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That dll definitely makes it easier to make corrections, reduce snap oversteer and hold slides. Definitely funny to watch the wheel snap about though.
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| # ? Jan 9, 2012 07:53 |
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| # ? May 25, 2013 17:25 |
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What's your guys opinions about the new grip changes? The sliding grip past the peak grip has been tweaked on the Caterham, LMP11 and the Gumpert. I've only tried the Gumpert, because the other two never flew with me in the past. Base grip has been lowered, the car became more jittery when powering its rear wheels, but grip loss is more gradual, I don't send it a straight line out of corners that much anymore, when trying to dance on the edge. They messed with the FFB tho. I'm undecided about that one. They need to smoothen the state transitions, in my opinion. It gets lighter on grip loss (sliding or taking off), but the changes are abrupt. I had to remove the modified dinput8.dll, for this build with the changed grip.
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| # ? Jan 16, 2012 01:45 |
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Combat Pretzel posted:What's your guys opinions about the new grip changes? The sliding grip past the peak grip has been tweaked on the Caterham, LMP11 and the Gumpert. I've only tried the Gumpert, because the other two never flew with me in the past. Base grip has been lowered, the car became more jittery when powering its rear wheels, but grip loss is more gradual, I don't send it a straight line out of corners that much anymore, when trying to dance on the edge. I played around with the Gumpert which I used to hold the lap record for on Connecticut GP. Improvements with physics are hard to determine with the new FFB tweaks they made. I agree completely with the fact that you literally go to zero FFB when you start to slide, and then get punched with each bump and slight gain of traction. FFB aside, it felt like it was a bit easier to slide the car around and keep in a controlled state, however I am still getting some weird issues with controlling the slides. It seems that additional traction is added (only when counter-steering) all at once if steering lock goes past a certain point, causing REALLY bad snap over-steer. I did a slow-mo playback of one of these from an external view and it looks completely strange. The car is in a 45* slide, I add a little more counter-steer into the slide and the car hooks and goes flying in the complete opposite direction. Frustrating for sure. All the above aside, I was able to drop another half second off my pb at Connecticut GP in the Gumpert. I might put the dinput8.dll back and see if I can do any better.
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| # ? Jan 17, 2012 08:27 |
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New build is out. Plus additional patch. FFB is usable again. Grip past peak apparently wasn't in before after all Combat Pretzel fucked around with this message at Jan 20, 2012 around 19:13 |
| # ? Jan 20, 2012 19:06 |
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Combat Pretzel posted:New build is out. Plus additional patch. FFB is usable again. Grip past peak apparently wasn't in before after all I agree. The new version is lightyears ahead of previous versions in all aspects. FFB is now much closer to LFS. It is definitely moving from more of a arcade type handling/feeling to a simulation type. Cars are much more predictable when coming out of corners, and its actually pretty fun now to keep a little bit of a slide going. Currently holding the lap record at Connecticut GP in the Gumpert with the stock setup. I'm sure I'll be bumped soon enough since the patch just came out today.
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| # ? Jan 21, 2012 00:15 |
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Pro-tip for the Gumpert: Both accel/decel lock to 0, visco lock to 0.5. Like this you can keep the foot down way more. --edit: 670ms behind you on spot two. Not sure where to find it. Combat Pretzel fucked around with this message at Jan 21, 2012 around 01:10 |
| # ? Jan 21, 2012 00:39 |
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Ben Collins posted today that he's drat impressed by the tire physics changes. So I guess that's good. As far as further things go, more FFB improvements are coming, the low speed tire model transition issues have been fixed, as well as the new input threading is done. Chances are good all of this comes this Friday.
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| # ? Jan 24, 2012 14:58 |
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I need to throw out a gigantic thank you to everyone in this thread, for using me as a referral. It got me promoted to a senior member on CARS. Thanks guys! It actually happened almost a week ago, I just didn't realize it until now.
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| # ? Jan 29, 2012 02:18 |
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Any one tried build 141 yet? apparently another big batch of improvements.
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| # ? Jan 31, 2012 15:59 |
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Not yet. Apparently they've reduced visual lag some more, altho specific renderer settings for it are still up in the air and currently user tweakable. And FFB strength now scales with how much grip you're losing instead of releasing at the slightest sign of it.
