C.A.R.S.

Lo spazio dedicato alle competizioni virtuali su PC o Console
Regole del forum
Sei soddisfatto dei servizi offerti da S.RW? Ti piacciono gli eventi organizzati da questo portale? Se vuoi contribuire alla sua crescita, aiutaci a sostenere le spese facendo una donazione libera con PayPal. Trovi il box nel nostro sito ufficiale.
R4F-ScorpioGT
Reader RW
Reader RW
Messaggi: 48
Iscritto il: 28/12/2011 - 13:02
Nome e cognome: Daniele Conserva

Re: C.A.R.S.

Messaggioda R4F-ScorpioGT » 13/02/2012 - 14:09

Quoto Michele. Io raga mi sto staccando per la prima volta ora, dal 2006 da LFS, proprio perché é un simulatore eccezionale, ed anche con pochi contenuti, mi ha tenuto attaccato li. Ora mi sono un po' rotto perché ci sono persona che vivono attaccate a lfs ed é impossibile stargli dietro, essendo sempre le stesse auto e piste, diventano imbattibili, c'é chi ha accumulato piú di 300.000 km [:2] .
Comunque il netcode é fantastico e vi permette di duellare come nessun altro sim fa, men che meno rFactor, dove vedi sparire le macchine e ti riappaiono davanti [:1]

Avatar utente
brando
Famous Driver
Famous Driver
Messaggi: 617
Iscritto il: 07/08/2009 - 17:28
Nome e cognome: Francesco Pinto
Località: Fasano (BR)

Re: C.A.R.S.

Messaggioda brando » 13/02/2012 - 23:41

Peccato che non sia "moddabile" LFS, lo provai un po' di tempo fa ed era molto divertente
Immagine
Immagine

R4F-ScorpioGT
Reader RW
Reader RW
Messaggi: 48
Iscritto il: 28/12/2011 - 13:02
Nome e cognome: Daniele Conserva

Re: C.A.R.S.

Messaggioda R4F-ScorpioGT » 14/02/2012 - 11:40

Infatti. Se avesse questa possibilitá sarebbe imbattibile. I problemi seri sono:

-Ha gli stessi contenuti da anni
-Pochissime auto reali e nessuna pista reale
-Promessa di uscita di un aggiornamento con nuovo modello gomme e la pista reale di Rockingham, e la VW Scirocco DA 3 ANNI!!!!!
-Non rilasciano possibilitá di mod, ufficiali o non

Nel contempo vedi in sviluppo roba come CARS, Assetto Corsa, rF 2 sebbene un po' deludente....
Insomma la vedo dura che possano tenere il passo degli altri, salvo miracoli [:18]

Ne parlavamo anche sul nostro forum LFSIC.NET. Oltre alla noia, questo crea situazioni del tipo, chi ha piú tempo per allenarsi, essendo le combo sempre quelle, diventa imbattibile. Anche nel nostro portale si pensa ad aprirsi ad altri sim ormai.... stiamo perdendo la speranza....

Avatar utente
Grixx
Legend
Legend
Messaggi: 4313
Iscritto il: 05/10/2009 - 12:09
Nome e cognome: Fabrizio Gritti
Località: Busto Arsizio
Contatta:

Re: C.A.R.S.

Messaggioda Grixx » 14/02/2012 - 12:12

Io l'ho provato anni fa con Marco Armenio, ed era uno spettacolo da guidare, ma mi sono rotto subito della monotonia delle auto e delle piste... ...se solo l'avesero supportato di piu...
Immagine
"La vittoria più bella è quella che ancora ha da venire." (E.Ferrari)
"A volte vincere non è importante, ma è l'unica cosa che conta!" (G.Boniperti)

mc0676

Re: C.A.R.S.

Messaggioda mc0676 » 14/02/2012 - 12:17

ehehe Marco, l'ho trovato in giro diverse volte.

Avatar utente
brando
Famous Driver
Famous Driver
Messaggi: 617
Iscritto il: 07/08/2009 - 17:28
Nome e cognome: Francesco Pinto
Località: Fasano (BR)

Re: C.A.R.S.

Messaggioda brando » 14/02/2012 - 22:29

Marco Armenio è uno dei piloti con cui ho iniziato a correre su rFactor all'epoca dei defunti Black Lion Italia. Grandissimo pilota e troppo simpatico. Mi farebbe molto piacere averlo in pista di nuovo
Immagine
Immagine

Avatar utente
lukaheineken
Rookie
Rookie
Messaggi: 261
Iscritto il: 06/02/2010 - 19:21
Nome e cognome: Luka Heineken

Re: C.A.R.S.

Messaggioda lukaheineken » 17/02/2012 - 16:26

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

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

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

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

Luka
Luka Heineken

Immagine

Avatar utente
lukaheineken
Rookie
Rookie
Messaggi: 261
Iscritto il: 06/02/2010 - 19:21
Nome e cognome: Luka Heineken

Re: C.A.R.S.

Messaggioda lukaheineken » 24/02/2012 - 17:59

Build 159 (24/2/12, Team Member +)
MUST START A NEW PROFILE WITH THIS BUILD
Apologies - it appears the ultra shadow option is broken with this build, please use high instead
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

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

Luka
Luka Heineken

Immagine

Avatar utente
KaiserMEM
Amministratore Supremo
Amministratore Supremo
Messaggi: 15985
Iscritto il: 13/11/2003 - 13:18
Nome e cognome: Marco Fiore
Località: Palermo
Contatta:

Re: C.A.R.S.

