denis74 escribió:Del crossfire mírate lo que decía el desarrollador de render, el día 12 de Diciembre. Por el momento hacia esta recomendación:So,
With regards to the Cross-fire bugs/problems - this is caused by running in the wrong CrossfireX Mode.
The fix is to setup a custom profile using the Catalyst Control Center. Instructions:
1. Open up Catalyst Control Center
2. Goto Gaming / 3D Application Settings
3. Click on Add and browse to PCARS.exe
4. Now set the mode to 'Optimize 1x1'
Run the game and the flickering is fixed and the performance is still very high (100+FPS on my 7990 here)
http://forum.wmdportal.com/showthread.p ... post608553
denis74 escribió:En Abril simplemente el proyecto pasa a fase alpha que no significa que se abra la puerta a nuevos miembros, si es que esta puerta se abre antes de que salga a la venta. Se ha de convivir con borrar perfiles cada vez que se actualiza, bugs gráficos y físicos. O sea defectos propios de esta etapa con los que se ha de convivir. O saber convivir. Circuitos y otras parte incompletas y sobretodo ir paso a paso a la par de lo que hacen o piden los desarrolladores. Por el momento a la espera en estos primeros meses del año de las características de importancia que todavía faltan por implementar.
Así que tendrás que esperar a la versión final. Quédate por aquí y ver los grandes progresos que van a llegar.
denis74 escribió:Por cierto Aritz, muy buen progreso de ese proyecto shifter. Te está quedando muy bien. Que chulo el diseño de modelado. Pues para casa se tendrá que venir...
Ojalá tuviéramos un integrante de SMS español.
Aritz [otro] escribió:-En el profiler todo en 0 excepto:
Intensidad global 104% y los grados 900º
-En el juego, quito todas las zonas muertas y dejo el FFB y Tyre Force tal cual (100 y 100)
Aritz [otro] escribió:No porque en todos los juegos uso la misma configuración. Solo lo cambio para el Kart Racing Pro, que usa 180º
CL345553 [Common][Physics][Aries] Added a new tool called AIMetrics to produce driving data for measuring AI performance
CL 345293 [Common][Physics][Aries]
Added AIW editor support for moving real road widths
CL 345333 [Common][Physics][Aries]
End of session physics support:
Added simulated fuel and drive per vehicle
Added indices to waypoints
Added AutoGenerateLapTimes interface
Added Tick_ProcessEndOfSession in physics manager to generate session triggers
Retired vehicles after end of session
Added end of session physics tick support
Added trigger support for absolute trigger time
sakatros escribió:...yo te puedo decir mi impresión solo eso....para mi hoy en día es el mejor en cuanto a simulación si tienes volante claro esta y cambio secuencial y en h, no tiene gráficos de pcars, pero es una pasada la conducción cuando tienes todo bien configurado, pero esta es mi opinión claro esta....pues hay gente que no le gusta....pero también hay gente que le gusta AC y a mi no me termina de convencer....pero como lo preguntabas te contesto....si puedes y te gusta la simulación cien por cien por el momento y hasta que veamos en que queda project cars.....es la mejor opción para mi.
Adrian_f1 escribió:Feliz año gente, el año en el que pCARS dejará de ser pre-alpha para ser alpha, beta, gamma, omega, RC y al mercado!
Dr4G0N escribió:Adrian_f1 escribió:Feliz año gente, el año en el que pCARS dejará de ser pre-alpha para ser alpha, beta, gamma, omega, RC y al mercado!
a este paso no pasa de alpha xd
Build 633 (03/01/14, Junior Member+) - A Lot of MB
Next-Gen:
* Fixed a couple of issues when a user isn't logged in or no controllers connected on Xbox One.
* Added code to populate the current active user's profile name and display name for Xbox One.
* Added required WinRT flag for Release configuration on Xbox One.
* Enabled Xbox One authentication
* Added basic initialisation of Xbox One online features and gamertag retrieval.
* PS4/XBone/DX now honour thread affinity requests from render tasks.
* Fixes PS4 orthographic projection matrix.
* Adds trace markers for PS4 audio blocks, up's number of worker threads to 5 globally (PS4).
