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cheesetriangles
Jan 5, 2011



I wish they would add some road cars. Even if there aren't a ton of them it would be nice to have some option for them.

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I said come in!
Jun 22, 2004



Update today improved the physics for most cars in the game. Also, Bathurst and Loire have been updated.

No new content, which I have a feeling is not going to happen for a while right now, SMS is still finishing up another racing sim, which is needed in order to put more money into CARS.

Fortuitous Bumble
Jan 5, 2007



cheesetriangles posted:

I wish they would add some road cars. Even if there aren't a ton of them it would be nice to have some option for them.

I'd like to see a few at least, even if they aren't real cars, it would be easier to get started with the game if they had a heavyish RWD car or a FWD hatchback or something without a jillion horsepower.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

Grip was become worse for me. They messed with tire stiffness, but apparently also some other undisclosed physics updates. They want to wait for some feedback before revealing them, from what I understood.

Anyway, my Gumpert suddenly understeers a lot more and it's rear end can't keep the road under load. Which is hilarious, because Collins just said a few days ago that the last week's Gumpert didn't have enough grip on the front and oversteers a little too much. So what they delivered is the opposite.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

Turns out less grip is a side effect of the tire model updates:

quote:

Quick breakdown of the physics changes we made in build 159:

All cars now have increased tire cornering and longitudinal stiffness; this is an attempt to reduce the straight line stability issues. It's not a perfect solution on its own, but we think it's the way forward when combined with some improvements to the tire model which are in progress. Tire damping forces have also been reduced using this research paper as a guide. Finally some adjustment was done to default setups where needed to accommodate the tire changes. The end effects of these changes can be summarized like this:

  • Straight line stability - The stiffer tires will have a smaller variance in slip angle with very small steering inputs or normal road surface undulations, so the cars won't snake and dart around straights as much as before
  • Sharper turn in - Stiffer cornering stiffness means a larger and more direct response to quick steering inputs. Somewhat a side effect of the fix for straight line stability, the increased turning power fits in with Ben's feedback about certain cars having a resistance to turn-in.
  • Track roughness - The lower damping forces in the tires means less force is absorbed by them and instead transmitted through to the suspension and thus the chassis. This is particularly noticeable on very stiff cars like the Formula A or B in cockpit view and matches up with Ben's latest feedback that we weren't getting enough of the ride harshness communicated into the driving view.
  • Tires are less forgiving on power - It may seem like we reduced grip in 159 for most cars, but this isn't the case. Lower peak slip angles of the stiffer tires means you will need to be a bit more gentle with the very high HP cars. This is correct, IMO, as something like the Formula A should be a real handful if you get careless with the throttle at low speed before downforce really comes on.

In addition to the above, tires and brakes are generally more sensitive to temperature now (particularly overheating) so the first lap out in non-time trial modes should be done carefully until everything is up to operating temperature. Even the F68, which I agree still needs a lot of work, gets much better when the tires come up to idea temperature and pressure.

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 was definitely looking forward to this build, but it really turned every car into a understeering, FWD mess. The only time I could get any car to slide was at low speed and then it was just a fishtailing nightmare. The F68 is back to the state where it is literally un-driveable. I would accelerate in a straight line and it would just pull directly to the right, even with full opposite lock. Hopefully they will release a patch over the weekend because this is definitely one of the worst builds so far.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

Yeah, driving some more, cars understeer too much and they don't seem to be able to grip anymore, once they're sliding, even if they scrubbed off enough speed.

I said come in!
Jun 22, 2004



What has SMS said about the issues in this new patch? I hope they revert back to what it was before, because that was really good.

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:

What has SMS said about the issues in this new patch? I hope they revert back to what it was before, because that was really good.

From the Physics discussion thread, it seems like they are trying more and more tweaks on the tire model. It seems they really are trying to listen to the community and make the best tire model out there. I'm okay with these growing pains for now as long as the end result is stellar.

