currololo escribió:¿Habéis visto las fotos de progreso de Brands Hatch? Yo creía que estaba casi terminado y parece que están cambiando el terreno completamente.
Este era uno de los que han escaneado ¿no?
G40 Junior, 100hp, treaded tires
G40, 165hp, slick tires
Hello everyone. I recently joined Slightly Mad as a Physics Programmer. So far I have mostly been familiarising myself with the code and setup here but from today I will be actively working on tasks. My role for the next few months (at least) is working on lots of details to the physics simulation that add depth and immersion. My first tasks concern better modelling of brake wear and temperature falloff. I'll keep you posted as I start to make changes.
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[Common][Physics][Aries] brake wear - physics updates
Brake wear now simulates metal on metal contact.
Torque falls to a percentage of max torque defined in
lfBrakeMetalOnMetalTorque = 0.3
Bumped up status of physics elements in the first post to reflect the recent check-in. Fixed the suspension issues that were causing the FFB trouble. This turned out to be a pretty serious issue that the old FFB was masking. All works much better now and is right up there with the best steering feel in game, IMO. Main change to the aero model is that the rear wing now has 9 steps of adjustability, matching the real car for fine tuning of balance. Remaining work includes continuing tire development, tuning of engine heating/cooling/wear and applying any relevant new tech.
Build 642 (16/01/14, Team Member+) - 272.8 MB
Next Gen:
* Set Xbox One SCID in appxmanifest file to the one received from Microsoft
* Fix PS4 gamepad mapping options button to both start and select causing conflict in menus
* PS4 affinity updates
* PS4 Intial scripts pak file
* Fixing the controller options access from the main menu for PS4
Render:
* Added CDX11HBAO.cpp in for x64 configs
Physics:
* Brake wear now simulates metal on metal contact. Torque falls to a percentage of max torque defined in lfBrakeMetalOnMetalTorque = 0.3
Dynamic Objects:
* New improved dynamic haybale
Physics:
* Lotus 78: More tweaks to the rain tire. This time more load sensitivity in the tread to help simulate the softer blocks of the soft rain tire, Added still some heat too. Goal is less effectivness in the dry
Tracks:
* Loire/Loire National: Updated track layout of Bugatti circuit, further detailed terrain, began mapping and texturing outer terrain
* Dubai Kartdrome: Add emm map for big stand and add lights for small huts around the track
* Dubai: Add emm map for big stand interiors and marshal huts
* Derby GP, Derby National: New pit lane paths to match the changed pit lane geometry. Fixes the way points off track error
Vehicles:
* Mercedes 300SEL: UV mapping + custom livery support
yenclas escribió:Probad el Mercedes 190 en Nordschleife con los Flexi...
Vaya espectáculo y que sensaciones !!!
currololo escribió:yenclas escribió:Probad el Mercedes 190 en Nordschleife con los Flexi...
Vaya espectáculo y que sensaciones !!!
Cada día mola más este coche ¿No has visto el vídeo de Biscu en Azure Coast con el 190? Es una pasada.
http://www.youtube.com/watch?v=78A4D3h_GtQ
Brand : Lotus
Model : 72
Version : D
Engine Power : 331 kW (450 PS - 444 hp)
Cylinders : 8 cylinders (Inline configuration)
Volume : 2992 cm3
Fuel supply system : 32 valves
Transmission : Rear Wheel Drive, manual
Weight (average) : 550 kg
Weight/Power ratio : 1.66 kg/kW (1.22 kg/PS)
Naer escribió:Con la build de hoy no puedo poner pantalla completa a 1080p
Solodos escribió:Las nubes no tienen volumen definido, son una composición tal cual está ahora. ¿Pretenden crear una tecnología para adaptar las sombras y luces sobre ellas? No creo que las modelen en 3D.
- Cloud overhaul – new textures and proxy volumes for better overall lighting (less popcorny), better rim lighting (around edge of volume and not each bb), better draw order and also used for god rays
McLaren MP4-12C GT3: Finished aero model, suspension tweaks, small FFB update, applied asymmetric brake fade tech. Be sure to create a new setup to test this car.
