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Old 01-02-14, 07:48 PM   #166
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This car is the star of the pack so far, imo. Throwing it round the corners brings me into trance.

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Old 01-03-14, 11:28 AM   #167
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It's got the nice lines and curves of a Ferrari, but man is that paint scheme ugly. Trust Hot Wheels to deck out such a nice car in such a hideous way.
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Old 01-03-14, 12:26 PM   #168
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I prefer my Ferraris red, may it be Scuderia Red or Rossa Corsa or Dark Red, no matter - red.

But the 458, stage 3, it flies like a dream. Drives like a high performance sailplane soars in the sky. A dream! No wonder that the 458 became the iconic title emblem of AC. Its the only car were I can reliably slide within limits, hunting the limits - but never slipping beyond the limits.

The KTM is fun, also. Ugly, but a powerpack. Reminds me of a pitbull on springs.

------------

While I'm here: due to the holiday season, the next update gets delayed as predicted. 0.5 will come on Friday 17th. Their focus for that release currently is on AI, if not for all the game, then at least for some of the special events.
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Old 01-04-14, 06:22 PM   #169
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Devs have released a video illustrating status of the AI. Rest assured, it's all in good hands!

Mass start at Monza, lining up, first chicane, some laps: - it works.



Bald is Butter bei die Fische!
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Old 01-04-14, 06:33 PM   #170
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Another one! Dev release, from Saturday. Looks so promising!

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Old 01-06-14, 04:47 AM   #171
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This is a great table for quick overview on effects of setup options.

http://www3.sympatico.ca/cbarnett/SetupMatrix.pdf

After having driven the 458 S3 excessively, I am now in fixed engagement with the KTM X-Bow, all aids off as in reality. So much different,m and so uch fun. I like these two cars best in AC, with the Tatuu Formula Abarth in third place (though I wish it could go even faster, but is drives like on rails).

The most difficult and even annoying cars to me are the McLaren, the F40, and the BMW M3 E30. I wonder if their characteristics even are realistic. I cannot imagine that cars are allowed to drive in public traffic with such unpredictable turning behavior understeer. An underpowered minivan seems agile, compared to them.
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Old 01-07-14, 08:54 AM   #172
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Another wonderful address by and interview with Marco Massarutto from earlier last year, about design decisions an business needs. I really appreciate his attitude in which he does these kinds of addresses.

http://www.simnewsdaily.com/assetto-...ent-interview/

Especially noteworthy is the remark on the empiric realities behind forum demands and priorities by forum members, and that as a matter of fact they do not represent the realistic majority of customers who all buy the title and play it. For example MP. Much demanded, and causing a lot of forum debates: but actually AT BEST 15% of customers only play MP races. Probably even significantly less. This puts some of the excessively loud voices out there back into relation, I think. Online racers - are a tiny minority, as a matter of fact, and it can be proven by comparing the user lists of online servers with sale numbers.

Just an exmaple.

Quote:
Assetto Corsa – Exclusive Developer Statement & Interview

A few weeks back Sim News Daily was given an excellent opportunity to conduct a community driven interview with Kunos Simulazioni surrounding their current title Assetto Corsa which is one of the main titles currently being discussed in the sim racing community.

First off i would like to thank Marco Massarutto for taking the time to answer the questions we chose from those submitted by a large number of community members. Not only did we receive a great reply to all our comments but also Marco takes the opportunity to give everyone an insight into the development decisions regarding Assetto Corsa.

Please take time to read both the statement by Marco Massarutto regarding the development decisions regarding Assetto Corsa which certainly is an insight you don’t get everyday and the interview questions, answering the questions you the community submitted to us.

A word from Marco Massarutto about development decisions regarding Assetto Corsa.

I would like talk a bit about development decisions regarding Assetto Corsa, before answering to some of your questions.

First of all, we really appreciate your comments and we thank you for all your interest in Assetto Corsa. This provides a strong motivation for our team to work at its best. We would also like to thank all the people that continue to support us, and the AC project, by purchasing our existing products. Please, continue to do so.

Reading comments on blogs, forums and your questions here, it seems that people think of us as a big software studio with unlimited resources. We feel proud because it seems that people think we are doing top quality work. Nevertheless we would like to underline that Kunos Simulazioni is a small, independent software house that is not funded by any external investment. We don’t work with, or on behalf of, any financial company and therefore our budget and resources are limited.

Because the community seems to be very kind on our regards, the least we can do is to be honest towards the community. Before discussing features, cars and tracks or how our title will be the “sim to end all sims” as maybe other marketing departments of other software studios do, we would like to explain the reasons behind some decisions, so here it goes.

