Saan ma õigesti aru, et kui olen selle FFB copynud Project Cars folderisse, siis ongi kõik juba korras?
Mängus (options) ta vist ei kajasta ju neid muudatusi?
Jah, õigesse folderisse lisad, ignoreeritakse mängusiseseid FFB seadeid ja muudatused seal ei kajastu.
Lisaks mainiks ära, et igasugused deadzone ja muud seaded controllerite alt jätsin ma Logitech Momo Force Feedback rooli puhul defaultiks.
Soovitan kasutada seestvaadet koos kiivriga, mis paneb sõitja pead keerama kurvi suunas. Annab minu arvates palju juurde. _________________ Winter is coming...
kahju ,et le mansi sõidus ei saa vahepeal AI -d juhtima panna nagu seda oli/ on Gran tursimos.
ah eksisin, pit-s saab panna ai sõitma.
Jama on hoopis selles, et nimetatud ai sõitu ei saa kiirendada, mis tähendab, et õige le mans võtabki 24h aega.
Teine jama, et alt-tabides läheb mäng mul pausile, et teeks ise muid asju niikaua kui ai'd achit teevad:) _________________ Winter is coming...
Väike küsimus ka suurematele harrastajatele.
Kas keegi field of view speed sensitivityt ka kasutab? _________________ Mis vahe on tegelikkusel ja reaalsusel? Vahet pole!
THE LARGEST TRACK ROSTER EVER
50 unique locations and 200+ courses including ‘loose surface racing’ on dirt, gravel, mud, and snow. All will have dynamic time of day and weather allowing you to play anytime, anywhere
THE WIDEST VARIETY OF MOTORSPORTS
with 8 different disciplines now including Rallycross, Hillclimbs, and Touge. 200+ cars from over 40 different vehicle classes including never-before-seen Concepts and Banned Race Cars
CO-OP CAREER
Play as the Teammate Driver, Spotter, Driver Swap, or Co-Pilot. More choices, more opportunities, more strategy, greater risks and greater rewards
SEAMLESSLY CONNECTED
Socialize and compete via Online Track Days, have players from around the world take the place of AI-controlled drivers in your solo play, and get news updates on the Driver Network around you
PRO ESPORTS RACING
Skill & Behavioural-based matchmaking, create your own Online Racing Leagues, and Live Broadcast and Spectator functionality
YOUR HOME FOR RACING
Your own personal, customisable Test Track to tune and test your cars. Invite others to showcase your passion for racing and learn race craft and engineering with the Project CARS Academy
Minu meelest kõige naeruväärsem on see, et seda kõike esimesele osale külge ei poogita. :S
Sisuliselt ei ole vaja ühegi punkti juures uut mängu(mootorit) teha.
Mängin vahetevahel seda career mode ja vaikselt hakkab üleviskama ühed ja samad rajad koguaeg,mida saab erinevate pannidega mitu korda läbi sõidetud sellesmõttes et koguaeg on mingi inglismaa ja hispaania rajad,vahest harva antakse ka muid radu nt monzat,ameerika ja mingit jaapani rada, olen saanud paar korda sõita ,muidu on muudkui üks ja sama koguaeg selline tunne tuleb peale et on vist codemastersi käsi mängus... oskab keegi öelda et kas on lootust et tuleb ka teisi radasi seal career mode-s ? muidu ei vinguks,mäng ise on muidu vägev ,kui vahepeal saaks ka kiiremate autodega sõita mitte mingi 67 aasta fordide ja mingite kardi ristsugutistega (BAC Mono vms ) Vahepeal sain Monza rajal Pagani Hyaraga sõita,vot see oli mõnus mänguelamus
Nüüd on sõidetud küll ja küll ja tahaks eestlastega ka online veidi teha.
Kas mingeid võistlusi organiseeritakse ka? Kui ei, siis äkki teeme? Oleks nõus asja organiseerima, kui vaja.
Kui mitte võistlust/turniiri, siis äkki lihtsalt sõite mõnel õhtul?
steam kasutaja: kluiverson (Dirt Rally mängijad võivad ka julgelt sõbraks lisada, sest see teine mäng, mis mul vahelduvalt Project Carsiga töötab)
LFS-il oli hea ülesehitusega ja tulemuste tabeliga selline asi nagu Baltic Cup mida kahjuks enam ei korraldata. Kui midagi head kokku pannakse oleks ka käpp sõitudel.
