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Spa and Nordschleife coming up next.quote:A while ago, we asked you which one of the most requested tracks you would like to see included in C.A.R.S. Over 1000 votes have been casted in the past poll with the Nürburgring Nordschleife, Bathurst and Spa Francorchamps coming out on top.
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| # ? Nov 6, 2011 16:50 |
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| # ? May 18, 2013 19:31 |
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I signed up as a Team Member today, but I can't get the latest build to launch I just get "XINPUT1_3.dll was not found" I was really excited to check this out
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| # ? Nov 7, 2011 03:17 |
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So it's gonna have Brands Hatch, Bathurst, Spa and the Nordschleife? Wahey! ![]() Really cannot wait to take an Ariel Atom round Bathurst in the rain
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| # ? Nov 7, 2011 03:23 |
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USMC_Karl posted:Seriously? Why would a controller be any worse than a wheel? I mean I know you get an advantage with the wheel, but I played Forza using nothing but the controller and didn't have any problems. I was going to buy this and just rock my Xbox controller, but if it's not going to have support for it than I guess I should save my money. The short version is, Forza cheats. The control inputs you make on Forza aren't what the game uses, it "dampens" them to account for the fact you just can't be as accurate with a pad.
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| # ? Nov 7, 2011 10:19 |
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T-Square posted:I signed up as a Team Member today, but I can't get the latest build to launch Make sure your DirectX is up to date. I had the same issue after I reinstalled my operating system and forgot to install DirectX.
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| # ? Nov 8, 2011 02:21 |
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Revenant.Eagle posted:Make sure your DirectX is up to date. I had the same issue after I reinstalled my operating system and forgot to install DirectX. Yeah, I got the gyst of that, but now for some reason I can't get DirectX to update. It tries to install and gets almost all the way before I get an "internal error"
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| # ? Nov 9, 2011 00:08 |
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New weekly build is out. Comes with improved tire physics for most cars, and an initial barebones version of Spa!
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| # ? Nov 11, 2011 14:09 |
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And a Gumpert!
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| # ? Nov 11, 2011 22:28 |
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The gumpert is extremely fun to drive. Loving the new tracks that they are coming out with. Really good physics improvement too! You can somewhat catch slides without over-controlling them.
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| # ? Nov 11, 2011 23:22 |
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I really love the direction this sim is going. All of the weekly patches so far have been really good.
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| # ? Nov 11, 2011 23:27 |
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The Gumpert on Spa! Vroom vroom! http://www.youtube.com/watch?v=hibCjBMB-GM
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| # ? Nov 12, 2011 02:59 |
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Not sure what they did between the last and this build, but the Gumpert is loving fun now. Tires and suspension are way improved. You'll have and notice gradual grip loss now, in FFB as well as general car behaviour, makes it way easier to control it on the edge.
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| # ? Nov 25, 2011 17:55 |
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Combat Pretzel, you seem to be following this the most right now. Have you seen any time estimates about when the current unfinished tracks that are in the game right now, will be fully done? Also hoping for a new UI, ive seen a few others complain about this, but the current menu is really awful. I'm pretty sure it is not final though, it's gone through a few changes since the first public release.
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| # ? Nov 25, 2011 18:05 |
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I have no idea how they develop the tracks. Their features are added in a random order and pace. Actual racetracks like Bathurst and Spa are released as soon there's a loft and developed from there on in public. With the kart tracks for instance, it's the opposite. When they're revealed, they're almost done. Not sure about the menu. It was sort of a community proposal (more like some jerk and everyone +1 it), which seemed to have flown with SMS. I guess what we're seeing now is just an ugly development placeholder to code and test an UI framework. Because the community template was more detailed, and went kinda MS' Metro style. --edit: As far estimates go, I think a year from now was thrown out as a date for a release. By then, the base content should be done. Combat Pretzel fucked around with this message at Nov 25, 2011 around 18:56 |
| # ? Nov 25, 2011 18:51 |
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I haven't tried this since the first public build. I think I'll have to check it out again.
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| # ? Nov 26, 2011 01:23 |
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I had never heard of this until right now and as luck would have it, it coincides with a pretty hardcore loss of interest in iRacing which Im putting down to general burnout after 2 years solid. Now I have a decision to make...
