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    Build 130 (16/1/12, Senior Manager)

    FFB updates: raised gear change and brake slopes for balacing reasons. Reduced jolt levels and other constant forces that were too strong. Fixed problem with sudden unexpected force throwing the car off its driving line. Fixed the collision/impact force which wasn't working. Added steering weight when in gravel. Players MUST press Reset in their controllers panel or start a new profile. Tested on Logitech G27 with 100% Logitech force, 360 degree rotation, 75% in-game controller strength.

    Reduced the level before the sounds become virtual, so low RPM/offload engine sounds stay alive even when all volumes are set to low. Also removed the optimisation from PC as the AI swapping is smoother and the cost is minimal.

    FFB yaw force increased

    Ariel Atom: fixed axis alignment of halfshaft bones. increased droop travel to align things correctly

    Ariel Atom 300: Ultra detail now uses chassis_lodx and ignores interior

    New changes in an attempt to get more sliding grip once over the peak as noted by Ben Collins. Also balance changes to each chassis if needed. Gumpert also got the grip and downforce lowered.

    Cars affected with this release:

    Caterham R500

    Asano LMP2011

    Gumpert Apollo

    Vehicle list: Ariel Atom V8 added

    Ariel Atom 3: better fitting ambient shadow

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    Build 131 (17/1/12, Manager+)

    Minor FFB yaw and bump tweaks

    Some jolt ffb changes reverted

    1Reduced client-side stat & leaderboard cache duration to one minute

    Fix for graphics config, whereby it would fail to match up a requested mode in certain circumstances

    New Gumpert export

    Added 10% more brake torque to each wheel of the Asano

    Some new physics. Change to allow more sliding by dropping the base grp considerably, and leaving the sliding grip higher. Also change cornering stiffness and braking stiffness to get the right feel. Lossened the differential up Leonus F68

    Added more accurate cut tracks. Left somewhat liberal for curb use up En Rouge and in some of the faster corners with larger runnoffs as it dosen't affext lap times really. Also added 36 start spots to match a new start graphics placed by the artists

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    Build 132 (18/1/12, Senior Manager)

    Fixed the FFB gravel state not working correctly

    Atom V8: template fixed (added air intake front)

    Livery names update

    Fix: RIG: bone name corrections

    Atom V8: new collision meshes

    Atom 300: QA checks and fixes on all 3 versions. All 3 are Beta1 now

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    Build 133 (19/1/12, Senior Manager)

    Removed hard-coded sync instructions which caused stuttering on DX11 front end

    Livery names set back to colour names until liveries are checked in on Caterham

    New Atom 300 liveries

    New changes to all 3 Ariel Atom versions. Same as previous cars featuring new direction with the tyres and any balance changes need to suit. More control over the peak with a bit more sliding before the peak

    New Formula B. Lots of detail changed besides the new tyres. Aero drag a bit too high so re adjusted that down. Also the top gearing was dropped to match the default aero setup better. The brakes were overheating so revamped the cooling parameters and default duct settings. Tested at 360 degrees lock

    Slight tweak of the grip for less understeer on Asano X4

    Updated pixel shader input

    Tweaks to brakes, aero and gearing, Formula B and Asano X4

    Tweaks after driving the Leonus F68. Mostly dampers. Removed alot of the slow speed damping and made the high speed more promonent

    New Connecticut Hill's export

    New Bologna export

    New Bathurst export

    Northampton added to the game

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    Build 135 (20/1/12, Team Member+)

    FFB updates. New spring code, revised rumble strip effects, effects can now be modified by F1 menu.

    Expose opponent type selection to GUI.

    T500RS wheel spring forces enabled and functional (may require some tuning)

    Ariel Atom: All suspension animations finished

    Reduced motion blur a little.

    Caterham: New liveries added

    New physics on Racer cars based on the new tyre direction. Dropped main grip / increased sliding grip. Also even out front and rear base grips and staggered the load sensitivites. Misc chassis balance changes to suit.

