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Stefano Casillo: Look What The Cat Hacked In


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Posted

domenica ore 17 nuova puntata

 

Posted

un utile riassunto
 

  • Special Guest: Aristotelis!
  • As usual, (old) questions that aren’t picked up have the answer: “no”
  • Suspension question: I have no idea what they are talking about. Something about the starting point of the suspension before the gravity kicks in. And the link between the car space and wheel space (connected by suspension)
  • Custom championships in 1.7: We’ll try, it’s the plan (so probably not
  • Complaints about ignoring the questions: Stefano is not, but the question is one of those “no”-ones
  • XBox controller on windows: No dual shock support for PC (unlike XBox) due to DirectInput limitations (just like Forza is not supporting FFB wheels)
  • No water, windmill and so on animations for tracks
  • Aris about design choices: There are limits, but on the other hand you can have the Rift at 100fps. It’s a balance thing
  • Historical tracks coming after the 1.7 (and probably console release)
  • new website with longer-term considerations in queue
  • Cutting penalty – Stefano doesn’t like to give free cuts, as they can be abused in the last corner
  • About the Hamilton/Rosberg situation today: Both say 100% Rosberg’s problem
  • Driver swapping: Not a plan in general. They occasionally talk about it, but Stefano doesn’t see this happening like night and rain
  • Manual pit limiter: With the drivethrough system there is the penalty possibility, so maybe yes
  • AI line for mod tracks in the 3D editor? Aris: It is possible by editing the line. For Aris it would be perfect to drive the lap first, but then edit the output. Example is when you see the AI failing at a specific part, you wouldn’t need to redo everything. Maybe a modder will do this when the file format is published (lol @ minolin).
    This will be helpful for camber corners
  • Replay size/length: won’t chance, deal with it
  • Changelog
    changelog17.png?w=1000
  • About Aris: He’s the “physics integrator” who did every single official car so far. Jokes about Copy&Paste. He is using manufacturer data and feedback from the drivers to feed the physics engine for each car, until it behaves as close to reality as possible. Gathering the data is a huge part, and sometimes you need to focus on the results. Or reverse engineering from a telemetry result to fill the gaps in the input values
  • Working in deadlines makes this more complicated, cars are evolving with new data or physic updates even afterwards
  • About the FS-15T: Today F1 is very complicated because of the electronic stuff, not so much the car dynamic. There are secrets in algorithms and stuff, so they won’t ever have all the data required. Traditional cars are quite easy in comparison.
    Sometimes they are even asked to do it not on the right way but with the right results, just to hide the real input values from competitors
  • Aris about the physics modders who can spend 2 months to figure out mistakes, while Kunos does 20 cars in this time span
  • Talking about jealousy and not hiring just more guys, but also budget
  • Aris is a bit sad about the fact they need to bring many cars to keep AC (and Kunos) alive which brings time restraints
  • Hiring more people need money, time to learn, Stefano adds they would start fighting over priorities or truths just like mechanics have very different opinions what certain settings do (although they are right, it’ s a difference in importance and weight)
  • Stefano talks about the weirdness of the term “simulator”; as it is something that tries to recreate reality – but this can’t ever be achieved completely (although he admits he’s guilty as well)
  • Sims in comparison have very different things they are good and bad in – this is also based on the team’s skills. Like Kunos is not as good making the game around the driving, but have good physics and graphics. They will stick on those things as they are Kunos’ skills
  • Aris-history: Aris was a user/modder for the very first version of netkart, before that he was driving games since comodore. Interesting that he clearly prefers “driving” over “racing”. Tour through the typical early simracing products. When multiplayer communitys started he was driving competitevely. Then Marco invited him to test the pre-alpha of netkart. He was good at physics stuff like feeling cars and doing setups. Lol story about a broken Netkart version when Stefano left to Japan.
    Ah screw it, you should listen this for yourself (around minute 48). The description of his learning process over time is hard to type
  • Live: “The best car in AC”: Maserati 250F 6 cylinder on spa
    Holy shit a 50s F1 car. Mighty backfire, Stefano talks about wrapping your head around how slow you need to go. It sounds glorious, heavy understeer in Combes. Super slow in the corners, steady corrections. Stefano is totally in love
Questions
  • About brake temps: First temp is to work out how it works with some of the cars with low effects, await many brake data updates over the next months. Afterwards the effects will be more significant
  • We will try to slam the brakes more aggressive so they build up heat fast. Currently the effect is instant and you need to handle the tyres
  • How many people did Aris strangle to get the data: Many, and he has a place where he hides the bodies
  • Will air temp influence cooling? yes
  • Talking about brake temp effects: Still hard to validate the results with real data – the same for slipstream
  • About the LeMans weekend (Aris+Marco): Amazing! Was very stressful due to the remote Porsche announcement. Very exciting time. When driving home they were mentally exhausted and tired
  • About the RPM limiter: that was confusing (1:05). They are trying to replicate different RPM limiters in physics, but the GUI can show show red even before. Some cars have a much wider range than you should use (like the 458 GT2)
  • Brake glow dependent on the brake temp: Stefano doubts this (wow)
  • SF-15T adjustable gears? No, it’s locked like IRL
  • Long Maserati first gear: Is not a bug, because it get’s so much torque the drivetrain would break mechanically (again 50s!)
  • Which car was most difficult to find data: Stefano tells about the old cars, but Aris adds they are simple and you just need to find the geometry. Very modern cars are difficult due to electronic controls
  • Aris’ real life driving skills: Mainly from the simulators. He never had much time/money driving/racing real cars. Regarding the the Aventador SV video: Aris drives a lot by eye and less by but-feeling, just like in AC. He is able to keep pushing where usual drivers would be much more careful
  • The F1 car won’t bring that much game elements. They try to define the DRS-rules, but aside from that AC won’t turn into a F1 simulator (on the game part)
  • No DirectX 12 update
  • No Yebis 3 update (?)
  • About default setups: Street cars have close-to-real default setups, that won’t change. Aris can imagine setup sets like “factory” and “fast”. Race cars also have factory delivered setups. In race cars you can’t satisfy anybody as they tend to be very individual
  • Stefano talks about setup details that real drivers usually don’t care about and grinding. In reality many things are solved by engineers and not the drivers
  • Tyre version 10: didn’t understand that (around 1:26), “it’s a revolution”. v8 and v9 have been skipped as the code part change is so huge. The feeling is not that different according to Aris, he still noticed in a blind test
  • Lol reference regarding the human FFB video 12 years ago
  • Annoyable questions: Aris is more annoyed of un-polite contributions, not that much about the content.
  • Stefano: Development is also limited by skill
  • Aris’ favorite AC car: Terrible question, impossible to decide. Sometimes it’s about handling, sometimes about the performance or tech specs. He likes the RX-7 and the Maserati, but he often changes his mind
  • They did a FFB calibration this morning and had some short laps. Stefano states it’s interesting you end up driving cars you never drive, like the Z4 or the Abarth race version. “omg we have all these cars and they feel different”
  • Aris: That’s a huge thing about AC, you get a feeling for the character of every single car
  • Aris: He fears cars that are idols to the people like the F40, GT40, Countdach because the real cars might not hit the expectations. But he usually is wrong with that, people take it perfectly
  • Stefano hates the Nordschleife, mostly for working with the AI due to the long track. And the Exos is too fast
  • The SF-15T currently does good on Monza, bad on Imola
  • Promising AI things coming, right now Stefano talks about Exos tests at Monza where he went from 7th to last position in one lap
Posted