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| # ? Nov 26, 2011 04:12 |
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25 bux for weekly builds. And it has already Imola and Watkins Glenn nearly finished, Bat Hurst and Spa well into development, and a driveable loft of Willow Springs, and a bunch of kart tracks. Nordschleife is supposedly the next. Available cars are the Ariel Atom, Audi A4 DTM, Auto R18 TDI, Gumpert Apollo S and a bunch of Lotus and Renault race cars in nearly finished states, with more to come. But remember, it's still alpha and multiplayer's still not checked in yet. --edit: And oh, the last Stig is a consultant. He already got them to improve the tire model. Turns out practice is quite a bit different from tire theory. Combat Pretzel fucked around with this message at Nov 26, 2011 around 13:17 |
| # ? Nov 26, 2011 13:12 |
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Here's your weekly reminder about the new build. It comes with the Caterham R500 now. Also, here's a hotlap of Bathurst in its current state, accompanied by lovely music. http://www.youtube.com/watch?v=iKQ-TwTkLnI
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| # ? Dec 3, 2011 05:08 |
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Bathurst is looking really great so far.
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| # ? Dec 3, 2011 05:16 |
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New patch out greatly improves the R500 physics. Now its a freaking ball of fun to hoon around the track with.
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| # ? Dec 6, 2011 05:32 |
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I've been having lots of fun with this so far, but the physics are a long way off being a sim yet. I have my doubts that a company that delivered Shift 2 can give us a proper racing sim, but it looks nice and pretty and the car models are fantastic. I'm mostly driving stuff like the Racer V8 and the R500 on Glencairn which is hilariously fun and tiring on the arms
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| # ? Dec 8, 2011 21:43 |
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I just picked up a junior membership! Can't wait to try it out later. rFactor2, Simraceway, and this. Gah, it's a good time to be a Sim racer.
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| # ? Dec 9, 2011 10:39 |
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CactusWeasle posted:I've been having lots of fun with this so far, but the physics are a long way off being a sim yet. I have my doubts that a company that delivered Shift 2 can give us a proper racing sim, but it looks nice and pretty and the car models are fantastic.
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| # ? Dec 9, 2011 11:46 |
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This is pretty loving sweet. I am too stupid to drive the Ariel Atom without full assists though.
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| # ? Dec 9, 2011 17:58 |
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Build 111 is definitely a fun build. Physics are starting to really come together, but are definitely making steps in the right direction. The R500 is much more realistic to drive now on the stock setup, and I'm sure with tuning it would be a super fast car. I was able to run about a 1:16 on the stock setup and I know if I had actually customized a setup could drop a couple tenths off. I'm not sure how those guys are getting 1:12's and 1:13's. The Gumpert is definitely my favorite car and very easy to drive fast. Last night I was able to demolish the track record at Connecticut GP with the Gumpert. Hopefully it stays that way for a while ![]() I think the thing to keep in mind with the entire game is the fact it's not even considered an alpha yet. Its PRE-alpha and the release is still about a year away. Thats a lot of builds and development time.
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| # ? Dec 11, 2011 21:02 |
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Bathurst is my favorite track. And I'm the top third on it in a Gumpert. I don't see how the two before me get over a second ahead. I'm already driving on the brink of death. (--edit: Protip: Change brake balance of the Gumpert more to the middle than default to get faster to a stop. High RPM engine braking is also pretty efficient.)Too bad that Spa isn't being recorded in the leaderboard, due to broken AIW (whatever that is). Combat Pretzel fucked around with this message at Dec 11, 2011 around 21:55 |
| # ? Dec 11, 2011 21:53 |
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Probably the best place to ask; does anyone have the Fanatec Clubsport pedals and what are your thoughts are on them, particularly in comparison with Logitech G25 pedals. I plan to buy the CSW eventually but they arent/wont be sold together, so id have to buy them anyway, and could use them with the G25 wheel until then.
