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I said come in! posted:Boooo
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| # ? Oct 13, 2011 05:33 |
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| # ? May 24, 2013 02:11 |
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For me all the grass blurs together in a very glitchy manner, almost as if there is a missing texture or something.
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| # ? Oct 13, 2011 09:46 |
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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?
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| # ? Oct 13, 2011 13:07 |
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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.
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| # ? Oct 13, 2011 13:51 |
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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). I said come in! fucked around with this message at Oct 13, 2011 around 14:19 |
| # ? Oct 13, 2011 13:53 |
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Here's an overview of the upcoming test track. That shoulda been in SHIFT 2.
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| # ? Oct 14, 2011 14:02 |
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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.
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| # ? Oct 14, 2011 14:06 |
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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:
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| # ? Oct 14, 2011 16:33 |
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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 >.<
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| # ? Oct 15, 2011 07:40 |
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This weeks build for Team Members is out now. It improves the physics, adds replays, and fixes DX11 support on Nvidia graphic cards.
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| # ? Oct 17, 2011 23:02 |
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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.
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| # ? Oct 18, 2011 03:37 |
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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.
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| # ? Oct 19, 2011 08:22 |
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New build out tomorrow for Team Members; Adds a go-kart track, a go-kart, and the Ariel Atom.
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| # ? Oct 24, 2011 02:42 |
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Any idea on when that test track is coming out?
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| # ? Oct 24, 2011 04:58 |
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That was added in the last build.
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| # ? Oct 24, 2011 05:05 |
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I said come in! posted:That was added in the last build. Well then. I'll be downloading that.
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| # ? Oct 24, 2011 05:15 |
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http://www.youtube.com/watch?v=q7DKUMSAtEE
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| # ? Oct 24, 2011 18:02 |
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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 |
| # ? Oct 25, 2011 23:39 |
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Overwined posted:I use either a gamepad or a joystick
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| # ? Oct 28, 2011 08:44 |
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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.
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| # ? Oct 28, 2011 18:37 |
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Build 81 has Bathurst?! Downloadink now!
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| # ? Oct 28, 2011 19:38 |
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How is this shaping up realism-wise against Netkar, iRacing, and Live For Speed in its current state?
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| # ? Oct 28, 2011 19:48 |
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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.
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| # ? Oct 28, 2011 20:21 |
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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.
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| # ? Oct 28, 2011 20:36 |
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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!
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| # ? Oct 28, 2011 20:39 |
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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.
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| # ? Oct 29, 2011 02:14 |
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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.
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| # ? Oct 29, 2011 11:42 |
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Will definitely check this out all proper like next payday. Is that earlier linked test track in game?
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| # ? Oct 29, 2011 11:53 |
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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
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| # ? Oct 29, 2011 13:31 |
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MUFFlNS posted:Here's Aussie Hill, it looks great so far. Much more narrow than the Shift 2 version if memory serves me correctly. (yes I know it is just the track with no scenery shut up)
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| # ? Oct 29, 2011 14:41 |
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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.
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| # ? Oct 29, 2011 14:47 |
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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.
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| # ? Nov 3, 2011 17:58 |
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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.
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| # ? Nov 3, 2011 18:03 |
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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.
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| # ? Nov 3, 2011 19:23 |
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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.
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| # ? Nov 3, 2011 21:04 |
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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.
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| # ? Nov 4, 2011 18:10 |
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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.
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| # ? Nov 4, 2011 18:13 |
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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....
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| # ? Nov 5, 2011 06:20 |
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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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| # ? Nov 5, 2011 08:28 |
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| # ? May 24, 2013 02:11 |
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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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| # ? Nov 5, 2011 16:06 |




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.












