Jipy_l escribió:Sobre la build de hoy , interesantes cambios en el menú, por cierto a mi si me gusta como les va quedando. El código se ve que no esta cerrado en el tema del garaje, porque no puedo elegir coche.
frasracing escribió:Os funciona el Pcars?
fresquitotv escribió:Tiene huevos que ahora vengan los trolls a criticar a Rocho, uno de los usuarios que más ha aportado al hilo y que es más educado con todo el mundo, por una queja. Aplícate tu consejo y, si no te gusta lo que dice Rocho aquí, ahí tienes el botón de denunciar. O mejor incluso, haz algún aporte positivo al hilo para variar.
frasracing escribió:Imposible conectar ; error ; (null) a nadie mas le pasa al logear :S
Build 885 (22/12/14) - ? MB
Pitstops:
* New feature : if two AI share the same pit, they will be moved to the garage after the pitting sequence to allow the other AI a chance to pit as well
* End of races / qualif / practice sessions : AI will now all park in their pits / garages correctly
* Fix drivethrough AI, going through pits and driving away in one go ( instead of driving straight past )
* Fix AI getting stuck exiting pits
* Fix AI staying stuck in DriveThrough and not being able to pit anymore
* Smoother pit entry speed
* Fix InPitLane being mistakenly set to false when cars entering the pits ( temporarily reactivating collisions )
* Better logic forcing a drivethrough when a shared pit car right in front is manoeuvering to enter the pit stop
* New AI debug window displaying all the car's pit info
* Improved AI pitting values debug display screen
* Move AI logic setting pitting into the LiveStratety method for centralized decision making ( fixing pit reason overrides )
* Add pitting at the end of practice session time which was missing
* New animations together with new script default (right pitstop instead of left )
* New GT Airjack mechanic animations
Cameras:
* Showroom cameras tweaks + Karts specific setup
Physics:
* New stiffer tire carcass and grip for the Mclaren F1 and new carcass for the Yiro light all seasons on the Caterham Classic
* LMP3 & Radical tires: Adjusted heating to make it easier to keep in optimal range
* Tires: fix L72D default FFB : andreww
* Tires: Vintage 1978 (L78) and improved forward stability on Vintage 1972 (L72D)
* F1/GT pitcrew: wheel mechanics: retraced _TM bone for backpack.(bone position now always stays on ground)
AI:
* Group A cars - dropped the AI speed about 1 second a lap with lower AI grip.
GUI:
* Overlap on Multiplayer Browse screen fixed, arrows on FFB Controls fixed, wheel calibration no longer takes you back to the root screen
* Loading screen tips more legible
* Nationality dialog box visually updated
* Change menu and in-game lobby to have more robust updates to user enter/leave
* Sort all quick select vehicle and location lists. Also nationality list
* Right Stick PS4 icon updated, missing button icon textures fixed, updated Xbox One "Use A Code" terminology
Telemetry:
* Remove all text from FFB Meter in non-development builds
* Replace colours used in FFB Meter
* Corrected display size of FFB Meter graph
Animation:
* Driver animations: Pagani Zonda R- fixed steering wheel lock value from "False" to "True", due to the "limited"steering driver animations
Ghost Cars:
* Modified ghost car distances to make it look more natural - fades out sooner, doesn't appear solid inside player car if allowed to get behind camera, and uses linear fade, which looks less abrupt than the old version
Tracks:
* Le Mans: Fixed odd bumps in terrain, further mesh and terrain optimizations
* Connecticut Hill: 3d armco fixed, aligned normal mapping on armcos, enhanced terrain in at the boot outer edge , updated statics viewer placed files to match updated armcos, fixed open ended safer walls, merged terrain parts after turn 2 to avoid csm issue on curbs reported on WMD, normalised armco
* Azure Circuit: Further optimizations and mesh cleanups on road, pavements other grounds and wall...removed 49 190 triangles, fixed hole in driveable area after pool
Vehicles:
* Mitsubishi Lancer Evox: Dropped CG height 30mm for up on 2 wheels problem. It did seem to high before
* Caterham Classic: More drivable version. Agin was not friendly on the consloes (or on the PC frankly). New stiffer caracass. Suspension gone through for inertias. Moved CG back to 53% rear. New setup a bit stiffer than what was ther and re blanced for the changed CG. Great drive now. No changes to grip or AI speeds needed
