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| #16 Enviado: 21:09 01/03/2012 Editado: 21:12 01/03/2012 (1 vez) |

![]() | Lugar: Buscando El Borealis. · 11039 mensajes · Colección
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| #17 Enviado: 00:26 02/03/2012 Editado: 01:05 02/03/2012 (3 veces) |





| Para Heikki Kovalainen: |
| Tus impresiones se parecen bastante a las opiniones mas criticas que se pueden leer por ahi, me alegro que no te haya decepcionado. Por lo que veo al final invertiste 25€, mañana nueva build (164), no se a que hora las suelen colgar. Sobre el FF, no se si tendra que ver, pero el soporte para el CSR esta desde hace pocas builds Un par de hilos sobre fanatec: Sensaciones Configuracion Soporte Igual te sirve de algo para mejorar las sensaciones ![]() Y sobre los circuitos, si, graficamente les falta algo, pero no sabria decir el que. Lo raro es que veo capturas en el foro que se ven bastante mejor que en mi PC, hace unas semanas lei un hilo de un tio que tenia la misma sensacion que yo, pero no lo encuentro ahora. |
| Build 163 (1/3/12, Senior Manager) Moved hard-coded GameAudioManager skid sound tweaking out into SurfaceSoundConfig.hrdf. Updated the data to use HRDF instead of RTTI XML and removed old RTTI code/data Widen race groove slightly Weather system , new sphere dome Reinstated phase 1 writing to trees, to block sun behind solid areas, plus increased phase 1 alpha test to prevent badly lit edges around trees Wtc conditions removed to save texture mem HUD: added generic Motec display HUD: changed 3D elements for new minimal HUD Temp sun disc stand in flare updated with proper one. new wtc added that uses hdr skydomes Balancing changes - engine levels, exhausts, transmission, wind etc for all cars Volume and 3D distance changes New Northampton export Build 162 (29/2/12, Senior Manager) Fixed bug with "day lights" implementation which prevented light glows from appearing on them if the headlights were set up with a lens flare Assign available custom liveries to AI. Removed all the old wdf files as they are no use anymore. Changed the cloud cover dds file to be clouds_shadow_heavy01 Set default weather clock speed to be 1 sec -> 1 min Live editing enabled for all configs Disable HUD vignette as it doesn't play nicely with night skies Shadows blurred by FXAA pass Time scale factor at 60x for now pending GUI additions Add start time and progression options Fix for failing to load sky ring mesh Fix for FXAA blurring shadows on DX11 Changed default race start time to 1pm Updated camera positions for Formula B and X4 Cloud shadow textures added Fix for sky dome not rendeirng hdr Leonus F68: default steering ratio lowered to 12.0:1 Gumpert: changed order of liveries/paint in RCF Ariel Atom 3 - cockpit glow texture. Doubled size TDX - cockpit glow texture. Doubled size TDX - Steering wheel glow texture. Doubled size Caterham Superlight R500. Cockpit texture. Resized to correct size Caterham Superlight R500. Cockpit glow texture. Doubled size Gumpert Apollo S - Cockpit glow texture. Doubled size Balanced AI tweakers so adjustments are not made based on race phase HUD: New HUD design Foliage shader conversion to fully alpha (with solid areas) Formula A: physics update Caterham - Stiffer tyres TDX - Fixed damper slow and fast swapped. Re-adjsuted to suit Fix shaders to stop DX11 suffering from dithered glass and trees Known Issue: As this is the first build to introduce the ToD feature, we have quite a few crashes. (We are working on them ) Build 161 (28/2/12, Manager+) Filter out liveries with missing textures and validate profile data Reset of custom DOF mode sets the camera focus to selected participant Updated AI defaults Fixed Ultra shadows back Tyre sound thresholds adjusted to suit new tyres HUD telemetry engine power and torque can show negative values Adjust dirt buildup for a bit of dirt at race start and a lot at the end Fixed bug in dirt generation Reduce magnitude of FFB gear change effect for G25 and G27 Torque limiter and bump amplification, so that road is more visible during other forces Racer car camera moved back and centered Formula A: Adding more custom livery slots Wheels shaders specular factor 1.0. Same diffuse reduction on both wheels shaders to fix evident blur transition Fixed reported floating trees at Bathurst Alterations to the chassis scrape sounds; using an additional bump sound and tamed scrape so that it's more of a hit than before with larger forces and just a scrape with lighter forces. Needs further tuning and per car setup Asano LM11: switched brake balance with fuel load on cockpit display Leonus F68: Updated physics New Bathurst export New Asano X4 export |
| New Formula A is in with the load sensitivity adjustments and a revised default setup. It's a beast. You can really grab it by the scruff and toss it around the track now. More of a gritty drive than the precision-fest of last week's version. 500 Checked in a new Caterham 500. After watching video's posted here and others, I've stiffened up the tyres again from the last round, dropped the cog height 20mm, and stiffened up the chassis about 15%. Seems to better match now, and it still is a blast to drive, just more direct. R18 Also fixed the Asano LMP cars dampers slow and fast ranges being swappped (as pointed out here). I had to do some readjusting after that to bring the balance back, but once agian feels awesome. Enjoy em' when you get em'. |
Lugar: Impel Down · 19676 mensajes · Colección
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| #18 Enviado: 01:50 02/03/2012 |
![]() | Lugar: Buscando El Borealis. · 11039 mensajes · Colección
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| #19 Enviado: 02:31 02/03/2012 Editado: 02:36 02/03/2012 (1 vez) |