    Darkened race groove a little.

    New export of California Raceway

    Build 134 (20/1/12, Team Member+)

    Fix for NULL deref that can occur if the stats callback occurs after loading is complete

    Ariel Atom Mugen: fixed halfshaft bone orientations

    Bumped all vehicle versions ready for stat wipe

    More detail changes to the Ariel Atom models. Mostly braking balance, aero drag and a bit more work on the tyres base grip vs sliding grip amounts

    New exports of Northampton circuit, Ariel Atom 300 and Mugen

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    Build 136 (24/1/12, Manager+)

    Added caching of old leaderboard ranks. Once GUI files are updated, the ingame leaderboards will automatically start displaying rank delta since 24 hours ago below the current rank.

    Update patch number to be available for team members

    Enable HUD track map tech for future track maps

    Ariel Atom: New ambient shadows and Ultra detail settings for Mugen and V8

    Paint UV mapping update on the Kart

    Ariel Atoms: reduced max steering lock to prevent suspension from exploding

    Northampton texture update

    Changes to the base cooling of race slicks. Dropped the initial temps to 20c and the sensitivity to being under temp by 3x. Also removed some grip and downforce of the Formula B along balance to suit.

    Cars affected:

    Formula_B, Asano LMP, Asano TC

    Removed profile deletion from the patch

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    Build 138 (26/1/12, Senior Manager)

    Default ffb spring coefficient set to 1.0 on custom/TM wheels

    Re-instate driving line support.

    Get auto gear box metrics from the local driving aid data

    Added pit speed limiter state override when in pit lane

    Set initial vehicle path based on spawn location

    FFB - centre spring increase

    FFB pneumatic trail fix for constant force code

    Bologna map checked in

    Particle zones added for leaves in the CH GP

    Dropped engine inertia per forum feedback. Ariel Atom, Mugen and Caterham 500

    New liveries for the Caterham

    Add textures for stands (California Raceway)

    Asano LM11: fixed steeringwheel pivot

    Superkart added to the game

    Fixed thumb and skin on driver

    New Bathurst export

    New Ariel Atom V8

    New Asano LM11 TDX export

    Enabled E-brake to streetable cars. Set to 75% power. All 3 Ariel Atom versions, Caterham 500, Gumpert Apollo.

    Change Ride height adjustment granularity from .25mm to .50 mm. Fixed ride height rake on a few cars. Cars changed: Asano TC, Asano LMP, Formula B, GP1977, GP1986, Racer 4, Racer 8.

    Build 137 (25/1/12, Senior Manager)

    Removed old slider code specific for ride height, fixes inverted ride height display

    Front and rear tyre slip FFB work

    Front and rear wing invert display in setup screen

    Disable fake particles thrown at player car when it is behind an AI car, as they look crap currently

    FFB updates: fixed loss of spring resulting from rear wheel longitudal slip, increased spring during forward weight shift, increased power to constant resulting from vehicle yaw, also modify constant based upon terrain type. Tested with Formula B and Caterham at Connecticut Short with G27.

    Minor tweak to FFB weight shift code. Also default average weight to 1.0f

    Ariel Atom: updated collision for all three with better fitting shapes. Wheel-tire shapes will be removed once wheel to wheel collisions are enabled.

    Updated hands pose, steering(±120º)

    -latest rig/skinning updates merged

    New physics for the Leonus Cars. Changes made along the line of the latest direction in tyres.