Performance Improvements
* Up to 5% frame rate improvement when using Ultra settings
Online & Community Events
* Multiplayer search filter 'Skill' now finds games based upon certain lobby game configuration criteria. For example, “Pro” setting now searches for Full Damage or manual-start Engine or Forced Cockpit or Mechanical Failure, and so forth.
* Community events page – when an event cannot be entered, it will now display the reason why: ‘Coming Soon’ along with a countdown, or ‘Expired’.
* Online – Ensure that vehicle light repairs are synchronized in MP races so that repaired headlights are visible by other racers.
Controls
* Adjustments made to the gears system, to prevent gears being skipped under certain conditions. This addresses an issue where gears would at times jump straight down to 1st, potentially causing engine blowouts.
* Steering wheels – reduced the centering rate of the steering spring. This improves the feel of steering wheels at very low speeds.
* Added support for the use of all active controllers for menu input. You can for example now use a steering wheel to race, and a gamepad to control the menus and photo mode.
* Gear shifters – when using an H-shifter on a car that has a sequential gearbox, the gearbox will now switch through the gears until the gear selected on the H-shifter is reached.
* Fixed an issue in Force Feedback calibration that would prevent a player from setting "Soft Clipping (Half Input)" back to 0 after modifying it from the original value.
Physics & AI
* Slowed down the AI opponents in the rain when using racing tyres, to make racing against them better balanced.
* Adjusted the AI tyre wear rate to better match the player’s tyre wear rate.
* Adjusted wear of Slicks and Rain tires to more realistic levels where needed. Typically GT/LMP/Formula cars will get slightly more than a full fuel load on soft or default slicks (depending on fuel load amounts).
* Adjusted the heating of slicks and rain tyres to more realistic levels.
* Adjusted tyre temperature sensitivity on several cars.
* Adjusted rain tyres to generally be more sensitive to overheating, and less efficient in the dry.
* Improvements to AI navigation to lessen collisions during cramped race starts, improve detection of other cars during cornering, and improve clean overtaking
* Improved the AI pitting logic during practice and qualifying so that the AI cars run more realistic stints before pitting.
* Reworked the AI’s fuelling logic during qualifying sessions where no refuelling is allowed, so that they don’t always fill up the fuel tanks and negatively impact their qualifying ability. The AI will now deliver far more competitive lap times during qualifying.
* Fixed an issue where the AI would set impossible lap times during races with pit stops.
* The AI will now pit as soon as possible when low on fuel to prevent them running out of fuel and retiring from the race.
* Reduced the effect of damage to the car’s cooling system when suffering aero damage. This prevents engines from overheating and blowing at an unrealistic rate.
* Fixed an issue that prevented bump starts from working properly on some cars. An example case – with gears and clutch set to manual, take an Ariel Atom out on Brands Hatch. At the first right hander, stall the car, ignition on, 2nd gear, roll down the hill up to about 15kph and drop the clutch. The car will now bump start. Exact conditions for a successful bump start will vary slightly by car.
* Fixed an issue where at times some AI drivers in a race would use much higher skill levels than the rest of the field.
* Fixed an issue that prevented the AI from pitting within the final 3 laps of a race
* Further tweaked the AI ability in wet races to more closely match the player car’s ability in the wet
* Improved the AI’s efficiency in pit timing when needing to change tyres due to weather conditions.
Pitting, tuning, setups
* Fixed an issue where wet tyres were fitted too long before the rain starts, causing excessive overheating and wear on the tyres.
* Fixed an issue where, when running low on fuel, the Pit Board would appear to tell the player to do a scheduled pit stop when the player did not schedule a pit stop.
* Fixed an issue where flat tyres were fitted to the car during a pit stop, by ensuring that the tyres are correctly inflated.
* Fixed an issue where the car’s bump-stop value decreased after leaving a race session and joining it again.
* Reworked the brake bias display information so that changing the values is more intuitive.
Tracks
* Performance optimisation pass done on: Brands Hatch layouts, Cadwell layouts, Oulton Park layouts, Bathurst, Azure circuit, and Zolder. This helps improve the overall smoothness when racing on these tracks with large grids of cars.
* Track cutting tolerances reduced on all tracks where it was too forgiving.
* Fixed an issue where a pit crew character would at times appear floating above the race track on various tracks.
* Silverstone Stowe – fixed render issues on some tyre stacks, and addressed an issue with cars driving through certain objects.
* Road America – fixed an issue where a line of grass line appeared in the air near a concrete barrier.