Let me tell you though, its frustrating as hell to try and drive the F68.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

One of the coders said he worked this weekend on "promising" tweaks to the F68 and Gumpert tires. Should be in next Friday.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

More details on the changes, which are effectively about fixing a gently caress up.

quote:

Changes to the F68 that I teased over here are checked in now. Fixing the toe steer was a huge improvement, but the tire changes are a bigger step forward, IMO. Apparently there is a load sensitivity built into our brush model, and when combined with two other features of the tire simulation, we were actually getting very large load sensitivities. Anyone who has fiddled around with physics in rfactor, Shift 2 or any other game will know how important load sensitivity is to the handling of a car. SO, what I've done in this revision is to cancel out all load sensitivities other than the one inherent in the brush model. Base grip levels have also been lowered slightly to fit this; they were too high previously to compensate for what the excessive load sensitivity was doing. The increase in control of the car is immense. It feels sharp, and precise, easy to steer with throttle and, dare I say it, a bit drifty. I think it's rocking hard, and hopefully you all will too in this week's build.

notes:
  • Default setup was created at California, so it works best there. At Belgian Forest is tends to understeer slightly, Bologna sees a bit of oversteer in the slow areas, and Connecticut Hill's bumps can upset the car quite a bit. All of this can be handled quite well with custom setup tuning.
  • At least one full lap for everything to come up to temperature and pressure.
  • The low speed tire heating bug is reduced, but not eliminated, with this update. At 20kmh the low speed tire model is partly active and it likes a bit more slip angle, which results in some heating. I tuned things to fit 50kmh and the temperatures build up more naturally at that speed now.

Trying the same no-load-sensitivity idea on some other cars now. The Gumpert is taking to it extremely well, as is the Formula A. The FA, in particular, is a little bit slower now due to base grip changes, a little easier to handle the power, easier to catch slides, it does some high speed stuff Ben described was missing, and best of all it no longer flips over if you bash curbs. No load sensitivity is the future.

I said come in!
Jun 22, 2004



Test Drive: Ferrari Legends comes out March 27th. I feel like I need to buy this, because it helps fund Project C.A.R.S. but i'm not really sure i'll have the money for it by then. Gonna try to get it at launch though, for the PlayStation 3.

[edit]
Screenshots from another forum:

I said come in! fucked around with this message at Mar 1, 2012 around 04:08

MUFFlNS
Mar 7, 2004



Holy poo poo somebody has finally beaten GT5's lighting engine

Edit: Nevermind, that's obviously pCARS.

I said come in!
Jun 22, 2004



Sorry if that was a confusing post, that's pCARS, and as usual, is a work in progress. New lighting engine is coming soon, with day/night cycles. Right now its really just a place holder from Shift 2.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

I said come in! posted:

Screenshots from another forum:
I think they've been messed with in Photoshop. pCARS has a generally warm tone, even with cloudy environment.

MUFFlNS
Mar 7, 2004



Yeah I saw that video with the day/night cycles in pCARS and it looked fantastic. One of the most enjoyable experiences I've had in a game of this genre is racing round the Nurburgring and La Sarthe in GT5, with the dynamic time of day and weather systems active. It really does elevate the gameplay experience a tremendous amount, so to see another sim racer that does the same and has compareable graphics really is awesome, since traditionally PC sim racers have been quite ugly games.

I said come in!
Jun 22, 2004



Not new, but I haven't seen this until now I don't think; http://www.youtube.com/watch?v=i6B1...player_embedded

Yodzilla
Apr 29, 2005


I said come in! posted:

Test Drive: Ferrari Legends comes out March 27th. I feel like I need to buy this, because it helps fund Project C.A.R.S. but i'm not really sure i'll have the money for it by then. Gonna try to get it at launch though, for the PlayStation 3.

I've heard literally nothing about that game until you mentioned it in this thread. I hope it'll be good but it's a shame that they have to throw the loathsome Test Drive name on there for sales reasons. I don't think there's been a good game in that series for over a decade.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

I said come in! posted:

Not new, but I haven't seen this until now I don't think; http://www.youtube.com/watch?v=i6B1...player_embedded
The current builds for (senior) managers have a TOD mode where 1 sec = 1 game minute. It should also be in the Friday build, so you would be able to drive in an accelerated day-night cycle.

I said come in!
Jun 22, 2004



Yodzilla posted:

I've heard literally nothing about that game until you mentioned it in this thread. I hope it'll be good but it's a shame that they have to throw the loathsome Test Drive name on there for sales reasons. I don't think there's been a good game in that series for over a decade.

Atari is the publisher, so that probably has a lot to do with it too. I don't like Test Drive either. but i'll overlook it for this sim and hope for the best. Even if Ferrari Legends turns out not so good, it doesn't reflect on pCARS at all.

I said come in!
Jun 22, 2004



More screenshots from other forums, and to also post that multiplayer is coming very soon. I am going to ram Combat Pretzel non-stop on Bathurst.


Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

You need to catch up to me first.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

This friday, Hockenheim and Rouen.

