beto_metal escribió:Una cosa chavales. Ultimamente cuando juego noto como microapagones de luz. Son como petardeos en la iluminación. Pierde luminosidad unas milesimas de segundo y vuelve. Es algo molesto. Tenía la titan acelerado y la he puesto en frecuencias de fabrica y lo hace igual... Así que tiene pinta de que no es el PC. Alguno lo ha notado?
Yes, I think they do. However, FA has not gotten a full up to date heat treatment. Actually, something cool (just roughed out but cool) is coming next commit for the FA, that I need to have in existence before hitting the FA's heating hard. ( decided to pull a Casey and tease )
It is also getting more grip, which definitely shifts the balance.
More engine tweaks.
Formula C: New brake fade tech. Engine stall/bump start and clutch behavior tweak.
Formula Rookie: New brake fade tech. Engine stall/bump start and clutch behavior tweak.
GUMPERT apollo S: Smoother boost delivery. New brake fade tech.
Lotus 49: New brake fade tech. Engine stall/bump start and clutch behavior tweak. Modified torque curve to be more like the other DFV cars with the characteristic bump in torque around 6500rpm. To paraphrase Jim Clark, 'when it comes on cam, it's like you suddenly have two engines.'
Lotus 72D: Engine stall/bump start and clutch behavior tweak.
Lotus 78: New brake fade tech. Engine stall/bump start and clutch behavior tweak.
Lotus 98T: New brake fade tech. Engine stall/bump start and clutch behavior tweak. Slightly smoother power and boost delivery. Still pretty brutal, no matter how you cut it. 5bar is a lot of boost to deal with and it always going to come on strong.
Ford Focus RS: Reduced turbo lag a smidgen.
denis74 escribió:El proyecto llevado a la práctica. Enhorabuena Aritz, porque va naciendo ese shifter. Va tomando realidad tu proyecto. Una vez has hecho el modelado y tal que veíamos en el render que enseñaste. ¿Esas piezas te las fabrican? las fabricas tu mismo? Como lo haces?
kboxer escribió:Buenas, cometí el error de no participar en la financiación y ahora me muero por acceder a las versiones de desarrollo. ¿Sabéis si hay alguna manera de hacer mi contribución y poder meterle mano ya? Por internet no encuentro naaada, lo que generalmente significa que no, pero por si acaso os pregunto, sois mi última esperanza xD
yameli escribió:Me encanta que tenga muchos coches y circuitos si,pero ya estamos en marzo y quedan menos de 9 meses para que salga como dicen ellos.Creis que va a estar todos coches optimizados a unas fisicas buenas?saludos
zalox escribió:yameli escribió:Me encanta que tenga muchos coches y circuitos si,pero ya estamos en marzo y quedan menos de 9 meses para que salga como dicen ellos.Creis que va a estar todos coches optimizados a unas fisicas buenas?saludos
En mi opinión no, espero equivocarme. Todavía les queda el modo carrera que será un nido de bugs al principio.
@Aritz
Buen tinglado tienes montado, enhorabuena! ¿La impresora 3D la tuvistes que montar tu también? En el trabajo tienen una, más sencilla hecha a partir de piezas 3D de otra impresora, autoreplicada jeje. ¿El precio de los recambios y materiales por cuanto andan?
Good day recording in London today. Went very well. It'll take a while to post process the results and indeed to implement the extra functionality that we've written in, but as a rough estimate to give you guys some idea I would say that we have a script that is about 5 times bigger than GTR2 and has many many times more variations.
This is a graining test. Use the "G" tire.
Note that the reported HUD tire temps for this tire are not temps. It is graining level, converted into "degrees" in the range that the HUD will show color change.
Try out all sorts of tracks, to see which tires grain, and for how long, on different types of layouts.
The "G" tire also has closer to F1 level grip.
FG1000: Increased gyroscopic forces in the tire carcass and their effect on FFB. I think this may be the key part of the Lotus 49 FFB that petrolhd and Gulfsport are liking and want more of on the FG.
Ginetta G40: Engine stall/bump start and clutch behavior tweak.
Ginetta G55 GT3: Engine stall/bump start and clutch behavior tweak.
McLaren F1: Engine stall/bump start and clutch behavior tweak. Changed default setup to standard F1 from LM settings - now much softer. Slower over a lap, but much easier to control.
McLaren 12C: New brake fade tech. Increased mass to 1480kg. Clutch engagement tweak. More flexibility in diff settings to try and match the active stuff the real car does. Fixed a bad suspension pushrod. Trying out the Ruf RGT-8 dampers on this car.
