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[Topic Unique] Project Cars , page 10

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Message Posté le: 18 janvier 2015 à 18:53  Lien permanent
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tu en trouve à 200 € en ce moment
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le_civet_farcis a écrit:
yop romz, tu as une liste des corrections et améliorations?
je pense en particulier aux sons moteurs, la physique, la pluie etc?


La liste est terriblement longue...y'a 800mo de maj tous les 3 jours^^ petit exemple des améliorations de la dernière build :
Build 899/900 (16/01/15) 540.6 MB

Next-Gen:
* XB1: Fix Invitations being ignored on XB1 (WMD-4359)
* XB1: Allow actor,driver and AI anims to run on Core1/2
Render:
* Impostor Reflections: Implemented switching system for raycast position - selects between waypoint and car pivot according to car vs waypoint position
Effects:
* Helmetview visor texture cleanup, removing bigger artifacts like hair and repeating patterns
GUI:
* Added Fuel Tank Hoses
* Updated Greenwood logo (1541)
* Updated EDIT HUD LAYOUT screen
* Remaining vehicle class logos added
* HUD: Added fuel gauge to cockpit HUD
* Fix telemetry ? symbol text (WMD-1888).
* Releasing text db with "90 min" string add
* Fixed issues with material and textura names.
* Enable forced fuel usage in MP as a F1 menu option
* Placeholder space not displaying icon correctly WMD-2886
* Keep community events tab disabled during install - WMD-4355
* HUD: Fixed tacho redlines for Mercedes 300SEL and Ginetta G40
* Don't auto close tutorial dialog when speech isn't playing (WMD-4487).
* Fix for WMD-4428 - Location selected in 'Solo' mode is being reflected in 'Online' mode
* Fixed Missing localisation for units of deceleration stat in 'View info' section of My Garage WMD-4295
* Number of opponents correctly updates on QRW screen now, overlapping text on Calendar Detail screen fixed (4484 4388)
* Images removed from Tuning screens (don't worry - they'll return!), Tuning Load now wider to accomodate stupidly long Bathurst name Clin d'oeil (4403 2488)
Controllers:
* PC Thrustmaster Ferarri 458 support
* Added Thrustmaster F458 controller text
Characters/Props/Animations:
* Props assets for F1 pitstops (jacks, lollipop)
* Driver anims: Seatbelt bones corrected to avoid overlaping
AI/Pitstops:
* Reverted AI rev on grid changes.
* WMD-1099 - Return to pits damage
* FindCorridors editor code uses system with +/- thresholds
* Remove in race warping to garage in Practice and Qualification modes
* Review Pit Manager release rules to avoid ever having AI stuck in pits
* Pitstops: Correct ending for pitstops once participant finishes a race
* Fix the AI keeping the handbrake on if going through a behavior that turns it on
* Add a second set of forward feelers at 50% of current feeler length. Small feelers will cause break, original feelers will now cause throttle release but no break yet.
* Add tweakers and behavior for OffLineSlowDown where AI can get a penalty for being off the lane. Effect currently disabled because of neutral default tweak values pending testing
* More changes to AI tweaker - Box width changed slightly to 0.75 so now 3.0 x 0.75. Dropped the added steer ratio for avoidance down to .0025. and the return steering to the same .0025 so it's no longer faster. Removes most bad weaving around and alot of darting and offroads. Increased the AI abilty loss at race start to 10% (was 5%). Helps with the starts by them being less aggressive. Takes 6000m for them to return to the set abilty.
Career:
* Career Championships: Formula Gulf - Motorsport Quick Guide issues fixed.
* Fixed Results list being incorrect and causing a crash if clicked on, after switching to a new career. Also clearing round text when no rounds available after the reset. WMD-4420
* Fixed simulation logic so it handles end of series progressions/flagging similar to racing normally. Fixes bug where Driver/Team Standings weren't being displayed in the Results tab after a simulated series had been fully simulated. WMD-4499
Vehicles:
* Sauber C9: Minor display tweak
* Ginetta G40: Polished cockpit vibration animation setup
Physics:
* WMD-4288 - Button based KERS torque
* Ford Mustang Boss 302: CG height change drop.
* 250cc Superkart: Reduced aero drag, increased Ackerman %
* Audi V10 Plus: Stiffened bumpstops to prevent excessive suspension compression breaking rear suspension.
* Lotus 49: HUD tire temperature color ranges, increased race start tire temperature, adjusted FFB strength
* Ginetta G40 Junior: Adjusted tire heating and HUD temperature color ranges, Tuned cockpit shift lights to the Junior engine
Tracks:
* Oschersleben: Tweaked optimized lights
* Laguna Seca: Colour_brightness and tiling tweaks
* Dubai Autodrome: Sweep of graphical issues around the track
* Zolder: Fix flickering for some trees, lod distant setup for some assets, add wind turbines
* California Highway: Fix cut track detection when using the left side of the split lanes near end. Added mesh files for new autograss
* Sakitto: Crowd placement update, new lightmap texture for tunnel, new textures ferris wheel lights, new textures for ferris wheel animations, updated texture with yellow lights
* Azure Circuit: Optimisation work. Have brought in excessive lod distances as lots of objects being drawn when never seen. Un-ticked 'draw in env map' for varions assets which were well away from the driving surface. Tested forward/reverse and at night with no visible change or pop up.


