KraistGp escribió:Eddye ves el Asseto Corsa como en estas fotos ??? Yo creo que no ...
Tema FFB o fisicas no hay nada que hacer, project cars son una mierda pork son de ea/need for speed y el asseto es dios pork como claro son los de netkar pues nos hacemos todos unas pajillas solo de pensarlo... este es el gran argumento que esgrime la gente.
Joder esque estube probando asseto unas cuantas horas despues de tan buen comentarios de todo dios y no se, ya lo dije una semana atras nivel graficos esta un poco por encima de iracing pero nada del otro mundo, tema fisicas y ffb como es muy SUBJETIVO no entrare mucho pero coches como el ktm x-bow son infumables, no se puede conducir, solo dar gas y se va para todos lados; el ferrari 458 italia en cambio si me gusto mas....
Que pensais vosotros ?
PD: me apunto a las contrarelojs aunk sea casi de manera testimonial
KraistGp escribió:Eddye ves el Asseto Corsa como en estas fotos ??? Yo creo que no ...
Tema FFB o fisicas no hay nada que hacer, project cars son una mierda pork son de ea/need for speed y el asseto es dios pork como claro son los de netkar pues nos hacemos todos unas pajillas solo de pensarlo... este es el gran argumento que esgrime la gente.
Joder esque estube probando asseto unas cuantas horas despues de tan buen comentarios de todo dios y no se, ya lo dije una semana atras nivel graficos esta un poco por encima de iracing pero nada del otro mundo, tema fisicas y ffb como es muy SUBJETIVO no entrare mucho pero coches como el ktm x-bow son infumables, no se puede conducir, solo dar gas y se va para todos lados; el ferrari 458 italia en cambio si me gusto mas....
Que pensais vosotros ?
PD: me apunto a las contrarelojs aunk sea casi de manera testimonial
manel55 escribió:Este finde he comprado el early access de assetto corsa y las fisicas y el ffb me gustan mucho. Como en el pcars hay muchos coches y cada uno tiene un nivel de desarrollo distinto, ¿me podrias decir los que seguis la evolucion del pcars mas a fondo que coche tienen unas fisicas y ffb mas adelantados? Vamos, que esten a un nivel parecido al de assetto.
CL 337145 [Common][Physics][Aries]
Physics updates:
Pre-race fuel simulation calculations for each vehicle
Added triggers to waypoints
Internal tracking timers in physics uses ms
Added auto tick frequency multiplier
Added metrics support for live fuel consumption and fuel left
Fuel consumption uses same system for AI and player and sample rate increased
Dynamically update fuel consumption and use
Added trigger support during accelerated time
Disable vehicle to vehicle collisions when in pit lane (temporary)
Added accelerated versions of vehicle and AI update
PhysX materials use average friction combine mode
AI race/qualifying pre-race fuel strategy
AI basic strategy/support for fuel calculations during race
Minimum physics tick upped to 300 hz
Split AI system files
This large update gives us support for accelerated time in the physics systems (needed for accelerated game time mode), much more accurate fuel system calculations for all vehicles and some basic AI fuel strategy support as well as other minor changes.
-kerbs need to be sawtooth in some areas
-colors of kerbs need to be counterchecked against latest refs
-there is a new bridge (probably passenger bridge) going over the track close to the start area
-the track has been resurfaced along the whole racing layout. Not in the paddock area though.
-there is a new kart track after the pitbuilding on the rigth side of the start straigth
-the big start tribune has been updated and is bigger and different in shape now
-tree placement needs to be checked.. it is looking different in game than in RL.. less in RL
-there are green tarmac areas next to some of the kerbs
-the small chicane at the pitentry has been removed (see updated) background map
-parking areas on the backside of the paddock has been enlarged and added
-gravelbed shapes have been changed a bit in some curves
-new heli landspot has been added on the paddock site close to the kart track
-positions of the side roads need to be fixed adjusted to match to latest ref map
javif1 escribió:Se sabe si tambien tendremos el circuito de Karts?? Estaria bien
Jackone escribió:Que pena me da cuando el foro esta tan parado
A ver si hacemos una vaquita y le compramos a este chico otro S3 porque parece que en WMD no tienen un duro.