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| # ? Jan 31, 2012 16:14 |
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I have it installed, but haven't had a chance to mess with it yet.
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| # ? Jan 31, 2012 16:16 |
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64 driver races are now supported, in todays update. Also new race car: ![]() ![]() ![]()
I said come in! fucked around with this message at Feb 3, 2012 around 16:59 |
| # ? Feb 3, 2012 16:53 |
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New build is great, the Formula A car is really fun, can't wait for them to finish it. Edit: When you get chance make sure you try 63 AI in Super Karts at Silverstone. Cyborgmatt fucked around with this message at Feb 3, 2012 around 17:29 |
| # ? Feb 3, 2012 17:09 |
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Cyborgmatt posted:New build is great, the Formula A car is really fun, can't wait for them to finish it. I still need to get around to downloading it. I was just busy updating the OP.
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| # ? Feb 3, 2012 17:32 |
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Formula A currently has something between placeholder and WIP physics, so expect it to change. Sadly the Le Mans Alpha didn't make it this week.
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| # ? Feb 3, 2012 17:35 |
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Oh loving sweet can't wait to try this out. Here's hoping the Caterham is the best car in the game like in Shift 2.
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| # ? Feb 4, 2012 12:05 |
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Some drivin' on Spa! http://www.youtube.com/watch?v=6K8f8EfQ11s
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| # ? Feb 4, 2012 13:04 |
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Combat Pretzel posted:Some drivin' on Spa! Nice driving! I wish I was that good at this.
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| # ? Feb 4, 2012 14:54 |
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Heh. What seems to help is to set diff locking to 0. I learned that from the physics guys posting this on the forums. Altho I have to visco lock set to 36% on the Gumpert. That and shifting early to keep in the high rev range stops you way faster with RWD cars. Took me a while to figure out. Anyway, what's bugging me is that you have to decide between clean racing lines and fastest laps. The usual sim problem, where you can drive like a redneck, since there's no consequence (i.e. kill yourself). I can't wait for tire wear to be enabled, which would punish that according to SMS. Altho that still doesn't stop you from frequently restarting the time trials. Also, I can't wait for multiplayer. I have plenty of CPU time left on my dedicated box for a Goon EU server.
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| # ? Feb 4, 2012 15:27 |
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There's currently a vote going on whether the game should be full price big content (with later DLC) or if it should be F2P with most content as DLC. You should vote, if you're a contributor, although it seems clear already it'll be full price. The displayed vote results aren't weighted by contributor levels I think, there might still be a surprise.
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| # ? Feb 9, 2012 17:41 |
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Full price with DLC is better. It's cheaper in the long run and everyone has the same content. What I really want to know though is do current members get the full game once it launches? For free, or at least at a discount, based on their membership?
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| # ? Feb 9, 2012 17:44 |
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Looks more like there's going to be a full member tool pack. Builds are going to be available up until release, but it seems that available content will depend on your tool pack. Juniors probably continue to get the current content, team members some more things and full game and beyond gets everything at all times. It still depends on the vote outcome. I think a senior manager vote counts as much as 5000 junior ones. --edit: Votes seem weighted. 337 voters with over 2700 votes. No seniors chimed in yet it appears.
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| # ? Feb 9, 2012 19:18 |
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Thankfully i'm a Senior Member now, thanks to you guys.
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| # ? Feb 9, 2012 19:19 |
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Since there's no multiplayer yet (is there an estimate on when it's going to be available?)... is the AI any good? I'm a pretty decent sim driver. I don't want to drive circles around the AI but I would not like to be beaten due to cheating AI. How is it?
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| # ? Feb 10, 2012 18:18 |
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Work in progress right now. They drive with blind folds on. :P Its getting better.
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| # ? Feb 10, 2012 18:20 |
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New patch is out today, 149. It adds Le-Mans and improves the physics for the Formula -A car.
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| # ? Feb 11, 2012 01:46 |
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I already hate Le Mans. It's a mean layout that invites you to plow down the throttle, just to greet you with a sharp 90°. I still hope that Nordschleife gets out soonish and that there'll be more diverse, ideally road cars, if possible some with FWD and AWD.
