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Requisiti minimi e info utili + Build notes


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Build 144 (3/2/12, Junior Members +)

MUST START A NEW PROFILE WITH THIS BUILD

Increased threshold for engine vibe at high speed/revs

Updated run-time creation of wheel collision shape and wheel render mesh setup, so the corresponding actor can be created at wheel offset instead of vehicle origin.

Added wheel shapes (updated according to wheel pose) to vehicle actor to detect wheel-to-wheel contacts.

Added wheel helper shapes to vehicle actor to retain basic collision response for wheels.

Forces and damage resulting from wheel-to-wheel contacts are applied to vehicle.

Added support for factor (specified in data) to adjust the amount of effects applied on wheel-to-wheel contacts.

FFB impact force more authoritative (requires new profile)

Threshold for wheel detach caused by damage is now used also for detach caused by wheel-to-wheel contacts.

Fixed intermittent loss of control response (e.g. cycle hud/info).

Restored wheel-to-wheel contacts between AI vehicles.

Added tweakers for wheel contacts

Enable dev pause in all configs

Fix default livery not showing up in menu at first for new profiles.

Game server protocol changes:

- Added support for alternative game server port received from the redirector. This will allow us to switch to Java-only server easily in the future

- The game will now request replies to be in the formatted text format. This argument is ignored by the PHP server as it does not support any other format, but will be required once we switch to the Java server

- Added handling of free trial login replies

Game server protocol changes:

- The game will now request replies to be in the formatted text format. This argument is ignored by the PHP server as it does not support any other format, but will be required once we switch to the Java server.

FFB updates: subtle weight transfer force mixed in. Adjusted grip curve and logic to help with sudden step down of motor response

Stop car and sound effects audio from switching off post-race, since there's no post-race sequence that requires them to be switched off

FFB: fix for spring force remaining active during locked wheels (bug introduced in my previous checkin)

First pass of code to support new track selection flow

Lowered soft surface roll tweaker to stop cars rolling as easily.

Optimized tyres for the bigger camber angles, Upped brake torque 5% and increaded brake heat to get them in the optimum range more consistently, Change brake glow temp to match 450-500C

Caterham R500: now includes INTERIOR_LADX in ultra detail

Leonus & Racer: add damage replacements for ultra detail

Changes for AI stabilty. Chnaged grips and slip splits for the AI tyres. Adjsuted the damper multi reduction and torque stabilty in the CDF

Dropped AI attempted corner grip usage to help AI.

Formula A tyres tweak.

Formula A lighter steering specular for Fresnel material

Formula A tyres material update, fresnel material added to steering wheel.

Mirror texture tweaked

HUD: Replaced mirror with a rectangular one, added glass over Formula A display

Belgian Forest trees first pass

Added the track maps to the xml and tested they work in game - updated the maps to get the improved green colour that was requested on the bologna map

Boosted the car-car collision sounds further, and dropped some damage ones correspondingly in the FDP

Fixed front right wheel offset for Formula A

Remainder of tyres set to 20C starting temp, Ariel Atoms, Radicals, Caterham, GP1977, Gumpert Apollo

Allow 64 cars at California.

New AIW with new cut tracks, corridors tweaking, and a new raceline recorded with the Formula A at Belgian Forest

Fixes for semi-transparent background, selection, and addition of Cancel button on UI

New Atom 300 export

New Formula A export

New Leonus 86 export

New Racer l4 and V8 export

New Bathurst export

New Begian Forest export

New California Raceway export

New Northampton export

Build 143 (2/2/12, Senior Manager)

FFB: bad var init causing wheel rotation on spawn

FFB oscillation fix

AI UI difficulty tweakers phase 1:

AI config panel and app links

Profile saving/loading of AI config variables

Accessors for AI config variables

Pass proile AI config variables to AI systems

Utilise overall difficulty and aggression in AI systems

Only autoload tuning setup upon entering tuning screen when requested from GUI data.

Physics updates:

Improved low speed tyre model

Adjusted grip point debug screen to show correct state

Fixed CSM mesh rendering correctly with threading changes

Add menu option for controlling camera shake effects

Added LEGENDS driver + driver animations

64 car support at Spa - needs AI work :-)

Steering Lock changed to degrees (was previously percent)

Added Formula A digital HUD display

Formula A: tweaked roof cam position

Initial Pass of the Formula A physics. 740hp, 640kg, aprox 3000lbs downforce @ 150mph. 7 speeds.

Aries - default driving line changed and variations added for when new code is added later.

