No he probado eso del aquaplanning,,será cuestión de menterme con ello,jajajaa!!
Sabeis, tuve doble pinchazo en Monza. No es que diese demasiadas vueltas al circuito o estresase los neumáticos pero creo que el hecho de pasarme alguna chicane e ir sobre los pianos o atravesarlos, pudo provocar estos dos pinchazos en el lado derecho del coche. Pues aquí está el video con un sol radiante para verlo mejor. Se puede apreciar claramente como repercuten en la conducción y como el coche está inclinado hacia el lado de los pinchazos. Acerco la cámara para verlos mejor:
https://www.youtube.com/watch?v=hlRK3Bcur_c&hd=1Vaya hice el video ese de los comentarios del ingeniero durante una carrera, y en el build de ayer añadieron tema motivación y que canta más posiciones. También han hecho más ajustes en el apartado de audio, como se puede ver en las notas del build:
Build 722 (12/05/14, Team Member+) - 1.1 GB
Crowds:
* Crowds placement: Brand Hatch GP and Indy added marshalls
* Crowds: Brands Hatch sitting billboards reduced to 1/3
* Crowds: Added new crowds profressions and updated current crowds with colour feature: Marshalls, Race Officials, Mechanics, Press, Photographer, Cameraman
Tracks:
* Anhalt National: Latest track work-new gantry, material tweaks and emmisive setups
* Anhalt GP: Latest track work-new gantry, material tweaks and emmisive setups
* Azure Coast: Added startlights
* Connecticut Hill: Tarmac, terrain, kerbs, trackedges overhaul. New 3D tyrestacks, 3D armco, updated CSM. Fixed microgaps
* California Highway: Added latest stuff/added startligths
Career:
* Adapted the Career AI generation so that it can switch eligibility criteria per-participant if required. Setting up access so that teams can pass in specific AI cars and drivers (falling back to race defaults for now)
Replays:
* Fix for extra damage processing during instant replay
Render:
* DX11 MT fixes for env-map rendering
* Fix participants lockup when spawning particles whilst paused
* Fixes to directional shadow clipping volume (car shadow partly disapears) + fix to spot shadow bias value overflowing (fixes garage spot lights)
* Thread parameter passing fixes for envmap/blur to accompany renderer API changes
* (All Platforms) RenderTarget fixes for multithreaded per face(or buffer) rendering
UI:
* Changing key bind identifier text from Boost to KERS
* Adding DRS key to the control assignments menu. Currently being connected to game systems
Vehicles:
* Mercedes 300SEL AMG: Wiper/Rain Setup done. Minor update on wipers meshes. Corrected wipers position
* Renault Megane RS: Fixed damage and tire skinning
* Mercedes SLS GT3: Texture minor polishing, Material update. Triangulation/bad normals fix on right door
* Pagani Zonda Cinque: Interior DDS texture. Small tweak to the door card
* Audi R8 LMS Ultra: Uv issues, Cpit mesh caps, wheels fixed
* Ford Focus RS: finished engine wear, shift tolerances, set fuel consumption
Enviroment:
* Adding support to allow us to scale the driving line colour
Audio:
* Additional pit calss: motivational and positional added
* Adding extra outside top ten positional calls
* Adding more advice and motivational related pit calls for testing
* Disable Pit Engineer text if no audio found
* Balancing edits
* Experimental check in to allow balancing of pit to car radio. This results in lots of positonal calls. Will be rolled back to sensible levels onced balance has been achieved
* Volume and compression setting level changes
* Various balancing changes to test with pit to car speech
* Balancinbg changes; rumblestrips boosted
AI:
* Minor improvements on wall avoidance and stuck behavior
Next Gen:
* Added export of the current Xbox One track list rich presence enumeration and the Python script used to generate it. This can be used in the future to update the Xbox One Service Config Workbook when we modify the track list in the game.
Y para el build hoy, el ingeniero de pista va a decir todas estas cosas:
CL 394411
[Aries] Added new speech events to the Pit Engineer
- Player split time including position
- Race Winner
- Fastest Lap
- Warning cut track
- Final lap
- Final Lap Not Leading
- Green Flag
Pues nada, tendré que currarme otro video con todas estas instrucciones.
Los pianos ya acabados de
Oulton Park-finished kerb rework including last new texture set
-cleaned inner terrain part of satmap broad texture from cars/shadows/structures etc; tweaked grass broad/detail colors&brightness
-tweaked autograss texture to match
-dirt strip texture brightness tweak
-fixed UVs & material assignment of road2kerbs overlay edges, reconformed to ground
-udated kerb texture edges for better blending into damaged ground&tarmac
-new kerb2grass edges lofted,mapped, new blend texture,conformed to ground; - these are meant to blend into dead grass strip mostly, I'll tweak UVs elsewhere to blend better into standart grass
-skyring shader/mesh update & texture replaced with better one, will be updated depending on the skyring visibility after tree placement
-water shader update
Abrir spoiler