Denis que paso con el Mercedes clásico ?
dralash escribió:No0 se si soy yo o es el juego pero tengo unos pequeños "problemas" de gráficos. Ciertos objetos o partes del coche se me ven como si brillaran intermitentemente. En el coche son los bordes y también me pasa en ciertas vallas y hasta las lineas pintadas en el suelo. Lo curioso es que al pasarlas y mirar hacia atrás no me pasa¬¬
dralash escribió:No0 se si soy yo o es el juego pero tengo unos pequeños "problemas" de gráficos. Ciertos objetos o partes del coche se me ven como si brillaran intermitentemente. En el coche son los bordes y también me pasa en ciertas vallas y hasta las lineas pintadas en el suelo. Lo curioso es que al pasarlas y mirar hacia atrás no me pasa¬¬
Build 614 (26/11/13, Team Member+)
Next-Gen:
* Xbox One: Updates for gold config. Moved call to set main thread affinity to earlier so that it gets picked up when the main thread is renamed.
* Xbox One: Set correct thread names
* Xbox One: Force main thread onto Core 0
* Xbox One: Fix release linker error with reflection guid
* Xbox One: Updates for release config
* Xbox One: Shader loading switched to non persistent for the time being (saves memory, speeds up loading)
* Xbox One: Use MONOLITHIC fast constant setting and fast sampler setting API's
* Xbox One: Use Write combined command buffers + fast GPU kicks
* Xbox One: PIX Profiling now on a define.
* PS4: Fixes for compile errors.
Render:
* Fix for dynamic env map flicker on multi-threading.
GUI:
* Change texture Find/Get and handle ref counting inside GUIRenderer
* Updated to use GUI 'DoesTextureExist' for better ref handling
* Fix GUITextureHelper::GetCountryFlag to recignise flags loaded using the async loader
* Reinstate GUIRenderer::FindTexture so the race app core GUITextureHelper can use it. Next I will fix up the ref counting to localise it in that function.
* Adding the world record holders to the Quick Race, Time Trail, Multiplayer Create, and Free Practice main menu panels.
Cameras:
* Camera info debug view: Horizontal fov computation corrected, camera orientation corrected to match 3DS MAX angles
Pitbox:
* Added pit crew animation script framework, integrated with existing PitSequence. Updated script animation system with vehicle rendering control. Wheels are hidden/shown as they are changed.
Physics:
* Protection to accessing spindles
* Tires: New FFB topology as an accurate rack, but deconstructable
* Pre-race fuel simulation calculations for each vehicle
* Added triggers to waypoints
* Internal tracking timers in physics uses ms
* Added auto tick frequency multiplier
* Added metrics support for live fuel consumption and fuel left
* Fuel consumption uses same system for AI and player and sample rate increased
* Dynamically update fuel consumption and use
* Added trigger support during accelerated time
* Disable vehicle to vehicle collisions when in pit lane (temporary)
* Added accelerated versions of vehicle and AI update
* PhysX materials use average friction combine mode
* AI race/qualifying pre-race fuel strategy
* AI basic strategy/support for fuel calculations during race
* Minimum physics tick upped to 300 hz
* Split AI system files
Tracks:
* Anhalt (all): Moves grid back behind new start triggers, fixes the count on the 1st lap when racing on it.
* Florence: Backgroundmap updated
* Dubai: Added AO map and concrete wall for apartman02 background building
Vehicles:
* Mercedes SLS GT3: Added cockpit display
* RUF RGT8: Added cockpit display + fixed shift pattern
Known issues:
- FG1000 is not driveable at the moment, it will be fixed soon
- Ghost cars have collision
Build 614 (26/11/13, Team Member+)
Next-Gen:
* Xbox One: Updates for gold config. Moved call to set main thread affinity to earlier so that it gets picked up when the main thread is renamed.
* Xbox One: Set correct thread names
* Xbox One: Force main thread onto Core 0
* Xbox One: Fix release linker error with reflection guid
* Xbox One: Updates for release config
* Xbox One: Shader loading switched to non persistent for the time being (saves memory, speeds up loading)
* Xbox One: Use MONOLITHIC fast constant setting and fast sampler setting API's
* Xbox One: Use Write combined command buffers + fast GPU kicks
* Xbox One: PIX Profiling now on a define.
* PS4: Fixes for compile errors.
Render:
* Fix for dynamic env map flicker on multi-threading.
GUI:
* Change texture Find/Get and handle ref counting inside GUIRenderer
* Updated to use GUI 'DoesTextureExist' for better ref handling
* Fix GUITextureHelper::GetCountryFlag to recignise flags loaded using the async loader
* Reinstate GUIRenderer::FindTexture so the race app core GUITextureHelper can use it. Next I will fix up the ref counting to localise it in that function.