Formula A - LODX and CPIT tires have 60 segments now instead of 40

Aries - tweaked driving line 04 texture

Formula A - skinned LODC tires, made new CPIT from LODX

Placeholder FormulaA engine sounds are now scaled to match the physics rev range, so it sounds better. Scaling will be removed once the audio/physics match properly

Added placeholder AI engine sounds for the Formula_A. Also fixed R500 using excessive memory and the default settings for non-PC platforms.

1LM11: damage fixes for ultra detail

More changes to the Formula A for accuracy. Dialed in drag, gearing, tyres and blance.

Formula A : tighter grip 1pv, higher sitting driver from 3PV

Added AI sounds for Ariel Atom Mugen and ArielAtom 300

New Bathurst export

New Belgian Forest export

New X4 export

New LM11 export

New Formula A export

New Leonus 68 and 77 export

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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Build 146 (7/2/12, Manager+)

Added Bink v1.99n

Moved timer update in physics tick pause moved during debugging

Increased mempool sizes to handle increased AI counts

Tyre load:

Added max tyre load (under normal conditions) values per vehicle

Added tracking of tyre load normalised for FFB metrics

Added debug screen tracking of peak tyre load

FFB updates. Reinstated previous grip curve. Fixed problem with forces disappearing when sliding and made oscillation detection more sensitive and intelligent. Track bump sensitivity also increased

Asano LM11 TDX updated rig, exported animations with face rig

First pass on fuel use and tyre wear accuracy. Formula A aprox 1.3Km/L (3.1mpg)

Fuel capacity set to 240L

Increased brake torque 5% - F68

Fuel consumption adjusted to reflect reality. Fuel cell size on the LM11 adjusted to 65L

Gumpert Downforce reduced 30%.

Adjusted all track AIW's fuel use to 12x Lap length for AI fuel load estiment consistency

Some great progress with the Kart AI. Dropped slips and grips of the tyres way down, along with removing most of undertray spring force and damper amounts

Major revision to all car for Fuel use. Both Player and Human were calcualted out and researched KM/L useage for all car adjusted. Fuel cell/tank sizes adjsuted where necessary, and all starting fuel loads are now to complete a 20 lap race at Belgian Forest

Fixed the missing "CH Short Rev" map and also fixed the CH GP Rev T1 & T2 which were the wrong orientation

Added new set of crowds textures: DDS and PSDs

Updated Bologna crowds placement

New Belgian Forest export

Build 145 (6/2/12, Senior Manager)

Fixed pause control remapping issues

Added debug rendering of AI inputs, tyre wear and fuel to Doug's debug screens

Tidied up track map texture handling, separated HUD and GUI track maps so they can be managed separately

AI fuel: Enable fuel consumption for AI. First pass at AI fuel levels depending on race laps

Added new helmet lods and adjusted skin.

Ariel V8: added livery names, added frame/badges/wheels colous variations

Ariel 300: added badges/frame colour variations

Gumpert: changed to use some additional metallic/matte paint colours

Helmet variations setup

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Build 148 (9/2/12, Senior Manager)

FFB load / grip mixer update (setup for Doug's Caterham tyre forces)

FFB adjust spring to steering lock to avoid dramatic fall-off beyond zero torque point with low steering lock settings

Move some more debug keys into final config

Frame rate independence for free camera movements (rotation was already frame rate independent, but not movement)

Added F1 menu options for FFB grip/tyre force adjustments

changed paused tick to use real time instead of fixed frame rate, to ensure consistent camera movement between paused and not (Fix for slow free camera movement)

Changed strafe to use exec time scaling - for consistency with other movements

FFB clamp the steering lock value to ensure it stays within correct range

Downgraded a level sound error to a warning, as the game works fine with missing sounds

Added debug flags for toggling the engine sounds and the gear wobble

Resurrected Eero's WIP gear wobble for the transmission sounds. Currently disabled for initial testing, but can be switched on with the "Audio.ToggleGearWobble" console command. The colour of the engine graph values can now be modified from white, helpful for comparing values

Enable gear wobble sound

FFB marble vibration added

Ariel Atoms: camber range set to match the new animations

Ariel Atom 300: AO finished on all LODs. Interior_LODX now used on ultra detail

Fixed CH time trial start point.

