So, what do you say guys. Is a game like this worth playing with any input device other than a steering wheel? In case the answer is yes, what would be better? k/m or gamepad?
Sadly no mouse support yet but tbh all cars are so powerful, you definitely need an analogue input for acceleration. I'm playing with the 360 pad, feels very good definitely much better than with my shitty old no name ps2 look a like gamepad.
Erm, it turns towards the apex of corners. That's what happens in real life as well, they don't turn their heads only when they actually are turning, especially not with tight corners where you steer in late.
Yeah i'm sure in real life he turns his head to the right when he actually turns left, that makes sense.
Sadly no mouse support yet but tbh all cars are so powerful, you definitely need an analogue input for acceleration. I'm playing with the 360 pad, feels very good definitely much better than with my shitty old no name ps2 look a like gamepad.
@ derp80: seriously, have you ever even watched a race of anything in your life before? Driven a car around a track? And where in the videos does the cam turn right when he's turning left?
Erm, it turns towards the apex of corners. That's what happens in real life as well, they don't turn their heads only when they actually are turning, especially not with tight corners where you steer in late.
Yeah i'm sure in real life he turns his head to the right when he actually turns left, that makes sense.
@ derp80: seriously, have you ever even watched a race of anything in your life before? Driven a car around a track? And where in the videos does the cam turn right when he's turning left?
Where there's a serpentine with a right then left then right curve and his head is all the way to the right.
Instead of making such a useless reply once again, how about you actually give a timecode? Open video, go to the part you're talking about, pause, right click and copy the the url w/ timecode. Because it sounds to me like a typical chicane, where real drivers do in fact turn their head to the right corner whilst still turning left.
Instead of making such a useless reply once again, how about you actually give a timecode? Open video, go to the part you're talking about, pause, right click and copy the the url w/ timecode. Because it sounds to me like a typical chicane, where real drivers do in fact turn their head to the right corner whilst still turning left.
So you're hellbent on finding excuses for the poor helm-cam.
Instead of making such a useless reply once again, how about you actually give a timecode? Open video, go to the part you're talking about, pause, right click and copy the the url w/ timecode. Because it sounds to me like a typical chicane, where real drivers do in fact turn their head to the right corner whilst still turning left.
So you're hellbent on finding excuses for the poor helm-cam.
Kay, done here.
You're hellbent on calling it shit without proof; it would take you 5 seconds to find the timecode and prove it. Take 30 seconds to find a helmet cam in real life in a similar situation (or perhaps even the exact same track) to prove your point. Considering you're not doing either, I guess you are done here indeed. Think you made the same comment back with Shift 2 as well, when you had Leo, me, ixi, Pumpy and fuck knows who else all stating the same thing I'm saying now. At least in ixi's case, I know he follows F1 and several other motorsports just like I do, and to us it looks exactly like we see during the races. I've also driven around Zolder myself and I know how I moved my eyes and head.
Now, please, do prove me wrong. I'd love to be proven wrong by you.
Instead of making such a useless reply once again, how about you actually give a timecode? Open video, go to the part you're talking about, pause, right click and copy the the url w/ timecode. Because it sounds to me like a typical chicane, where real drivers do in fact turn their head to the right corner whilst still turning left.
So you're hellbent on finding excuses for the poor helm-cam.
Kay, done here.
You're hellbent on calling it shit without proof; it would take you 5 seconds to find the timecode and prove it. Take 30 seconds to find a helmet cam in real life in a similar situation (or perhaps even the exact same track) to prove your point. Considering you're not doing either, I guess you are done here indeed. Think you made the same comment back with Shift 2 as well, when you had Leo, me, ixi, Pumpy and fuck knows who else all stating the same thing I'm saying now. At least in ixi's case, I know he follows F1 and several other motorsports just like I do, and to us it looks exactly like we see during the races. I've also driven around Zolder myself and I know how I moved my eyes and head.
Now, please, do prove me wrong. I'd love to be proven wrong by you.
I've never even commented on nfs shift 2. You're clearly confusing me with someone else so yeah...nuff said.
I also didn't say the game is shit, i said the helm cam is shit. And it is.
You can still use track ir on top of it, or you can remove that the head turns to the apex. There are two different types of rotation active in the video. The first one being, that the focus point/view direction is fixing on the next curves apex point (you can select with a slider how much it should focus on that point from 0 to 100%) and in the next step you can set how much the head should tilt (from 0 to 100%).
So you can remove the tilting all together while keeping the head rotation or you can just disable both and only use trackir.
Build 254 (13/7/12, Team Member+)
Added new variable m_renderfarZ to the camera code. This allows us to have a seperate far clip plane for frustum culling and what we actually use when rendering
Fix for the shadows not matching up correctly with recent camera changes
Ghost system:
- Ghost manager ensures that only ghosts known to the cache manager are added to the list of selected ghosts
- When the cache manager replaces a ghost with a better one in the same settings and the old ghost is selected for inclusion in race, the reference will be updated to the new better ghost
- Fixed assert in debug code when a ghost was selected to the race.