Pregunta de un forero: Out of curiosity, do the SMS team still have dev boxes for PS3 and Xbox? If so, has there been any attempt at running pCARS on them? Respuesta del jefe del estudio: Yes, and yes. We're working on porting the latest build in since last week. |

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![]() | Lugar: Buscando El Borealis. · 11039 mensajes · Colección
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| #21 Enviado: 12:34 02/03/2012 |
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| #22 Enviado: 12:55 02/03/2012 |
Lugar: Impel Down · 19676 mensajes · Colección
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| #23 Enviado: 13:29 02/03/2012 |


Pregunta de un forero: Out of curiosity, do the SMS team still have dev boxes for PS3 and Xbox? If so, has there been any attempt at running pCARS on them? Respuesta del jefe del estudio: Yes, and yes. We're working on porting the latest build in since last week. |


![]() | Lugar: Buscando El Borealis. · 11039 mensajes · Colección
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| #24 Enviado: 14:27 02/03/2012 Editado: 14:35 02/03/2012 (2 veces) |

| Para Jimmy79-SGC-: |
| Ahora si te entiendo, en cuanto al sol la verdad es que depende de la hora que sea ingame, no tiene pinta de que sean las 12:00, en la build de esta semana que ya se puede ajustar la hora se podria rehacer ese video mas fielmente. Un saludo. |
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![]() | Lugar: Bilbao · 28328 mensajes · Colección
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| #26 Enviado: 17:30 02/03/2012 Editado: 17:58 02/03/2012 (1 vez) |
![]() | Lugar: Buscando El Borealis. · 11039 mensajes · Colección
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| #27 Enviado: 18:01 02/03/2012 Editado: 18:27 02/03/2012 (1 vez) |
| ya puedes ir con las 4 ruedas pinchadas y boca abajo que no se nota nada de nada en el volante. |

| Para Heikki Kovalainen: |
| ¿Has comentado tus sensaciones en el foro? Ya esta la Build 164 |
| Build 164 MUST START A NEW PROFILE WITH THIS BUILD Reduced suspension forces linearly for AI at very low speeds FFB road noise and force balancing tweaks Remove custom printf hooks on exit to make sure they're not called during CRT cleanup Shadow improvements to work with time of day changing Add missing default for track order override property. Tweaked Logitech rumblestrip force Adding per-car tweakable values for the behaviour of the surface sounds Weather fix for dynamic particle lighting. Adjust shadow update threshold Tyre scrub effect for more capable wheels Fix for spot shadows Disabled cloud domes on a toggle Reduce jolt impact for player to vehicle collisions Fixed order of in game exit process to prevent the intermittent return to GUI crash caused by particle deletion order. Fixed particle manager cleanup to prevent multiple calls to Reset function Updated adjustment of friction factors of contacts between vehicles Computation of relative velocity between vehicles in contact now uses velocities at contact point HUD: added new minimal HUD HUD: backgrounds slightly darker Wtc and sky texture tweaks Headlights turn off later, wtc edit Loire texture updates Ariel Atom 3 - cockpit glow texture Asano TDX - cockpit glow texture Asano TDX - Steering wheel glow texture Caterham R500 - cockpit glow texture Gumpert Apollo - cockpit glow texture HUD: fixed broken lap gadgets HUD: adding laptimes to all HUD variants Reduced bump amplitude for bumpyroads1 from 2cm to 1.4cm Hide car when rear looking from roof cam Reduced adrenalin, stamina and concentration effects on AI Added new HUD fonts Quick Race and Display screens updated Updated the TRDs and tracklists to appear in the correct menu order Fixed Motec display colour Fix for START button, and support for Min/Max opponent difficulty Added HUD Motec to a few cars Reduced headlight range a little 5-10% reduction in tyre force multiplier Added 64 grid support to AIW. TRD also updated. Tracks: Bologna, Connecticut Hill, Connecticut Hill Short Improved DX11 tree shaders - increased alpha cut-off to match DX9, and moved alpha test to before dither to ensure it makes best use of alpha to coverage New Connecticut exports New Loire exports |
![]() | Lugar: Bilbao · 28328 mensajes · Colección
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| #28 Enviado: 18:28 02/03/2012 |
| ya puedes ir con las 4 ruedas pinchadas y boca abajo que no se nota nada de nada en el volante. |