* Xbox One renderer ESRAM fix + PIX fix for debug
AI:
* Added a new tool called AIMetrics to produce driving data for measuring AI performance
Career:
* Scripted animation scene loading
Physics:
* Tires: flash heat transfer changes, heat model tweaks, FA r1 work (not yet enabled), Vintage r4
* Fixed tire.rg
* Lotus 98T: Changed wear of new flexi tire down to amore relaistic rate.
Animation:
* Add playback flags to MGDF export and switch playback debug texts to use new format.
* End of session physics support: Added simulated fuel and drive per vehicle, added indices to waypoints, added AutoGenerateLapTimes interface, added Tick_ProcessEndOfSession in physics manager to generate session triggers, retired vehicles after end of session, added end of session physics tick support, added trigger support for absolute trigger time
Pitstop:
* Stop the Pit sequence spamming the physics with change tyre requests (fixes an hang bug when exiting while pitting)
Render:
* Fix issue with render task scheduler locking up due to multiple atomic race conditions.
GUI:
* Track Maps: Glencairn (all variants): fixed start markers & not matching to the road layout
Tracks:
* Track Related textures for Loire and Brands Hatch
* Loire 24: First pass of tree placement for Loire24
* Oulton Park GP: First initial export for Oulton Park, very basic for Doug to make the AIW, reference map texture added, initial AIW with start position for 4 cars,track logo (NOT YET IN-GAME), added new textures for green foot bridge
* Snetterton: New texture maps, 1st commit (NOT YET IN-GAME)
* Brands Hatch: Whitelines reworked, dirtedges reworked and set up for Luis to be adapted on the san loft, made overlay stuff weather compatible
* Derby Park: Fixed Collision issue
* Badenring: Fixed puddle error
* Milan Historic: Removed trees standing in the middle of the track
* Wisconsin Raceway: Completed a whole load of large and small fixes, full CSM pass for the new tyrewalls, wet weather setup, added a custom rain / puddle map for use the kerbs, moved a loudspeaker pole that was for some reason in the middle of a sand trap, generated mips by hand for rain droplet texture, updated the grass blend map so the rest of the circuit is covered
* Azure Coast (Full/Reverse/Stage 1): Updated first section with new s1 stuff/removed rocks on uphill road/updated sel sets, fixed some gaps, mapping issues, add some variety on s1 village pave, fixed coll wall infront of 1 building, deleted start grid around the finish point
Vehicles:
* LMP RWD P30: CPIT RPM lights tweak, added HUD Motec + fixed CPIT RPM lights
* Mercedes SLS GT3: Added wheel and tire LODs
* Mercedes 300SEL AMG: UV mapping WIP1
* Improvements to bodywork and glass shaders to help with sparkling raindrops
delpionen escribió:Muy buenas, quisiera que algún alma caritativa me orientase para configurar los gráficos, he cambiado de ordenador (el antiguo sólo podía con el juego a una resolución muy baja y con todo al mínimo) y no doy con ello. Mi nuevo aparato es un MSI GE70, la gráfica es una Nvidia GTX765M (2 GB)y el procesador un i7 4700MQ, con 8 GB de ram. Gracias
Biscu escribió:Lo mismo digo Aritz! Muy buenos progresos en ese Shifter! Gran trabajo! A ver si se me va la pereza y me pongo a probar la nueva build! ¿Algo que haya que probar en esta build en especial?
Project Cars Jan 3 – Formula A
Sensational new features!!
I gathered AJ had been working hard on the FA and because I see this as a ‘signature’ machine for Project Cars I’m delighted that it’s getting some serious loving. The new handling of the Formula A reflects everything great about racing a real car, from the first kiss of the brakes to riding the knife edge on the power, bouncing the kerbs and getting the hammer down.
I’m not sure which tyre is meant to be what but here goes:
'Formula A' – tyre
As far as I can tell this is the premier tyre.
I began at Silverstone GP with the traction control accidentally turned on and found the car very easy to drive, not surprisingly. Then I turned it off and unleashed a world of wheelspin.
Low Speed
Traction – in the low speed corners (2nd gear) the traction is really quite loose and a little hard to feel the breakaway point. It’s almost like driving in the wet at times. The handling feels soft at low speed, and I’ve dialed the roll bar and springs as soft as I can to give me more feel and more of a buffer than the Sim wants to give me, but I’ve run out of adjustment and the car feels too soft even when it’s sliding. This is a minor criticism in the bigger picture but I wonder if there’s a way to adjust in some more traction or an ideal set up sheet that would fix my problem.