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oO mazette c'est assez impressionnant...tous les 3 jours? eh ben ça bosse dur chez eux Très content
merci pour le rapport Romz Très content
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Spécial Civet, une nouvelle MAJ ce jour :

Build 901 (19/01/15) - 393.7 MB
Render:
* Support for sub-splitting of shadow buffer.
* Camera null pointer checks. Required as particle cpu side can run even if the render loop is not.
* Update to how the lighting enviroments work. New code in place for selecting what lights should cast shadows.
GUI:
* Subtitles polished for 4551
* Warning message fix WMD-4458
* Sakitto loading screens added
* TM removed from splash screen (4603)
* F1 flag to test enabling damage in MP
* Correct Endorsement sponsor names (4429)
* Disabling cameras when using debug cheat
* Fix WMD-1389 - Kers display on F1 steering wheel.
* Disabled yellow flag collisions (requested by Stephen V)
* Career Endorsements: Reworked TextIDs to ensure correct strings displayed.
* Lap counter now fits in when three digits, L and P now localised (4495 4123)
* Default AI difficulties tweak to 30,50,80 to work better with the new AI behavior.
* Career Social Media names and images expanded for more variety, less chance of repetition.
* Fix for incorrect car positions on non-rotated HUD map (WMD-1649, 3546, 4536) including if REPUTATION_ENABLED now fixed
* Fix for long car name on lobby (both in-game and frontend), fix for unresponsive list on Tuning Save screen, fix for incorrectly-deleted save on Load Career screen (3585 2477 4535)
Cameras:
* Pre-Race cameras polish (Kart/F1/GT), 8 far shot + 8 wide shots + per track offset/tweaks
Characters/Animation:
* Baked AO on legs and darkening.
* Driver Male ART: Meshes Kart material, colourize turned OFF
AI/Pitstops:
* Calendar events array size updated to match latest data
* Player car gets some priority when exiting garages and pits
* Skip updating trigger time tracking when hitting pit triggers
* Changing pit crew disappearance not to be immediately after the race end
* AI offroad slowdown tweaked to ensure AI going wide offroad slow down appropriately.
* Player car now must follow pit manager rules and will only be released when safe to do so
* 2D Geometry tests no longer apply to cars which have no collision. This alos helps with smoot pit entry in heavy traffic.
* Extend non-collision when pitting up to the wole BID_PIT AIW from just in between the Pit In/Out Triggers. This will help smooth pit entry in heavy traffic.
Career:
* If contracted vehicle isn't found, uses fallback name rather than placeholder text. Part of fix for WMD-4464
* Yellow flag trigger values tweaked to prevent yellows as soon as a car is just slowing down, or if a car is far off track.
* Updated unlock criteria textIDs entries for 2 LE events, and hooked up all 5 LE textIDs in the event HRDF. Last part of WMD-4421
* Fixed news and contract displays for Invitations to avoid using placeholder text, from them using non-contracted motorsports. WMD-4421
Vehicles:
* McLaren P1: Fixed LODB body mesh naming
* Formula A: Added KERS readout to display
* Lotus 78: Polished cockpit vibration animation setup
* Lotus 98T: Polished cockpit vibration animation setup
* Mercedes SLS: Added wear and damage overrides for Merc SLS
Physics:
* FA AI rain grip tweaked
* Protection for BodyRelation joints in constructor
* Lotus 78: Brought rain tire up to standard and did some other minor final tire tuning.
* AI Slick cars rain tires: Upped rain grip again to get straight speed up. Still too fast in corners. Will need some code changes to sort the corner grip.
* Formula A: Fixes rolling drag keeping down speed. Matched to Spa (193mph) medium downforce using DRS, and Monza (210mph) 0/0 wings and taller gears but no other tricks, so 217 should be possible. New tire tweaks based on AJ's latest and my latest thinking merged in. So new carcass and compoound. Also a new wet tire compound that works without constantly spinning. Much softer than the first pass. Small changes to the setup. Set wings in the middle (previously they were 1 step above), slight swyabar change, and reduced rear brake temp. Got he AI working really close to the player car at Spa without DRS (they don'y use it). Enjoy!
Environment:
* Red triple tyre stacks changed to be tracklod controlled LOD distance (dynamic objects)
Tracks:
* Imola: Pre Race camera/timing setup
* Snetterton: PitIn trigger position tweaked
* Brands Hatch: Pit entry trigger moved to increase distance to 1st pit
* Sakitto: Outer terrain updates, texture polish,viewer placement tweaks
* Oschersleben: Texture size optimisation pass2 done on collected textures
* Jin Ding: Crowd placement update, tick trackside light in the materials of the startlight and the pitlight, Add Missing Supports for the advert billboards, Add improved (Higher Res) Adverts to replace the older placeholders here & here, using a mix of Panasonic/nVidia/WMD Logo's, Add proper Adverts to replace the broken Panels here with the Metal Construction material applied, Add night emissives to the advert boards with accompanying ambient Spotlights, fix some tree crossection woth billboards (in vt), fix lod distance for some buildings and ads