* Adding the world record holders to the Quick Race, Time Trail, Multiplayer Create, and Free Practice main menu panels.
Cameras:
* Camera info debug view: Horizontal fov computation corrected, camera orientation corrected to match 3DS MAX angles
Pitbox:
* Added pit crew animation script framework, integrated with existing PitSequence. Updated script animation system with vehicle rendering control. Wheels are hidden/shown as they are changed.
Physics:
* Protection to accessing spindles
* Tires: New FFB topology as an accurate rack, but deconstructable
* Pre-race fuel simulation calculations for each vehicle
* Added triggers to waypoints
* Internal tracking timers in physics uses ms
* Added auto tick frequency multiplier
* Added metrics support for live fuel consumption and fuel left
* Fuel consumption uses same system for AI and player and sample rate increased
* Dynamically update fuel consumption and use
* Added trigger support during accelerated time
* Disable vehicle to vehicle collisions when in pit lane (temporary)
* Added accelerated versions of vehicle and AI update
* PhysX materials use average friction combine mode
* AI race/qualifying pre-race fuel strategy
* AI basic strategy/support for fuel calculations during race
* Minimum physics tick upped to 300 hz
* Split AI system files
Tracks:
* Anhalt (all): Moves grid back behind new start triggers, fixes the count on the 1st lap when racing on it.
* Florence: Backgroundmap updated
* Dubai: Added AO map and concrete wall for apartman02 background building
Vehicles:
* Mercedes SLS GT3: Added cockpit display
* RUF RGT8: Added cockpit display + fixed shift pattern
Known issues:
- FG1000 is not driveable at the moment, it will be fixed soon.
- Ghost car has collisions
If you select any of these tracks it will crash:
Azure Coast (all variants)
California Highway (all variants)
Belgium Forest Kart
California Highway (all variants)
Eifelwald (all variants)
Milan GP
The default FFB on this car now has a new FFB topology. This is a result of me thinking about what most purists want (straight accurate rack), what I want (the ability to accentuate particular aspects, such as Mz, due to device limits), what casual racers want (immersive cans), and needing to deal with clipping and device limitations....all in the simplest possible framework.
So the core of what this amounts to is fixing the rack transforms to be accurate, and then running all the tire force components (Fy, Mz, etc) through that transform separately, so that they can be independently manipulated in tweakers. So if all those components are set to the same linear scale as each other, you result in a straight accurate rack. This is where the L49 default is currently set, with a mild soft clipper at the end, just to make sure there is no hard clipping for anyone.
I'll get to updating the FFB doc so that this new topology can be used by everyone.
edit: This also includes disable options for the rest of the mask stuff, so the L49 default should no longer need you to disable masks. They are already all short circuited under the hood via tweaker options on the L49 now.
Pretty significant FFB change coming to this one tomorrow, guys. The new default tweaker uses a pure rack setup much like what AJ posted about in the Lotus 49 thread. Equal parts Fxyz and Mz as they fall through the actual geometry of the car. You may want to hold off spending time tuning your wheels for that.
FG1000: New FFB tweaker using the pure rack method. Tested with FFB strength=100, Tire Force=60. No soft clip protection in this version, but it's balanced so that you'll only see clipping for maybe 1% of a lap around Emirates. That seems acceptable to me.
McLaren MP4-12C GT3: Applied lots of data from McLaren. Wider front tires, Suspension geometry from CAD, slightly revised engine torque curve, added rear heave spring, weight distribution moved forward, Downforce level and balance matched to factory recommended setup (full aero model to come later, very narrow range of settings for now), Better low range to damper settings
McLaren F1: Applied data from McLaren. Fixed a bug in suspension geometry, Added F1 LM spring rates and made them default (they just work better for a racing game), Tire change to MRS-G / vintage_tweed_rev5. Yes that's the Vintage Flexi tread compound! Matches up quite well to the performance level of this car.
McLaren 12C: Applied data from McLaren. Using GT3 suspension geometry for now (not a perfect match, but better than the M3 GT), Correct downforce amount and balance for normal running, Added rear heave spring, Correct spring rates and camber
Faretti F One: Switched to track_olivegreen tread from street_green. Helps with the sliding issues. A bit too much grip for what this tire is meant to be, but better a bit too grippy with nice behavior and proper grip with nasty sliding.
Default FFB tweaker: Now using a pure rack setup. Will need re-balancing on many cars, but it feels like a big step forward to me.