I should stress here that the FA is now so close to perfection that at last I believe the solutions involve getting into the zone of fine tuning using the car set up. For me this is a gigantic step forward and I’m so happy to see us there.
Medium speed rear traction
On the FA tyre there seems to be the right amount of aggression in the handling in the way that it bites you if you take the piss. I would still like more tyre noise, engine note variation and feedback in the steering wheel to help me feel that point but I suspect that the Sim itself is now seriously accurate. (!)
At high speed
Good.
Turn in – I would still like even more turn in power, the turn in has improved but I still want a little more to really believe I have full control. Still can't spin the car on corner entry by lifting off and turning the wheel
Braking – wow.
The braking grip is great on the tyre, so don’t drive on this one first and then drive the rest like I did! Or maybe you should.
Braking is uber-reality in the Formula A now. Perhaps we could now benefit from some gearbox chatter when you’re locking the rears but the dynamic handling is really excellent and you can drive the hell out of the car on the threshold of braking grip. AWESOME.
Brake & Steer. I’ve banged on about the problem of combining braking and steering since my first trial of this sim. And at a stroke this issue has been WIPED OUT! You can brake and steer into the Esses at Imola and be in complete control, with little swipes of oversteer to keep you honest. This is a superb step forward and I’m delighted to see it. The car feels alive, alert and responsive throughout the entire lap
General handling feel
Front end: There is more nervousness in the car now, the sense of the nose gaining and losing grip on corner entry. This is excellent if a touch crude at the moment – I love this direction and would like to see more of it. Driving the car into a hairpin on the brakes you can sense the sim pushing and pulling the amount of grip you have and this is just a minor trim away from being very special. Please keep exploring this.
Rear end: We now have some of the nervousness before the big slide comes. You can start to feel the car hop a touch before it lets loose in some situations but in others the rears break free without warning. One major plus now is that using the correct racing line is paying more dividends than previously, when it was best just to point the car straight and tramp the gas. Now when make the car rotate in the mid corner of a slow corner the transition from u/steer to oversteer is so good that you can drive progressively on the throttle all the way out of the corner. SUPERB.
R0 Tyre
Oddly the top speed was instantly slower.
This tyre felt experimental with this really curious feature in the slide, where the car recovered grip and tried to straighten itself up like it was attached to a giant elastic band. I think I know where this has come from; which was my complaint about engineering more grip into the car when it’s sliding.
I totally support this valiant experiment and am sure it is paying dividends in the way the car is handling. It’s just that this tyre has too much of a good thing!
The car ducks in and out of grip quite quickly – the nervousness I’ve been requesting – but at a lower grip threshold than the FA tyre which made braking tricky and traction pretty lurid at times.
R1 Tyre
Back to the normal top speed.
A more extreme version of the R0 tyre
It Felt like less grip and a greater disconnect in handling between front and rear so I found it frustrating on the brakes and on traction, and my tyres boiled themselves up to 330 degrees which made the car undriveable after 2 corners!
Default Tyre
To me this felt different to the one labeled Formula A.
I found it awesome at first but then generally too forgiving in the slide. (If I read that note 4 months ago I would scarcely have believed it) You can get away with being really aggressive and as a result it denies you the opportunity to be super smooth and skilful.
I felt this had slightly more grip than the FA tyre, but the car was too keen to help and when I locked the rears it always pointed me towards the apex of the corner rather than slipping around and making life difficult.
That said – this braking feature on this particular tyre is extremely well suited to the go kart! And the go kart needs some love on the braking characteristics. The kart really should flick sideways under late braking and you should be able to then catch it on the power and drive out of the corner. In real life the sensation is quite exaggerated so I feel there is a benefit to be taken here.
Summary
I returned to the “formula A” labeled tyre and loved it. It punishes mistakes but for the most part the car is underneath you and totally driveable. A few tweaks on the traction side of things and improvements to the feedback and I think we can rest on some well earned laurels. Would love to know what the general consensus is on the FA now.
General points
I still feel the Sim punishes kerb hopping too much by killing the lap time
More street circuits please (Macau anyone?)
