VELOCIPEDE Posted February 3, 2012 Share Posted February 3, 2012 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 Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted February 7, 2012 Share Posted February 7, 2012 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 Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted February 9, 2012 Share Posted February 9, 2012 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 Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted February 11, 2012 Share Posted February 11, 2012 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 Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted February 13, 2012 Share Posted February 13, 2012 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 Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted February 14, 2012 Share Posted February 14, 2012 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 Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted February 16, 2012 Share Posted February 16, 2012 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 Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted February 17, 2012 Share Posted February 17, 2012 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 Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted February 21, 2012 Share Posted February 21, 2012 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 Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted February 24, 2012 Share Posted February 24, 2012 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 Link to comment Share on other sites More sharing options...
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