denis74 escribió:Para el build de mañana:
Han reducido la masa de los conos naranjas, de 300 a 50
y la masa de los bolardos de 400 a 100.
Por cierto, que tenía un rato para correr con el club LFO pero no pude conectarme por TeamSpeak, me daba error de conexión, y no vi a nadie corriendo ¿Alguien sabe qué pasó?
currololo escribió:Por cierto, que tenía un rato para correr con el club LFO pero no pude conectarme por TeamSpeak, me daba error de conexión, y no vi a nadie corriendo ¿Alguien sabe qué pasó?
Naer escribió:¿Cuando dices DLC te refieres a actualizacion no?
Naer escribió:¿Cuando dices DLC te refieres a actualizacion no?
clockwok escribió:No entiendo una cosa, a ver si alguien que esta mas por dentro del tema me puede decir que pasa.
Se supone que estan trabajando en las fisicas, osea mejorando si es asi porque retiran cosas como el Caster????Y otras que li en otros dias.
Lo retiran para siempre?las retiran por ahora?o como va eso?
gracias
* All Cars: Second round of suspension cleanup removing any built in caster to let the garage setting only handle it. No suspension geometry changes. Check weights and inertias for all components and adjust if needed. Lastly tweak the FFB forces.
Mclaren MP4 12C, Mclaren P1, Mclaren MP4 GT3 - Adjusted Caster down by removing the built in caster from the suspension geometry. Left the setup to do the setting . There was a sort of double caster going on here. The base in the geometry added to the amount in the setup (which was correct). It was responsible for the GT3 car feeling sort of flat and understeery on corner entry. More nimble feeling on entry now. Adjusted the FFB to suit the lower force (cool how this works so well). The other two cars had it as well, but not as noticable with the softer suspensions.
santos47 escribió:He visto la ley del juego por 27€ en las típicas webs de ley a, lo único que creo que no es en español....
Alguien lo ha pillado asi?
GT3 Tires - removed some longitudinal bite from the rear carcass. This is a small change but adds just hint more power steer , car dependent.
GT3 & GT4 tires - Re-calibrated wear rates. Softs are good for about one fuel stint. Mediums between 1 and 2. Hard are you're 'go-to' tire for long races and should be easily good for 2+ stints without having to worry.
Road tires, Pirelli, Masculin and Faretti sets - Stiffened carcasses slightly to work with Doug's pressure distribution changes which had a small side effect of softening the tire.
anibaltw escribió:Cuantos coches y circuitos tiene a día de hoy? se ha dicho cuantos tendrá en la versión final?
Naer escribió:He leido hoy en el foro (a un moderador) que el juego va a tener un sistema similar (mas basico supongo) al iRating de iRacing. El mensaje es de hace unos meses asi que a la espera de confirmacion para mi es la mejor noticia referente al online
http://forum.wmdportal.com/showthread.p ... post809630
Dume escribió:Naer escribió:He leido hoy en el foro (a un moderador) que el juego va a tener un sistema similar (mas basico supongo) al iRating de iRacing. El mensaje es de hace unos meses asi que a la espera de confirmacion para mi es la mejor noticia referente al online
http://forum.wmdportal.com/showthread.p ... post809630
+1
I've said this before, but I think the SR system rocks and is the fundamental reason why iRacing works so well. That doesn't mean we'll use something identical because it's down to the WMD community. I really hope we end up with something similar though
[Common][DriverAI]
- faster steering reactions when cars are in traffic ( 0.04 to 0.08 )
- decrease the offroading speed penalty ( up to 40% decreased speed down from 80% speed decrease over 10 lateral meters instead of 5 ).
- 2D Geometry box is now much more forwards and slightly larger ( 0.75 from 0.5 width and 5 meters from 0.5 meters ). This should greatly stimulate steering away from obstacles in events when front to back contact might happen.
- Modified code that tended to cap speed when behind other cars and would often prevent cars from passing when right behind another car. Cars now push their speed and rely on lat based obstacle avoidance rather then forced slowdowns, unless no free corridors are found which would re route to the forced slowdown.
