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pCARS 2 - Sæson 1 GTE

Forum dedikeret til al snak vedr. pCARS, herunder bla. planlægning af løb osv.

Re: pCARS 2 - Sæson 1 GTE

Indlægaf Morten Skou » 22. feb 2018 21:16

I stedet for bare at linke til youtube, så prøv at se hvordan jeg tilrettede din forrige post så videoen blev vist herinde :)
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Re: pCARS 2 - Sæson 1 GTE

Indlægaf Smolle » 22. feb 2018 21:36

Morten Skou skrev:I stedet for bare at linke til youtube, så prøv at se hvordan jeg tilrettede din forrige post så videoen blev vist herinde :)


Tak :) Det er hermed ændret.
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Re: pCARS 2 - Sæson 1 GTE

Indlægaf Grabovac88 » 23. feb 2018 09:01

Hej Smolle
Endnu en gang bliver jeg nødt til at undskylde.
Jeg kommer for hurtigt ind i det sving, og rammer desværre dig.
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Re: pCARS 2 - Sæson 1 GTE

Indlægaf BulletEyeDk » 23. feb 2018 10:57

ShumwayDK skrev:@Bullet: Nu skal du ikke være så hård ved dig selv. Det kan ske for selv den bedste. Se selv her. :D Det er min episode på starten af anden omgang.

http://xboxclips.com/ShumwayDK/e0426e1c-e5df-4565-8abd-5d9015d43054


:mrgreen: :mrgreen:

Det ser heller ikke så prangende ud...
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+1

Re: pCARS 2 - Sæson 1 GTE

Indlægaf BoblereN » 23. feb 2018 11:27

Smolle skrev:


Jeg synes denne episode er meget interessant at tage op og diskutere lidt for at vi alle er på samme side når vi kører :)

Jeg er selv kommet frem til at ville kategorisere den som race incident hvor begge parter er med til at skabe ulykken.

Der sker en del ting som jeg ser det.
Racing Bull og Grabo har en kamp ned af langsiden og smolle ligger egentlig et pænt stykke foran 4-5 billængder.
Da jeg ser RacingBull trækker ind mod et tidlig apex formoder jeg det er for at undgå et angreb fra grabo da han ligger helt oppe i kofangeren og dermed lukke døren. Smolle bremser så åbenbart utrolig tidligt og lukker ikke døren for RacingBull som selvfølgelig griber muligheden og tager den inderste linje igennem svinget

Og så er det her jeg udemærket forstår grabo og selv ville have fulgt teddy igennem svinget da smolle allerede har lukket døren op og dermed ikke kan tillade sig at køre bilen helt ind til kerben da han allerede har åbnet op for teddy og grabo ligger lige i kofangeren af ham..

Det uheldige er så, at en kombination af at smolle drejer undervejs i indgangen ind mod at ville tættere på kerben og at grabo forbremser sig en smule og kommer lige 5 km/t for hurtigt ind i svinget til at kunne holde ferrarien helt oppe på kerben hele vejen igennem svinget gør så at grabo giver bagenden et lille puf som selvfølgelig får BMW'en til at snurre rundt.

Jeg vurderer at begge parter kunne have undgået sammenstødet og derfor ikke nogen med hele skylden for uheldet...

Smolle ved at holde sin linje igennem svinget og ikke trække ind mod kerben
Grabo ved at have sikret sig at kunne blive helt oppe på kerben.

Hvordan ser I det?
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By: Silkeborg

+2

Re: pCARS 2 - Sæson 1 GTE

Indlægaf Smolle » 23. feb 2018 11:57

Jeg skal gerne indrømme, at jeg ikke anede hvor jeg havde Grabo i den situation og derfor blev jeg også overrasket da jeg blev ramt. Faktisk troede jeg, at jeg kørte op bag i RacingBull, men det undgik jeg tilsyneladende lige akkurat.

Jeg bremser nok også generelt en hel del tidligere end jer andre kan jeg se på det hele. Ud fra min træning synes jeg bare, at hvis jeg bremser senere end jeg gør, så blokerer hjulene. Måske er det kun et spørgsmål om, at jeg er for hård på bremsen, men det betyder i hvert fald, at mit bremsepunkt er noget tidligere end hvad I andre regner med, hvilket selvfølgelig åbner op for situationer som disse.