Various cars: added wheel colour variations

Lower chance of AI to AI collisions causing launches/rolls

Tyre load numbers recorded and entered for FFB - all cars

Set FFB multipliers for Caterham and Formula A

Limited steering 1pv/3pv (with GT driver)

Enable virtual mirror in cockpit view

New Ariel Atom 300 export

New Belgian Forest export

Build 147 (8/2/12, Senior Manager)

Fix grid spot assignment when player starts in the middle

Display leaderboard ranks of personal bests when loading a track

FFB update: first pass of adding vertical tyre load

Adjusted attributes of wheel helper shapes, and moved them to separate collision group

Pose of each wheel helper shape is adjusted according to corresponding wheel

Reset alpha when displaying HUD messages texts

FFB tyre load/force mix adjustment

AI UI tweakers hooked up to AI systems and used as the base levels for AI driver abilities

Reset car disabled during AI control for the player

FFB updates: latest WIP tweaks and fixed stationary spring that had gone missing

Ariel Atom: colour variations of rims added/fixed

Bathurst raceline added

Northampton/Summerton racelines added

Reinstated Spa trees for improvement.

Interim trackside camera sets for Bathurst, Belgian Forest, California Raceway and Northampton.

Formula A/B: added blue backfire effects, fixed exhaust positions for Formula A

Reduced max wheel loads for FFB tweaking

Moved the start point in TT back another 10m at Bologna

Disable HUD head physics.

Reduced underbody spring and damper to help fix unrealistic flipping over high, abrupt kerbs

New Leonus F86 export

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Build 149 (10/2/12, Team Member +)

MUST START A NEW PROFILE WITH THIS BUILD

Added Loire track

Wheel-to-wheel contact effects are now attenuated according to axial distance from wheel center

Tyre smoke bug fixes

Fix for particles not appearing in mirror (still has draw order badness)

Further reduce distance at which particles get culled in cockpit view

Code cleanup and remove unnecessary front wheel optimization

Revert two previous CLs to speed free camera up again

Revised Logitech G25 ffb config (owners must start new profile)

Disabling gear wobble again. StephenB reporting it makes some cars sound funny

Fixes problem of rapid drop in potential lap time as calculated on the Live Delta hud page

T500 FFB tweaks to spring and average weight

Added Steering Ratio support for per-vehicle steering locks

Changed Aries Car Setup option from Steering Lock to Steering Ratio slider

Disable 'Steering Lock' slider in the controller UI

Added -steeringratio command line switch to enable the ratio code

Decision to accept/reject wheel-to-wheel contact is consistent for both affected vehicles

Adjusted computation of axial distance of contact from wheel center

Wheel detach caused by accumulated forces now depends on random chance specified by tweaker

Disabled delayed wheel detach

Kart FFB tuning

HUD telemetry: fixed incorrect scaling of g-force meter

F68: fixed livery names

Revised the load sensitivties and some grip balance, Gumpert, Racer 4, SuperKart

Adjusted the new FFB paramters to a natural feel. Target is to provide good resistance with progreesive lightening into understeer. All cars done

Enabled Formula A mirror in cockpit HUD

HUD: mirror changes (wider, adjusted frame)

Asano X4: added metallic livery support

FFB tyre load multi reduced from 0.5 to 0.3 for Formula B

Formula B: added metallic liveries

New Loire logo and track maps

New Ariel Atom Mugen export

New Formula A export

New California Raceway export

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Build 150 (13/2/12, Senior Manager)

Multi-turn wheels now default to maximum lock instead of 360 degrees.

Old sprites removed and lower in memory now, SMS/WMD logos moved to login sprite container, Audio page updated, Video page temporarily fixed (still needs swapping to panel layout), steering lock tidied on Controls screen, Max Steering Ratio added on Setup screen (needs Geds Applink), Fast/Slow labels added on Setup screen, re-arrangement of logos on splash/login

Added MaxSteeringRatio app link

Hidden the max steering ratio value

Gumpert Apollo 1pass animation set + fixed wrong car name in .CD

Gumpert Apollo 3PV steering head fix

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Build 151 (14/2/12, Manager+)

Updated the game stat handling to automatically replace any personal bests stored locally in the profile by times received from the server when browsing leaderboards or when loading into a track. Also delete locally stored personal best if a personal best stat query returns nothing

TM F430/RGT FFB config updated. Users of these wheels are required to delete their player profile <default.sav>

Better graphics defaults.