Sinon l'audi A1, l'Audi 90 et les bentley avancent tranquillement :)









On devrait également voir arriver l'Aston Marton DBR1, DBR1-2 LMP1, la BMW 1974 BMW 2002 Turbo, la 320TC WTCC, la Ford Mustang 2+2 Fastback de 1966, la Mustang 2015, la Focus ST BTCC, la Ruf CTR "Yellowbird", la McLaren F1 GTR de 1997, la Mercedes CLK-LM de 1998... Du beau monde quoi :)


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ok bien cool y-a pas mal de corrections niveau GUI et la physique.
j'espère qu'ils vont améliorer certains circuits niveau rendu et détails Très content
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Je viens de tester le jeu et franchement j'aime *^* j'adore complètement ce jeu, je l'essayerais mieux tout à l'heure mais la première impression est bonne par contre galère la conduite à la manette surtout quand le stick est trop sensible xD
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GardianOrbe a écrit:
Je viens de tester le jeu et franchement j'aime *^* j'adore complètement ce jeu, je l'essayerais mieux tout à l'heure mais la première impression est bonne par contre galère la conduite à la manette surtout quand le stick est trop sensible xD


Tu as testé quelle build? :)


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j'ai teste la Build.834 Clin d'oeil

franchement j'adore et il m'a fait oublier forza de suite Mort de rire

je vais l'acheter day one
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GardianOrbe a écrit:
j'ai teste la Build.834 Clin d'oeil

franchement j'adore et il m'a fait oublier forza de suite Mort de rire

je vais l'acheter day one


Ah oui la 834 date du 25 octobre, le jeu a énormément évolué depuis et carrément dans le bon sens.