* Ford Escort RS1600: Tire adjusted for heating and pressure shapes, Switched to a BDB type engine with 190hp@8000rpm, Move brake bias forward : caseyr
* Mclaren F1: Changes for drivability. Was badly understeering and no real grip. New tire carcass similar to mthe recent Supercar tire. Slight grip changes with mostly more tear grip. Suspension gone through for double caster and spindle inertias. Much more drivable. Moved eyepoint back 70mm
* Ford Escort Mk1: Polished cockpit vibration animation setup and fixed a bug that was breaking wiper animations
* Gumpert Apollo: CPT file. Slightly lower cockpit exposure %
* Radical SR3 & SR8: Calibrated ABS
* Radical SR3 & SR8: Polished cockpit vibration animation setup
* Palmer JPLM: Calibrated ABS
* Ruf RGT8 GT3: LOD optimization
* Ginetta G55 GT4: Glass UV tweak
* BAC Mono: Mesh feedback changes: Added damper reservoirs and tweaked bodywork logos. Changed logos according to manufacturer feedback
* Palmer JPLM: Polished cockpit vibration animation setup
* Radical SR8, SR3 - Changes to back off some of the previous changes. Softened the springing and slowed down the steering with various geometry changes.
* Ariel Atom3 - - New stiffer tires for both the Yiro all seasons and R track tires. Better inflation shapes. Change to grip: less adhesion, more tear. Adjusted wear. New shock pakages for the V8 and CR500. 60/70 knees on both. Adjusted the setup accoringly.
* Ariel Atom V8 - - New stiffer tires for both the Yiro all seasons and R track tires. Better inflation shapes. Change to grip: less adhesion, more tear. Adjusted wear. New shock pakages for the V8 and CR500. 60/70 knees on both. Adjusted the setup accoringly.
* Caterham R500 - New stiffer tires for both the Yiro all seasons and R track tires. Better inflation shapes. Change to grip: less adhesion, more tear. Adjusted wear. New shock pakages for the V8 and CR500. 60/70 knees on both. Adjusted the setup accoringly.
* Caterham Classic - New stiffer tires for both the Yiro all seasons and R track tires. Better inflation shapes. Change to grip: less adhesion, more tear. Adjusted wear. New shock pakages for the V8 and CR500. 60/70 knees on both. Adjusted the setup accoringly.
* BAC Mono: adjusted paint colours
Known issues:
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again )
- BMW M3 E30/Z4 GT3, Ford Sierra RS500, Mercedes C-Coupe DTM, Radical SR8-X tires might pop when the Ai gives the control to the player in TT, others will have flat spots. (use ctrl+i to take the control off AI)
currololo escribió:Build 885 disponible:Build 885 (22/12/14) - ? MB
Pitstops:
* New feature : if two AI share the same pit, they will be moved to the garage after the pitting sequence to allow the other AI a chance to pit as well
* End of races / qualif / practice sessions : AI will now all park in their pits / garages correctly
* Fix drivethrough AI, going through pits and driving away in one go ( instead of driving straight past )
* Fix AI getting stuck exiting pits
* Fix AI staying stuck in DriveThrough and not being able to pit anymore
* Smoother pit entry speed
* Fix InPitLane being mistakenly set to false when cars entering the pits ( temporarily reactivating collisions )
* Better logic forcing a drivethrough when a shared pit car right in front is manoeuvering to enter the pit stop
* New AI debug window displaying all the car's pit info
* Improved AI pitting values debug display screen
* Move AI logic setting pitting into the LiveStratety method for centralized decision making ( fixing pit reason overrides )
* Add pitting at the end of practice session time which was missing
* New animations together with new script default (right pitstop instead of left )
* New GT Airjack mechanic animations
Cameras:
* Showroom cameras tweaks + Karts specific setup
Physics:
* New stiffer tire carcass and grip for the Mclaren F1 and new carcass for the Yiro light all seasons on the Caterham Classic
* LMP3 & Radical tires: Adjusted heating to make it easier to keep in optimal range
* Tires: fix L72D default FFB : andreww
* Tires: Vintage 1978 (L78) and improved forward stability on Vintage 1972 (L72D)
* F1/GT pitcrew: wheel mechanics: retraced _TM bone for backpack.(bone position now always stays on ground)
AI:
* Group A cars - dropped the AI speed about 1 second a lap with lower AI grip.
