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Cyborgmatt
Aug 9, 2009

Honk.


I said come in! posted:

Boooo I wish it would work for me, but I get this blue tint on everything. The devs know about it and I think it'll be fixed in the next build.
A bug with certain Nvidia cards I think I remember reading.

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Falken
Jan 26, 2004

You think you can outrun my knives?



For me all the grass blurs together in a very glitchy manner, almost as if there is a missing texture or something.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

I said come in! posted:

They will only do a track if they can laser scan it. Which kinda scares me at the end of the day, because how are they possibly going to laser scan Nordschleife?
Someone actually asked this on the forums, how they got the track into SHIFT, because laser scanning it would be a pain in the rear end. Ian Bell said they got CAD data from the track management.

def snow leppard
Sep 12, 2010



Falken posted:

For me all the grass blurs together in a very glitchy manner, almost as if there is a missing texture or something.

Same here, it's pretty annoying.

I said come in!
Jun 22, 2004



Falken posted:

For me all the grass blurs together in a very glitchy manner, almost as if there is a missing texture or something.

I'll have to look at it myself next time I play, but I remember reading a bug report from one of the devs, that the grass doesn't render correctly. It could also just be a placeholder at this point. A lot of what's in the current build is a placeholder.

About the A.I. being added on Friday;

quote:

Worth saying perhaps that the AI in this build is our completely stripped back base AI engine only, basically it's the starting point to build great C.A.R.S. AI on top of. As such it has plenty of shortcomings currently, so don't panic (tm).

Race mode also is a basic starting point, simple standing start single class races with no racing rules enabled yet.

We're also adding Ctrl-I (automatic control of the player car) and Ctrl-T (switch to trackside cameras) dev keyboard shortcuts. The cameras are early placeholders only, with no bells or whistles, but hopefully should help you guys with screenshots and videos

I said come in! fucked around with this message at Oct 13, 2011 around 14:19

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

Here's an overview of the upcoming test track. That shoulda been in SHIFT 2.

Only registered members can see post attachments!

Kashwashwa
Jul 11, 2006
You'll do fine no matter what. That's my motto.

This looks seriously impressive... bad timing what with me just subscribing to iracing for a year and getting forza 4 though.

Edit:

Ok, that 86 Lotus F1 video just made me change my mind. It's time to invest in this.

Cyborgmatt
Aug 9, 2009

Honk.


New build is out, it's available to all members has basic AI (up to 15 in a race), the new test track and a bunch of fixes.

Bonus AI screenshot I just took:

Fazana
Mar 5, 2011

Dancing Elephant
Instructor


Yesterdays update brought me off the fence and into the ring, track, err whatever!

It immediately showed me how TERRIBLE at "proper" driving games I am but I don't care, I will try and learn. The first pass of the AI is actually perfect for me, I figure I might not come last every time, after a while anyway

Decent first impressions indeed and knowing I've paid up "for life" is great. They really need to change the name of it though as has been mentioned, I had a quick look on youtube for C.A.R.S. and I suspect the 8 gazillion hits I got wasn't a show of it's immense out of the gate popularity >.<

I said come in!
Jun 22, 2004



This weeks build for Team Members is out now. It improves the physics, adds replays, and fixes DX11 support on Nvidia graphic cards.

Overwined
Sep 22, 2008

I don't always shut out teams,
but when I do,
I do it handsomely.


Man, this game is less done that I originally thought. Well, it is an alpha, so I should have known.Nonetheless, I'm glad I became a "team member" (where are my pom-poms?). This game is a little hardcore for my abilities, but I have never gotten the "oh poo poo speed!" feeling from any game like I have gotten from this one. It will be fun to periodically check back on development.

Revenant.Eagle
Oct 4, 2005

I know you think you thought you knew what you thought I said, but I'm not sure you understood what you thought I meant.

Randomly stumbled across the game after someone mentioning on the Forza 4 forums. Took some searching since the C.A.R.S name isn't exactly SEO friendly.... but anyway decided to go for Team Member status and might actually upgrade in the future. I can' t believe how detailed everything is. Even the drive shaft on the back of the V8 F1 cars spin/move/flex like they really would. The backfires and glowing brakes look amazing.

