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netKar PRO patch 1.0.3 progress...


VELOCIPEDE

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Confermo, e ci sono buone notizie!, comunque testeremo anche questa sera e domenica sera, sperando che saremo in tanti, se tutto andr

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  • 3 weeks later...

Intermediate update:

The final corner! Over the past days news build have been released to the test team every day, containing new fixes and improvements. 1.0.3 is now really almost ready for release.

In the 5th Community Update I spoke about some 'big' issues left. Those are removed in the meanwhile. We were struggling with a major CTD (sudden crash-to-desktops) problem over the past days. This would only happen with a substantial number of cars on-track (>12), which made it a difficult one to trace and resolve.

That one is fixed now. Full field (15 cars) testing shows no more framedrops, which was the #1 problem with the current 1.0.2 version of nKP. The frames aren't really high, but there are really stable in 1.0.3. In NKP you would get framerates varying between 150 and 35 in a multiplayer race. You will see that with 1.0.3 frames will be much more stable and mostly be around 50 or 60.

Some freaks on the testteam (running really fast machines with Intel Core2Duo processors @ 3GHz and new graphics cards) even get consistently over 200 frames per second at any time during a full field race, but this will not happen on the 'average machine' in full field online races.

However, 1.0.3 will allow problem-free online racing for everyone with 'decent machines', which the numerous tests by the beta test team (using a variety of hardware configurations) have shown.

Realism

Realism is improved with more small steps. In FullMode, you will in 1.0.3 have to wait when you decide to add (or remove) fuel to your car (1 second per liter).

It adds to the immersion. In FullMode you really have to think about the way you race and the changes you make to the setup. You can't just escape back to the pits. Instead, you have to drive back to the pits, else you will have to wait for 10 minutes (this simulates the time you have to wait before your car is towed back to the pits). Also, if you wreck your car or get stuck in a gravel trap, you will have to wait and your session will over. That is the 'netKar PRO' way of making you feel how real racing is and it will urge drivers to be responsible and very careful with how they behave and race.

It also automatically rules out wreckers. If you wreck once, the wreckers cars will be damaged and his session will be over. And, if the session is 'closed' (doesn't accept new clients), there will not be a chance to reconnect. A good recipe for good and respectful, realistic online racing.

With the removal of join lag, pickup racing will be so much more smooth as well. No longer you will suffer half second 'hangs' when a new driver connects, ruining your laptime and concentration.

Save & load setup

From 1.0.3 onwards, it will also be possible to load and save your car setup from inside the sim (in the pits). This will improve the experience, because you don't need to switch to the menu any more for these actions.

So, if you are on Monaco and you are running the car with the Spa setup (), you can from now on just load the Monaco setup from inside the sim. Important though was how to cope with FullMode, where changes to the setup will require pit crew working time (for example, a wing setting change will take 1 minute to be completed in FullMode).

But, if you can simply load a different setup without from inside the sim, this will kill the FullMode experience. Therefore, in 1.0.3 you will be allowed to load a different setup only during the 'waiting time'. The waiting time is the time before a session will start, usually between 1 and 2 minutes. You can see this time as the time between sessions (so between the end of qualifying and the start of the race, in real life often a day).

In 1.0.3 you will not be able to load setups during FullMode session. However, you are free (no time penalty or setup change time) to save & load setups in FullMode during the waiting time between sessions. This also gives you the possibility to change to a different setup before the race, which was not possible in 1.0.2. This is in fact more realistic, because in real life teams also have the possibility to change their car setup between qualifying and race (at least in the racing categories that are simulated in nKP currently).

It also means that in 1.0.3 you will be able to join the race even if you damaged your car during qualifying. This is done because under normal conditions race teams in real life will also be able to fix a damaged car before the race (with a 24-gap between qualifying race in most racing categories).

All in all, a lot of changes which will improve the racing experience and brings it even closer to real life racing.

Currently, we are in the process of fixing some of the remaining (minor) bugs and do pre-release testing with the full release package (with all debug aspects disabled). This will take a few days, but ... it's coming!

By the way, someone asked if the G25 h-shifter bug is solved in 1.0.3: yes, that one is fixed as well.

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Comincio a fregarmi le mani... se tutto va per il verso giusto, potrebbe essere il punto da cui ripartire per garantire un ottimo futuro e un'ottima evoluzione a nKP! Dita incrociate! ^^

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