Happy New Year, can’t wait for the launch party
KraistGp escribió:delpionen escribió:Muy buenas, quisiera que algún alma caritativa me orientase para configurar los gráficos, he cambiado de ordenador (el antiguo sólo podía con el juego a una resolución muy baja y con todo al mínimo) y no doy con ello. Mi nuevo aparato es un MSI GE70, la gráfica es una Nvidia GTX765M (2 GB)y el procesador un i7 4700MQ, con 8 GB de ram. Gracias
Es un portatil entiendo ?? El problema del portatil que tanto tu cpu como gpu no son comparables a las de un sobremesa, el cual con esa config podrias jugarlo en medio-alto asin que yo creo que deberias probar en medios y ver que tal (hablando de full hd).
denis74 escribió:Biscu escribió:Lo mismo digo Aritz! Muy buenos progresos en ese Shifter! Gran trabajo! A ver si se me va la pereza y me pongo a probar la nueva build! ¿Algo que haya que probar en esta build en especial?
Como están concentrados en el F1 lo adecuado sería probar los varios neumáticos que hay para testear en éste. Dando unas cuantas vueltas con cada uno. El lunes volver se nuevo, después de actualizar, para probar las mejoras en el neumático.
También puedes dar una vueltina en Lemans en el cual han hecho un primer paso en poner árboles. Más bien secuoyas,jaja!que altos son!
Feedback de Ben Collins sobre el F1:Project Cars Jan 3 – Formula A
Sensational new features!!
I gathered AJ had been working hard on the FA and because I see this as a ‘signature’ machine for Project Cars I’m delighted that it’s getting some serious loving. The new handling of the Formula A reflects everything great about racing a real car, from the first kiss of the brakes to riding the knife edge on the power, bouncing the kerbs and getting the hammer down.
I’m not sure which tyre is meant to be what but here goes:
'Formula A' – tyre
As far as I can tell this is the premier tyre.
I began at Silverstone GP with the traction control accidentally turned on and found the car very easy to drive, not surprisingly. Then I turned it off and unleashed a world of wheelspin.
Low Speed
Traction – in the low speed corners (2nd gear) the traction is really quite loose and a little hard to feel the breakaway point. It’s almost like driving in the wet at times. The handling feels soft at low speed, and I’ve dialed the roll bar and springs as soft as I can to give me more feel and more of a buffer than the Sim wants to give me, but I’ve run out of adjustment and the car feels too soft even when it’s sliding. This is a minor criticism in the bigger picture but I wonder if there’s a way to adjust in some more traction or an ideal set up sheet that would fix my problem.
I should stress here that the FA is now so close to perfection that at last I believe the solutions involve getting into the zone of fine tuning using the car set up. For me this is a gigantic step forward and I’m so happy to see us there.
Medium speed rear traction
On the FA tyre there seems to be the right amount of aggression in the handling in the way that it bites you if you take the piss. I would still like more tyre noise, engine note variation and feedback in the steering wheel to help me feel that point but I suspect that the Sim itself is now seriously accurate. (!)
At high speed
Good.
Turn in – I would still like even more turn in power, the turn in has improved but I still want a little more to really believe I have full control. Still can't spin the car on corner entry by lifting off and turning the wheel
Braking – wow.
The braking grip is great on the tyre, so don’t drive on this one first and then drive the rest like I did! Or maybe you should.
Braking is uber-reality in the Formula A now. Perhaps we could now benefit from some gearbox chatter when you’re locking the rears but the dynamic handling is really excellent and you can drive the hell out of the car on the threshold of braking grip. AWESOME.
Brake & Steer. I’ve banged on about the problem of combining braking and steering since my first trial of this sim. And at a stroke this issue has been WIPED OUT! You can brake and steer into the Esses at Imola and be in complete control, with little swipes of oversteer to keep you honest. This is a superb step forward and I’m delighted to see it. The car feels alive, alert and responsive throughout the entire lap
General handling feel
Front end: There is more nervousness in the car now, the sense of the nose gaining and losing grip on corner entry. This is excellent if a touch crude at the moment – I love this direction and would like to see more of it. Driving the car into a hairpin on the brakes you can sense the sim pushing and pulling the amount of grip you have and this is just a minor trim away from being very special. Please keep exploring this.
Rear end: We now have some of the nervousness before the big slide comes. You can start to feel the car hop a touch before it lets loose in some situations but in others the rears break free without warning. One major plus now is that using the correct racing line is paying more dividends than previously, when it was best just to point the car straight and tramp the gas. Now when make the car rotate in the mid corner of a slow corner the transition from u/steer to oversteer is so good that you can drive progressively on the throttle all the way out of the corner. SUPERB.