| Para Heikki Kovalainen: |
| ¿Has comentado tus sensaciones en el foro? Ya esta la Build 164 |
| Build 164 MUST START A NEW PROFILE WITH THIS BUILD Reduced suspension forces linearly for AI at very low speeds FFB road noise and force balancing tweaks Remove custom printf hooks on exit to make sure they're not called during CRT cleanup Shadow improvements to work with time of day changing Add missing default for track order override property. Tweaked Logitech rumblestrip force Adding per-car tweakable values for the behaviour of the surface sounds Weather fix for dynamic particle lighting. Adjust shadow update threshold Tyre scrub effect for more capable wheels Fix for spot shadows Disabled cloud domes on a toggle Reduce jolt impact for player to vehicle collisions Fixed order of in game exit process to prevent the intermittent return to GUI crash caused by particle deletion order. Fixed particle manager cleanup to prevent multiple calls to Reset function Updated adjustment of friction factors of contacts between vehicles Computation of relative velocity between vehicles in contact now uses velocities at contact point HUD: added new minimal HUD HUD: backgrounds slightly darker Wtc and sky texture tweaks Headlights turn off later, wtc edit Loire texture updates Ariel Atom 3 - cockpit glow texture Asano TDX - cockpit glow texture Asano TDX - Steering wheel glow texture Caterham R500 - cockpit glow texture Gumpert Apollo - cockpit glow texture HUD: fixed broken lap gadgets HUD: adding laptimes to all HUD variants Reduced bump amplitude for bumpyroads1 from 2cm to 1.4cm Hide car when rear looking from roof cam Reduced adrenalin, stamina and concentration effects on AI Added new HUD fonts Quick Race and Display screens updated Updated the TRDs and tracklists to appear in the correct menu order Fixed Motec display colour Fix for START button, and support for Min/Max opponent difficulty Added HUD Motec to a few cars Reduced headlight range a little 5-10% reduction in tyre force multiplier Added 64 grid support to AIW. TRD also updated. Tracks: Bologna, Connecticut Hill, Connecticut Hill Short Improved DX11 tree shaders - increased alpha cut-off to match DX9, and moved alpha test to before dither to ensure it makes best use of alpha to coverage New Connecticut exports New Loire exports |
| Whoah, pCARS has never felt this authentic before. Build v160 and GT3RSv2 (driver v116) with Remco's settings = pure joy, at least with ´77 Lotus after few small setup adjustments . FF is strong and precise, i have no noticable lag and steering is accurate. This is clearly the best we've had so far, please do not screw this up. |
![]() | Lugar: Buscando El Borealis. · 11039 mensajes · Colección
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| #29 Enviado: 18:45 02/03/2012 Editado: 20:53 02/03/2012 (1 vez) |
| Whoah, pCARS has never felt this authentic before. Build v160 and GT3RSv2 (driver v116) with Remco's settings = pure joy, at least with ´77 Lotus after few small setup adjustments . FF is strong and precise, i have no noticable lag and steering is accurate. This is clearly the best we've had so far, please do not screw this up. |
![]() | Lugar: Bilbao · 28328 mensajes · Colección
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| #30 Enviado: 21:51 02/03/2012 Editado: 21:51 02/03/2012 (1 vez) |