Igen, så var jeg ikke klar over, at Grabo lå på indersiden af mig da jeg drejede ind mod kerben og dermed blokerer hans vej gennem svinget. Det kan man selvfølgelig sige, at jeg burde have været opmærksom på, men det er måske manglende erfaring ;)

Vil også gerne lige benytte lejligheden til at sige, at det ikke var for, at udstille Grabo (eller mig selv) at jeg uploadede videoen. Der er "no hard feelings" og selvom der måske bliver begået fejl fra begge sider, så betragter jeg det også bare som en af de ting der sker i kampens hede. Og måske en påmindelse til mig selv om stadig, at forbedre mine bremseevner :P
Smolle
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+2

Re: pCARS 2 - Sæson 1 GTE

Indlægaf ShumwayDK » 23. feb 2018 12:44

uha den er svær.
På den ene side så er det den overhalende bils ansvar at overhalingen kan foretages uden kontakt.
Men umiddelbart så synes jeg at Smolle lader en dør stå åben, fordi Teddy er på vej indenom. Jeg ville nok også have gjort som Grabo og prøvet at følge med. Jeg kan dog ikke rigtigt vurdere om Grabo har for meget fart på i forsøget.
Smolle vælger så at smække døren i når Teddy er forbi, fordi som han skriver, han ikke aner at Grabo er der.
Der kan vi måske også være bedre til at kommunikere på chat'en. Men nogle gange går det bare så stærkt, at man ikke kan nå det heller. :?

Denne episode bringer mig til noget jeg har tænkt på, og som jeg egenligt ville lufte i Sæson 2 tråden, men den kan lige så godt komme her. :)
Jeg sad forleden og læste regler for en anden pcars liga, og der faldt jeg over en passus, som vi kunne overveje at indføre:
If you accidentally knock/push/shunt another car off the track, you must slow down and wait for them to rejoin the race and take back their position. Every driver is to be shown the same level of respect. This rule can only be overruled by the affected driver telling you over voice chat to keep going.
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+1

Re: pCARS 2 - Sæson 1 GTE

Indlægaf ShumwayDK » 23. feb 2018 12:47

Smolle skrev:Vil også gerne lige benytte lejligheden til at sige, at det ikke var for, at udstille Grabo (eller mig selv) at jeg uploadede videoen.


Sådan opfatter jeg det heller ikke. Og det er heller aldrig derfor jeg uploader hændelser. Men det giver ofte anledning til nogle gode diskussioner, som alle kan have glæde af og lære noget af. Så det er helt ok.
ShumwayDK
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Re: pCARS 2 - Sæson 1 GTE

Indlægaf Grabovac88 » 23. feb 2018 12:55

Hej Smolle
Jeg betragter det bestemt heller ikke som en udstilling af mig.
Det er kun fordi jeg ved hvor træls det er at bliver påkørt bagfra, uden man selv han en chance for at agerer.
Til næste gang, vil jeg nok bremse lidt før, og ikke dykke medmindre jeg er 100% sikker på at den går.
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Re: pCARS 2 - Sæson 1 GTE

Indlægaf BoblereN » 23. feb 2018 13:35

Lars, lader du ikke folk komme op foran igen hvis du kører dem af? :) Haha...
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Re: pCARS 2 - Sæson 1 GTE

Indlægaf ShumwayDK » 23. feb 2018 14:09

Nej. Jeg vinker bare og kører videre :lol:

Uden at vide om der ligger beviser på det modsatte på nettet, så mindes jeg ikke jeg har været involveret i sådanne hændelser, hvor det ikke er gået hårdest ud over mig :)
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Re: pCARS 2 - Sæson 1 GTE

Indlægaf BoblereN » 23. feb 2018 14:24

@Smolle en lynlektion i nedbremsninger

Først skal du blive enig med dig selv om du er trail-brake typen eller om du bremser ned i en lige linje og derefter drejer ind i svinget. (Trail brake bremser du mens du drejer ind i svinget).

De klasser vi kører i: GTE/GT3, Touring osv. kører med stålbremser og virker fra de er kolde men er mest effektive og stabile i temperaturvinduet 300-750 °C. Kommer du over 750°C i den hårdeste nedbremsning på en bane kan du ikke regne med en stabil bremseeffekt omgang efter omgang, og kommer de under 300°C får du ikke den mest effektive initial braking effekt. LMP1-2, Formel A og Renault 3.5 kører med kulfiberbremser der først virker over 500°C

Ovenstående justerer du ved hjælp af dine brake ducts og somregel vil dine bagerste ducts være mere lukkede end de forreste da forbremserne er mest belastede. Men som håndregel så lad dem hellere være lidt køligere end for varme.