McLaren MP4-12C GT3: Engine stall/bump start and clutch behavior tweak.
Mercedes 190E Evo 2 DTM: New brake fade tech. Engine stall/bump start and clutch behavior tweak.
Mercedes 300 SEL 6.8 AMG: New brake fade tech. Engine stall/bump start and clutch behavior tweak.
Mercedes AMG C-Coupe DTM: New engine built to correct specs. ~460hp @ 7500rpm with 2x28mm restrictors. Gear ratio selection from DTM techincal regulations. Carbon-carbon brake fade setup.
Ruf RGT-8: Side aero adjustment (lower drag, better balance). Some setup adjustments. Locked differential in at 28/40%, I'm sure they use the OEM 997 GT3 RS transaxle in this car.
Tires: New revision of Faretti F One / P Zero Corsa, Pilon Spork PS2 / P zero and McLaren F1 tires to fix rollover issues and improve stability.
Friday PM progress:
- new material for the green-painted concrete diamond pattern kerbs, remapped meshes where needed to cure some stretching.
- continued work adding all the missing elements, completed area from turns 5 to 9 this afternoon.
- adding terrain mods , wooden steps , inner & outer fencing , tyres , trees/bushes , marshal posts , worn embankments , red/white plastic barriers and white bale barriers as I work around the track following the ref.
Build 678 (07/03/14, Junior Member+) - 466.6 MB
Next-Gen:
* XB1: Fix car windscreen corruption when in cockpit/helmet views : marting
* XB1: Flush write combining buffers before constant setting : marting
* XB1: Fix some compile errors on old X DK : marting
* PS4: Update to SDK1.610. Adds lwconstantupdate engine, replaces LCUE beta.
* Excluded new PS4 files for XboxOne
Render:
* Fix ambient shadow and projected texture (lighting) shaders
* Fix for potential camera fade compile error spotted
Bugfixes:
* Test "fix" for Fences flickering.
* Fixed race overview screen to update lap times correctly
AI/Pitbox:
* Added checks for missing pit out trigger, pit out trigger not on track, pit spots missing, pit path missing and don't switch to AI control in pit lane if any test fails
GUI:
* Adding the GUI Handler and selection mechanisms for Review First Contract screen where you can select a discipline.
Online:
* Events system rework (WIP): Changed events/competitions API so it's easier to extend with more properties in the future. The App layers are now notified when the events list is complete. Events that should not be available in this build are now correctly removed from the list. Added new event properties (not supported by the GUI fully yet): everlasting events, auto TT events, version-limited events. Changed all stats & events sources to compile only when building Aries.
Multiplayer:
* Host can now change track and bypass the voting system in the main menu.
Career:
* Motorsport is now selected (and saved) after selecting one from the AcceptFirstOffer screen then signing a contract (only shown if an entry-level contract exists). Note that only FormulaC and Kart have entry-level contracts to allow signing for now, the others throw you back to the selection screen for now. Updated some of the team/contract info for better display : stuart
* ReviewContract screen now generates and allows the player to accept an entry-level contract (test one for now). UI objects updated with team and contract info (pitch text needs string substitutions)
* Career teams updated with location info. Bellflex team updated for contract display testing
* Career TextDB updated with pitch, signoff and country textIDs for career contract display
* Career Contracts: Entry contracts for GT4 and GT3 added.
* Career Championships: GT4 UK Trophy - First release, series added to Calendar and TextDB. GUI strings updated to show GT disciplines for GT events.
Physics:
* FA graining test tire
* Engine stall/bump start and clutch and turbo tweaks, new brake fade tech on several cars.
Vehicles:
* Yirotires Racing: Updated white lettering and fixed minor materials bugs
* BMW 1M: First export, tweaked orange paint colour, added DDS textures, added srcdata/runtime files
* BAC Mono: Removed missing material temporarily from RCF files, added standard solid paint colors, license plate and removed 'Mono' text from GUI icon, added license plate and factory paint colors, added missing new paint and carbon materials
* RUF RGT8: Ultra file initial checkin, LODA/B/C/D and CPIT meshes done
* Ford GT40 MkIV: Ultra file fixed
* Ford Mustang Boss: Fixed BBS badge on wheels, changed tire wall textures, changed tirewall textures, fixed BBS badges on rims
* Sauber C9: No changes, just adding placeholder X export to avoid build problems.
* Mercedes SLS GT3: WIP on LODs, LODC and D done, WIP CPIT
Tracks:
* US Tracks: Textures for US Fire tanker.