It’s important to understand what limited resources means. We need to decide very carefully on which aspects of the software we have to focus our production: graphics, physics, licensing, features, the offline and/or online experience, weather effects, and so on. Obviously we can’t put the same attention in all of these aspects together. Gran Turismo 5 is a game that proves that 5 years work and budgets in the range of several tenths of millions of dollars, are not by themselves a guarantee that you can include every feature in existence into a racing game, and create the perfection.

We have a maxim in our office: “everyone wants to race a 24 hour race, driving at night, under heavy rain, with broken suspension and a puncture. But just one time for a try“.

What we have learned, over the years, is that feedback on forums and simracing blogs represents just a minor percentage of the total amount of users and it doesn’t always tell you the truth about what people want to see in a game. We pay great attention and listen to our customers, but when we see how people are using our software, we see various patterns -often vastly different- from what blogs and forums would suggest as normal usage. Here’s a couple of examples that are significative.

As you probably know, Kunos have released, for free, for all registered members – all the add-ons produced for netKar PRO: cars, tracks, features, etc. And a lot of people who didn’t purchase netkar PRO before, during these years decided to buy it to get these add-ons, when a certain car or track as piqued their interest. Well, you would probably be surprised, but the slowest add-on car has sold much-much more copies of the game than the version that introduced weather conditions with aquaplaning, even if that feature was highly demanded from communities and the implementation was not bad at all when it was released, in 2009.

If you are not involved in the simracing community and you read the biggest simracing forums, blogs, and so on, you could think that Grand Prix Legends, Richard Burns Rally and a few other games are the most successful racing games ever. And that -for instance- some modern famous F1 or rally titles are a total sales disaster because people hate them. Well, you already know the truth, don’t you?

Many people think that that the multiplayer and online experience is dramatically important to every racing game. We love online racing too and we participate in various leagues with netKar pro or even other sims occasionally! Still if you count the number of users that play online at any time of the day/week with all the available simulators on the market, and then you also count the sales numbers of all the simulators available, you will notice that the online active users are a tiny fraction of the whole sales, even on purely online dedicated sims. So we’re troubled… where are all these people? Why we can’t see more online active users, than 15-20% of the whole sales of all sims even by the most pessimistic sales projections? Obviously because only a small part of the customers have the time and energy to race online regularly.

For all above reasons, and much more that we haven’t expressed but one can easily imagine, an independent developer needs to determine a strategy, in order to stay alive and be able to produce a new product in a busy marketplace. Our strategy, at Kunos, is not to create what people would ideally like to see in Assetto Corsa, but what Assetto Corsa should include in order to be an enjoyable product that simracers and, why not, normal gamers, would love to use. Because if you think about it, fast driving and racing is fun, so why simulators are not used by more people?

The development of Assetto Corsa is the present and future of our software house and an offer to the simracing community that surely thrives if more simulations are available in the market. We need to give priority to the features that make the driving experience with Assetto Corsa, worth for a larger audience of customers, without compromising and producing an arcade or sim/arcade game. Therefore we need contents, official cars and tracks, hi-quality graphics, a cool entertainment experience and a moddable structure to the software design. All powered by the most realistic physics engine we are able to develop, because that is our trademark and most praised characteristic. We believe that those features will make everybody happy, while having whatever extra feature at the expense of stability or mediocre experience while playing would make probably some people happy and angry everybody else.

So for example, multiplayer? Sure, but it will be one of the features of Assetto Corsa. AC will not have only a multiplayer structure as its core function, like its predecessor. Our original wish list, when we defined the concept of AC more than 2 years ago, included a lot of interesting and cool features. Realistically, today we need to set priorities and give you a great, stable racing experience. We are investing so much, we decided to bet on the simracing community. When AC is released, you will decide whether to bet on us. What will happen after the first release of AC, will also depend on the community stance. If the community stops the religion wars of “my sim is better than yours” and embraces the small number of simulations that exist in the market, then the same market will grow and become healthier. If we are not up to the realistic expectations of the community or the community asks the impossible, then in the future we will see even more arcade driving games.

The community can support Assetto Corsa’s development in the long term, by buying our previous products now, and purchasing AC when it becomes available.

We really hope we’ve been able to transmit you the positive spirit that drives us to write these honest words and hopefully you will read our answers to your questions, from a different perspective than the usual “we want everything and we want it now”.