- ProcessHazards : Side obstacles trigger less forwards and remain front obstacles longer
- ProcessHazards : Update dangerous obstacle avoidance to keep track of the road limits more and stay more often in the road if possible
I believe you should notice some changes in core AI:
- more passing overall
- fast cars overtake slow cars much more frequently
- AI should use more of the available road when passing
- AI will attempt to steer away from incoming backs of cars when they come too close due to speed differentials
- Slightly less off roading from the previous versions
nene15708 escribió:iRating o Safety Rating? No es lo mismo eh...
Aunque estoy viendo que el SR de iRacing sirve de poco, no es sinónimo de carreras limpias, eso lo genera más bien un iRating alto, lo que viene siendo SOF alto (la media de iRating de todos los participantes de una carrera)
Drak64 escribió:Queda claro que el único modo de tener 'carreras limpias' es organizandolas y conocer a la gente con la que habitualmente corres. Entrar en carreras online creadas espontáneamente da un poco de..... hasta el día no he conseguido terminar una sin golpes, abandonos en la vuelta uno. Y eso de poder 'puntuar/penalizar' a un piloto me parece bien.... por otra parte imaginaos que entráis en una carrera de seis o siete amiguetes que no os conocen y por mala fortuna golpeáis a alguien..... el san benito que os pueden colgar entre todos.... ¿que, se arrastrara de por vida?
No soy ningún experto que ya lo quisiera... yo soy de los que necesito una semana de entrenamientos como poco para hacer una carrera medianamente aceptable... por eso mismo me asusta a veces que cualquiera pueda evaluarte por un mal día.
125CC Shifter Kart - Removed caster from suspension geometry, set garage @ 13 deg. This seemed about right for predictable corner balance. The previous double caster was over 20deg. Adjusted down the rear chassis stiffness for balance. Adjusted the AI handling balance and speed to the player. Lowered AI rolling resistance to match player top speeds. This all works surprising well. We've come a long way with this one, especially the AI behavour. Still some fits and starts occasionally, but some of it might be the AIW at these tight Kart tracks. Tested mostly at Chesterfield. Enjoy.
EDIT: Forgot, also worked on the FFB alot. Got something that feels reasonably convincing. It had almost zero when i started on it.
Super Kart - re-ajusted in game caster for change in suspension geometry caster. Slightly softer rear chassis stiffness to adapt for the balance change. Adjust the eyepoint up just a bit see over the steering wheel. The Kart is much less a handfull now and even better with Casey's latest changes to the Kart tires.
Both Karts: Calibrated ABS for final tire, Moved brake bias to the rear, Reduced hysteresis on kart tires to make them grippier and more chuckable.
Build 871 (11/12/14) - MB
Audio:
* updated surface audio balance.
Next-Gen:
* PS4 - fix for gpu buffer reuse, using the same fence value.
* Xbox One: Fixed title not displaying error message when disconnecting uplink cable while searching for an online session.
* Xbox One: Fixed error message text when disconneted from service while in a lobby.
* Xbox One: Fixed crash when creating online session after sign-in change, fixed occasional Quick Random crash when system notifications were being triggered in the wrong order when finding a match
Physics:
* Modified weight of cones and bollards to be lighter
Render:
* Added padding on autograss struct to stop issue on 64 bit
* Grass gather now does raycast directly
GUI:
* New quit confirm description for pause menu
* Case change of 'Players' to 'PLAYERS' on Lobby screen
* Readded 'Default' string to PitStrategy as per JIRA issue WMD-2884
Dedicated Server Integration (WIP):
* Updated the server to set its "running and available" and "running and being used" state to Steam server tags.
- Only "available" dedicated servers are considered when browsing for servers.
- Updated the game code to set server id to Steam lobby attributes so it's known to browser and invites.
- Properly set session properties from browser and invites when the server id is known.
- Implemented join flow via browser and invites.
- If a session member leaves the Steam lobby in server-hosted session, the admin member will now ask the server to remove the leaving member.
- Bumped the protocol version.