CL337726 [Common/Renderer]
DX11 / Xbox One - Unused shader parameter setting optimisations.
DX11 / Xbox One - Vertex Shader unused input parameter optimisations.
DX11 / Xbox One - internal StretchRect no longer needs a constant buffer.
Xbox One - use write combined memory for dynamic geometry.
These optimisations apply to both PC and Xbox One
CL 337513 [Common][Aries]
Penalties applied (drive through and stop/go) actioned in the AI systems
alexfs escribió:Hola chicos tengo una consulta: Yo soy Team Member pero no he recibido ninguna build nueva desde la 598, alguien sabe que puede ser? o donde preguntar en el foro oficial, gracias!
denis74 escribió:alexfs escribió:Hola chicos tengo una consulta: Yo soy Team Member pero no he recibido ninguna build nueva desde la 598, alguien sabe que puede ser? o donde preguntar en el foro oficial, gracias!
Eso es porque tienes configuradas las actualizaciones como si fueses Junior. Es decir mensualmente. Tienes que cambiarlo a la frecuencia de los Team Member.
Para ello ve a Steam. Botón derecho sobre Project CARS-->Propiedades-->BETAS--> Selecciona "Weekly Builds for Team members+"
Aritz [otro] escribió:Yo no he probado, no te puedo ayudar....
Denispedia, tienes trabajo! Menudo montón de novedades trae el parche! Alguien sabe de qué van todos esos cambios en physics? Uno de ellos habla de paradas en boxes!
CL 337037 [Aries][Common] Added pit crew animation script framework, integrated with existing PitSequence.script. Updated script animation system with vehicle rendering control. Wheels are hidden/shown as they are changed.
This is a framework only - there is no visible change at the moment (apart from the front wheels then the rear wheels briefly disappearing then reappearing)
jefe_rojo escribió:edit: ya me funciona.
Lo que si he visto es que el juego se me ha vuelto "oscuro". Me explico, ahora cada vez que entro; se ve todo mas oscuro. Tanto menús como carrera. Y encima ahora tengo stuttering. Sin embargo, si desactivo el crossfire, funciona todo perfectamente (ni stuttering, ni oscuridad...). Mejor que con el cross.
¿alguien más lo ha notado o tiene estos problemas? Hace unas cuantas builds iba muchísimo más fino.
Aritz [otro] escribió:A ver, lo de borrar la carpeta CARS es fundamental... No le echéis la culpa al juego si no hacéis lo que se os pide
Están haciendo inumerables cambios en el tema gráfico y si no se borra, pues pasa lo que pasa...
Por cierto, yo ayer, borrando la carpeta y todo, tenía extraños problemas también; me aparecían imágenes subliminales al salir a pista durante un rato
sakatros escribió:Al hilo del mensaje de denis sobre los cambios del ffb, he cogido el lotus 49 lo he metido en Anhalt y he dado unas vueltas(me salio un bug, de pasar por encima de un coche, no se porque) y me ha sorprendido nuevamente este coche, la verdad es que me gusta bastante, bueno siempre ha sido uno de los que mas me han gustado, pero unas semanas pintaba bien otras mal, asi que segun la build de ayer, me ha parecido correcto sin llegar a la excelencia ese ffb, le queda mucho en el sentido de frenada y la transferencia de pesos en curva, pero creo que vamos por buen camino.
Os dejo un video que he montado con esa combinacion del lotus 49/Anhalt
http://youtu.be/QP3q-X5shbs
abe_nano escribió:sakatros escribió:Al hilo del mensaje de denis sobre los cambios del ffb, he cogido el lotus 49 lo he metido en Anhalt y he dado unas vueltas(me salio un bug, de pasar por encima de un coche, no se porque) y me ha sorprendido nuevamente este coche, la verdad es que me gusta bastante, bueno siempre ha sido uno de los que mas me han gustado, pero unas semanas pintaba bien otras mal, asi que segun la build de ayer, me ha parecido correcto sin llegar a la excelencia ese ffb, le queda mucho en el sentido de frenada y la transferencia de pesos en curva, pero creo que vamos por buen camino.
Os dejo un video que he montado con esa combinacion del lotus 49/Anhalt
http://youtu.be/QP3q-X5shbs
Le puedes hacer un pantallazo a tu configuracion grafica?