The level of detail and driving modes that they are promising is absolutely insane. Developers have pretty much confirmed that there's going to be a Canyon-esque point to point mode where you can drive on a track thats mapped based on mountain and canyon roads. Hill climb. Rallycross. You name it, I think it'll make it to the end version of the game.

This being said, it's not even close to being perfect, but the differences in the builds are amazing. They developers are extremely active within the community too and actually take the time to discuss and talk with the forums as well.

If you are on the fence, spend the money and be happy.

I said come in!
Jun 22, 2004



New build out tomorrow for Team Members; Adds a go-kart track, a go-kart, and the Ariel Atom.

Ziploc
Sep 19, 2006
MX-5

Any idea on when that test track is coming out?

I said come in!
Jun 22, 2004



That was added in the last build.

Ziploc
Sep 19, 2006
MX-5

I said come in! posted:

That was added in the last build.

Well then. I'll be downloading that.

Ziploc
Sep 19, 2006
MX-5

http://www.youtube.com/watch?v=q7DKUMSAtEE

Overwined
Sep 22, 2008

I don't always shut out teams,
but when I do,
I do it handsomely.


Well, the Go-Kart is my least successful car so far. Such small tires; such a high center of gravity. It's great comic relief, though. For added humor take a big boy car on that track and see how well you do!

I'm also pretty unsuccessful with the newer Ferrari F1 car. That thing has such raw torque that even with the driver's assists on I can barely keep it straight. When I turn them off I might be able to make it to 2nd before I'm going headlong into a wall. It really makes me realize how ill prepared I would be to actually drive one of those things. I also have yet to find the downforce/G-force sweet spot on any of the F1 cars.

EDIT: Does anyone have a problem with the steering when near dead center. I use either a gamepad or a joystick (usually the latter for precision--don't laugh, it kinda works well) and I've upped the steering dead zone setting but to no avail. When the stick is in the neutral position the steering wheel in the game is freaking the gently caress out.

Overwined fucked around with this message at Oct 25, 2011 around 23:41

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

Overwined posted:

I use either a gamepad or a joystick
That's your problem. The raw torque issue can be dealt with finer control of the throttle. That is having it on a completely separate axis (e.g. pedal) instead of on a joystick, where your steering motions might influence it. I don't believe you can exert and coordinate perfectly separated X-Y motions on the stick. Unless you have throttle on a button, then it is even worse. I tried using a joystick a long time ago in LFS, it was pretty

Overwined
Sep 22, 2008

I don't always shut out teams,
but when I do,
I do it handsomely.


I have throttle on its own analog slider. The only analog input I'm using on the stick itself is side to side for steering. The Y-input does nothing.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

Build 81 has Bathurst?! Downloadink now!

An Enormous Boner
Jul 12, 2009

i'm white


How is this shaping up realism-wise against Netkar, iRacing, and Live For Speed in its current state?

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

Heh, plowing that kart on proto-Bathurst at 180kmh

Nice to see they're rebuilding the tracks from scratch, instead of using SHIFT assets as base. The track has a different elevation profile than the SHIFT versions.

I said come in!
Jun 22, 2004



Combat Pretzel posted:

Build 81 has Bathurst?! Downloadink now!

What's that sticking out of my pants? I've never seen it before!

This new sim keeps getting better and better, holy crap.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

Be aware, it's current state is roads in the sky prototype. And it's called Aussie Hill. But pretty drivable. And the SMS Nuke 3 is the Ariel Atom. Fun little car!

Overwined
Sep 22, 2008

I don't always shut out teams,
but when I do,
I do it handsomely.


Combat Pretzel posted:

Be aware, it's current state is roads in the sky prototype. And it's called Aussie Hill. But pretty drivable. And the SMS Nuke 3 is the Ariel Atom. Fun little car!

I want to say it's not exactly that lofty. They have a very workable/playable skeleton here and it's obvious this game is going somewhere though there are maybe more questions than answers. I think that if they were smart they would implement a very simple ad hoc multiplayer component and that would keep interest going on the rest of it. What I mean is they should just make it so people could set up "rooms" where a small number of people could race on the existing track with the existing cars. Simple.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

From how I understood it, they're not going to add any scenery to the track until the road profile's deemed done. Until then, it'll be an impression of Trackmania.