Increase the max clamp of the steering lock scalar created from the steering ratio to allow ratios greater than the natural steering wheel lock. Moved VM_STEER_RATIO enum to correct place

FFB update: deadzone work, also a tweak to road noise with clamp

Gumpert Apollo 3PV steering head fix

Slightly improved Belgian Forest cameras

Initial Kart driver setup

Adjusted roof camera of Kart

Increased the brake pressure +15%. Caterham 500

Upped AI fuel load estimates by 10-15% so they won't run out of fuel in a 3 lap or less race

Locked chase cam behind car

Turn off cockpit pertubation scaling

Fixed drain Belgian Forest texture

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Build 153 (16/2/12, Senior Manager)

Removed all statics from HDR control, these were causing interference between the rear view mirror and the main scene. Hud now copies HDR params from main scene and from environment manager (otherwise mirror dims twice when in cockpit view). This stops the screen changing brightness if you turn the mirror on and off

Fix for uninitialised var in HDR setup

Fix for brake light glows

Aries: Added placeholder files for ghost sources

AI metrics updates:

Added sub-tick metrics for AI vehicles to match the higher updated metrics for the player

Adjustments to timestamping so subticks are marked appropriately

Correct component index is now reported to cockpit render on wheel detach/repair

Added some extra functionality for text merging to aid localisation process, for clearing out strings that change and writing out translations that have missing languages

Updated RCF files to contain custom wheels as well

Added physics tweakers for processing of vehicle contacts

Fixed audio compression settings so that the FormulaB and Leonus don't use excessive disk space

Increased smoke generation thresholds to make tyre smoke less likely.

New skydome crossfade shader

Tweak to exterior 3d pan levels

Added classic belts and LODs & material

WIP new skydome rendering .. allows cross fading

Build 152 (15/2/12, Senior Manager)

Increased thresholds before skid sounds start

Revised FFB dead zone helper

Updated max steering lock scalar to 4.0

FFB deadzone work

FFB reduced over-aggressive bumps, causing problems in the kart

Racer: Adjusted roof cam to show driver's helmet by default

Ariel Atom Mugen: AO finished. Ultra detail now using INTERIOR_LODX model

Formula A: merged in UV mapped body parts, lots of fixes, meshes cloned

New textures and improve existing - Belgian Forest

Added custom liveries for all cars

Custom wheel textures added

New Belgian Forest export

New Formula A export

New Ariel Atom Mugen export

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Build 154 (17/2/12, Team Member +)

MUST START A NEW PROFILE WITH THIS BUILD

Changed Fanatec wheel default from 270 degree range to 900 degree range. This would be a problem if the player did not calibrate the wheel before driving

Removed memtrace calls from System Pool header expansion due to deadlock issue until they can be sorted properly

Fixed force effect thread crashes by implementing deferred creation/deletion of forces

Removed loading code for obsolete tracksglobal pakfile

Increased fidelity of replays for player and AI vehicles

Aries: Fixed memory leaks in Timings::ExportBestLiveLapData due to incorrect mempool overries

Ambient shadow height editing with F1 menu and reduced default to 5cm (from 25cm) to stop overlapping with bodywork

Camera / replay updates:

Physics tick and pause uses the same sync timer

Update camera using new metrics from physics

Physics sync timer uses app timer exclusively

Deprecated SetPhysicsClock no longer required

Detachable components and attached wheels are now regularly updated for AI vehicles

Detachable components are updated only once per simulation step.

Disabled automatic switch to "photomode" when pressing P - this stops the game pad right trigger from causing the camera to shoot into the ground if you hit P to pause the game

Increased number of op user channels from 12 to 13 to avoid crash occuring when changing window focus with certain wheels and recently added deferred effects deletion code

Corrected custom livery number for F68

Belgian Forest and Bathurst WDF edited and new textures added

Formula A: quick fix for offset sidepod collision mesh.

New livery for GUMPERTS

Increased far clipping dist for all cameras

Removed some understeer from the Kart. Increased front grip

New Caterham export

New California Raceway export

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Build 156 (21/2/12, Manager+)

Bring Fanatec wheel config in line with other manufacturer wheels. This is mostly for testing with CSRE/CSW and by Fanatec for any potential driver updates. Also the F1 menu items spring coefficient and gain become more relevant. New profile would be required for anyone testing this change

FFB update: squashed a bug that was adding deadzone based upon steering lock

Gearbox damage from an event should not rely on players gameplay flags

Default camera shake effects off until they're working properly again

PC steering deadzone defaulted to zero

Fanatec steering force mix set at "Hardware"

Updated Fanatec device profile defaults to suit CSW

Default lap info display off

Gumpert: added metallic/matte effects to liveries

Added back some undertray springing for the Formual A, dropped the Formula B to match

Unlocked chase cam so camera looks in direction of velocity a little

Build 155 (20/2/12, Senior Manager)

Added function that will return the numeric version.