Build 615 (27/11/13, Team Member+)
Next-Gen/Render:
* DX11 / Xbox One: Unused shader parameter setting optimisations
* DX11 / Xbox One: Vertex Shader unused parameter optimisations
* DX11 / Xbox One: internal StretchRect no longer needs a constant buffer
* Xbox One: use write combined memory for dynamic geometry
* PS4: compilation fixes
Physics:
* Fix for marking triggers in waypoints
* Added NULL pointer protection during pre-race fuel calcs for P2P tracks
* Fixed non-spindle torque translation case
* FFB: New topology FFB tweaker for McLaren F1 only. Default will switch when all cars are balanced to the new system
* Pagani Zonda R: Softer minimum damper settings (same as 12C GT3), now using default FFB tweaker
* McLaren MP4-12C: Applied physics data from McLaren. Using GT3 suspension geometry temporarily
* McLaren F1: Updated setup with official McLaren data. Added F1 LM suspension settings
* McLaren MP4-12C GT3: New suspension geometry from CAD, added heave spring to rear, revised other setup and aero data to match specs from McLaren
* FG1000: New FFB using pure rack method and no softclip, reduced mirror vibration in cockpit view
AI:
* Test Clearway true when in pre-race, enabling collisions for all vehicles
Penalties:
* Penalties applied (drive through and stop/go) actioned in the AI systems
GUI:
* Adding the track sprites to the Quick Race, Free Practice, Create Online and Time Trial main menu panels
* Added flag for organic overlays
Vehicles:
* Mercedes SLS GT3: LODA interior and steering wheel modelled, mapped and textured
* Caterham Classic: Updated ULTRA settings
Tracks:
* Azure Coast: Added latest assets, fixed some issues found on them like mapping/flags/lod dist, added new VT 3d trees, deleted some bad trees, reworked some sections of central reservation, added new rails+posts, added 2 new carparks, added new fountain, added new small lake, moved casino, fixed terrain, path, sidewalks, terrain, armcos, csm, grasscsm, temp fixed VT stuff where needed. tested
* Eifelwald: Changed the track type back to Circuit from P2P for the full route
* Dubai Kartdrome: Added small huts around the track, fix coll mesh for some parts, add whitebox placeholder for bg buildings, add slightly more trees around background building
ternerito escribió:probe el mc laren f1 y la verdad que se siente un poco distinto, da esperanzas, lo otro que note es el rendimiento va super bien y recontra fluido.
Otro tema cada actualizacion hay que seguir borrando el defaul.sav? porque cada que vez que lo hago tengo que buscar como configura la helmet , las dificultades de los rivales y demas, y la verdad que es medio engorroso.
dx11-mt es para activar el multi theard? los multi procesadores?
Yes, it's still happening of course. I've just had two weeks of travelling as 'big things' are about to be announced and I'd like to be here when you are.
Naer escribió:Atencion a lo que comenta Ian aqui
http://forum.wmdportal.com/showthread.p ... veilsidebrYes, it's still happening of course. I've just had two weeks of travelling as 'big things' are about to be announced and I'd like to be here when you are.
Mencion aparte, parece que se podria incluir un circuito ficticio diseñado por un miembro, suena bastante bien lo que cuenta
Currently I am working on climate tech changes..
these have in fact all been checked in this afternoon. so over to darren to work some magic.
I will be moving on to some post effect work tomorrow..
cl 338622
[COMMON][ENVIRONMENT] New climate tech changes,
ability to force to fixed time of days for weather system while allowing forecast to proceed,
ability to force to fixed start times ,
ability to overload long and lat and timezone based on climate settings ,
ability to overload wtc based on climate settings.
ability to overload weather system time based on start time of day.
ability to overload weather long lat and timezone based on start time
ability to overload wtc based on start time and climate.
ability to overload track rotation offsets (true north) based on start time.
fix for lighting edit paths it is now going to profile folder
This week I've checked the accelerated mode and fuel code in for the first time. It's had a few knock on effects and bugs which I've been fixing as we've discovered them like collidable ghosts and crashing P2P tracks. With such a huge checkin, bugs like this are inevitable, but because of our fine QA team and the WMDers, we've nailed them very quickly.
I've also added stop/go and drive through support for the AI which also works for the player because he's driven under AI control in the pit lane. So now if anyone gets a penalty, they'll need to serve it in the pit lane.
Finally, I've just started working on pit strategy for the AI. This is quite a large task again because the AI will need to decide when to pit not only for fuel, but also for tyres and damage repair. This also needs communicating to the pit manager code and animations because it will determine how long the car stays in the pit and how we animate the car during the pit (i.e. jacking the car at the right time for tyres).