Avete riferito dei problemi riguardanti alcune serie della carriera riportate nel mio thread "Carriera ultrabuggata"? Con questi problemi è ingiocabile. O Nicola o Mao spero possiate fare da portavoce.

Posted

domenica ore 17

 

Posted

anche domenica prossima Stefano in diretta alle ore 17

 

  • 2 weeks later...
Posted

domenica ore 17 in streaming

 

Posted

Un sunto delle novità più importanti?

Posted

A breve penso che Nicola le metterà ;)

Posted

- There will be 3 Porsche packs for a total of 24 cars. Porsche actually reached out to Kunos, not the other way around. These cars are the absolute top priority. Apart from the console pack (which will cost a few dollars), the Porsches will all be out before they move onto others. The new R8 GT, M6 GT3, and TS040 are ones mentioned as early 2017.

- They will probably offer a "season pass" for the Porsches since it's a lot of cars and it can shave off a few dollars for people. Apparently Steam has some say in the way of season passes. 3 Porsches out of the 24 will be free.

- The Porsche 919 will come in both the 2015 and 2016 versions

- Classic Silverstone will finally be coming sometime before the end of the year.

- A new modern track license is close, and it was one of the very popular ones on the user poll on the AC forums from a few days ago and had around 50% of the vote. However, it's not LeMans or Suzuka. My best guess is Laguna Seca since it was highest on the poll and Kunos mentioned they wanted to do an American track. If it's not Laguna, Bathurst was next most popular.

- AC originally had a budget of 70k euros, now around 3 million.

- Maserati also approached Kunos but they had to originally turn them down as they didn't have any time to make their cars at that point.

- Maserati MC12 GT1 is in development (would be the first GT1 car)

- They recently turned another major unnamed manufacturer down for the moment.