GUI:
* Overlap on Multiplayer Browse screen fixed, arrows on FFB Controls fixed, wheel calibration no longer takes you back to the root screen
* Loading screen tips more legible
* Nationality dialog box visually updated
* Change menu and in-game lobby to have more robust updates to user enter/leave
* Sort all quick select vehicle and location lists. Also nationality list
* Right Stick PS4 icon updated, missing button icon textures fixed, updated Xbox One "Use A Code" terminology
Telemetry:
* Remove all text from FFB Meter in non-development builds
* Replace colours used in FFB Meter
* Corrected display size of FFB Meter graph
Animation:
* Driver animations: Pagani Zonda R- fixed steering wheel lock value from "False" to "True", due to the "limited"steering driver animations
Ghost Cars:
* Modified ghost car distances to make it look more natural - fades out sooner, doesn't appear solid inside player car if allowed to get behind camera, and uses linear fade, which looks less abrupt than the old version
Tracks:
* Le Mans: Fixed odd bumps in terrain, further mesh and terrain optimizations
* Connecticut Hill: 3d armco fixed, aligned normal mapping on armcos, enhanced terrain in at the boot outer edge , updated statics viewer placed files to match updated armcos, fixed open ended safer walls, merged terrain parts after turn 2 to avoid csm issue on curbs reported on WMD, normalised armco
* Azure Circuit: Further optimizations and mesh cleanups on road, pavements other grounds and wall...removed 49 190 triangles, fixed hole in driveable area after pool
Vehicles:
* Mitsubishi Lancer Evox: Dropped CG height 30mm for up on 2 wheels problem. It did seem to high before
* Caterham Classic: More drivable version. Agin was not friendly on the consloes (or on the PC frankly). New stiffer caracass. Suspension gone through for inertias. Moved CG back to 53% rear. New setup a bit stiffer than what was ther and re blanced for the changed CG. Great drive now. No changes to grip or AI speeds needed
* Ford Escort RS1600: Tire adjusted for heating and pressure shapes, Switched to a BDB type engine with 190hp@8000rpm, Move brake bias forward : caseyr
* Mclaren F1: Changes for drivability. Was badly understeering and no real grip. New tire carcass similar to mthe recent Supercar tire. Slight grip changes with mostly more tear grip. Suspension gone through for double caster and spindle inertias. Much more drivable. Moved eyepoint back 70mm
* Ford Escort Mk1: Polished cockpit vibration animation setup and fixed a bug that was breaking wiper animations
* Gumpert Apollo: CPT file. Slightly lower cockpit exposure %
* Radical SR3 & SR8: Calibrated ABS
* Radical SR3 & SR8: Polished cockpit vibration animation setup
* Palmer JPLM: Calibrated ABS
* Ruf RGT8 GT3: LOD optimization
* Ginetta G55 GT4: Glass UV tweak
* BAC Mono: Mesh feedback changes: Added damper reservoirs and tweaked bodywork logos. Changed logos according to manufacturer feedback
* Palmer JPLM: Polished cockpit vibration animation setup
* Radical SR8, SR3 - Changes to back off some of the previous changes. Softened the springing and slowed down the steering with various geometry changes.
* Ariel Atom3 - - New stiffer tires for both the Yiro all seasons and R track tires. Better inflation shapes. Change to grip: less adhesion, more tear. Adjusted wear. New shock pakages for the V8 and CR500. 60/70 knees on both. Adjusted the setup accoringly.
* Ariel Atom V8 - - New stiffer tires for both the Yiro all seasons and R track tires. Better inflation shapes. Change to grip: less adhesion, more tear. Adjusted wear. New shock pakages for the V8 and CR500. 60/70 knees on both. Adjusted the setup accoringly.