* Track specific gravel texture added
* Loire: Adjusted collision walls, merged in latest from Tomas and Jan, started fixing issues on tarmac colors, track marking lines in pit and adding missing colored tarmac areas, once Tomas has opened all the garages Doug should be able to redo the AIW and by this avoiding the cut track warning and proper pit garage, once Tomas has opened all the garages Doug should be able to redo the AIW and by this avoiding the cut track warning and proper pit garage
Aritz [otro] escribió:Mi último offtopic del mes, lo juro por Snoopy:
http://www.youtube.com/watch?v=_pHE6CIB ... ture=share
Aritz [otro] escribió:Offtopic:
Después de horas y horas de impresiones, de ajustes, de arreglar errores, de repetir impresiones, de ajustes, de arreglar errores, de repetir impr.... Ya empieza a asomar algo!!
Le quedan cientos de horas y casi seguro que tengo que volver a imprimir las carcasas (entre 8 y 10 horas cada sección, y son 3), pero lo lograré!
http://www.youtube.com/watch?v=peUXmDLA ... e=youtu.be
jefe_rojo escribió:Acabo de instalar el juego, que hace unos días que tenia el pc off. Y ahora en la carpetahay dos ejecutables: pCARS y pCARS64.
¿A cual hay que asociar el profile del G27?
urewol escribió:jefe_rojo escribió:Acabo de instalar el juego, que hace unos días que tenia el pc off. Y ahora en la carpetahay dos ejecutables: pCARS y pCARS64.
¿A cual hay que asociar el profile del G27?
Hasta hace poco en las builds habia una coletilla que decia asi:
x64 Known issues:
- x64 currently disabled
En la ultima build ha desaparecido, sera cuestion de probar si hay diferencias con una u otra.
Biscu escribió:Aritz [otro] escribió:Offtopic:
Después de horas y horas de impresiones, de ajustes, de arreglar errores, de repetir impresiones, de ajustes, de arreglar errores, de repetir impr.... Ya empieza a asomar algo!!
Le quedan cientos de horas y casi seguro que tengo que volver a imprimir las carcasas (entre 8 y 10 horas cada sección, y son 3), pero lo lograré!
http://www.youtube.com/watch?v=peUXmDLA ... e=youtu.be
Vaya pasada! Que buena Aritz, sigue así!
Naer escribió:Kickstarter para producirla en serie Aritz
Hablando en serio, ¿de cuanto estariamos hablando mas o menos? La clubsport de fanatec se va a 200€
Jackone escribió:urewol escribió:jefe_rojo escribió:Acabo de instalar el juego, que hace unos días que tenia el pc off. Y ahora en la carpetahay dos ejecutables: pCARS y pCARS64.
¿A cual hay que asociar el profile del G27?
Hasta hace poco en las builds habia una coletilla que decia asi:
x64 Known issues:
- x64 currently disabled
En la ultima build ha desaparecido, sera cuestion de probar si hay diferencias con una u otra.
Parece que ya tenemos version de 64b. voy a probarla.
Jackone escribió:urewol escribió:jefe_rojo escribió:
Parece que ya tenemos version de 64b. voy a probarla.
pues a mi no me sale el x64 cuando ejecuto ese .exe
Jackone escribió:Tienes que poner el comando -x64 en Opciones de lanzamiento en Steam. (y tener procesador y SO de 64b)
Estuve dando unas vueltas tanto en modo trial como online y no e notado nada especial
CL 370524 [Common][Physics][Aries]
Dynamic session grip:
* Dynamic session grip modifier system
* Apply session grip to player vehicle
* Apply session grip and wetness grip to AI
* Apply session grip modifier dynamically to groove
* Update groove visually when grip modifier meets a threshold
* Update racing line for AI dynamically as weather changes
* Pass rain density to physics
* Notify physics if race mode change is restart or advance session
* Adjusted PhysX friction for rumble strips
* Added weather and session grip to debug screens
* Removed mass and COG modifiers
* Move COG by graphical offset and set above chassis centre
Build 679 (10/03/14, Team Member+) - 364.3 MB
Render:
* DX11: Move some temporary allocations to the stack - may reduce fragmentation
* DX11: Run-time side for shader common constants (fog moved into scene buffer + ordering optimization)
* DX11: Common buffer constants - fog in Scene + ordering optimization.
* Screen drop lighting pass.
* Excluded crowd billboards from static envmap!
* Upping the spec power slider , adding ambient lighting
* Night starry sky texture darkened for darker ambient and sky at night.
GUI:
* Getting rid of hard coded text coloring in the calendar. Replaced with enabled/disabled elements.