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oui il a pas mal de bug j'ai remarquer surtout niveau collision et des fois l'ia vole en l'air Oo Mort de rire
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Ah oui question bête, comme je suis un peu à la traine je voulais savoir comment va se comporter la gestion des collisions, dégâts etc...
Genre, casse moteur, les dégâts de carrosserie engendreront-ils des instabilités aérodynamiques? Est-ce que cette gestion sera poussée et réaliste, sachant que en course il peut arriver n'importe quoi?
Lors d'un retour au stand pour, par exemple, un capot avant qui part en sucette, un pare brise explosé ou autre, verra t-on les mécaniciens changer les pièces en temps réel, genre les voir partir dans le box chercher les pièces de rechanges pour la voiture et changer les pièces sous nos yeux toussa avec ce que cela engendre comme perte de temps?
c'est vraiment un point qui m'est important, j'ai tout le temps été déçus de cet aspect dans les jeux de courses...

merci d'avance pour les réponses Clin d'oeil
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"Genre, casse moteur, les dégâts de carrosserie engendreront-ils des instabilités aérodynamiques?"

Oui et oui


"Est-ce que cette gestion sera poussée et réaliste, sachant que en course il peut arriver n'importe quoi?"

A savoir que trop de vibreurs pris trop forts, une collision importante ou autre peut aller de la torsion de colonne de direction à la perte de roues en passant par la casse de suspension.

"Lors d'un retour au stand pour, par exemple, un capot avant qui part en sucette, un pare brise explosé ou autre, verra t-on les mécaniciens changer les pièces en temps réel, genre les voir partir dans le box chercher les pièces de rechanges pour la voiture et changer les pièces sous nos yeux toussa avec ce que cela engendre comme perte de temps?"

Pour l'instant on voit les mécanos s'affairer autour de la voiture pour le changement des pneus et faire le plein, pour ce qui est des réparations je ne sais pas si c'est prévu, je te tiendrais au courant la dessus Clin d'oeil (petit aperçu des stands acutellement)



"c'est vraiment un point qui m'est important, j'ai tout le temps été déçus de cet aspect dans les jeux de courses... "

Je suis entièrement d'accord avec toi c'est toujours quelque chose qui a été complètement délaissé dans les simus!


Et au passage MASTA mise à jour de 1.2Go....