One of the forum members living down there drove the track up and down multiple times with a GPS unit, to let SMS verify and fix it. The licensed data was apparently pretty coarse. And from what was said in the thread there, the SHIFT2 version was a little bunk in general, different elevation profile to make it more "dramatic" and the track was wayyyy too wide.

Solus
May 31, 2011


Will definitely check this out all proper like next payday. Is that earlier linked test track in game?

MUFFlNS
Mar 7, 2004



Here's Aussie Hill, it looks great so far. Much more narrow than the Shift 2 version if memory serves me correctly.

http://www.youtube.com/watch?v=QB1omYsCMho

Falken
Jan 26, 2004

You think you can outrun my knives?



MUFFlNS posted:

Here's Aussie Hill, it looks great so far. Much more narrow than the Shift 2 version if memory serves me correctly.

http://www.youtube.com/watch?v=QB1omYsCMho
Shift 2 had way too many trackside objects, but I think this is a little too minimalist.

(yes I know it is just the track with no scenery shut up)

Fazana
Mar 5, 2011

Dancing Elephant
Instructor


Nice to see quite a lot being added weekly, looking forward to the next monthly build with the karts, cars and tracks already added since the Test Track release.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

There's currently a post up in the WMD forums with a collection of the tons of feedback the former Top Gear Stig gave on the current builds. Worth a read.

Deep Winter
Mar 26, 2010


Completely not-trolling confused question: How is this different than any other racing sim out there? Is the genre so confused and underdeveloped that it being essentially open-source is worth the hassel of caring about it? What makes a good racing sim? A game with good physics, looks good, and has a lot of cars. That's all i thought it took to make a good racing game, and the idea of this company breaking free from the oppressive reigns of EA to create a user-pointed racing sim doesn't make any sense to me.

I said come in!
Jun 22, 2004



It's not so much that Slightly Mad is trying to make a good racing sim, they really are, it's more about proving that a game with a lot of fan input from the very start (as in they dictate the entire games development), can work.

Deep Winter
Mar 26, 2010


I said come in! posted:

It's not so much that Slightly Mad is trying to make a good racing sim, they really are, it's more about proving that a game with a lot of fan input from the very start (as in they dictate the entire games development), can work.

Oh, okay. That makes sense, and I like that idea. Carry on then.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

New build is out. This is the monthly one, so it's for everyone.

Reading various developer posts from the last few days, it appears that their physics simulation (I figure that includes the SHIFT games) was based on tons of tire theoretics, while correct in math, turned out to be rather wrong compared to real life data. They're adjusting a lot of things, using as much actual performance data as possible and adjust the physics system to make it spit out similar figures, if there's no reason to hack values. So the physics should become way better soon.

I said come in!
Jun 22, 2004



I noticed in Build 82, they renamed Aussie Hill to Bathurst. I wonder if that means they have the official rights to use that track? If EA no longer has the exclusive license, then other game developers can use the track now too.

Revenant.Eagle
Oct 4, 2005

I know you think you thought you knew what you thought I said, but I'm not sure you understood what you thought I meant.

I said come in! posted:

I noticed in Build 82, they renamed Aussie Hill to Bathurst. I wonder if that means they have the official rights to use that track? If EA no longer has the exclusive license, then other game developers can use the track now too.

I was reading a discussion regarding the change in name, and apparently you don't have to license the name 'Bathurst' because its the name of the town and not the official track name.

On another note, the Ariel Atom looks like its licensed because the name has been changed from 'Nuke3' to 'Supercharged Ariel Atom' in game.

Did some more testing with this newest build and there have been some misc bug fixes and slight improvements in physics and whatnot. Definitely getting closer but no where actually near hitting the mark. I hope the feedback from Collins helps this along. It actually sounds like he is genuinely interested in making this a successful game. Makes me considering upping my membership to Senior Member now....

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

The Atom is all over the place in build 86, FYI. It's like driving on an ice rink. Adjusting tire values to some experimental values to try to get real world behaviour revealed that it's torque curve is out of whack.

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Hollenhammer
Dec 6, 2005



Revenant.Eagle posted:

I was reading a discussion regarding the change in name, and apparently you don't have to license the name 'Bathurst' because its the name of the town and not the official track name.

I'm sure the official track name is Mount Panorama

also to the guy who was wondering what makes this special; for me it's the old Lotus 49 and 72 primarily

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