- They've had contact with Koenigsegg, but it's gone quiet. This happened 3 times with Alfa, so it could still happen in the future.

- Bugatti very unlikely in AC 1

- Japanese manufacturers are hard to work with

- Could not come to an agreement with Aston Martin

- Probably no Bentley

- Suzuka license far too expensive. Kunos doesn't want to go the cheap way and make a similar fictional track. It's Marco's unicorn track after getting the Nordschleife license.

- Another fictional track like Black Cat County is likely. Possible locations are Tuscany or Scotland. Porsche and Maserati really wanted an open road circuit and that's one of the main reasons for these tracks.

- No Nascar or Indy Car.

- They do have the laser scan for historic Spa, but they aren't sure if the time it will take to properly make the track will be worth it for most players. Roughly 6 months of development time estimated.

Posted

QUESTIONS FROM LAST STREAM

Q: Vulkan or DX12, for new engine in the future? (AC2 or whatever)
A: Stefano would experiment what is most comfortable / best. In the last 10 years DirectX has been better. Early version of AC actually had OpenGL

Q: How damage model works in AC? Would be nice to affect more open wheelers VS street car
A: Open wheelers are already easier to damage at supsensions. Bodywork, only effect is aerodynamic. Simple damage model

Q: How mods are selected to be official content? Most accurate physics VS. most popular mods?
A: Generally speaking they just use the 3D model and do physics & sounds from scratch. So only 3D model matters to them

Q: Possible to change clutch linearity?
A: Stefano did that to the code. Aris reworked all the clutches, for every car. Making them less powerful. Easier to start, car a bit more stable when downshifting. Coming in 1.8 if I understood correctly

Q: AI question, Exos isn't able to pass Abarth
A: Stefano wrote some code for AI to understand when car is other class, to know to pass it. But some code was left from 1.7 that will be added.

Q: Other historical tracks coming?
A: Classic version of Silvestone is coming, not in 1.8 but in 2016, for free.

Q: No AI in practice?
A: Doesn't know if very necessary, but could be maybe added to launcher

Q: Why AI is not coasting in corners, but brakes mid-corner annoyingly?
A: It's not just AC, pretty much all racing games. Problem is how AI thinks in 1 and 0. If it's too fast to make the corner, it taps the brake. To make AI anazyle if it needs to coast or brake, would need complicated
algorithm that would hurt performance. Maybe he will find solution, but at the moment, have to live with this

Q: Steering reaction lag for AI, to avoid "super grip" when you hit them?
A: It's been tested, but now turned off because AI wobbled around the track like lunatic, it looked ridiculous. Even when it switched back to normal algorithm, the AI couldn't realign the car
Stefano made tests now with taking AI's stability control randomly off, so it slides into corners sometimes, similar to braking mistake. Was able to make AI even spin
Unsure if it will be in 1.8, caused some probems, where AI wrecks his car & blocks the track. But looks promising
Also, if you hit AI now his SC goes off momentarily. More natural reaction when hitting AI. If beta test goes well, might be released

Q: Selling cars 1 by 1, instead of DLC packs
A: Originally AC was going to be Free-to-play, and cars sold 1 by 1. But current approach Stefano thinks is better, the packs have something for everyone, and you can discover cars, that you didn't initially see as interesting.
Like someone getting RP for modern F1, but then finding Maserati 250f nice car, which he wouldn't have considered

IMPROVEMENTS in 1.8

- Improved reflections. On the car borders they were messed, and Stefano fixed the shader and smoother now
- Big FPS improvement, but still getting Beta feedback, if the improvement is universal and just not for Stefanos PC
- Better shadows. Car interiors in replays, and in track walls shadows more stable. Depends highly on sun position, but generally better looking
- Lot of techincal talk. In short, this image

CoUDYa3WYAAWA8V.jpg
doesn't mean that CPU is stressed more. CPU is being more efficient and helps GPU render faster.

STILL TO-DO STUFF FOR 1.8

- Trying to work on Blue Flag, punishment for not respecting it. At least in MP
- Finishin the race on right lap. When you are 1 lap behind
- All GT3 cars will most likely be in Tyre model 10

QUESTIONS FROM CHAT:

Q: Revisiting damage & colision modeling?
A: At this stage, not gonna happen

Q: Spectator mode in MP?
A: Yes, but it's complex thing and he wants it done properly in one go, big work

Q: Rev lights on Fanatec wheel?
A: Fanatec requires to have some libraries into the game, which cause problem. Something to do with Visual Studio 2013 vs. 2015

Q: Vive support?
A: Nothing yet

Q: Marco is in the chat and asks if rain coming to AC clear.png
A: No sorry, no rain Marco Massarutto

Q: Question about something without post processing
A: AC is designed to be used with PP. If you choose not to, you can, but good luck with that

Q: Cross platform MP?
A: No.