* Fixing calendar to jump to the current day and not the next day, fixing applinks for the upcoming events panel. Removing 0 event text when there are no events on that day.
* Tracklists: Deleted Oulton Park GP and added International;Island; Forest
Physics:
* Dynamic session grip: Dynamic session grip modifier system, Apply session grip to player vehicle, Apply session grip and wetness grip to AI, Apply session grip modifier dynamically to groove, Update groove visually when grip modifier meets a threshold, Update racing line for AI dynamically as weather changes, Pass rain density to physics, Notify physics if race mode change is restart or advance session, Adjusted PhysX friction for rumble strips, Added weather and session grip to debug screens, Removed mass and COG modifiers, Move COG by graphical offset and set above chassis center
* Tires: New revision of P Zero Corsa, P Zero and McLaren F1 tire with rollover issue fixes and improved tread stability.
* Vehicles: Engine stall/bump start, turbo and clutch behavior tweaks and new brake fade tech applied to various cars
Career:
* Switching career new temporarily to fix compile error on console
* Debug console command to offer a named contract
* Career news and email converted to use new CareerReplacementText (picking up some new substitutions). Entry-level contracts now using the new system for the pitch text
* Career string substitution now in a common function so it can be shared by the various systems needing it
AI/Pitstop:
* Added Getters in Interface to know if cars are in the Garage or In the Pits
Vehicles:
* Ford Mustang Boss: Added new liveries - initial check
Tracks:
* EU Tracks: Textures for environment vehicles.
* Loire: Loft changes on first 5 turns complete.. opened up garages, added new pit-exit lane, fixed white-lines, fixed csm issues, added more track, gravel edges, grid spot markings added, new texture maps, 1st commit
* Oulton Park: New Dynamic Brake Markers (dynamic asset's), trackLogos change, track maps for GUI, added track-lights, race-lines, instances, track logo, New AIW's Complete for intitial release of track. Has working pit lane and garages. Raceline etc. Might need fine tuning for multicar AI racing still.
* Snetterton: TrackLogos change, track maps for GUI (Not yet in-game)
* Brands Hatch: Tree instances update according to GP version, further terrain detailing remaining grass-slopes textured, individual skids for GP added, tangent normals and detail for gravel checked, fix for Brands Hatch Pit Lane Water Blockers collision oddities (Dynamic objects)
* Florence: Added 40 garage spots (previously none) after Luis opened all garage doors.. Set grid to 40 in TRD
-=NokYA=- escribió:Creo que va a ser un buen momento para volver a pillar el volante, ¿no? xD
En el foro Hard2Mano he visto un G27 a 149€ (segunda mano, pero parece que esta practicamente nuevo), pero en caso de no poder pillar este, ¿algun sitio fiable donde pillarlo baratito?.
wicken escribió:Por fin he encontrado un foro como este juego, voy a seguir para seguir la noticia aquí. Así que me gustaría saber una cosa, ya no había ninguna actualización en la lista propuesta de los coches?
colets escribió:wicken escribió:Por fin he encontrado un foro como este juego, voy a seguir para seguir la noticia aquí. Así que me gustaría saber una cosa, ya no había ninguna actualización en la lista propuesta de los coches?
Bienvenido por aquí. La lista de coches la tienes en la wiki del primer mensaje. Creo que faltan de poner los dos Bentley.
Y en este hilo tienes sus estados, aunque tampoco está actualizada del todo:
http://forum.wmdportal.com/showthread.p ... oject-CARS
Excelente trabajo Aritz, ya contarás qué tal esos cambios
Los coches de calle tendrán matrículas. Si es posible, el plan es que muestren el nombre abreviado del usuario.
No recuerdo haber visto nada, pero ojalá los coches de competición tengan el número editable y ya por pedir nombre y banderita en la ventana/lateral.
colets escribió:wicken escribió:Por fin he encontrado un foro como este juego, voy a seguir para seguir la noticia aquí. Así que me gustaría saber una cosa, ya no había ninguna actualización en la lista propuesta de los coches?
Bienvenido por aquí. La lista de coches la tienes en la wiki del primer mensaje. Creo que faltan de poner los dos Bentley.
Y en este hilo tienes sus estados, aunque tampoco está actualizada del todo:
http://forum.wmdportal.com/showthread.p ... oject-CARS
Aritz [otro] escribió:La goma se aprecia en pista, pero tienes que estar un buen rato claro. Ya hay alguna captura en el foro:
Los Asano volverán pronto y mejorados
Biscu escribió:Joder que buena noticia, mi pregunta quizá es obvia pero me arriesgaré. En esta build, ¿se apreciará visualmente, físicamente o las 2?