R0 Tyre
Oddly the top speed was instantly slower.
This tyre felt experimental with this really curious feature in the slide, where the car recovered grip and tried to straighten itself up like it was attached to a giant elastic band. I think I know where this has come from; which was my complaint about engineering more grip into the car when it’s sliding.
I totally support this valiant experiment and am sure it is paying dividends in the way the car is handling. It’s just that this tyre has too much of a good thing!
The car ducks in and out of grip quite quickly – the nervousness I’ve been requesting – but at a lower grip threshold than the FA tyre which made braking tricky and traction pretty lurid at times.
R1 Tyre
Back to the normal top speed.
A more extreme version of the R0 tyre
It Felt like less grip and a greater disconnect in handling between front and rear so I found it frustrating on the brakes and on traction, and my tyres boiled themselves up to 330 degrees which made the car undriveable after 2 corners!
Default Tyre
To me this felt different to the one labeled Formula A.
I found it awesome at first but then generally too forgiving in the slide. (If I read that note 4 months ago I would scarcely have believed it) You can get away with being really aggressive and as a result it denies you the opportunity to be super smooth and skilful.
I felt this had slightly more grip than the FA tyre, but the car was too keen to help and when I locked the rears it always pointed me towards the apex of the corner rather than slipping around and making life difficult.
That said – this braking feature on this particular tyre is extremely well suited to the go kart! And the go kart needs some love on the braking characteristics. The kart really should flick sideways under late braking and you should be able to then catch it on the power and drive out of the corner. In real life the sensation is quite exaggerated so I feel there is a benefit to be taken here.
Summary
I returned to the “formula A” labeled tyre and loved it. It punishes mistakes but for the most part the car is underneath you and totally driveable. A few tweaks on the traction side of things and improvements to the feedback and I think we can rest on some well earned laurels. Would love to know what the general consensus is on the FA now.
General points
I still feel the Sim punishes kerb hopping too much by killing the lap time
More street circuits please (Macau anyone?)
Happy New Year, can’t wait for the launch party
Aritz [otro] escribió:Hay penalizaciones online? Cómo van? Qué te hace ser penalizado?
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.
er_lego escribió:¿Cómo era el comando para quitar el público? He tenido que volver a instalar el juego y no me acuerdo. Muchas gracias.
Biscu escribió:Joder, que difícil mantenerse por el sitio con las nuevas gomas del Formula 1 -r1, no pude ni grabar un vídeo con ellas. Puse las r0, y me gustan más. Pero noto mejor el FFB de las r1
http://www.youtube.com/watch?v=_hpGHldf4HM
PD: Me encanta Brands Hatch!
I just commited FA r2 and r3. Should be in an upcoming build. r2 was done before you posted and introduces brake heat as being significant to tire heat. r3 is based on your posted feedback here, and backs off of the "too much of an asked for thing" that r1 (and r0) have.
The flash layer, surface layer, and bulk tread heat interaction had some integration error issues in extreme heat cases (spiking off road, lockups, etc). This was reworked for stable integration in these conditions.
mknopfler escribió:En opciones -> gameplay -> realismo, ahí tienes la opción de ocultar el volante.
Un saludo!!
mknopfler escribió:Hasta hace poco se ocultaba. Pruebo y te digo si me ocurre lo mismo.
Edit. En los fórmulas A y B nunca se pudo ocultar, se quedaba fijo.
eolpxw escribió:Lo pongo todo al mínimo pero hasta en la pantalla de inicio va todo a tirones... ¿qué pasa? :\
Biscu escribió:mknopfler escribió:Hasta hace poco se ocultaba. Pruebo y te digo si me ocurre lo mismo.
Edit. En los fórmulas A y B nunca se pudo ocultar, se quedaba fijo.
Ah vale fallo mio entones que solo probé en esos Gracias!
currololo escribió:Biscu escribió:mknopfler escribió:Hasta hace poco se ocultaba. Pruebo y te digo si me ocurre lo mismo.
Edit. En los fórmulas A y B nunca se pudo ocultar, se quedaba fijo.
Ah vale fallo mio entones que solo probé en esos Gracias!
En el BAC Mono tampoco se oculta el volante. Creo que en los coches que tienen la pantalla integrada en el propio volante no puedes quitarlo. Lógico, si no, no podrías ver la información.