Messaggioda KaiserMEM » 24/02/2012 - 18:10

si ma così non vale!! devi mettere le traduzioni in italiano!!! [:22]
Immagine
Per assistenza o chiarimenti, usa il forum pubblico !
Altrimenti, per ottenere una risposta ai Messaggi Privati, fai una donazione al portale ...

Avatar utente
lukaheineken
Rookie
Rookie
Messaggi: 261
Iscritto il: 06/02/2010 - 19:21
Nome e cognome: Luka Heineken

Re: C.A.R.S.

Messaggioda lukaheineken » 25/02/2012 - 12:33

KaiserMEM ha scritto:si ma così non vale!! devi mettere le traduzioni in italiano!!! [:22]


Ci sto. Io traduco in italiano, tu in siculo! [:22] [:22]

Luka

P.S.: E' uscita la versione 160
Build 160 (24/2/12, Team Member +)
FFB:
- Added the notion of 'fade level' to BForceEffect, used as a secondary gain control
- Added the notion of 'boost' to AppInput::cForce. Used to promote one particular force above the others (0 = no boost - no change, 1 = max boost - completely silences all other forces).
- cForceSteeringSpring modified to include a 'lock' mode where the effect params are switched to emulate a bump-stop when the wheel lock has been exceeded.
- Removed cForceSteeringLock.
Disabled legacy deadzone helpers.
Removed ultra shadow option, until it can be properly debugged and reinstated taking into account the shadow changes
New Loire export
Known issue on the Racer cars, driver has been removed for now, also cockpit cam is a bit too close to the dash.
Luka Heineken

Immagine

Avatar utente
KaiserMEM
Amministratore Supremo
Amministratore Supremo
Messaggi: 15985
Iscritto il: 13/11/2003 - 13:18
Nome e cognome: Marco Fiore
Località: Palermo
Contatta:

Re: C.A.R.S.

Messaggioda KaiserMEM » 25/02/2012 - 12:41

lukaheineken ha scritto:
KaiserMEM ha scritto:si ma così non vale!! devi mettere le traduzioni in italiano!!! [:22]


Ci sto. Io traduco in italiano, tu in siculo! [:22] [:22]

Luka

P.S.: E' uscita la versione 160

si però prima mi serve la traduzione in italiano [:1]

cmq finalmente abbiamo scoperto chi c'è dietro cars: fabrizio!! [:2]
rilasciando una patch al giorno non può che essere lui l'artefice di tutto sto ben di *** [:1] [:8]
Immagine
Per assistenza o chiarimenti, usa il forum pubblico !
Altrimenti, per ottenere una risposta ai Messaggi Privati, fai una donazione al portale ...

Avatar utente
lukaheineken
Rookie
Rookie
Messaggi: 261
Iscritto il: 06/02/2010 - 19:21
Nome e cognome: Luka Heineken

Re: C.A.R.S.

Messaggioda lukaheineken » 26/02/2012 - 13:14

L'ho sempre sospettato....
L'ombra di Fabrizio aleggia su tutte le patch [:12]

Luka
Luka Heineken

Immagine

Avatar utente
lukaheineken
Rookie
Rookie
Messaggi: 261
Iscritto il: 06/02/2010 - 19:21
Nome e cognome: Luka Heineken

Re: C.A.R.S.

Messaggioda lukaheineken » 26/02/2012 - 14:04

Ho trovato questa brochure che spiega per sommi capi cosa dovrebbe essere CARS una volta terminato.
Il Team che lo sta sviluppando ha già partecipato ad altri progetti....:

http://www.wmdportal.com/wp-content/upl ... 160212.pdf

Luka
Luka Heineken

Immagine

Avatar utente
Grixx
Legend
Legend
Messaggi: 4313
Iscritto il: 05/10/2009 - 12:09
Nome e cognome: Fabrizio Gritti
Località: Busto Arsizio
Contatta:

Re: C.A.R.S.

Messaggioda Grixx » 26/02/2012 - 16:51

KaiserMEM ha scritto:
lukaheineken ha scritto:
KaiserMEM ha scritto:si ma così non vale!! devi mettere le traduzioni in italiano!!! [:22]


Ci sto. Io traduco in italiano, tu in siculo! [:22] [:22]

Luka

P.S.: E' uscita la versione 160

si però prima mi serve la traduzione in italiano [:1]

cmq finalmente abbiamo scoperto chi c'è dietro cars: fabrizio!! [:2]
rilasciando una patch al giorno non può che essere lui l'artefice di tutto sto ben di *** [:1] [:8]

Miiiii mi hanno scoperto [:1] pensavo di restare nell'ombra [:17]
Immagine
"La vittoria più bella è quella che ancora ha da venire." (E.Ferrari)
"A volte vincere non è importante, ma è l'unica cosa che conta!" (G.Boniperti)

Avatar utente
lukaheineken
Rookie
Rookie
Messaggi: 261
Iscritto il: 06/02/2010 - 19:21
Nome e cognome: Luka Heineken

Re: C.A.R.S.

Messaggioda lukaheineken » 03/03/2012 - 14:02

Build 164 (2/3/12, Junior Member+)

http://forum.wmdportal.com/showthrea...g-Expectations

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

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

Luka
Luka Heineken

Immagine


Torna a “Simulatori e Giochi di Guida”

Chi c’è in linea

Visitano il forum: Nessuno e 11 ospiti