Aritz [otro] escribió:Hmmm, no es por contradecirte pero si miramos la pela, es mejor que haya más mercado, nunca menos. Yo personalmente estoy totalmente en contra en la famosa votación, pero en fin.
Lo mismo para tu propuesta, con todos los respetos eh! Cuantas más plataformas, más ventas debería haber y cuantas más opciones de juego (excluyendo tunning y tirar bombas al rival), mejor y más abanico de gente lo comprará, y por consiguiente, más ganaremos!
Yo desde luego jugaré sin ayudas y sin tonterías, pero no tengo ningún problema en que haya gente que juegue con todo activado (ya se harán servidores hardcore para nosotros)
Naer escribió:Yo estoy hablando de la version wii u, nada mas...
Dear all,
First of all apologies for the lack of posts. Extremely busy working behind the scenes and I promise you all, it will be very much worth the wait Exciting stuff is incoming!
Happy to announce quite a few of the bugs in the FG have been cured. Martin of Gulf Sport, who knows the car intimately, has been testing it on our Rig with myself and the severe body shake is pretty much disappeared as is the sharp turn in over steer. Overall we are much more happier with how the car sits and drives which is bringing us ever closer to a completed FG!
Tyre model to run on is the F3 variant. Medium to hard compound is what is used on the real car.
One major point is that the steering feel needs to be much more stiffer and dampened during lateral cornering. We really want to simulate the lateral G's for our drivers when testing on the simulator. I believe the Formula C feels closer to the FG in relation to the heavier steering.
Also 9:0:0 wheel lock should be implemented as default. The current lock is too long.
I'm scheduling a Skype meeting between us and Casey to discuss a few finer intricacies of the FG which is crucial to its handling and behaviour. Will also get to finalise the roadmap for the car's completion.
Vehicle handling is NOT good in this build. That's on F3 slick R2 and R3 - turn in over steer, severe body shake.
With default tyres, body shake reduced, as is over steer, but still not right.
Dubai Autodrome, turn 1, 3rd gear, turn in should feel direct, sharp and NOT exhibit any oversteer tendencies as you quickly wind in the steering. The most noticeable corner for turn in oversteer is turn 5, braking into right hand corner, off brakes, turn in and BAM, oversteer cuts in forcing correction to stabalise the car
On the positive side, steering weight/stiffness is much better, but still lacks lateral G when cornering. (Casey will provide us with a custom FFB to test on).
Breakdown of the changes going in today:
Tires:
Set to the correct width front and rear. It was still using the Avon sizes from the orange car we photographed in the UK. The proper Dunlop slicks are wider all around.
Suspension geometry:
Changed the front end a bit for a lower roll center. Moved around the scrub offset and trail a bit mostly for FFB reasons.
Aero:
New side aero forces approximated via CFD. Actually a reduction in force; the car probably inherited the original numbers from the FB or something larger.
Moved aero balance back a little so that settings used on the real car (lots of front wing, very little rear) make sense on our model without being too unstable
Chassis:
Better roll bar setting ranges
Reduced caster angle
Steering ratio set to 9:1
Ride heights adjusted for the proper range. Previous didn't account for tire deformation (I think), making it too low and putting the car in a bad place aerodynamically.
Damper tuning. We should be getting proper reference of the real shocks soon.
FFB:
New default tweaker for this car to try and get more feel of the aero and lateral loads. We're going to iterate on this idea with the Gulfsport guys to get it as good as possible.
-Finished to create all loda bendable armcos, subdivided all 286 sections
-started to reorganize all armco poles and attach them to the armcos, loda + b and set flags properly
denis74 escribió:¿Y ha tenido buenas ventas en las otras consolas?