Asymmetric brake fade: Applied this new tech to a few example cars. All GT3/4, Asano LM11, RWD P30, Ariel Atom Mugen, Pagani Zonda R, Pagani Huayra. This is turning out to be a much bigger improvement than originally thought and will be a big boost to overall braking feel.
-GT3 cars are mimicking the performance of Pagid Yellow pads on iron discs. Good performance at low temp, rising to great in the operating range of 300-700C but then falling off significantly if you overheat them.
-The Atom Mugen is more like a street legal setup that is also good for track days. Near optimal performance right from ambient temperature, falling off if you abuse them up over 550C.
-The two LMP cars are on a carbon-carbon setup. These suckers need to be hot. Very poor performance for the first couple of laps, but then a wide operating zone from 200C below to 500C above optimal. The primary downside of overheating these is increased wear and the impact on tire temps.
-Paganis are using something like a carbon-ceramic system with servo assist. Like carbon-carbon, they would be poor at low temps, but the servo helps out and just squeezes harder to make them perform more like cast iron in that range. High temp fade resistance is not quite carbon-carbon level good, but still better than iron. So these combine the best of both worlds.
Build 643 (17/01/14, Team Member+) - 216.8 MB
Next-Gen:
* Xbox One: Basic package build batch file with mapping.
* Xbox One: Fix for XB1 hang on Car select screen.
* Adding authentication notification handling on Xbox One and a login flow at start-up. The login flow is disabled by default under a compiler switch for now.
Render:
* Updated first batch of shaders to split constants up for more efficient buffer usage.
* Support for switching between SSAO and HBAO via the F1 debug menu
* Changing dx11 check code in the graphics config data loading to work by testing the renderers API name.. Doing this as an extra test just encase the graphics config manager is not setup before trying to load data.
* Using a more robust checks DX11 and DX9 usage on PC.
Audio:
* Fix vehicle audio phase sometimes released before player is loaded resulting in missing audio.
Online:
* Cancel pending leaderboard jobs triggered from career menus before loading into a race. Fixes crashes when starting a race too quickly after entering Career or after switching vehicles.
AI:
* Re-factoring the AI Driver class
* Fix practice car being stuck
* Fix practice car being stuck ( restart bug )
Pitbox:
* Fix for Pit Stops being broken after a game reset
GUI:
* Moving the multiplayer lobby to in-game (currently development only - this is a step that brings us closer to the full in game lobby - the large task needs to be staged).
* Fix for API test crashing in graphics config.
* Moved hud hrdf to common area avoiding future conflicts
* Formula C placeholder icon
Career:
* Career Championships: Formula C British Series - pre-alpha
* Added strings for championships
* Added Formula C British Series
Physics:
* Brake torque fade range (data and code combined) Allows better control over how brakes fade with temperature
Vehicles:
* Ford Capri Group5: Added damage and updated AO, added cockpit animations, added cockpit animations
* Ford Focus RS: Misc mapping and mesh polish done to the LODA interior
* Ford GT40 MkIV: Added Cockpit animations including wipers, initial checkin.
* McLaren MP4-12C: Changed bumper side lights to white
* Lotus 72: Prepared for 1st export, added runtime/srcdata files, ambient shadow and placeholder liveries
Tracks:
* Snetterton: New texture maps, first commit (NOT YET IN-GAME)
* Brands Hatch: Removed xmas dressing from Brands
* Dynamic Haybale added
* Derby Park: Fixed hole near the barriers on the left of Melbourne Hairpin that lead into the void.
* Dubai: Polished windows for distant building + spec map
Biscu escribió:A mí también los que más me gustan son los coches de los 80. Como bien decis, super divertidos.
Yo también coincido. El juego últimamente no para de sorprenderme gratamente. Para mí, no está todavía a la altura de Assetto corsa, ya que para mí, el FFB de pCARS está bastante atrasado, pero si que empieza a acercarse y amostrar un poquito lo que son capaces de hacer.