I en hård nedbremsning som den for enden af langsiden på Zhuhai, vil du gå 100% på bremsen med det samme, du skal stå oppe på bremsen, og når du kommer ned under 150 km/t vil jeg skyde på skal du slække på bremsen ned til omkring 80% og langsomt slække indtil du er færdig med at bremse helt ned til omkring 10-15% inden du slipper bremsen helt..

Hvis du låser dine hjul i nedbremsningen tidligt, vel at mærke dine forhjul så prøv at flytte din bremsebalance bagud.
Hvis du låser dine forhjul glider din bil bare ligeud uden at dreje på dine inputs.
Du vil gerne have din bremsebalance så langt bagud som muligt uden at få "snap oversteer", det sker når din bagende overhaler din forende i en nedbremsning :) Så er din bremsebalance for langt bagude. Det er sikrest med en bremsebalance mod forenden da du blot vil glide ligeud hvis du låser...
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Re: pCARS 2 - Sæson 1 GTE

Indlægaf Smolle » 23. feb 2018 15:59

Jeg har i mine træninger og justeringer af setups op til løbene gjort meget ud af, at finde en balance hvor bremserne netop holder sig i det temperatur-område, så er ret sikker på, at jeg har den korrekte indstilling der. Kan måske godt flytte bremsebalancen en anelse længere bagud.

Jeg tror dog mere problemet er i den måde jeg bremser på. Jeg går sikkert ikke 100% på bremsen, fordi bremsepedalen har ret høj modstand på G920 sættet. Jeg har kalibreret mine pedaler til, at bremsen er fuldt trykket ned ved den laveste indstilling Project Cars tillader, men selv det er et rimelig hårdt pres synes jeg (eller også har jeg slappe ben :P). Så problemet er nok, at jeg ikke bremser ved fuld effekt i starten og hvis jeg så prøver at redde en senere nedbremsning, så blokerer hjulene dér i stedet.

Har dog tidligere, når jeg har forsøgt at forbedre mine tider, prøvet netop at bremse senere, men hårdere. Det har dog ikke været ret effektivt i det forsøg jeg har gjort mig indtil nu, men måske jeg skal prøve det igen. For det er ret tydeligt, at jeg bremser meget tidligere end alle jer andre, så der er sikkert nogle hundrededele at hente ved, at lære at bremse senere.
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Re: pCARS 2 - Sæson 1 GTE

Indlægaf BulletEyeDk » 24. feb 2018 11:40

Til dem der måske ikke har set det... så landede den nye patch i går med følgende opdateringer (har ikke holdt dem op mod PC/PS4 men mon ikke det er de samme)

Hi all,

Update 1.4.0.0 is now live on Xbox One. Full Update Notes below.

Project CARS 2 - Update 1.4.0.0


XB1

Updated menu deadzone width for XB1 wheels, updated spring force for menus to remove unnecessary vibrations on deadzone boundary.
Stability improvement when connection to Wide Area Network is lost while creating a multiplayer session.
Solution for XB1 wheels having very noticeable and harsh FFB deadzone in menus.
Resolved occasional failure when leaving a multiplayer session to join or create another session.
Removed a white square being displayed in place of player's avatar on consoles.
Improved an issue where, if the host adjusted the points, a higher rank would be awarded to the driver with negative points in an Online Championship.