Build 590 (22/10/13, Team Member+)
Common:
* MAX_SPOT_SHADOWS fixed to actual maximum in Appsupport
* MAX_SPOT_SHADOWS fixed to actual maximum in GraphicsEngine
Render:
* DX9/DX11 fixed SpotWidth/Height usage (was causing 1/4 pixel sampling errors in spot shadows) + improved front End slope scale/bias to reduce shadow acne
Audio:
* Roll back surface sounds
GUI:
* Moving the monitor from the Main Menu where I mistakingly put it, to the in game menu where it belongs
* New calendar detail dialog and new buttons for simulate and career options
Vehicles:
* Formula Gulf: ride height & bump stops, side aero, general tweaking, custom FFB file
* Caterham Classic: Finished suspension animation skinning
* Caterham Classic: Finished suspension animations
* BAC Mono: Added damage modifiers
* 190E: Custom livery support
* Evo IX: Custom livery support
Known Issues:We seem to have issues with AI and the Formula Gulf. The seem very wobbly (a bit like jelly)
Build 589 (21/10/13, Team Member+)
Render:
* GroundCover now uses the new 32bit index support - the draw distance is now doubled from 75 to 150m making the pop-in vastly less visible
* Change to DX9 rendering to ensure that support for large address aware executables cannot be accidentally broken by later changes, by causing a compile-time failure for any attempts to use code which will fail
* Fix for dynamic emap updates
Penalties improvement & bug fixes:
* Added new event for penalties- to get consistency with how online penalties are calculated and distributed
* Fixed up flow to cope with the new penalty events
* Fixed bug in 'overtaking on double-yellow' to not include ANY problem vehicles
Shaders:
* Modified basic_anim shader to allow scaling up the emissive amount
* Ground Cover shader uses Transparency SuperSampling in DX11/MSAA modes
Tracks:
* Dubai: Additional details on left of turn 1 terrain, fix corrected sgreen stripes width all around track in all track variations, fixed missing tribune structure in the non gp variations, added tiles areas around track as per latest ref pics, fixed hovering fences, began cutting in concrete strips as per latest refs
* Dubai Kartdrome: New export
Vehicles:
* Caper Stockcar: Added cockpit animations, damage modifiers
Ford GT40 MK IV - New physics with a new modal tire carcass based off what's been learned the last few months (the current was a very early modal carcass). Turned on heating and heating sensitivity to camber. New flash tread rubber grips - essentially increasing load sensitivity. Readjusted the setup to suit. Removed some rear toe-in steer from the suspension geometry (it was confusing things). I Also took the liberty to change the engine sound to a more convincing big american V-8 sound borrowed from the Stockcar. Much better. Lastly, a bit more engine inertia was added.
dpinalv escribió:Alguien puede postear unas buenas configuraciones para jugar con el mando de 360?
Project Cars 23.10.13
This is a fairly brief update on some recent testing in the Formula A which seems to have undergone some interesting changes. I’m looking forward to stopping by the Studio tomorrow and will glean as much gen and gossip as possible about PCARS for posting !!
Formula A
Braking: phenomenal feel and I was using 68% front brake but this was locking the fronts too much on the recent updates. I switched to 61% which oddly didn’t lock the rears but I found it harder to gauge the limit and felt I had a little less stopping power. That was strange but it still drove really well.
The great part of the FA package is that you can brake all the way into the corner without losing rear stability (something that is still lacking in the current edition of the 98T sadly). The FA does this extremely well
Turn in: is bang on. You can put the car where you want it and feel a lot of control
Where the FA still falls down in my view is on traction, which is too aggressive. There’s been a big improvement in how it handles a kerb with regards to lighting up the rears. The issue remains that when you drive out of the corner with some steering and throttle, the rear either doesn’t slide at all or it breaks traction so quickly that you spin – especially out of slow corners. At high speed the performance is much, much better.
It would be great if we could give the cars more grip when they are sliding to try and alleviate some of this.
This is probably the shortest ever post but It’s been a frantic week of filming a very strange looking car for “Secret Service” and I’m saving my thoughts on the Formula B and the 98T until I’ve met with the studio to get their latest.
Some updates to this car today. Chassis is all getting close, IMO, but the tires are starting to let it down a little bit compared to the newer Flexi stuff. Need to try out making a Flexi tire for these cars. Regardless, I'm enjoying this one a lot now.