-------------

Assetto Corsa Interview Questions

Will there be any kind of campaign/progression featured in Assetto Corsa or will this be limited to single events against the AI/multiplayer events only?

I can say that there will not be a career mode: all the contents included in each version will be available without the need to unlock them. We schedule to include a championship mode, but I can’t confirm this as yet.

Will there be a system that discourages wrecking? Such as the equivalent of iRacing’s iRating/SR?

There are going to be penalties for various driving behaviours. We are well aware of the iRacing rating system and we think it’s a great implementation and feature. We also noticed though that you can’t make everybody happy with such systems. Considering that we are an indie software house with small budget and resources, we must be very careful on where we spent those resources. That’s why we think it is better to give communities and users the ability to create the rating system that they prefer. Assetto Corsa will be moddable even for such advanced features, and so maybe with a bit of luck, some talented user might come out with the perfect rating system for everybody, or quite more probably, every league will create a personalized system that better fit their necessities.

Do you have any new features planned for Assetto Corsa in the multiplayer area? How many cars will be supported in Multiplayer?

Feedback was positive from the latest netKar Pro v1.3 version, and we aim to get better in Assetto Corsa, both in the actual multiplayer experience and most importantly in the management of the server and classifications after a race. We are still working on the feature list and actual multiplayer code; therefore I prefer to answer specific questions related to multiplayer when these features are completed.

The addition of laser-scanned tracks to the title brings a huge emphasis on realism to the title. What features do you have planned for circuits such as dynamic surfaces/drying lines localized weather etc?

We do have the code in place and we have created the graphic engine and physics engine in a way that dynamic weather and drying track can be implemented. I’m afraid though that we won’t be able to include it at v1.0 of Assetto Corsa, simply of time constraints. We learned the hard way some lessons in the past with netKar Pro. We tried back in the days to include as much features in the game as possible. The end result was that the sim was buggy at release and people couldn’t enjoy it.

This time around we want to create a software that has a very strong and stable core that people can enjoy and then start building and adding extra features on it. If you don’t make an enjoyable software for the community, then the community will abandon you and no matter what you do later, you won’t be able to win them back.

So yes we are working on it, we already going to have better grip on the ideal line and different grip on various asphalt patches for version 1, and we definitely want to include dynamic drying line and weather for future versions.

What’s the hardest part to make in AC, what features they want to have are giving them the biggest challenge to overcome and what are they the most proud of because they got it “just right”?

Programming the AI is an interesting challenge, because it is the first time we have done this. Being a small development team, each single aspect of AC is a challenge, considering the kind of contents and features we are developing with such a low budget. The involvement of real car manufacturers and race tracks makes every task much complicated and takes much more time. We are proud because the AC project is our most ambitious and most expensive project yet. But we will not betray our philosophy to make it as realistic as possible, even if we know that realistic simulations are not as potentially lucrative as arcade and sim/arcade games.

When Assetto Corsa was released you mentioned it would feature an open architecture allowing the title to be easier to access for modders. What features and tools can modders expect with the open architecture of Assetto Corsa

We think community input is very important for a niche market product. Nevertheless watching forums and blog comments is not always enough, because you can’t be sure as to how many people will eventually use a feature, a car or a track, everybody talks about. Modding gives the power to the community to express its creativity but also its preferences to whatever they like best. It makes a product more interesting to everybody and it gives developers the time to work on core features while the modders take care of “content”.

So yes, Assetto Corsa is going to be totally open and user will be able to create new content, new UI’s even new features if capable. The tools are not yet fully defined and we need far more time and space to explain how modding works on Assetto Corsa, but we are trying to keep everything as simple as possible and document every line we write on the various open files.

More information and documentation, about the tools will be available when the tools are going to be ready for release.

What other features are planned/already present in Assetto Corsa that you can share with us? Any plans for such things as driver swaps or dynamic day/night cycles?

We prefer to not talk about future plans and features, because we don’t want to raise expectations. We want and hope that people will drive and have fun with Assetto Corsa as it is. If Assetto Corsa is a hit with simracing fans then hopefully the sales will be good too and this will permit us to keep on expanding it. We have plenty of ideas on what to do next, but we must remain focused on version 1.0

Will triple-screens be fully supported? By that i mean rendering every screen independently so everything is in proportion on the side screens.


As you can see by the screenshots released so far, that are 100% in-game, our new graphics engine supports DirectX 11 natively with plenty of rendering passes. This means that it requires a considerable amount of hardware resources. Currently, it already runs fine on mid-level PCs, but before thinking of separate rendering onto triple screens, we want to optimize it for standard configurations, which as per official statistics, are more than 85% of total. AC will be compatible – it already is- with triple monitor solutions, while the kind of implementation you ask for has been scheduled for future release as we have to follow other priorities and scheduling.