Build 906-909 (23/01/15) - 1.2GB
Audio:
* Better shift wobbles for the BAC and Radicals.
* Disabled whoosh sound controller as the sounds aren't played, and a low-repro crash was spotted in the loose object interfacing
Render:
* Removing the constant day light saving settings.
* Fix for sky dome blending issue caused by clamped being applied incorrectly.
* WMD-1407 Tweaked some of the race dates so that midnights didn't look like sunset.
* Restructured vehicle loading process to allow each vehicle to have it's own list of lights - fix for crash bug WMD-4754
* Fix for WMD-4800 - the high noon and low noon calculations where an hour out so where causing the elevation values to be incorrect.
* Fix for glass_windscreen technique blend differences giving a bad/inconsistent result to windscreen reflection effect and adjusted balance of constant vs. direct light effect of it.
* AR-2778 Fixes incorrect emap positions which effect ambient lighting. Fixes for emaps next to flashing billboards or bright emissives at night causing overly bright/flashing ambient. Fixes for emaps placed over grass causing green underside ambient lighting to clouds. Fixes for emaps placed too high or below the terrain causing super bright ambient at times.
GUI:
* Updated boot flow sequence
* Fixes missing motor sport logos
* Fixes bootflow hang issues - WMD-4745
* Fix WMD -4731 , correct Engineer messaging
* WMD-4538 - GUI update for car select button
* Updated Historic Goal and Endorsement popups
* Fixes locked tracks displaying in location lists
* HUD: Laptimer pause at start of new lap extended
* Force feedback text from Andrew Weber added (3912)
* Updated Leaderboard icons to satisfy MF 4842 compliance
* Fixed issue with track locking-out not working properly
* Set default value for replay and photo count (WMD-4711).
* Fix stats queries vehicle name display (part of WMD-4714).
* WMD-4705 : Dont show save icon at all if save is disabled..
* Workaround for GUIDialogManager modal / non-modal input bug
* WMD-4718 Implemented the To Affinity And Beyond achievement
* Hook up subtitles to VideoScreenDialog (WMD-4551 & WMD-4605).
* Lock access to player vehicle gearing whilst reloading (WMD-4667)
* Set default handling in DNP before stats have been generated (WMD-4701)
* Fix for red liveries appearing on cars selected in My Garage (WMD-4148).
* Options -> controls -> back now asks Yes/No instead of ok/cancel WMD-2040
* Showroom cameras tweaks and fixes (mainly jerkiness/spline issues camouflage)
* WMD-4383, Bad news results GUI image of photographer replaced with better one
* WMD-4747, WMD-4774 : Restored cid_boost settings as used by KERS and added DRS
* Fix for Multiplayer Create button, TrackDay cars removed from Affiinity column
* Update online disable applinks when install state changes - WMD-4358, WMD-4467, WMD-4352
* WMD-4718 Fixed up the "One More For The Road" achievement, now using correct 0 based index checking
* Changes to bootflow to show post login splash screens in correct order, and show logo screen for long enough
* WMD-4775 Fixed "One more for the road" achievement in counting all achievements that were achieved more than once
* Improved dialog boxes, fix for Hide/Show HUD Elements on PC (B 4760 and options moving in the background of dialog boxes (B 4719)
* Fixes list sending wrong selection data when updating the selected data item durign a tick where a page change happened - WMD-2681
* Fix WMD-4739 (and many related bugs) changing camera vehicleId to be always participant IDIndex() rather than sometimes participant ID()
* WMD-1493 WMD-3102 WMD-4721 Fixed up string formatting in the championship results screen, which were causing malformed "Continue To" strings
* Update race manager interfaces to keep config properties static. Fix script control of countdown display to be per session (WMD-2825 & WMD-3248).
* WMD-4662: Prevent disconnection dialog showing up when loaded back to main menu, if we already displayed it in the race. Also fixed unreported bug where the disconnection dialog would keep reappearing on each return to main menu when playing singleplayer after getting disconnected from multiplayer.
Online/Multiplayer:
* Fix WMD-4689 PC - IsGameConnectedOrLeaving Assert
* Switch to AI control at end of MP event (WMD-1077 & WMD-1368).
* Fix for lap timer starting immediately after leaving pit garage in MP practice/qualifying sessions (WMD-4122).
* Use longer timeout for "give up and leave the session when can't establish p2p connectivity to all" for members who have already been in the session for a while. Improves situation where if new member B join a session and can't connect to A (but can connect to most other members), both A and B now leave the session because of the problem - only B will leave after this change.
Cameras:
* Kart pre-race camera fix (clipping with Superkart wing)
* Replay Cameras: Dubai, all layouts updated to final beta.
* Update replay participant setup to match latest (WMD-4192).