Added new camera specs using the new camera code for seperating the far clip plane for frustum culling and what we actually use when rendering. Should fix the issue of disapearing objects
Fixed turbo spool so it can only trigger when the turbo rate is increasing
Northampton pits texture update
Rain spray texture tweaks and system tweaks so that it blends between conditions
Added new temp blend texture for Eifelwald track
Pagani Huayra textures. Some more metal tweaks
Northampton pitbuilding texture update
Reduced spray particles colour from 1 to 0.5, so back to previous col setting
Generic emissive control map checked in
Increased wet weather spray emmitters from 24 to current max (64)
Updates to wet weather effects - trails now as lines, changes to min/max particle numbers per system
Belgian Forest Circuit - update trees and crowds for new terrain
Added Volusia
Volusia Circuit - first pass on AIW. Main path, raceline, corridors, cut tracks. (no pit lane path)
Grassbase template for Volusia
Volusia - Updated track names to "Volusia Raceway" and "Volusia Circuit" - added location data for weather and ordered the tracks with the Oval First
Volusia - Added the placholder "Under Construction" icons for the track select maps
Volusia - Traffic cones to indicate the circuit entry
Volusia - Changed Oval trackname to "Volusia Speedway"
Volusia - Track logos added
Volusia - Fixed incorrect Timezone data in TRD and also Added placeholder Track Photo's which were missing
New Formula Rookie export
New Belgium Forest export
New Eifelwald export
New Northamption export
Build 253 (12/7/12, Senior Manager)
Fix for timecycles in tweakit not reloading when coming from the frontend
Remove command line from crash dumps
Fix for cPlayer::GetFocusDevice()
Improvements to the playback of the turbo dump sound. They can now interrupt a previous dump rather than failing to play, but have added a new CarSoundConfig to stop it retriggering too often. Tweaked existing wastegate parameters in CarSoundConfig to get it working better
Ghost system:
- Added game identification to ghost files. This prevents ghost data from being loaded in a different game than it was recorded.
Formula Rookie: added new livery
Cloud pivot updates. console specific versions of the large cirrus texture added
Formula Rookie: enabled rim variations for liveries
New water spray systems, .mtx, .psx, .dds files
Fixed turbo fdp to separate Turbo2 and the new Huayra turbo sounds. Fixed up file paths and switched Huayra CSD to use the new turbo name.
Belgian Forest Circuit - add new textures for House02
Build 252 (11/7/12, Senior Manager)
Now clears live edit setup state so that TimeCycle vars are re-created on entering a track
Use high detail shadows in FE
Fix for ps3 compile and pod errors
Added Xbox 360 and PS3 rich presence tech
Updates to cloud rendering: added in clouds render to env map.. first pass on rim lighting solution wip checked in
Vehicle basic shaders modified to use emap scaler correctly in all cases
Debug info removed for new water spray effects (not yet rigged up into game), .psx files only
Vehicles: disable multi-element light flares until we have a proper way to control their brightness levels
Lightglow_billboard.fx: removed rotation of flare with viewing angle. (Not photographically correct) Reduce flare size as they fade out
Ariel Atom: cockpit vibration animations added, brake light glow range set for steel discs, light brightness adjustment #1
New Ariel Atom 3 export
New Ariel Atom Mugen export
New Ariel Atom V8 export
New Formula Rookie export
New Eifelwald export
Build 251 (10/7/12, Manager+)
Implemented game datagram "send packet to session members" API. Packets can be sent to set of session members or to all session members except specified players. The implementation will automatically choose how many packets should be sent directly p2p and send the rest via rebroadcaster if needed, based on uplink bandwidth and p2p connection availability
Added public API for the SendTo function and to set the uplink bandwidth available for game datagram communications
Audio integration. Silencing one of the non-critical FMOD errors introduced by the channel swapping optimisations, as it can spew the debug output at times
Downgraded a parameter range audio assert and clamped the input value
Audio integration. Stop race sound effects immediately on quit race
Partial Audio integration. LevelSounds now recycle their sounds more efficiently
New hiss loop for the Huyara
Lotus 49: tire adjustments to add straight line stability under power
Pagani Huayra cockpit animation skeleton initial check in
Pagani Huayra collision. Fixed mirrors clipping through walls
Pagani Huayra textures. Minor tweak for chrome/glossy metals tests
Lotus 49 wheels textures. Minor tweak for Chrome/glossy metal tests
Improvements to Huyara turbo hiss loops (much longer now). Balance of turbo component samples
Pagani Huayra textures. Chrome/metal texture updates
Lotus 49 textures. Chrome/metal updates
Huyara gentle spool and gentle dump
Formula Rookie: added new livery
New Lotus 49 export
New Pagani Huayra export
New Eifelwald export
Build 250 (9/7/12, Senior Manager)
Updates to BDbgMetrics
- Also added option to set the App's project folder location in the Windows Documents area (PC Only)
- This folder is now used as the root for memory dumps on PC (to the dbgSession subfolder)
Force shadow detail to ULTRA in the Frontend and flip the track rotation in the garage 180
Pass vehicle discontinuities down through the vehicle audio so queued overspills can't play after a reset. Moved scrapes into the same system
Adding Huyara turbo spool and dump sounds
Adding Huyara turbo hiss sound (stretched out)
1st pass of Huyara turbo system
1st pass on Huyara turbo sounds
Instanced trees and treewalls texturemaps darkened
Patching Bind script : Removed user interaction requirements for patches
added global envmap scale factor to all vehicles_basic shaders to allow easier manipulation for standardising materials
Formula Rookie: added new livery
New wet weather particle effects integration - .edx, .mtx, .psx, .dds
Bought it for 45 but really need a new graphic card. Though it runs so good in 1920x1080 with SMAA LMAA and everything except shadows and reflections on best settings. I don't know why it runs so good on my freakin old graphics card. Most of the games do, but THIS?! In pre-alpha? Wow.
No, we have no bears on the streets here in Russia.
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