We have all seen from the screenshots you continue to tease us with that Assetto Corsa has some stunning graphics to present a more realistic feel to the game. With this at mind do you know yet what the minimum PC specs to run the game will be?

We develop and run Assetto Corsa, currently, on several kinds of PC, including some entry-level configurations. One of the PCs I personally use is equipped with a Dual-core Intel processor, and an ATI 4800 Series GPU, bought in early 2009. Several screenshots we have released have been captured using that hardware. The graphics optimization process has yet to come, but I think we can consider this as the minimum hardware configuration needed to run AC.

Any plans on releasing a pre-release version to the public for testing before release? When can we expect to see the title available?

We’ll announce our plans by the end of August. Our intention is to release a “technology preview”, a one car-one track executable version of Assetto Corsa that will allow us to test hardware and compatibility issues on a very large number of PCs and OS configurations. Assetto Corsa doesn’t share anything with our previous products, so we want to test the code accurately well before we complete the development. This version will probably be good enough for having a first look of how Assetto Corsa drives, looks and sounds, and will also give the opportunity to modders to explore AC’s modding possibilities.

The “technology preview” is not a demo version of Assetto Corsa though. This will come later, after the initial testing and bug hunting of the “technology preview” is done. With the demo, users will be able to have a good test of the final version of Assetto Corsa, before making a buying decision.
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Old 01-09-14, 07:01 AM   #173
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The recently announced LaFerrari gets a worthy opponent, Kunos just confirmed. The McLaren P1, a 916 HP hybrid supercar, is coming.
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Old 01-16-14, 04:55 PM   #174
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Today, Friday 17th, is judgment day for Assetto Corsa. Today they will release v0.5, and it is expected that not only it will bring the BMW M1 series and probably a couple of other surprise items, but at least for some tracks and/or special events the one thing that decides about whether Assetto Corsa indeed is doomed to become a smacking market success, or will fail and stay to be a small niche product like nKpro has always remained to be:

Artificial Intelligence.

Latest video evidence of fields of AI cars in action looked extremely promising. I have only good hopes and optimistic expectations.

Judgment Day! Today we will see what stuff this thing is really made of. If they got this one thing right, then we have a new king on the hill. And he will rule for a long time to come, me thinks.



---------------------

Edit:

Official announcement by Aris, team member of Kunos Simulazioni:

Quote:
"As you've probably have guessed by now, tomorrow update of Assetto Corsa will include the first taste of AI. In order to contain the hype and lower expectations, let's focus on the word "taste".

For this first AI update, we won't give you the complete grid AI enabled. There will only be some special events quick races, with some cars on some tracks that will give you a taste as I said of Ai races.
I know that everybody wants the full monty, but I'm also sure that you understand that we need to test the performance of the AI on various systems, check for bugs, improve it and so on. It is far easier for us to do so on some specific scenarios, than having to control the whole Assetto Corsa grid at once.

We're pretty satisfied with how AI is coming along, but we also want to make it better and that's exactly what we're going to do once the update is out. We will collect your impressions and reports and work our asses for the next update to make them even better and offer you as soon as possible the whole AI functionality. I'm pretty confident you're going to like what you will experience tomorrow and I'm sure you will be hungry for more. Tiny bit of patience and we will deliver, you know already that we are listening and working constantly on this.

As a side note, of course you're going to get a couple of new cars and some new upgrades too, plus a complete rework of our tyre model (yikes!)... it's subtle, nothing too drastic, but we think you'll like it even more.

Ok back to work to put the final touches on tomorrows update, thanks for listening"
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Old 01-17-14, 01:31 PM   #175
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I have kind of a sore throat and a dry mouth - so much fun was had from racing a 12 car field of supercars at Silverstone and 12 BMW at Mugello! they did it, the AI is a good, really solid start. No obvious rubberband attached to your neck, no superhumans, occasionally a bad breaking and smoke here, a short stray into the dirt offside the track there, and plenty of body-to-body duelling. No kamikaze AI drivers that suicidally crash into my rear because the only know one ideal line, instead the aI sometimes even "scaring" away from a turn when it realised that I already was too far inside... From my side I can only say: I was a wide happy grin on wheels bumping its way through the competition... The AI will be finetuned, no doubt, this still is a basic first shot, but for that it is a promising start. Unbelievable!

