightly more aggressive twitches (not ones that make you spin, they just make you work the wheel a little faster and harder)
Braking: again excellent with great feedback
Trail Braking: point of difference with this tyre is that it has slightly less rear stability when braking and steering into a corner, and I loved that.
Bearing in mind that we detest the phenomenon when the car auto-rotates if you combine braking and steering – but the White tyre causes the rear to float progressively and is the first tyre model I’ve driven on PCARS to pull it off. Great job.
Set-up: I tweaked 2 notches more rear wing on to see if I could tone down the oversteer as I braked into a tight, fast cambered right at Imola and it worked precisely as it should. I lost a little turn in elsewhere but was very pleased to see a set up change working.
BRAVO!
Formula A
By contrast to the FC the FA has some quite frustrating issues at the moment
1. If you touch an apex kerb under load with power you spin – end of. It shouldn’t make the rears spin like this
2. As you gradually squeeze the throttle on the FA there’s no way of telling the limit and you just spin – there’s no engine note, bounce from the tyre or tyre noise to guide you that you are exceeding the limit either
Caterham R500
Handling: The car has massive entry understeer from turn/in to mid corner which is unrealistic as the RL model has excellent sharp bite and rotates around the engine mounted in the front. I feel we have gone backwards with the Caterham.
Braking: The car will spin if you combine braking & steering and linked to this is some of the lift off oversteer in slower corners. There’s not nearly enough stopping power from the brakes and there needs to by a dynamic shift in handling. *see below on the Ariel
Ariel Atom 300
Delighted to report that we have a delight in the making here! This car highlights the true potential of the Sim because like the FC it breaks new ground on certain handling features.
Turn In: this is the first car on the Sim with REAL turn in power. You can spin it if you turn the wheel too quickly. The beauty is that you feel totally connected to the steering, it is responsive and you can gauge how much and at what speed to enter a corner with the steering. (*see below re tyre pressures)
Power: climbing onto the power is fantastic with this car and like RL the car is pretty prone to sliding on the gas – but it’s controllable and you can feel the limit. A bit like the FC, I would love to see faster / catchable twitches to make you work harder but not at the expense of driveability – which the 300 has in abundance.
Braking: it falls down slightly on the lack of braking grip but once I dialled into the fact that I couldn’t brake so late it wasn’t a problem.
Trail braking: it struggles with this sadly. In fact any deceleration on entry to the corner really upsets the rear and it wants to spin. It would be great to have the positives of this car and remove the instability of braking and steering.
Graphics: superb and feels like you’re driving the real thing. Especially with the building whine from the engine which is unique to Atom – where do you guys find the time to replicate this stuff..?!
V8 Racer RS
This car closely resembles the CN / Speed Series car I’ve been testing for TIGA this season so it’s great to see this finding its feet on the Sim.
Default tyre
General: steering felt vague and made the car feel too lazy and soft. Too much entry u/steer – really this car should drive more like the FC but with more power and a little more downforce.
On Flash tyre the o/steer was bad. It ploughed on Match (like the FC) and wasn’t improved on White.
Audi DTM
Still loving the excellent cockpit and the tight engine tones in this car. Here’s why I still really rate this car on PCARS
Turn In: the steering response is excellent with really good turning power on entry to the corner, you can put it where you want. In my case that means all over the kerbs
Kerbs: the DTM nails the kerbs smartly and feels /sounds very realistic. Perhaps we could even build in a little more snappy bounce over some of the bigger kerbs.
Power: there’s good recoverability on the throttle with the DTM, it’s forgiving.
Braking: I had to adjust the brake bias forward and then the car had this superb float from the rear under braking whilst steering. This stopped me spinning on corner entry & I’m glad to see that simple set up changes like this react realistically. The FC shares this feel but it’s different.
Ford Focus RS
A quick drive in this one because I’ve just been hammering the Focus RS in Poland. Buy the new Fiesta RS instead BTW, it’s cheaper and far better.
In the sim the Focus has a few flaws
1. You can’t brake & steer or else it spins
2. Handling felt sluggish. The body roll was ok but the handling also felt slower than reality which is more crisp
3. Very low overall front grip, all the time. In reality the Focus has great front grip until you accelerate and then you get a surge of power understeer as the torque of the engine goes beserk mid corner
4. Per #3 – it needs more power mid range
5. Liked the movement and bounce in the suspension
Kart 250E
Couldn’t resist taking this baby for a spin! This was also my first trip around Donington which has been really well replicated. If I spend some more time there on the Sim I can fire across some additional on the bumps – but only if you let me hit more kerbs without being penalised! C’mon Casey help me out !!
Sound: superb engine note
Graphics / body roll: it all seems to roll too slowly. The real thing is super sharp, tight and darty.
Handling: I struggled to dial into the high speed oversteer or to predict when and why it was happening. The 250 has considerable downforce for its size and I wouldn’t expect it to lose traction the way it does without a reason – and there’s no sound of wheelspin when it breaks away suddenly. It’s too loose
Turn In: In general the Kart felt too unstable but at the same time if you rock up at a corner and swing the wheel like a chimpanzee throwing poo at a German tourist, it won’t oversteer. The Kart could take a leaf out of the Ariel Atom 300’s book on this point
Braking: when you lock the tyres the engine note should cut and the dead sounds can then help indicate the limit. The lock ups should be more aggressive IE short sharp locks that grab a wheel and release it just as fast. Currently it locks and release slowly like a big car.
OTHER GENERAL POINTS OF INTEREST
BRAKE MAPPING – what is it and what does it do? I played with it on various machines and could not notice any difference so I’m confused. Nothing new there.