I said come in!
Jun 22, 2004



Combat Pretzel posted:

This friday, Hockenheim and Rouen.

Road Atlanta and some other track are coming next after that! We need to start scheduling multiplayer sessions starting tomorrow too.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

Wait what? I thought they only started working on it?

I said come in!
Jun 22, 2004



Combat Pretzel posted:

Wait what? I thought they only started working on it?

Yeah sorry, misinformation from another forum. Person making the claim, twisting the truth around a bit and then finally comes clean. All I had to do was go read this thread; http://forum.wmdportal.com/showthre...in-Project-CARS to get the low down on whats coming and Road Atlanta isn't even in the pipeline that I see.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

No, I meant the multiplayer. Then I ran into this thread.

http://forum.wmdportal.com/showthre...r-kick-off-plan

See post #2.

I said come in!
Jun 22, 2004



Combat Pretzel posted:

No, I meant the multiplayer. Then I ran into this thread.

http://forum.wmdportal.com/showthre...r-kick-off-plan

See post #2.

Oops, sorry for the misunderstanding. That's where I originally got the information from about the multiplayer.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

Oh Christ, we fell for it. Check post #16 on page two.

I said come in!
Jun 22, 2004



Combat Pretzel posted:

Oh Christ, we fell for it. Check post #16 on page two.

Argh! I was actually expecting a very early, and buggy multiplayer that was also bare bones to start with. I was still excited for even that.

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:

Argh! I was actually expecting a very early, and buggy multiplayer that was also bare bones to start with. I was still excited for even that.

Looks like Road America is in build 169. A track named 'Wisconsin'. I love how they get around the licensing on naming the track for now.

Edit: Wow, looks like WMD had a major server outage. They had a message up for a while indicating they were aware of it and trying to determine what was causing it, but now the main page is the default HTTP test page for apache. This is also affecting login as well, so those of us who did snag the torrent file can't even play

Revenant.Eagle fucked around with this message at Mar 9, 2012 around 19:16

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

If it were up to me, they shouldn't even license track names, if the layout itself is public domain. That money would be spent better on car licensing.

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.

Combat Pretzel posted:

If it were up to me, they shouldn't even license track names, if the layout itself is public domain. That money would be spent better on car licensing.

I agree completely, but I think since they are touting that its going to the best sim out there, that they want everything authentic. I'm sure a lot of people, at least when its released on consoles, will look at pCARS and say "but Forza/GT5 has the REAL track". I hope that they create one or two of their own tracks to make themselves stand out.

I said come in!
Jun 22, 2004



Had a chance to look at the new tracks. They seem more or less finished, except for the lighting, so they are pretty ugly to look at right now. The lighting effects are a work in progress on them and will be finished soon.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

Apparently this is coming?









tehsid
Dec 24, 2007

Nobility is sadly overrated.


Combat Pretzel posted:

Apparently this is coming?










Holy poo poo! That looks great! Might be time to buy another G27. My last died

I said come in!
Jun 22, 2004



tehsid posted:

Holy poo poo! That looks great! Might be time to buy another G27. My last died

Get a Fanatec CSR instead, its the same price now with the pedals, and it's a much better wheel.

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.

Combat Pretzel posted:

Apparently this is coming?











That thread is pretty funny on the WMD forums. Instant freakout after the posting of those pictures. Five screenshots and people are already crying that there's not enough of a hill climb section...yet the track is going to be 12 miles long!

I just hope they can take the weird understeering out of 90% of the cars in the next few builds. Its getting pretty frustrating going from complete understeer to all a brief moment of oversteer which you correct for and it instantly grabs in the opposite direction. You should be able to comfortably slide a caterham around a corner, but its nearly impossible to in all of the most recent builds.

I said come in!
Jun 22, 2004



Now give me a really good road car and I can drive on that all day. That looks sweet.

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Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

Revenant.Eagle posted:

I just hope they can take the weird understeering out of 90% of the cars in the next few builds. Its getting pretty frustrating going from complete understeer to all a brief moment of oversteer which you correct for and it instantly grabs in the opposite direction. You should be able to comfortably slide a caterham around a corner, but its nearly impossible to in all of the most recent builds.
They've been working on new ways on some cars. The Formula A, the Gumpert and the F68. Personally I practically only drive the Gumpert and it's become pretty grippy with these. Are you on monthly or weekly builds?

--edit:
Go vote for hillclimb!

http://forum.wmdportal.com/showthre...Tracks-in-pCARS

Combat Pretzel fucked around with this message at Mar 11, 2012 around 19:51

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