* Caterham R500 - New stiffer tires for both the Yiro all seasons and R track tires. Better inflation shapes. Change to grip: less adhesion, more tear. Adjusted wear. New shock pakages for the V8 and CR500. 60/70 knees on both. Adjusted the setup accoringly.
* Caterham Classic - New stiffer tires for both the Yiro all seasons and R track tires. Better inflation shapes. Change to grip: less adhesion, more tear. Adjusted wear. New shock pakages for the V8 and CR500. 60/70 knees on both. Adjusted the setup accoringly.
* BAC Mono: adjusted paint colours
Known issues:
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again )
- BMW M3 E30/Z4 GT3, Ford Sierra RS500, Mercedes C-Coupe DTM, Radical SR8-X tires might pop when the Ai gives the control to the player in TT, others will have flat spots. (use ctrl+i to take the control off AI)
olarte20 escribió:Digiprost escribió:Buenas Gente.
Estoy intentado hacer camara lenta y no me va con los pedales, lo cambiaron? estoy leyendo la primera pagina pero no veo nada.
un saludo
No sé si en las ultima build está igual pero hace unos días yo también me volví loco para la camara lenta y resulta que si funciona. Usando los pedales como antes, pero tienes que quitar los controles de la pantalla pulsando sobre el ojo para verlo en modo completo.
* Ford Focus RS & Megane Rs 265: Reduced scrub radius for better FFB
Digiprost escribió:
Por si no nos vemos felices fiestas a todos
denis74 escribió:Que significa esto del scrub radios del build de ayer?
También deseo a todos una FELIZ NOCHEBUENA Y FELIZ NAVIDAD. Pasadlo en grande con vuestras familias.
Y ser prudentes con tanto cava y turrón, tanto comer y beber, que sino
currololo escribió:denis74 escribió:Que significa esto del scrub radios del build de ayer?
También deseo a todos una FELIZ NOCHEBUENA Y FELIZ NAVIDAD. Pasadlo en grande con vuestras familias.
Y ser prudentes con tanto cava y turrón, tanto comer y beber, que sino
En estos enlaces viene explicado, además de otros términos de la geometría de las ruedas, en español y en inglés.
http://www.zonagravedad.com/modules.php ... nt&sid=748
http://tireburnout.wordpress.com/2014/0 ... conocidos/
¡Felices Navidades a todos!
Edito:
Según el foro oficial, probablemente hoy no haya build por las prisas por sacar otra ayer, pero mañana sí que habrá.
Aritz [otro] escribió:Ya llevan semanas actualizando sus físicas, o sea que irán ya trabajados. No digo terminados, pero sí lo suficientemente avanzados para ser conducidos. Espero que venga el Yellowbird, ahora que el AC lo ha regalado:
https://www.youtube.com/watch?v=OSMCfPASImQ
- Added user whitelist and blacklist to server config. If whitelist is used only users with steam ids on that list will be allowed to use the server. Blacklist can be used to ban specific users from the server when whitelist is not used.
gatorocker escribió:Aunque no soy de escribir tanto por acá siempre los leo, que tengan felices fiestas!
Con respecto al juego estos últimos 2 días di unas vueltas y algunos autos me parecieron muy buenos.
El formula C una vez que calientan las gomas se pone muy bueno. Siento bien los pianos y me da muy buenas sensaciones. Otros que me gustaron son el Atom V8, Formula Rookie, Formula B, Ford Capri y los GT3. Igualmente aclaro que di unas pocas vueltas con cada uno.
Los que me gustaron poco y nada son el Ford GT 40 Mk IV y el Lotus 49. No se siente nada todavía en el FFB, están como manejar en pista de hielo. Espero que sea porque no están terminados que es lo que supongo por la gran diferencia que hay con los que nombre arriba.
Otra cosa que probe fue una carrera con 24 IA en Mugello con el Formula B. Linda carrera se hizo, bastante prolija la IA. Les puse 80% en dificultad pero igual eran un poco más rápidos que yo.
En fin, sigue pareciendome muy interesante lo que propone pCARS. Eso si, algunas pistas y autos me pareció que desaparecieron en las builds que no probe. Por ejemplo mi pista preferida: Rouen.
Saludos!