Kerbs Generally
Still too many lost laps when you use the track and take in some grass. Would love to see this feature paired back or removed.
Set up changes
I made some extreme changes to the FA including zero tyre pressure with softest possible suspension settings. The result was interesting in that it gave me more feeling from the steering, it felt more connected to the car and went where I wanted it to go. Other than that it was hopeless!
Great work on the Formula C and I look forward to seeing where this might take us with the big dogs like the FA and the 98T! Have a great weekend everyone and remember: drive fast.
PS Ryan Caines please post your 98T setup!!
Most cars are Modal right now. Only the FC tires (shared with a couple other cars), the kart, and one of the FB options are Flexi at the moment. Only the FC is on the 'best known approach' version of Flexi tires.
Ariel Atom 3 and the Evon CR500 tire. Tried to make this tire more camber sensitive and believable with the tire heating temperature spreads with camber adjustement. This involved reducing the bank_shape_stiffness. In doing so some of the tire stiffness feel was lost so there was a sidewall stiffness increase (using bow stiffness) adjustment to compensate and it all works rather nicely. These changes also affect the Caterham Classic and Caterham R500 (which I've not tested yet). No changes to the flash tread at all.
Note: The Ariel setup has now 2.5 deg negative camber as default front and rear. An increase of -1 deg from the previous.
Formula C: Adjusted ride height range and bumpstops. Made a few default setup changes to lessen turn-in oversteer. Create a new setup so you pick up the new ride heights correctly.
First letter of carcass name indicates the model type.
R=Rigid
M=Modal
F=Flexi
Scrub tread (older tech) are listed in italic text. All others are Flash tread
Now including a rough guess at status level of each element instead of build for the last change.
Alpha=Early stages or placeholder. May be missing some features.
Beta=Well developed and accurate. Most important aspects have been tuned.
RC=Release Candidate. All features added tuned.
Unsprung mass is listed per-corner. Total mass includes driver and fluids.
denis74 escribió:currololo escribió:Un aplauso, Denis.
A mi no, a ellos.
Build 567 (20/9/13, Team Member+)
Physics:
* Ariel Atom 3 and the Evon CR500 tire. Tried make this tire more camber sensive and believable with the tire heating temperature spreads with camber adjustement. In doing so some of the tire stiffness feel was lost so there was a sidewall stiffness increase (using bow stiffness) adjustement to compensate and it all works rather nicely. These changes also affect the Caterham Classic and Caterham R500
* Added temperature mode = layer to the Evon 500 tire
Environment:
* Puddles buil-up/drying rates altered
* Puddle and wet track buildup edits
* Wet road texture saved as ARGB to remove the blocky puddle edges. other channels also tweaked to reduce the ott wet road
Steam-based multiplayer WIP:
* Implemented join timeout. If a joining client never receives refid and stable index details, they leave the session. This can happen when the client attempts to join during host migration
* Fixed join timeout from CL 317154. Do not apply the timeout to non-steam Sessions
WiiU:
* WiiU: Fixed input manager initialisation issues
* BootFlow: Set boot loading phase order to be the same on all platforms. If platform specifics changes are required for TRCs they can be moved later
* Input: Set the focus device to be the first gamepad during splash screen phase on consoles
* WiiU: Added input sets and identifiers for Pro Controller
* WiiU: Fixed ProController button order for A & B buttons
* WiiU: Included Input WiiU namesapce in header chain as it is referenced by some common code
GUI:
* Accolades placeholder screen with dummy data all connected and accessible through career profile from the dashboard
Racing Flags:
* Large collisions trigger yellow flag
* Added position tracking & warning for double yellow flag
* Fixed chequered flag bug, where it would appear when driving backwards on a 1 lap race
* Fixed the Flag HUD icon showing when the HUD is cycled to off
* Added 'reason' feedback for yellow flag issues
* Updated the yellow flags & the pit engineer to provide & comminicate the reasons for a yellow flag
* Added new pit engineer strings to reflect the various yellow flag reasons
Tracks:
* California Highway: Merge latest assets, fix levitate objects, add new tunnels with ao map
* Northampton: New exports
* Northampton: Added Stowe (TT falls through the floor, and have some bad pop ups on the corner markers)
* Azure Coast: Added missing emm map for more buildings, polished asstets, merged all latest
Vehicles:
* Mercedes SLS GT3: LODX WIP1
* Formula C: Adjusted ride height range and bumpstops. Made a few default setup changes to lessen the turn-in oversteer
Leyenda18 escribió:noaah_94 escribió:Hola a todos!
Alguien sabe para cuando sacan la version definitiva del juego, mas o menos?
Saludos!
No, no se sabe. Pero hasta después del verano del año que viene no lo esperaría.
currololo escribió:Pues no te pierdas el Fórmula C porque va de miedo. Si antes me gustaba, ahora es una gozada. Hay que ver lo que se nota la evolución de los neumáticos.
Y el Racer V8 también ha mejorado, la verdad. Parece que la información original que les han dado sobre este coche y las mejoras en las ruedas se van notando también en este.
david0010 escribió:Alguien se anima a hacer un video con el formula C? Estais poniendo los dientes largos con tanta cosa buena del formula C y me gustaria verlo
KOMETE_UN_CAGAO escribió:david0010 escribió:Alguien se anima a hacer un video con el formula C? Estais poniendo los dientes largos con tanta cosa buena del formula C y me gustaria verlo
A punto de caramelo lo tenia
http://youtu.be/Jf774FDo3Dc
jlanc3 escribió:Que dolor de brazos!!!
http://www.youtube.com/watch?feature=pl ... jF__B1xpJY
SALUDOS!!!