Q: Rolling starts?
A: Most likely no. They've tried to brainstorm about it, but it's making their head explode. SP easier, MP less

Q: Custom championships for 1.8?
A: Stefano hopes so. He is not the person working on it

Q: More staff?
A: Kunos has 1 new guy, who just started to work on AC Pro, but will be working on normal AC too. More staff needs more management. Stefano don't want that

MARCO MASSARUTTO JOINS

I didn't hear all of it since low volume & stronger italian accent (I'm not native speaker) than Stefano. But here what I could be (somewhat) sure of:

MAIN THINGS (for me)

- New track coming in 2016. Will be one of most asked tracks. Hoping to make announcement soon. Will not be Le Mans
- Next DLC (August 26th) - Ferrari FXX K, Ferrari 488 GTB, Praga R1, Audi. This will NOT be free but very cheap
- There will be 24 Porsches, divided into 3 DLC packs not 2
- Porsche DLC volume 1 in September
- 3 Porsches will be free bonus cars
- Season Pass coming = All DLC Porsches with 1 purchase, very good price. Not sure if will work with Steam, to be confirmed

GENERAL LICENSING & OTHER TALK

- Kunos was 5 people and budget was 70 000 € when they started. Now development costs are at 3 million euro
- In the beginning getting licences was hard, because unknown company
- Now manufacturers contact Kunos. Including Porsche.. Porsche has partnership with Kunos, not just license.
- Track licensing is tricky, very hard to catch with them and finalize deal. Most tracks don't have proper licensing department.
- Did they say "No" to a manufacturer? They had to, to Maserati before 2016. Kunos didn't have time until now
- Also a new well-known manufacturer contacted them recently, but they need to get on queue, because too many cars in production already
- No expectations for console sales, too busy to worry about. Will obviously affect future
- How to be programmer? Have to be skilled in C++, and to be independent (work without being told to work) Stefano joins to answers this

MARCO ON CARS

- Porsche are fans of AC. They give lot of data. Better co-operation than ever before
- 24 Porsche cars incoming (not 20) + more than 10 other cars in development. All the new manufacturers will have to wait next year
- Old porsches, winner of 2015/2016 Lemans, new lineup 911, Cayman, Boxter, Panarema etc. All electronics modeled
- P1 GTR confirmed, after Porsches. Maybe end of 2016 or January 2017
- GT86 GT4? In queue. Candidate for next non-Porsche packs
- Koenigsegg stopped to answer emails. But same with happened with Alfa Romeo 3 times and took them 18 months to get, so it's about person they were in contact with changing jobs. Doesn't mean "no"
- Alfa Romeo Giulia? Some plans. Not confirmed, depends on Alfa Romeo
- Alfa Romeo Stradale Tipo 53 also in (low) development
- Cup cars? Audi TT 15 Cup in schedule, also Porsche Clubsport GT4, Porsche Carrera Cup
- Maserati MC12 GT1 already in development
- LMP cars? Yes. Audi R8 2014, Toyota TS040 and Porsche 2015/16
- BMW M6 GT3 will come in beginning of 2017
- New Lotus 3-Eleven in development
- Audi R8 LMS 16. In development, in January 2017 probably
- Aston Martini? Been in touch last year, but didn't find a good agreement
- Peugeot is not coming into AC, at least into AC1
- Full series is not an option for DLC, too expensive, revenues won't cover the expenses
- Bentley? Marco doesn't see it happening
- WTCC cars, don't see it's an option coming
- Recent F1 cars? You just got some
- No Subaru, not scheduled. Same for Lancia (?)
- No plans for Bugatti, doesn't seem likely to see it in AC1

MARCO ON TRACKS

- New track in Europe? Doesn't know, couple of options but not sure yet which
- Suzuka. Marco tried hard for agreement, but way too expensive. After Nordschleife Marco's favourite track
- Kunos rents laser scanners. They progress all the time, like smartphones, getting their own not good investment
- AC doesn't have real tracks with fake names, and they don't want to start now
- Modeling laser scanned open road track? Huge work. It's always development costs VS. revenues. Open road doesn't seem worth it
- Portimão could be good option. But much less known, and there is always the marketing standpoint
- Black Cat County was asked by Maserati and Porsche. Kunos got good feedback about it, so another fictional track will likely happen. Maybe Tuscany, Italy or Scotland
- Other tracks like Zandvoort (non-scanned)? Outside of fictional, likely no
- Sebring is not an option

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