Suspension:
Fixed some issues/errors in the rear suspension
Moved the springs outboard to match the 302S/R coilover conversion
Re-positioned panhard bar closer to the reference
Lowered front roll center a smidge
Gearbox:
Removed useless final drive options. Now you get the three realistic race options plus the (semi-useless) 3.31:1 of the normal Mustang GT
Engine:
Set fuel consumption. Does ~25mpg at highway speeds and 5mpg at race pace.
Lowered idle speed
Narrower range of engine braking compensation. Default to 11.
Opened up air restrictor sizes. 55mm minimum (matching Grand-Am regs, gives ~400hp) up to a virtually-unrestricted 90mm.
Chassis/Setup:
Applied a bit of diagonal weight (wedge, in NASCAR talk) to counteract the inherent asymmetry.
Revised aero. Reduced front downforce/added front lift. New side aero forces.
Changed default ARBs and gave a more suitable range
Locked the LSD at 60%. This is close to the theoretical lock % of the T2R with a 4:1 ratio. Preload is still adjustable, as it appears to be on the real thing.
Ride height and bump stops adjusted. Fair amount of travel and stiff springs on this one, so the bump rubbers don't see a lot of use.
Default springs at 600lb/in front, 350 rear. Matches the standard 302S springs.
New dampers.
First post updated with a progress tracker.
Aritz [otro] escribió:Cómo arrancas el juego? A través de Steam?
rome_roro escribió:me podéis pasar el enlace de steam del juego ? no lo encuentro gracias
colets escribió:Ah, ya veo, entonces está dentro de las repeticiones, no? Le echaré un vistazo, gracias Aritz.
Sí, mejor que se dediquen a corregir los bugs de físicas antes.
Hoy importante actualización de la API, la v4. Muchas novedades: nombre y posición de otros coches (por ahora de 16), gap con el coche de delante y detrás, banderas, etc.
colets escribió:Ah, ya veo, entonces está dentro de las repeticiones, no? Le echaré un vistazo, gracias Aritz.
Sí, mejor que se dediquen a corregir los bugs de físicas antes.
Hoy importante actualización de la API, la v4. Muchas novedades: nombre y posición de otros coches (por ahora de 16), gap con el coche de delante y detrás, banderas, etc.
El monitor ahora está en el menú del garaje, mientras estás en las prácticas. El tipico monitor para ver los tiempos y demás.Aritz [otro] escribió:colets escribió:Ah, ya veo, entonces está dentro de las repeticiones, no? Le echaré un vistazo, gracias Aritz.
Sí, mejor que se dediquen a corregir los bugs de físicas antes.
Hoy importante actualización de la API, la v4. Muchas novedades: nombre y posición de otros coches (por ahora de 16), gap con el coche de delante y detrás, banderas, etc.
Jojojo
Pues me ha sido imposible encontrarlo hoy... Alguien sabe dóndoe coño lo han metido? Juraría que estaba en donde eliges coche, circuito y ccondiciones, pero hoy ya no
javif1 escribió:Tremendo el tramo!! Alguna foto me recuerda al GTA V xD
Gluch escribió:Se sabe ya cuando es la fecha de salida y cuanto va a costar?
s2
I guess this is a team member promotion of sorts, so posting here.
I want you guys to join me in congratulating young Bruno Alexandre in becoming a fully fledged SMS employee.
Bruno joins me in the QA department after helping me out for many months in the testing of your very own pCars builds, and this employment has been fully deserved.
We have a lot of plans for the QA plan of this project, and going forward we hope to get many from this forum involved in a more focused testing cycle.
I look forward to Bruno doing some stalking in his little thread about new SMS employees, and posting a lot of information about himself .
Congratulations Bruno.
(I wonder if I'll get a like from him on this post).
denis74 escribió:Recuerdo que SMS busca programadores.
HrC1989 escribió:¿Alguien que este jugando a tope de gráficos puede hacer un test de cuanta ram de la grafica consume el pcars al máximo y en las condiciones mas fuertes?
Estoy pensando en comprar grafica y no se si tirar por una de 2gb o de 3(después de ver test de bf4)