* Spa Francorchamps – fixed an issue where cars under AI control would bump into the pit wall when exiting the pit lane. Fixed an issue where the AI were running too wide over the exit curb at the Bus Stop Chicane.
* Brno – fixed an issue where cars would at times start in the same grid positions, fixed garage six to prevent the AI from getting stuck on the right side wall when exiting the garage spot, fixed an issue when running more than 20 cars in a race would cause the car in 21st to slide into the pits.
* Le Mans – fixed an issue that would at times cause the car to crash while in the pit lane, leading to a disqualification. Improved the AI race line for better speed, and improved the AI behaviour on curbs.
* Laguna Seca – improved the AI performance as they were running too slow in some sections.
* Imola – Improved the pit lane AI navigation, and fixed an issue with a section of the fence at the pit entrance that appear to float.
* Bathurst - fixed a render issue with shimmering edges in parts of the track.
Career
* Added a new RUF RGT8 GT3 contract to ensure that the player can enter the RUF GT3 series on contract renewal and not just when starting a new career.
* Fixed the unlock details for the Supercar Ardennes Club Day Invitational.
* Fixed an issue where skipping the session during a race caused the player to move up in the session results.
Vehicles
* Group 5 cars – adjusted the gearshift timing tolerances to fix an issue with the gearing when pausing and restarting a session.
* Gumpert Apollo – fixed an issue with the livery sets that caused the livery selection to display wrong liveries.
* Aston Martin Vantage GT3 – tuned engine lifetime and brake cooling parameters for better accuracy.
* Lotus 98T – tweaked turbo to improve AI estimation of top speed.
* McLaren F1 GTR – modified the default setup and reduced front bump steer to improve straight line stability, fixed an issue to ensure that the car’s specific HUD motec display is used
* McLaren F1 - Fixed an issue that caused the car to use the wrong default tyre compound.
* Ford GT40 MK4 – Reworked in several areas to improve handling and match the real car closer - Bump stops settings exposed in setup with better tuned setup defaults, increased wrap around stiffness of the tire carcass, rebalanced base vs tear grip, rebalanced player vs AI rain performance against the AI.
* All Formula vehicles – Stop brake light reflections appearing on cars that don’t have brake lights.
General
* Fixed an issue where the player position would at times change to last when player crosses the starting line during rolling starts.
* Fixed an issue that could cause the game to crash when selecting the ‘Edit Tuning Setup’ option in the ‘PIT BOX’ screen.
* Fixed an issue that could cause the game to crash while watching a saved replay.
* Driver Network Profile – fixed an issue where entering Free Practice mode would count toward Races Entered.
* Audio – rebalanced the volume of skid sounds to make them a bit more audible.
* Oculus Rift – added Oculus 0.6.0.0 SDK support, enabled positional tracking in non-helmet player camera views, implemented initial menus and HUD support, auto reset player view position at the start of a race, and disabled all non-VR-friendly scripted pre-race camera sequences.
* D-BOX – fixed an issue that caused cars to lose power when playing with D-BOX connected.
* Updated the achievement "I am the 5%" to ensure that it can be achieved in non-Pro-modes as well.
* Fixed a game crash issue caused by an overflow of the email inbox when the player received above a certain amount of invitational emails.
* GUI – fixed an issue where the controls configuration arrows in Options would not respond correctly to mouse input when attempting fine adjustment.