User Interface

Fixed an issue with inconsistency between info on the Track Select screen and the Loading screen.
Fix for the Online Browser filter not closing properly.
Fixed the Password Protected Lobby icon that was missing on the Lobby Details screen.
Fixed the standings orders to be by class, and then the drivers organised by points order within each class, on the Career Dashboard Standings screen.
Fixed some display units values not changing when switching between metric and imperial.
Fixed an issue where the game would become unresponsive when attempting to save a setup with no description.
Fixed an incorrect message displaying when entering an invlaid password.
Fixed Career nationality not defaulting to console / Steam users location.
Fix for Session and Race settings not updating in Online Championship rounds if the user applies a Motorsport Preset adding a round to the schedule.
Fix for options under Realism Settings in online lobbies, not displaying correctly and being inaccessible to Host after accessing the Realism Settings from the Online Lobby.
Added name of tyres on the car within the pre-race menu.
Fixed various language translations throughout the game.
Added message for when ghosts and times not being uploaded on invalid car and track combinations.
Fix for 'Pedal Type' and 'Calibrate Wheel' disappearing if the user clicks on the scroll bar of the Control Scheme from the Pause screen.
Fix for 'Rules & Regulations' and 'Esports' settings getting altered if user selects 'Reset to Default' in the 'Realism Settings'.
Fix for car classes disappearing in Vehicle Select screen of Online lobbies when changing vehicles in multi-class lobbies.
Fix for changes of Helmet Camera settings not saving properly via the Pause Menu Options.
Fixed for setup descriptions not fully appearing if it is too long.
Career - RX European Championship - Fixed missing 'Continue' button.
Fix for green screen appearing for a second when skipping the Career path intro movie.
Fix for two copies of 'Won Group A Pan America Championship' accolade.
Fix for Pit Strategies full message not appearing when trying to save a Pit Strategy with no available slots.
Fixed the 'Edit Driver' screen overlapping the Showroom when in Vehicle Select of Online Championships.
Show notification to lobby admin/host when a player rejects Director or Broadcaster roles.
Fix for missmatch of results on Sessions Result screen and Retire screen.
Adjusted location of important penalty messages on the HUD, and enabled them even when the HUD is Off.
Fix for long team names not appearing properly and getting cut off in Online Championships.
Fix for correctly displaying the finishing status of players and AI that do not finish the race or retire early.
Fix for host not being able to proceed from Practice to Qualifying due to missing 'Continue' button.
Fix for opponent car flicking if they retire from an Online Championship on the Pre-Race screen.
Fixed an issue where you were unable to see which setup you're selecting in Tuning Setups with HDR Enabled.
Fixed Online Championships showing previously assigned team names in new sessions.
Improved progress bars in Pedal Calibration to more accurately represent pedal input.
Fixed content of DLC appearing for players who have not purchased the DLC.
Fixed overlapping text issue in Pit Strategy.
Fixed to show correct image for Fanatec Porsche GT3 RS wheel in controller settings.
Fixed lobby details not showing all classes in multi-class Dedicated Server lobbies.
Added help text for Menu Spring Strength.
Removed Damper Saturation option.
Fixed issue where changing track would not remove invalid weather.
Fixed the game only allowing for 250 laps if the player sets more than 250 laps in Race Settings.
Fix for debug text appearing in S1, S2 and S3 columns of the In-Progress screen when the player selects 'Retire and Spectate'.
Fixed for pit stop time being estimated incorrectly when setting 'Change Tyres' to 'Recommended' on certain cars.
Fixed Manufacturer events showing incorrect progress for unlocked manufacturers when creating a new career.
Fix for number of pit stops not being displayed correctly in Post Race Results screen.
Fix for player not being able to determine their grid position when using the Indycar Motorsport Preset.
Fixed conversion when displaying rev limit in tuning setups.
Fix for 'Restart Session' being highlighted by default instead of 'Continue' on Session Results screens.
Fixed the pit stop progress information not showing in the pit stop cinematic cameras when entering the pits in the telemetry HUD.
Changed Rear View Mirror to disable dynamic scaling. Also uses Enhanced Mirror when using 'Enhanced Visuals' option.
Fixed for incorrect ordering after altering the Standings in Online Championship
Added active Motorsport Presets to View Info and Edit screens.
Fix for changes not being reflected when re-editting a created event.
Fixed an issue where the game would incorrectly round up players time on HUD and results screen.
Fix for taking damage in pit lane not appearing on the HUD damage element.
Fix for no data being displayed when loading a default setup after previously overwriting it.
Fix for 4th position missing in Standing Panel when on the grid during countdown sequence.
Fixed values in the centre Damper column of Dampers tab of Tuning Setup not changing.
Fix for 'Create New Pit Strategy' option remaining enabled when filling all pit strategy slots.
Fix for Team tab being disabled on Round Results screen of Online Championship.
Fix for Status/Session info in Replays not correctly updating when switching drivers.
Fix for Director and Broadcaster screens not showing all participants data in Online Championships.
Fix for Circuit of the Americas National circuit appearing when Daytona International Speedway Tri-Oval is selected in Online Championship.
Fix for game crash when backing out from replay videos and photos from the DNP to join online lobby just as it launches into a Practice session.
Added in centre cockpit camera to cars and options screens.
Fix for crash when player selects 'Compare Driver Network Profile' option from Team Roster of Online Championships after adding a Director or Broadcaster.
Fix for online lobbies not being sorted in lobby browser when a player tries to change the sort order of a certain column more than twice.
Fix for player not being able to access Driver Network Profile on Livery Select screen of Invitational Events.
Removed 'Edit' option in Online Championships lobby for options that can not be edited.
Improved the bars in the Competitive Racing License history chart to make them visible at lower values.
Fix for rounds in Online Championships Schedule being selectable after they have been completed.
Fixed overlapping Online Championship names when text is extremely long.
Improved lighting to some objects in car thumbnails.
Fixed current session information not being displayed on the Pre-Session screen in Online Championships.
Fix for tuning setups saving issues.
Fixed an issue in Online Championships where class wide results would fail to display under certain circumstances.
Improved the menu flow in Online Championships to prevent accidental return to main menu when pressing the back button during countdown on lobby screen.
Added lobby filtering for competitive racing license.
Fixed an issue in Russian where capital K and Y letters were showing as lower case in the driver profile.
Fixed an issue in the online lobby where the track UI wasn’t updating for the client if the host updated the lobby.
Fixed an issue where an incorrect detailed view of a car would be shown in vehicle select.
Fixed an issue where season was changing when changing the track after previously saving the setting.
Moved opposite lock in the options screen from controls to gameplay section.
Fixed an issue where multiple DLC invitation pop-ups were triggering after creating a new career.
Fixed an issue where user is unable to change lap number within a lobby screen.