* Replay Cameras: Silverstone, all layouts updated to final beta.
* Replay Cameras: Eiffelwald GP area, all layouts updated to final beta.
Characters/Props/Animations:
* F1 pitstops: Switching sidse of CHMs
* Props texture: Lollipop specular darkened for better reflection
* F1 pitcrew: Chief mechanic- added trigger "share_anim" to "steady idle"
* Props exports: Updated lollipop spec values. SHADOWS ON in all exported props
* F1 pitstops: Bypass for bug in Wait on condition node (switched to Wait node - car_stop event)
* GT pitcrew Fuel mechanic : _R_RRFUI , changed hose3 position so it matches hose2 position from LRfui
* GT pitcrew: Work source files for fuel mechanic, updated (removed unnecesary parts, and plotted most anims on takes)
* GT pitcrew: Fuel mechanic_R_RRFUI: changed "hose2" default position , os it matches with hose2 positiono from FUM_L_LRFUI
AI/Pitstops:
* Fixed wrong camera switch for nonplayer participants
* AI Inputs are corrected for player once AI task is processed (WMD-4630)
* Career Championships: LMP1 - Reduced minimum duration of races, reduced number of rounds.
* Career Championships: LMP2 - Reduced minimum duration of races, reduced number of rounds.
* Adjust internal radius of first waypoint on branch ensures correct speed changing paths (WMD-3993)
* Career Championships: LMP3 Proto 1 and Proto 2 - Reduced minimum duration of races, reduced number of rounds.
* Make sure vehicle control is reset to original state after pressing Edit Tuning Setup and the reset within ( WMD-4660 )
* Increased AI detection box width from .7 to 1.0. Increased AI funneling buffer to .75 from .50. Helps wheel to wheel contact.
* Protect certain driver modes from being able to enter reverse recovery mode as that would be inapropriate ( example : in garage, in pits... )
* Make sure that the car sharing player pitstop doesn't pit the first lap when pits open so that the player doesn't end up doing a drive through. Fix for WMD-4696
* Fixed Career save only being able to delete the first save, due to the page resetting. Removed the GUI data breaking it, then stopped it calling the selection immediately after the delete. WMD-4535
* Fix for career trophy screens not triggering when winning series, also affecting screen displays. Fixed root cause (current championship being reset at end of series), and removed workarounds for the problem. WMD-4766
* Allowing the pitstop cameras to be reenabled in Release builds for debugging purposes. The PitstopSequenceController now reads data from a new hrdf file where the presence of cameras can be tweaked for internal/external builds. Also currently the camera start distance and cockpit unlock distance is there to be tweaked.
* Attempt to prevent shunting of cars: As most problems occur when multiple cars are close to each other, such as race starts for example, AI become more conservative when detecting more then 3 cars within a 20m radius around them. Added multiple tweakers for the two 2D geometry side feelers and increased the default length fro 50% to 75% of the center feeler length( WMD-4732 )
Career:
* WMD-4792 FirstChampionshipWin tutorial has been moved to final championship results screen (discussed with Stuart)
* Fix for laps are not counting on 2nd career races, introduced in CL 532196 (eFlag_AtPostRacePosition being reset on restart but not on session advance). WMD-4858
Vehicles:
* Gumpert Apollo: LODC optimization
* Formula A: Fix for interior mesh being offset
* Formula Gulf: Replaced Yas with Skydive livery
* Sauber C9: Polished cockpit vibration animation setup
* RUF CTR3 SMS-R: Polished cockpit vibration animation setup
* Renault Clio Cup: Polished cockpit vibration animation setup
* Mercedes C Coupe DTM: Polished cockpit vibration animation setup
* Renault Megane RS 265: Polished cockpit vibration animation setup
* RUF RGT8 GT3: Added missing textures, added missing Skydive livery
* BMW Z4 GT3: CPIT meshes optimization - repeated export due to network issue
* Mercedes A45 AMG: Added missing badge, Minor fix on steering wheel (approval fixes), added AMG badge to front grille
* Mercedes 300SEL AMG: Chrome side trim fix, Polished cockpit vibration animation setup, removed aircon, added chrome side trim (approval fixes)
Physics:
* Aston Martin Rapide: Fixed clutch slip issue
* Ariel Atom 300: Fixed typo in rear spring setting.
* Audi R18: Set fuel capacity to correct volume of 65L
* McLaren 12C GT3: Enabled onboard brake bias adjustment
* BMW 320 Turbo Gr.5: Fixed excessive bump steer in suspension geometry
* LMP2 Marek RP219D: LODC optimization - repeated export due to network issues
* Setup all non-heavy dynamic objects with default dominance group as sub-dominant.
* LMP1 cars: Calibrated ABS threshold to final tires so it doesn't hamper braking performance too much.
* LMP2 cars: Calibrate fuel use so all three can do an equal 12 lap stint at Le Mans, Set tire pressure ranges to account for preheat to 90C.
Tracks:
* Azure Coast: Crowds placement update
* Zolder: New autograss setup, new rules, texture.
* Oulton Park Fosters: Wet Reflection Tagging around the full track
* Silverstone: Tweaks to tyrewalls placement, new crowds placement
* Eiffelwald: Crowd placement update, approved brands/sponsors to replace placeholders
* Road America: Fixed various WMD reported issues, mapping issues, terrain holes, fixed flickering whitelines
* Summerton: Crowds placement update, WMD-3935 issue fixed - tweaked triger size,PITIN triggers moved to get more distance to pits
* Monza: Smoother pit entrance merge to prevent AI slowdown almost to a stop. missing road CSM fix, new wall mesh and texture (wip)
* Watkins Glen: Updated TRDs to include the ground cover folder locations., new autograss exclusion file , new meshes & rules, new texture.
* Glencairn: Static instance child xmls added, repathed instances to child placement xmls, seperated & added child placement xmls (instance & static)
* Mount Panorama: Fixed the flickering groove texture in the dipper by lowering the alpha value in the area. Re-spaced the pit boxes further apart to help pitting.
* Belgium Forest: Fixed bugs, missing pieces of terrain and pop-up buildings with low setting. New one object collision mesh with welded vertices and clean geometry.
* Cadwell Park: Updated autograss rules , new texture , new exclusion map. new autograss setup , CSM microbumps , fixed embankment and gravel strips colouring issues.
* Donington: Fixed cut tracks around chicane. Other Corridor edits for AI behaviour. update txt for new clock, added autograss location , resolved against depot file with zero conflicts.
* Horse Thief Mile: New AIW using the fixed raycast code. gets rid of the crazy angled corridors so the AI sees the corners better, created light maps for the rest of emissive night setup, 1st commit
* Snetterton: Merged missing assets, added tyrewalls to block terain cuts/cheating, added new autograss meshes. new autograss setup , new exclusion map etc.. , added microbumps to the track surface. created light maps for the rest of emissive night setup
* Sakitto: Tweaked and added light cones, new complete AIW's, new racelines and corridors optimized. Set grids at West and West2 to 26 to match what the new garages will support. Set pit and garage spot placement to match new garages. texture updates to bridge walls, texture updates to include new track logo
* Azure Circuit: Merged la digue updates, antoine assets, csm walls, fix of some materials and mappings, texture darkened down, corner building updated, specular downward blocker added... Static instances reflection tagging done, optimized buildings merged, covered tyrestacks merged and materials fixed, lods adjusted, reflectionsflags tagged
* Oschersleben: Fixed pitbuilding rainblockers which were allowing to have rain inside the pitbuilding structure before, added specular downward blocker added, Ensured that the Nvidia style maps are used and check that UV2 terrain mapping is rotated the same as UV1, masked wet roads in tunnels and on steep slopes using vertex alpha, Added new Grass skids to the inner terrain, Checked for godray tick on structures with transparent glass, STL checked/fixed on the track csm mesh, fixed rendermesh microgaps, fixed lots of flickering issues between whitelines and skids, add tracklight and functionality for the c-circuit, fixed missing drylines for the wetracks for National and C-circuit layout, tested and exported, adjusted mesh name for Anhalt C circuit tracklight object and entered correct glow position values to fix non working tracklight
Known issues:
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again )
- Monza GP has no submarine mode enabled


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KseN @
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Message Posté le: 23 janvier 2015 à 20:10  Lien permanent
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0*0 Ils chôment pas les mecs
les Devs hein pas les bots mécano ^^
J'ai peur que ce jeu soit tellement poussé qu'il sera réservé au connaisseurs je me trompe?


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Message Posté le: 23 janvier 2015 à 20:23  Lien permanent
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c'est ce que je souhaite, un jeu ultra poussé, un truc de geudin ou tu apprends vraiment le pilotage, ou tu en chie à mort comme pour de vrai pas un truc de casu qui te prend par la main genre grid autosport, F1 2013, Gran turismo forza etc...
y-aura quand même le mode rookie je pense ^^
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Message Posté le: 23 janvier 2015 à 20:36  Lien permanent
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Oui je suis d'accord mais si je dois régler moi même ma voiture etc, enfin moi j'y connais rien, mais je veux piloter.
Je veux pas un truc casu non plus, mais une accessibilité minimal niveau réglages tu vois


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