AI/Pitstops:
* F1pitcrew: updates to animations / CHM changed steady location, now starts near LFWheel
* F1 pitcrew: whm added "wheel_visibility" trigger
* Set AI levels for the three modes to 50/70/90
* fix Hazards in pits triggering for cars in their specific pits causing AI to stop in the middle of pitlanes
Vehicles:
* Kart 250cc Superkart - Fixed floating tire bug
* Ginetta G55 GT3 - Fixed brake bias, removed caster built in suspension geometry. Adjusted camber causing the car to step out in the rear. Tuned FFB. Polished cockpit vibration animation setup
* BMW Z4 GT3 - More to do here. Removed the built in caster from the suspension and set the garage to the proper setting. Setup adjustements. Dropped the slow bump damping a bit. Tuned the FFB. Polished cockpit vibration animation setup
* BMW M3 GT - Slight FFB adjustment. Minor braking adjustments. Polished cockpit vibration animation setup
* Aston Martin Vantage GT3 - New suspension setup. Softer springing. Shock pacakge adjusted. Set FFB . Polished cockpit vibration animation setup
* Aston Martin Vantage GT4 - New suspension setup, Polished cockpit vibration animation setup
* Aston Martin Rapide Hybrid - Polished cockpit vibration animation setup
* Mercedes CLK-LM: Added CPIT display + HUD Motec
* Mercedes CLK-LM: Added CPIT windscreen banner for official liveries
* Audi A1 Quattro : rim LODs, tire skinning fix and disc misalignment fix
* GT3 & GT4 tires: calibrated wear rates. Pirelli/Faretti/Masculin tires:Increased stiffness a bit to match with inflation_shape change
* New stiffer tires carcass' for the RUF CTR3 SMS-R.
* RUF RGT8 - GT3 - Removed caster from suspension geometry to let garage settings handle it. re-adjusted FFB. Polished cockpit vibration animation setup
* RUF RGT 8 - Reduced inertia, lower CG 25mm. Removed caster from suspesion geoemtery. Increased inertia of spindles. Tweaked setup and FFB
* RUF CTR3 - adjusted FFB down slightly, dropped some grip from the AI tires
* RUF CTR3 SMS-R removed caster from suspension geometry and increased the inertia on the spindles. This car was a bloody handfull on the tires that were there fishtialing and what-not.. Built stiffer carcass tires to handle the 1000nm load. Used the same rubber compound (GT3 medium) added some longitudinal bite.. Re-adjusted the setup to work best with the changes. Balanced the AI speed and handling against the player car. Much more predicable. Still will bite your head off is you get ruf with it though : douga
* Mercedes SLS GT3: Polished cockpit vibration animation setup
* McLaren 12C GT3: Polished cockpit vibration animation setup
* BMW 2002 Turbo: Prepared for first export
* Audi R8 LMS Ultra: Polished cockpit vibration animation setup
Tracks:
* Hockenheim GP - corridors moved to block off leagal entrance roads at various parts of track.
* Chesterfield - added missing tracklight xml file
* Milan - instances, statics and ligths update, pit building textures update
* Sakitto - new textures(high res versions), racelines updated
* Azure Coast Reverse - fix for WMD 392
* Bathurst - Correct location for manager logo updates, Manager Adverts Added to Walls
Achievements:
* WMD-3534 Added Driver Network Profile checks into the "Selfie" achievement
santos47 escribió:He visto la ley del juego por 27€ en las típicas webs de ley a, lo único que creo que no es en español....
Alguien lo ha pillado asi?
santos47 escribió:pues he comprado la key en gk4.me y todavía no me han dado la clave....
27€
maumontes escribió:me di cuenta que el efecto de la hierba se la cargaron con la ultima build o me pasa solo a mi que no me toma la opcion? xD
AfterBurner escribió:Una pregunta que me ha surjido al ver la ultima imagen que a puesto denis...
¿Los charcos en el suelo producen (o tienen previsto incluirlo) aquaplaning como pasa en el Project Gotham Racing 4 o es simplemente visual como en los demas juegos de coches?
Aleonso escribió:No se si es normal que los coches de GT3 y los de GT4 cada uno en su categoría correspondiente tengan un potencial tan diferente, la semana pasada paso en los GT3 con el ginetta vs mclaren en el cual el ginetta no tenia punta y ahora en los GT4 el aston era más rápido que el resto de la categoría...