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| # ? Dec 13, 2011 16:31 |
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CactusWeasle posted:Probably the best place to ask; does anyone have the Fanatec Clubsport pedals and what are your thoughts are on them, particularly in comparison with Logitech G25 pedals. The G25 pedals have got almost nothing on the clubsports. The clubsports trump the G25 pedals in both build quality and feel, and it is very easy to customize the pedal throw or stiffness. Also, the clubsports have a load cell brake pedal which feels so very good. The only thing I would say the G25 pedals are better for is how you could take the entire unit apart and directly attach the pedal system to a home made cockpit (say, inverted pedals). Of course, this is also very possible with the clubsport pedals, but that involves swapping both the wiring and springs for the accel and brake pedals
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| # ? Dec 13, 2011 21:18 |
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Falken posted:I have a set of clubsports and have owned a set of G25 pedals in the past. What exactly does the load cell thing mean? I'm sorry if this is a dumb question, but people always talk about it when talking about the clubsports.
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| # ? Dec 13, 2011 21:37 |
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Falken posted:I have a set of clubsports and have owned a set of G25 pedals in the past. Thanks. I'm so used to the G25 pedals now im wondering would the Fanatecs feel too different to me, but i would certainly love a set. Word is the Clubsport wheel may be delayed until April, and with CARS still in early development and RF2 nowhere to be seen im wondering if its the right time to buy or wait a few months. I still play RF1 but its starting to feel dated to me.
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| # ? Dec 13, 2011 21:51 |
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Brownie posted:What exactly does the load cell thing mean? I'm sorry if this is a dumb question, but people always talk about it when talking about the clubsports. Instead of detecting how far you move the brake pedal like most pedals do, it measures the amount of force being applied to it.
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| # ? Dec 13, 2011 22:04 |
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mearn posted:Instead of detecting how far you move the brake pedal like most pedals do, it measures the amount of force being applied to it. How are the two any different? If you displace a spring from its equilibrium point you're applying a force that's directly proportional to the distance you've moved it.
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| # ? Dec 13, 2011 22:26 |
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Reading this thread filled me with a strange sensation.. Faith? The videos look great! I shall watch this project closely, and at the same time regret my 1 year iRacing subscription that i bought last week.
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| # ? Dec 13, 2011 22:39 |
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Brownie posted:How are the two any different? If you displace a spring from its equilibrium point you're applying a force that's directly proportional to the distance you've moved it.
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| # ? Dec 14, 2011 00:32 |
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Falken posted:Pressure is different to movement is all I can say really. It helps with the muscle-memory side of things I find. I really think you're confusing terms here. If the brake pedal moves then you're applying force, pressure AND doing work. If it doesn't move, then you're still applying the same force and the same pressure, you're just not doing any work. Regardless, I'm still not sure I understand. Does the load cell mean that the brake pedal doesn't actually move? That sounds weird but interesting.
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| # ? Dec 14, 2011 03:49 |
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Real brakes don't work by looking at what position your brake pedal's at.
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| # ? Dec 14, 2011 04:14 |
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Combat Pretzel posted:Real brakes don't work by looking at what position your brake pedal's at. ...yeah? Not really sure who you're trying to inform here. If the spring force constant is known then its super easy to get a value for force from displacement since it's a linear relationship. Like am I missing something? Are the springs in most pedals being compressed beyond their limits?
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| # ? Dec 14, 2011 06:47 |
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My guess is that force measurements are more precise and accurate than distance measurements, especially when the brake distance is being moved very slightly.
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| # ? Dec 14, 2011 07:05 |
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Brownie posted:...yeah? Not really sure who you're trying to inform here. --edit: I think myself that I'm unclear. Here's a tl;dr that illustrates the idea better: Take a virtual race car with ultra wide slicks and overheated brake discs, if the sim is aware, force measured pedals can actually make you work getting the tires locked up, where as with spring pedals, you just casually push them as usual. I think it'll improves the immersion a drat lot. Combat Pretzel fucked around with this message at Dec 14, 2011 around 13:56 |
| # ? Dec 14, 2011 13:48 |
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| # ? May 18, 2013 19:31 |
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Well, either way here's a review video that actually does a pretty good job of explaining and visually showing exactly how the action of the pedal works: http://www.youtube.com/watch?v=jw52Dq3SZaA#t=3m42s You can see how the force ins't strictly linear, and after a point the action becomes very stiff with a tiny total displacement. You could still use a spring setup to do all this, but you'd need more than one spring and one would have to be extremely stiff. And yeah, Rated PG-34 is correct as well, in that the load cell used just has a high resolution (although I think you only benefit from this if you use the USB connection on the pedals).
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| # ? Dec 14, 2011 17:36 |
