Mängisin täna, vähe paremaks on läinud peale update Online osa stardis ikka bug sees, üks tüüp oli oma autoga risti teisel peal _________________ LehesFoto - Täis suvaklõpse ja muud
Olles seda mängu nüüdseks mänginud juba üle 50 tunni,siis eile avastasin et seal mängus pole vana Nissan Skyline-i ja uut Nissan GTR-i Omaarust lootsin et sellised head autod on ka seal mängus ,aga vaatasin siis huvi pärast solo modes seda autode nimekirja siis ütleks et midagi väga vaimustavat pole....selle 4 aastaga oleks võinud ikka natuke rohkem neid autosi olla... samas on mängu pandud autod, mis võiksid seal minuaarust olemata olla....nt see vana mersu,ja vana ford escort, ja igasugu caterhami jura
hea vähemalt et ford mustang on
eile oli mingi väike patch ka välja tulnud, ei tea mida nad seal patchisid ma ei viitsi uurida,graafiliselt on mäng väga ilus ja see meeldib.eriti vihma sõidud on ilusad... üks asi mind häirib veel et... kui on mingi võidusõit näiteks,siis oletame et on seal sõidu pikkus 5 ringi ja siis 2 ringi peal hakkab vihma sadama,eelnevalt on mul pandud pit-i peatuses et pannakse loomulikult vihma rehvid alla ja mida ka tehakse kui boksi lähen ja teised sõitjad uhavad ikka edasi..keegi ei lähe boksi olen liidirikohal ja boksi peatusega kaotan selle ja lõpetan mingi 8-10 kohal... selline asi siis seal career mode-is.. selles mõttes et, kui sõit hakkab päikese paistega, siis kui vihma hakkab sadama poole sõidu peal,siis ma nende slikkidega mitte kuidagi ei suuda teel püsida.... aga A.I uhab veel kiiremini edasi huvitav oleks teada et kas seda saab kuskil settingutes panna,et A.I ka boksi läheb... aga noh kui ei saagi pole hullu,ega see pole ka mingi F1 mäng, et peab boksis käima
AI -le vihm ei mõju bug pidi ju pätsiga ära olema parandatud või ikka teevad seda ?
Mäletan kui alles alustasin selle mängu mängimist siis oli career modes mul nii et,vihm auto käitumist ei mõjutanud. võisin slikckidega paduvihmas uhada niipalju kui torust tuli nüüd hakkab ikka auto vihmas vibama kui on mul on kuiva ilma rehvid all.. vähemalt endale on tundund küll nii
Game Crashes
We spent a lot of time working directly with a number of users who were struggling with game crashes, and resolved as many of these as we could. The various fixes in this patch should help a great deal in making the game more stable for those of you who were experiencing these instabilities.
Pitting, tuning, setups
* Fixed a case where the in-game tuning Setup was not being saved under certain conditions.
* Fixed the issue with cold and current tyre pressure mismatches in pitstop strategy, as well as cold pressure not being correctly applied in the tyre system.
* Ensure that the Default pitstop strategy is selected as the Active one when starting a new session.
* Fixed an issue where the wrong vehicle setup would at times be applied to the player’s current vehicle.
* Fixed another case of where cars would sometimes leave the pits with an invisible reattached wheel.
* Fixed an issue with the Pit Strategy screen where the displayed values did not reflect the saved settings.
* Fixed an issue in online races where the pit crew would ignore any changes made to the pit strategy once the player’s car was stationary in the pit box.
* Reworked some tyre compound names as displayed in the setup screen to ensure that all compounds are named to be indicative of the type of compound it represents in the pit strategy screen.
* Restrict the selectable pit strategy tyre compound types to only those available for the current vehicle.
Online
* Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session.
* Fixed an issue where, when the player progressed from qualifying to the start of the race, the player’s car would sometimes begin moving without player, resulting in false jump-starts.
Controls
* New Feature – Implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain.
* New Feature – The Force Feedback Calibration screen now features a multiple force feedback profile selection whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. This will then create a ‘Custom’ entry in the profile selection list in addition to the current options: "Default" (matches the FFB default settings in Patch 2.0) and "Classic” (matches the FFB settings in the original release).
* Fixed an issue with sudden loss of FFB after a crash.
* Reduced the strength of the menu spring for custom wheels.
* Fixed an issue where Mouse controls were showing a deadzone in the centre regardless of deadzone setting.
* Fixed an issue where rumble on the gamepad could at times cause the game to slow down.
* Added support and profiles for the Logitech G29 and G920 on PC
* Added accelerator slip vibration to the wheel rim of Fanatec wheels where available, and fixed brake rumble not working.
Vehicles
* Formula A – Added a new tire set which now includes two slick tires - soft and medium. Also rebalanced the heating and wear across all four tyre sets. Wear will now more closely match real-world Formula cars. Heating is more even front to rear also. Further rebalancing of the AI speed as was required, and tweaks to the base setup to accommodate the heat change.
* Modern street cars - New stiffer tyres for improved drivability to more closely match the real world experience, making these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.
* Mclaren P1 - Stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe.
sa ei või postitada uusi teemasid siia foorumisse sa ei või vastata selle foorumi teemadele sa ei või muuta oma postitusi selles foorumis sa ei või kustutada oma postitusi selles foorumis sa ei või vastata küsitlustele selles foorumis sa ei saa lisada manuseid selles foorumis sa võid manuseid alla laadida selles foorumis
Hinnavaatlus ei vastuta foorumis tehtud postituste eest.