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| # ? Feb 11, 2012 01:49 |
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I would like Le Mans more if there was a classic Le Mans prototype. :P Something from the 70s would be nice.
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| # ? Feb 11, 2012 01:50 |
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I appreciate you guys keeping the thread going. I like being able to keep an eye on this thing as it develops. Cheers!
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| # ? Feb 11, 2012 04:21 |
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Looks like Senior Members and above are getting the retail version of CARS for free. Speaking of which, it was decided there will be a retail version of CARS (also on Steam). Lots of good things this week for the sim. Junior and Team members get a discount.
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| # ? Feb 11, 2012 16:46 |
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I said come in! posted:Looks like Senior Members and above are getting the retail version of CARS for free. Speaking of which, it was decided there will be a retail version of CARS (also on Steam). Lots of good things this week for the sim. Junior and Team members get a discount. Hmmmmm that's kind of stupid and not at all what Ian Bell was originally advertising this whole WMD experiment as... this basically means that Junior members have just payed 15 euros to play Alpha and Beta builds instead of being investors in a free to play project. That's kind of frustrating.
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| # ? Feb 11, 2012 16:53 |
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Brownie posted:Hmmmmm that's kind of stupid and not at all what Ian Bell was originally advertising this whole WMD experiment as... this basically means that Junior members have just payed 15 euros to play Alpha and Beta builds instead of being investors in a free to play project. That's kind of frustrating. For whatever reason, they decided to ask the community what to do with the final release. I do remember him saying that though, you are right, that is a bit misleading, and maybe I can ask him about it. I think i'll do that, and try to get back to you!
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| # ? Feb 11, 2012 16:57 |
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I said come in! posted:For whatever reason, they decided to ask the community what to do with the final release. I do remember him saying that though, you are right, that is a bit misleading, and maybe I can ask him about it. I think i'll do that, and try to get back to you! Thanks man, I tried to follow those forums but it's really overwhelming for me how many different topics people are talking about.
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| # ? Feb 11, 2012 17:04 |
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If it sells good enough on release, you'll be getting back the price of the game even as Junior. AFAIK the sales model was up in the air since WMD went public, and that fact has been repeated a bunch of times since then. Anyway, in a F2P setting, you'd have gotten the base game and as much DLC as your contribution was worth. Seeing how single tracks and cars were initially projected at 2€, with extra 0.5€ or 1€ for various customizations, a Junior member wouldn't have gotten far to begin with.
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| # ? Feb 11, 2012 17:05 |
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Combat Pretzel posted:If it sells good enough on release, you'll be getting back the price of the game even as Junior. AFAIK the sales model was up in the air since WMD went public, and that fact has been repeated a bunch of times since then I guess I just misinterpreted ISCI's post as meaning that the whole investment idea was scrapped in favor of discounts, nevermind I'm dumb. EDIT: Also while I'm here whatever happened to rally racing being in the game?
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| # ? Feb 11, 2012 17:13 |
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You'd get a discount worth your contributor level, when it's below the possibly upcoming Full Member level. On top of that, you'd still get ROI based on your contributions. As far as rally goes, it's on the wish list, but with low priority. Unless there's a huge uprising, they'll finish the road racing part first. I figure rally base cars like the Lancer EVO and Subaru WRX will show up down the line during development, but I don't think the tire model deals with loose ground yet.
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| # ? Feb 11, 2012 17:17 |
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Brownie posted:I guess I just misinterpreted ISCI's post as meaning that the whole investment idea was scrapped in favor of discounts, nevermind I'm dumb. I was confused about the investment thing as well, and wasn't sure if that just went out the window or not. Like you, i've been having a hard time keeping up with the status of the game. Combat Ptretzel has kinda been my go to guy for this stuff.
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| # ? Feb 11, 2012 17:24 |
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Got my response just now from Ian Bell, Combat Pretzel is correct;quote:Nothing has changed with regard to returns. Everyone will get them.
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| # ? Feb 11, 2012 17:26 |
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We'll be rich...RICH I SAY!
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| # ? Feb 11, 2012 17:33 |
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| # ? May 25, 2013 17:25 |
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Can I put on my resume now that I helped ship a AAA racing sim, and got rich off it? :P
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| # ? Feb 11, 2012 17:36 |