Added two render contexts to allow special modifications to the glass shader

Advance player physics after pushing new location during rolling start

Initially picked waypoint on track is behind start line - fixes lap counter for first grid spot and longer vehicles

GUMPERT: Livery names added

Temporary master volume reduction (50%) pending investigation into some users reporting clipping.

Increased sharpening+ mip alpha edge fixed trees at Belgian Forest

Added color variation in the GUMPERT

New Atom exports

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Build 159 (24/2/12, Team Member +)

MUST START A NEW PROFILE WITH THIS BUILD

Severity of vehicle crash damage state is not decreased when vehicle collides with heavy dynamic object

Tweaked Logitech FFB kerb settings

Limit fallback AIs to race liveries

Increase freecam speed to compensate for changes to time steps - now correctly matches whether paused or not, and feels more appropriate for fast and slow modes

Disabled other uses of key combinations required by freecam when in freecam mode, to prevent accidental debug information etc

Changed shake effect code to properly reflect requested frequency, by not resetting to a movement endpoint on whole tick boundaries

Pre heat brakes to optimal values based on vehicle

Added PC support for Fanatec CSR, CSRE, CSW wheels using 911 as template - no per device button config applied as yet

Added undertray scrape audio volume

Ensure newer Fanatec controllers cannot match to older Turbo S wheel

Add profile option to toggle HUD map on/off

Completed last few remaining free-camera isses which were effected by pausing and unpausing the game.

Changed call to camera callback when paused to use core tick rate (180Hz) instead of sub tick rate (30Hz) as basis for the timer value, this fixes the camera speed changing when paused

Added custom Depth of Field mode

Enable camera editing when paused

Reduced effect of wheel to wheel collisions (and chance of them happening to the player)

Formula A, Formula B, TDX, Racer4x, Racerv8, Gumpert Appollo, Asano X4, F68, F77, F86, Kart, and Super Kart: Physics updates

Fixed trees cutting through wall at Bologna

Gumpert: excluded paint colours from AI races

Added fresnel/specular maps for all custom liveries

Vehicle client versions incremented in advance of Aries server-side leaderboard reset (physics/tyre changes)

Leonus F68: added metallic liveries + fresnel

Show Map on HUD added

Louder Caterham AI sounds

New Bathurst, Bologna, and Loire exports

Build 158 (23/2/12, Senior Manager)

Improved dither matrix to assist with A2C dithered trees

Shadow updates: Back to 4 frustums. Higher res PC shadow maps. Improved cascade calculations

PC: Added protection against force update thread running during device restart

Fanatec textdb entries and placeholder controller icons

Foliage shaders converted to perform phase 3 light and alpha dithering - also added non-shadow lighting functions needed for these to work in phase 3

HUD: fixed overlapping numbers

Chassis scrape sound in, needs further tuning

Changes to the AI tyre slip, grip balance, and chassis under carrige stiffness. This is to try to settle the Caterham AI down. No change to the player car

Funnel the AI into turn 1 plus a few other corners on the track to keep them off the inside kerbs at CH

Reduced underbody stiffness to match other formula cars. Leonus 78 and 98T

Fixed bustop chicane AI drivng up on first kerb and crashing at Belgium Forest

Fixed lightglows, minor optimizations on Racer cars

Formula A: Added fresnel/spec map for custom livery

Edit fuel milage, underbody stiffness reduced on the TDX

New Racer cars exports

Build 157 (22/2/12, Senior Manager)

Fix for the 30-35kph induced drift/slide

Tyre Force and Tyre Grip F1 menu ranges extended

Deferred centre spring adjustment for DirectInput devices to force update thread

Default damage to visual only

Gumpert: fixed missing alpha on blurred disc spec map

New changes from Ben Collins feedback on the Formula A. Increased turnin through various changes. increased lower RPM torque considerably in the engine

Asano X4: Changes per Bens Collins feedback, reduced the longitundinal stiffness closer to the lateral stiffness. This was proabaly responsible for the "auto centering" noted by some. Rebalanced the chassis to match. Increased lock and adjusted down steer ratio to match

Increased AI grip for some lower downforce cars

Added back in some camber relative stiffness

Leonus F68: fixed wobbling rear wheel

Changed full installer to be split into multiple chunks due to 2gb size limit

New Loire exports

New Formula B export

New Leonus F68 export

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