    GT driver checked in for the TDX

    Full liveries for the Kart

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    Build 139 (26/1/12, Team Member+)

    Added shortcuts for pCARS_WipLag.exe

    Tweak FFB self aligning torque algorithm

    Added handling of some extreme cases in AI driver steering computation to avoid invalid float value results

    Fix for debug rendering under DX11 - the internal shader was failing to compile, causing a crash when used with the input graph

    Constant force balancing work

    FFB updates to constant force

    Further FFB self alignment work

    Allow AI at Belgium Forest

    New WDF file based off Bologna at Belgian Forest

    Skinning and materials tweaks for driver

    Increased the leaves density in one of the zones at CH

    All LODs finished, minor polishing to the car, vertex AO baked on LODs Caterham

    New Kart physics for the new low speed (<13 m/s) tyre model fix. The 126CC Kart was adjusted at Glencairn. The New 250CC Super Kart is a high speed track Kart so was created using Bologna to test. Both Karts were tested with 360 deg lock

    Tweaked AI grip and slip angles to make it somewhat drivable for the AI. Super Kart tyre

    New Caterham export

    New Leonus F86 export

    New Bathurst export

    New Belgian Forrest export

    New California Raceway export

    New Northampton export

    Known Bugs with WIP Lag Exe version

    1. Alt-tab instability.

    2. "Unsmooth" visual steering wheel on all systems (not the thing Remco reported).

    3. Jerking/flicking steering wheel on some systems (this is Remco's/vik's).

    4. Camera glitch when pressing escape to pause.

    5. Gamepad steering smoothing broken.

    6. Live lap timing tab control intermittently broken.

    7. Visible steering wheel option broken for cars with "info" steering wheels like the LM11 and Formula B (it's always on, although driver arms don't show if you have the option set to off).

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    Build 141 (30/1/12, Team Member+)

    Disable visual steering wheel prediction

    FFB progressive slip updates for understeer improvements

    Protect against no vehicle details having been set for player when doing seat adjustments

    Take direction into account when validating quick race track selection

    WIP - subtle FFB engine vibration (enabled on Logitech devices for now). New profile required

    Input Lag updates

    Added F1 menu item for Render Bridge Interval

    Legs/fingers micromovement

    Updated the TRDs to have appropriate "Setup Group" data (Circuits/Karts/Test Track)

    SuperKart: cockpit display added

    Seatbelts and face rig added for Driver

    Ariel Atom: new collisions finished, WIP ambient occlusion

    Massive update to the UI (see UI Engineering Thread)

    Corrected maximum opponent count.

    Decimal places added to Tire Pressure in advance of Steve reducing the number by 100

    Set quick race grid position to random (may change depending on WMD poll result).

    Car Setup on main screen swapped over to Options instead

    Increase grip of drains and astro turf.

    1st pass textures Belgian Forest

    Deleted desktop and start menu Wip Lag shortcuts

    New Connecticut Hill exports

    New Belgium Forest export

    Build 140 (30/1/12, Senior Manager)

    Added callbacks to modify setup visual values

    Remove hardcoded max participant numbers in special effects code

    Validate quick race menu options when changing track

    Driver paddle animations, idle finger animations

    -new 1pv 3pv , in out sets, adjusted with local layers for better manipulation

    Driver helmet skin cleanup + visor bones added

    Driver rig export + face rig + seatbelt rig added

    Moved the starting point for the rolling start for the TT event on Bologna. Player now takes control just before the 90 degree turn before the S/F straight.

    Allow 32 participants in quick race again

    Add 1st pass textures for Belgian Forest asset

    New Bathurst export

    New Northampton export

    New Caterham export

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    Build 142 (1/2/12, Senior Manager)

    Added Formula A

    Updated animations for 3PV/1PV for the Atoms

    Added 64 start spot using the 24 hour (non F1) spots going up the hill and through La Source

    BACK button now works on gamepad

    ASSIGN control keys now on click/A rather than Square

    F68 and F77: Ultra detail fixes

    New liveries for the Superkart

    Calibration menu tidied up, buttons added to Controls screen to avoid discrepancy betwen mouse and keyboard input

    Fix wheel lock selection using mouse and add support for multipe sliders

    Fixed ultra vehicle loading

    Add jitter tweak GUI option

    'info' type steering wheels are now static when the 'wheel/driver in cockpit'' option is set to off

    Formula A export

    Leonus 68 and 77 exports

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