Best racing experience I have had since many, many years. Last time it felt so nice must have been Gran Turismo 1-days - just that those had more frustration. Today, with AC it all is always fair.

And it is true - for some idiotic reason I had to laugh loud for all ten rounds in my first two races. I had tears in my eyes from laughing, you can believe that.

I should really see a psychologist, maybe.

Worth to note that I had not to lower my graphics settings at all, which are a mix of medium and high settings. Frames remained above 100 for 98% of the time with twelve cars on track. I am not concerned at all for any 20 or 30 cars field now.

And finally, the new tire model makes a difference for sure. More fun, since less driving on rails. Even supercars lose traction easier now, it seems, and swing and sway more nicely, and slightly more unpredictably, which i like in this case - it feels more dynamic.

Quote:
Early Access 0.5

- End Race simulation
- New Race special events
- Session Ranking app fixes
- Driver Names displayer
- Proximity Indicator & damage displayer follow GUI
- Small GUI fixes
- Special events have pre-determinate parameters such as Temperature
- Warning for high CPU occupancy
- Real time position
- Steam Achievement fixes
- fixed suspension animator in replay
- chase camera shake parameters exposed in launcher
- Modifications on tyre model combined forces grip. Tyres more sensitive in combined forces, cars more sensitive under braking and acceleration. Resulting in use of traction control more interesting even on racing cars
- Modifications on tyres heating modelling.
- BMW Z4 35is drift upgrade
- BMW M3 E30 group.A is now the early model with less power and no ABS plus chassis modifications and 5 speed gearbox
- BMW M3 E30 DTM version is now an upgrade to the early model and retains only the 6 speed gearboxes.
- BMW 1M series
- Lotus Evora GTE
- Modifications on Ferrari F40 suspension toe links
- Modifications on Tatuus FA01 aerodynamic drag.
- BMW Z4 35is toe fixes and tyre compound fixes
- Pagani Zonda R ABS levels
- Laptimes have now 1ms resolutions
- Ferrari 599XX Evo default alignment setup modified to cure over-sensitive steering.
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Old 01-18-14, 07:01 AM   #176
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A second look at the AI, what I previously labelled as car-to-car duels seem to be cars colliding in turns in front of me, currently real duels of the kind I described seem to not take place. The AI crashes into my rear when I do something silly like braking too hard unexpectedly or moving from the offside onto the track again with the AI not having time or space to react to that. I do not agree with people saying in the the forums the SA has no awareness of human player being there,, it is aware and tries to not to slam into you when you are in the inside of its turn, but if you jump to that position too surprisingly, it may oversee that you are there and then touches you. All in all this still is a good and promising start for an AI, a basis from which they can improve.

The duel in the 456 against those two MP4s in one of the events, is in teresting, due to those cars high acceleration they blitz away, but due to the AI I can coimpensate for that in turns. It'S always a very open duel that is attractive due to the very different characterists of McLaren's AI- and my 458-driving.

It seems amongst other cars the Nissan GT3 is confirmed to be released in autumn, with the Schleife.
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Old 01-23-14, 07:35 AM   #177
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An illustrated, superb, comprehensive in-depth guide (PDF) to the Nordschleife, by a BMW test driver.

http://www.assettocorsa.net/forum/in...eife-pdf.6870/

The new tyre model in AC is awesome, and the physics are shining brighter than ever. Can't wait to take the beauties in AC out on the Schleife for a ride. Counting the months...

Indeed the tyres have changed things so fundamentally that I have come to love with the various Lotus cars - and even the F40. Only the McLaren is my nemesis. I have put it aside now - too much anger and too many curses from driving it. My steering input just gets distorted too much by the car's own electronic will. Not my cup of tea.

After 3 hotfixes following the release of first AI races in 0.5, you can indeed have good fun with the AI already. Looks promising.

And if you have not realised that it arrived: try the BMW DTM. By its appearance that thing is an understatement - but it is a real "Pistensau". Fast as hell, powerfull as a pitbull, and driving very linear and predictable, a very very superior car. A monster.
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Old 01-25-14, 08:56 AM   #178
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Here is what the chief physicist of the AC said about the different methods of shifting, it is quite useful to know this stuff:

Quote:
"Hi, indeed you can't have autoblip and autoclutch with an H-Shifter enabled. You need to either learn to change gear properly, or use the clutch, or use the paddles

There are multiple reasons behind this but I'll state just the most obvious. While driving with paddles the program depending on what button is pressed, can understand perfectly what next gear to put and can calculate accordingly how much clutch to press and if a blip or cut is required. When driving with a H-Shifter there is no way the program can predict what gear you're going to put once you've got out of a gear. For example, you could do a 4th-3rd, a 4th-2nd, a 4th-1st, a 4th-5th, or a 4th-6th... all very valid choices. To make the assist work, it would be needed to wait until you've selected your final gear, and then start all the gearchange operation, so press clutch, blip or cut the necessary amount of time, insert gear, release clutch.