Ford Focus RS, Renault Megane RS - New rear suspension to fix the weird squat bug. Still great if not better throttle steer characteristics. Moved the steering rack and tie rods around on both cars to better match the real thing. Zero bump steer. New tire with a better inflation shape, more longitudinal bite, slightly stiffer carcass and tread area. Caster set around 7 deg both cars. Balanced the FFB using some of Jacks ideas. 100 SoP differential to help Mz, and added 50% lateral to help keep more lateral feeling (Fy) once the power kicks in destroying the front patch and its forces. Pretty natural feeling in general on my V2
LMP2 Cars - Per Ben's feedback (and my own mixed in). Lowered the shock rates aprox 15%. The cars were skipping over the bumps at Oulton. Built a slightly stiffer carcass tire for better turn in. No grip changes although it does feels that way - the damper changes kept the tires more on the ground along with the carcass keeping the patch more consistent. Slight change to the aero CoP for balance. The FFB was tuned with SoP differential for better Mz (quickly becoming a favorite on mine). Minor setup adjustments including brake balance. Small AI grip changed to match. Eye points on all adjusted for consistency across the cars. I love these cars. Enjoy
LMP1 Cars - Set wings in the middle (were full up) as there was way more downforce than needed for most tracks. This also gives more top speed as a default. Adjust the brake balance to work with these settings, was bit too rear before. Stiffened the springs enough to keep the bottom off the track even with the lower wings it need it. Some other small setup changes for balance. No tire changes. Again, great cars. Love em'.
EDIT: Also tuned FFB on these cars same as the LMP2's
denis74 escribió:AfterBurner escribió:Una pregunta que me ha surjido al ver la ultima imagen que a puesto denis...
¿Los charcos en el suelo producen (o tienen previsto incluirlo) aquaplaning como pasa en el Project Gotham Racing 4 o es simplemente visual como en los demas juegos de coches?
Por supuesto que con demasiada agua en pista se produce aquaplaning.
AfterBurner escribió:Sep, a eso me refiero. Pues un poco decepcion entonces (PGR4 seguira siendo pues el unico juego de coches que lo tiene xd), que no quita que siga teniendo muy buena pinta, claro.
Y estoy deacuerdo con lo que dices que es demasiado exagerado tanto charco, y mas si es solo para hacer bonito, aunque esto ya es generalizado en todos los juegos de coches.
Haber si puedes poner unas imagenes de ese Monza con nuevas texturas de mojado
Saludos!
denis74 escribió:No se que pinta (y lo comentabais el viernes en el online) el Ginetta Junior en la categoría GT4 porque es un coche muchisimo más lento que el resto de la categoría. De hecho es un coche que no debería estar en ninguna categoría. En la realidad se realizan competiciones todos los participantes con este mismo coche. Copa Ginetta o algo así.
d1ngo escribió:denis74 escribió:No se que pinta (y lo comentabais el viernes en el online) el Ginetta Junior en la categoría GT4 porque es un coche muchisimo más lento que el resto de la categoría. De hecho es un coche que no debería estar en ninguna categoría. En la realidad se realizan competiciones todos los participantes con este mismo coche. Copa Ginetta o algo así.
Creo que te estás liando denis porque el Ginetta Junior (G40) es GT5, existe un Ginetta G50 que es GT4 y por último está el Ginetta G55 que es GT3. Lo que pasa es que los GT4 y el GT5 están en el mismo grupo, supongo que para no dejar sólo al Junior.
Saludos
Aleonso escribió:Dejo la carrera que nos dejo el juego completar sin crashes:
http://youtu.be/fCya3QfBhK0
No se si es normal que los coches de GT3 y los de GT4 cada uno en su categoría correspondiente tengan un potencial tan diferente, la semana pasada paso en los GT3 con el ginetta vs mclaren en el cual el ginetta no tenia punta y ahora en los GT4 el aston era más rápido que el resto de la categoría...
d1ngo escribió:GT5 en el juego sólo está el Junior, en la realidad, hasta donde yo sé, no creo que exista esa categoría.
yameli escribió:d1ngo escribió:GT5 en el juego sólo está el Junior, en la realidad, hasta donde yo sé, no creo que exista esa categoría.
pues que falso es el juego no?