La verdad, nunca pensé que invertir en un juego que ni estaba creado, llegara a ser tan entretenido. De hecho, para mí deberían desarrollar los juegos así, al menos los de coches.
Triple screen support currently is acceptable at best really. I appreciate that some people will be fine with it (and it depends partly on exactly how you have your screens set up as to how good/bad it is), but we really do need to do it properly (which basically means rendering each screen separately to kill any distortion/stretching).
Biscu escribió:Yo siii
Como agarra y arrea el nuevo Lotus 72D que han metido. Con los Flexitest, se hace divertido. Pero o agarra mucho o me da esa sensación. A ver que opináis. Os dejo un pequeño vídeo probándolo. Probarlo a ver que opináis. Yo veo mucha adherencia.
http://www.youtube.com/watch?v=sZTVsRklHHE
Ese JackOne que se siente solo . A mi me gusta mucho la última de todas, la del Mercedes rojo.Jackone escribió:Holaaaa...! Hay alguien ??
Formula Gulf FG1000: Little changes based on Gulfsport/petrolhd feedback requesting more buildup of steering weight with downforce. Applied asymmetric brake fade tech.
Ariel Atom V8, Caterham R500 - New tire so it's not sharing with the smaller Caterham. Made a CR500 specific carcass to stiffen up the feel of these two. No change to the tread or grip numbers. Some small changes to the setup to optimize (camber and tire pressures).
Audio Update: New Ford Focus RS incar and external engine sets, plus an AI version.
Includes other vehicle events such as tranny, gears, backfires, distant roll-offs and trajectory.
Ghalhajad escribió:Vaya pintaza que tiene ese chasis por dios... estos cochecitos antiguos son una delicia..
PD: Os dejo un video que he encontrado del M1... brutal el sonido... En el pcars suena muy muy parecido quizas menos estridente pero es muy muy similar la verdad
currololo escribió:Ghalhajad escribió:Vaya pintaza que tiene ese chasis por dios... estos cochecitos antiguos son una delicia..
PD: Os dejo un video que he encontrado del M1... brutal el sonido... En el pcars suena muy muy parecido quizas menos estridente pero es muy muy similar la verdad
¡Que te olvidas del enlace al vídeo!
er_lego escribió:¿Alguien ha tenido un Driving Force Pro o Driving Force GT y luego se ha pasado a un G27? ¿Qué cambios ha notado en el FFB? ¿Hay gran diferencia? Es que he vendido mi antiguo DFP (8 años de uso) y me he comprado un G27, pero hasta el viernes no me llega y estoy ansioso por probarlo . Un saludo.
javif1 escribió:Hoy he estado probando el RWD P30, y dios santo, como suena, engancha el sonido! xD
mahiques escribió:er_lego escribió:¿Alguien ha tenido un Driving Force Pro o Driving Force GT y luego se ha pasado a un G27? ¿Qué cambios ha notado en el FFB? ¿Hay gran diferencia? Es que he vendido mi antiguo DFP (8 años de uso) y me he comprado un G27, pero hasta el viernes no me llega y estoy ansioso por probarlo . Un saludo.
Yo tengo un DFGT y tambien pienso dar el salto a un G27. Cuando lo tengas puedes postear tus sensaciones?
Gracias
Biscu escribió:Yo no he probado el DFGT. Pero por lo que he podido leer, donde más diferencia vais a notar es en los pedales. En FFB en sí del DFGT no está mal, el volante, peores acabados que el g27. Es más plastico, pero la gran diferencia es los pedales.
Yo creo que no os arrepentiréis.
denis74 escribió:Pre-Alpha:.....hasta mediados Abril
Alpha: De mediados Abril a Junio
Beta: Julio-Agosto
Periodo final: Septiembre
Envío a Sony y Microsoft: Octubre
Lanzamiento en fecha indeterminada: Noviembre