We did some try outs and the driving experience was terrible, not to mention the complexity and bugs it created, so we simply abandoned it, because in the end it is also a bad habbit. Don't like H-Shifters? You can use assists and paddles (being a bit slower). Like H-Shifters? Learn to drive them

Sorry, no way around it.

(...)

"If you use paddles on an H-shift manual car, the gearchange is slower than what you could achieved with a totally manual H-Shifter.

If you use autoclutch and blip on a car with a sequential box like the Z4 GT3, the clutch engages just a tiny bit slower than without the assists. "

(...)

"We have explained this before, but I'll explain it again as probably it is somewhere hidden in the older posts.

If you want to be real fast with gearchange, you need to touch the clutch to make a successful change. You can do without, but it is a tiny bit slower gearchange. Also, the faster you try to change, the more you risk to hear the grinding noise of gears. You might even make it but you hear the noise.

Now, when mechanical damage will be enabled, the more grinding noises you hear, the more the "accepted rpm range for gear change" will get narrower. Let me make an example to make this easier to understand.

Right now a specific car might be able to accept a gear in a 1000rpm range. So say that the gear should enter at 4500rpm. You will be succesful if you rev match at 4000 to 5000rpm.

Now, everytime you revmatch badly and hear the noise, this range will get narrower. So 800,700,500 and so on until you will arrive at a point that you will need to press the clutch totally to change a gear and even at that point it might get risky and the gearbox might not accept a different gear. So you might need to let a single gear in and finish a race with that.

So why didn't we opted right away for a more severe simulation? Simply put, there is no specific hardware that simulates an actual gear lever connected to a gearbox (force feedback shifter), nor a properly clutch in consumer pedal sets, and most importantly gearchanging has a lot to do with feel and g forces too. All of those features are heavily lacking in sims. So a very severe simulation would be simply frustrating. We think our system works very good, and "teaches" the player to properly use a clutch in order to be safer and faster. The more risks you get, the more it punishes you, until it breaks down. "


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Old 01-31-14, 01:04 PM   #179
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Version 0.6 released. Update is 53 MB.

- All cars AI enabled
- All tracks AI enabled
- Improvements on track AI lines
- UI quickraces enabled
- Added theme module management interface (see Options/General)
- Fixed position indicator changing in proximity to the finish line
- First lap time in races starts when the starting lights are off
- On screen time difference : (On/Off switch)
- mesh collider system and terrain collision boxes
- Reworked collision stiffness
- Penalty system On/Off switch
- Hide steer option
- Smoke rendering in mirrors improved (also On/Off switch)
- Look back buttons implemented
- fixed some gui issues in endrace mode
- Winning an achievement in special events unlocks the lower achievements
- Fixed ambience sound volume
- Improved positional audio for opponents when driving in cockpit or F1 cameras
- Fixed opponents overall engine volume
- Fixed distance scale volume for opponents engines and related extra sounds (skids, backfires etc...)
- Fixed backfires exterior volume
- Maximum exterior engine volume is 1.0 to prevent sample clipping and/or distorsion
- Lotus Evora GTE physics bug fixes and updates
- KTM X-Bow R aero modifications and setup fixes
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Old 02-01-14, 05:52 PM   #180
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v0.61 got released yesterday, a 30+ MB download. Say what you want, they really mean when they say "we deliver".

With 0.61, we really start to talk racing now. Free race setups possible, youdefione tracks, cars, rounds 1-10. The AI still needs plenty of finetuning, but has made a huge jump forwards since 0.53. I have very good races with full fields of up to 24 cars, and if staying out of the initial onslaught in the first turns , then I really can get some duelling for my money. SA of AI has been improved, but still needs to go a bit.

With 18 cars, frames dropped from over 100 to 55-85. With 24 cars, frames now count between 30 and 45. I have gfx settings at max and high medium.

They definitely are on track, everything goes fine!

For the time being, the AI seems to benefit from needing to care for slower car classes, it produces less heavy metal then, possibly due to having more reaction time.

ISI cannot believe the pace AC is setting, rumour says.
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