So we've just received the two most complete physics data request forms ever from Renault for the Megane RS and Clio Cup. First time anyone has ever gone so far as to provide us detailed damper information, torsional rigidity, and chassis moments of inertia. Pleasantly surprised to see how close the our estimation method for MOI is to the real thing! Only 5% off the real numbers on average, and no worse than 8% on any single axis.
Think I may have to make time today to apply all this new data and other research from this thread.
Renault Mégane RS 265: Applied data from Renault. Summary below. This one is really nice now and surprisingly fast on a lap around the ring. Nearly on pace with the 1M despite narrower tires, FWD and an 80hp deficiency. Just be careful not to cook the front tires by over-driving it and you'll have a great time.
- Moments of inertia matched to Renault specs. More pitch, less roll, same yaw. Previous estimation was very close.
- Lowered CoG by 2cm
- Small increase in drag. Lots of front end aero lift added. Side aero forces adjusted and balanced.
- Matched various suspension details to the real car
- Matched springs and dampers to real car specs
- 35% lock differential with 15Nm preload
- New brake fade tech and better estimation of braking force distribution front to rear
- Minor adjustment to motion ratios to match given spec
- Engine peak power now at 5500rpm with 2.32bar boost (abs.)
Build 680 (11/03/14, Team Member+) - 364.3 MB
Next-Gen:
* XB1: Use write combining placement vertex buffer for instance and lightweight mesh data
* XB1: Work around loading crash
Render:
* Fix to DX11 debug text rendering + fix to bounding volume debug view + added individual shadow cascades to debug menu
* Rendertasks now use a custom array handling solution (fixes x64 performance issue)
* Revert PC dynamic vb size change
* Upping the spec power slider , adding ambient lightng
Online/Multiplayer:
* Fixed OnlineSupport to correctly update session details from join data. Fixed lobby joined via invitation not working correctly, because the game did not know the lobby's max size.
* Multiplayer invitations (WIP): Internally Steam invites work, but sessions joined by invites are not configured properly. Do not use yet.
GUI:
* Hooking up authenticity options (and implementing them where missing), removes legacy "CareerOptions" data
* Fixing dialogue buttons so they work with joypad, Dialog box navigation changed from buttons to menus
* Adding info about players being "in garage" or "on track" to race over view screen
* Tidied CareerInitialInfo screen
* New Contract offer text added
* Manager signatures for Contract Offers added
* Placeholder team logos for March milestone
* Team names updated along with logos
* Updated New Career screens
Physics:
* Per participant physics memory pools
* Added average field to session grip buildup and tweaked params
* Use GetAverageTrackWetness to determine precipitation
* RUF RGT8: Lower diff preload. minor side aero tweaks
* BMW 1M: Fixed rear damper motion ratio
Career:
* Added property to Championship data to set the motorsport (has a further accessor to get at the discipline), and fixed up UI usage. Relevant career championship files updated with appropriate Motorsport setting
* Adding CareerMotorsport HRDF and manager so that motorsports can be distinguished and contain properties like TextIDs and discipline they belong to
* Updated motorsport and team names (temporarily from current contract) in career news to fill in missing text
* Dashboard Inbox now displays email messages (with appropriate string substitutions) from the team manager
* Accepting a new Career contract generates a welcome email from the manager (saved to the profile). Added new CareerContract TextID for manager greetings
* Emails sent from the team manager are stored in the profile, and can be added/removed
* Added hashed accessor for CareerTeam
AI/Pitstop:
* Team AI logic
* Oval Driving prototype
* GT Pistops: Updated to reflect Align Actor to Actor feature
Vehicles:
* Vehicles: Increased and balanced headlight brightness across all cars
* Formula B: Camber baked in to suspension animation
* Ford Mustang Boss: Added new liveries and names - initial check, added generic WMD banner for liveries, changed body color, orange to green, added new liveries - initial check
* Ginetta G40: UV mapping, added custom livery support, wheels textured, body UV mapped
Environment:
* New instances added for gen3dbush, ao shadow and sf-soil
Track:
* US Tracks: Tweaked chrome etc
* Loire: Fixed gravelbed shapes around track.. fixed wrong whitelines in pitlanes.. added colored asphalt areas around track.. pitwall entry part added, added textures for a51 - road sign visible from track, fixed collision issues at tetra rouge, loft changes on first 5 turns complete.. opened up garages, added new pitexit lane, fixed whitelines, fixed csm issues, added more track, gravel edges, grid spot markings added