Build 887 (24/12/14) - ? MB
Physics:
* Fix car on return to pit box
GUI:
* Track maps - new trackmaps for Sakitto - all variations : janp
Vehicles:
* Aston Martin Vantage GT3 - Mixed wing mirror material swaps : janf
* Palmer Jaguar - Suspension gone through for caster and spindle inertia's. Tires very slightly stiffened and and that front to rear stagger changed for better balance. Small setup changes. FFB tweaked for the caster change. AL speed checked and is fine. : douga
* Bentley Speed 8 - Interior DDS texture. Intitial check in, LODA cockpit modelled, mapped and textured.
* Mercedes 300SL - UV mapping
* Mercedes 300SL W194 - alpha 2 driver animations
Render:
*DX9 - Corrected CShadowControl initialization - was crashing when GFX settings was attempted to changed from custom (missing initialization of mNoOfLargeSpotShadows) : ivon
Tracks:
* Azure Circuit - another optimization pass 32K triangles and fix for bad instances
* Azure Circuit - fix for misplaced instances
* Eifelwald GP - new night lighting , new lamp poles and XML , all 4 layouts updated
denis74 escribió:Build 887 (24/12/14) - ? MB
* Bentley Speed 8 - Interior DDS texture. Intitial check in, LODA cockpit modelled, mapped and textured.
AFMarcote escribió:Hola.
es la primera vez que escribo en este foro y he leido unos (muchos) mensajes, es posible que se me haya pasado en la lectura de alguno si en el desgaste de neumaticos sera visible, es decir si voy en un OW puedo ir viendo el desgaste paulatino del neumatico, eso a modo de curiosidad tambien creo haber leido que aprovechara los multiprocesadores.
AFMarcote escribió:Hola.
es la primera vez que escribo en este foro y he leido unos (muchos) mensajes, es posible que se me haya pasado en la lectura de alguno si en el desgaste de neumaticos sera visible, es decir si voy en un OW puedo ir viendo el desgaste paulatino del neumatico, eso a modo de curiosidad tambien creo haber leido que aprovechara los multiprocesadores.
Esta tarde mismo voy a reservar el PCars por que me habeis puesto los dientes muyyyy largos. Os relato mi maquina que os parece si el Project Cars debe de ir fluido. No he probado aun el juego pero por lo que estoy leyendo promete ser muy muy bueno.
Con lo que he estado "pilotando" hasta ahora ha sido Rfactor, GTR 2 y NetKar pro, antiguamente Gran Prix Legends de Sierra y GPL.
Este es mi equipo y para ir haciendome a una idea con esta configuracion correra bastante fluido.
Placa Asus M5A97 EVO R2.0
Procesador AMD FX-8320 3.2
16 GB Ram
Disco SSD 256 GB + 3 Discos 5TB total
Tarjeta Grafica Asus GTX660
Volante Logitech G-27
Un saludo y perdon por el atraco de preguntas nada mas empezar. Os seguire leyendo con muchas atención
Aritz [otro] escribió:Hoy creo que no hay build
Confirmo que no asistiré a LFO muy a mi pesar, porque los coches van muy finos y ya tengo clarísimo que me gusta más el FFB del CARS que el del AC
Aritz [otro] escribió:Hoy creo que no hay build
Confirmo que no asistiré a LFO muy a mi pesar, porque los coches van muy finos y ya tengo clarísimo que me gusta más el FFB del CARS que el del AC
eldespertar escribió:Estoy a punto de comprarme la GTX 980 para jugar con este pedazo de simulador y sacar del armario mi Thrustmaster T500 que tenía guardando polvo desde el GT5 en PS3. ¿Qué tal este volante en este juego? Me imagino que tendré que descargar drivers y todo eso. Vengo del mundo de las consolas y poco a poco voy aprendiendo del mundo pc gamer.
Gracias
PElayin_5 escribió:Aritz [otro] escribió:Hoy creo que no hay build
Confirmo que no asistiré a LFO muy a mi pesar, porque los coches van muy finos y ya tengo clarísimo que me gusta más el FFB del CARS que el del AC
Pues debe de ser buenisimo, por que el FFB de Assetto es el mejor forcefeedback de todos los simuladores que he probado (incluida la versión filtrada de Project Cars) y no es que haya probado pocos precisamente
Un saludo