Cars

Fix for Mazda Radbull backfires not being visible from the cockpit
Modified the material on Honda 2&4 glass HUD.
Fix for Honda 2&4 glass HUD blurring with road behind the glass.
Audi R8 LMS and R8 LMS 24H - Fixed LOD popping issue at the rear of the car.
Improved steering animations for Honda 2&4 and Radical SR3 when using a gamepad.


Tracks

Bannochbrae - Fixed collision issues in the pit lane / pit area with bigger cars.
Long Beach - optimized LODB baked textures of buildings.
Silverstone Circuits - Fixed geometry not rendering in mirrors, and road mesh popping in.
Indianapolis - Fixed position of pit exit line objects and the issue where the car could avoid the pit out trigger.
Knockhill - Reduced garage depth to fix the AI hitting the curb and marshall box exiting pit garages.
Snetterton - New alternate start line to improve race starts.
Catalunya Rallycross - Fix for Joker Lap exploit.
Catalunya Club - Fix for cinematic cameras remaining active when restarting a session after it is over.
Lyden Hill - Fixed hole in collision mesh causing players to lose control when hitting a dip in the road.
Dubai Autodrome Club - Fixed incorrect track length.
Hell Rallycross - Improved tree walls and outer terrain LOD distance.
Donington Park - Fixed pitcrew positions.
Texas Motor Speedway - Fix for player receiving insufficent progress notification while leaving the pits.
Spa Francorchamps - Fixed rain and snow falling in garages.
Improved LODD for 3D spectators and crowds.
Monza Oval - Turned off oval flag. This disables the oval setup being applied here as track direction is opposite to the other ovals in the game.
Fix for advertisement boards failing to disappear and remaining on track after being knocked around and restarting the race.
Monza Short - Added a new pit lane path which fixes an issue where AI would delay a lap to pit.
Monza Short - Added slowdowns before pit entrance to fix an issue where disqualifications were given for speeding into pits.
Indianapolis - Added an alternate starting path for AI to improve rolling starts.
Updated pit crew animations for tracks with left hand sided pit-stop fueling.
Nubergring GP – Reduced AI speed in the Shumacher esses and increased entrance speed in the previous 180 degree corner.
Nordschleife Stage 3 – Turned down the AI speed in Flanzgarten "jump" both layouts to prevent AI going off the corner.
Daytona Oval – Adjusted inner corridors on the banked corner to prevent AI banking when racing side by side.


Handling

Shifted the aero drag centre towards the rear on a number of cars, fixing rear wing yaw effect.
Improved aero damage - both amount of drag with damage and also thresholds for AI to pit.
Ferrari 333SP - Small balance of performance changes to fit with other LMP900 cars.
Toyota GT-One 1999 - Small balance of performance changes to fit correctly with LMP900 cars.
Altered side and push drafting.
Lamborghini Siesto Elemento - Increased FFB strength as it was previously very low.
Added 5 litres to fuel capacity of Aston Martin V12 Vantage GT3, Porsche 911 GT3 and BMW Z4 GT3. This ensures they can do a 90 minute race/fuel run with the rest of the GT3 cars.
Added a new Opposite Lock Assist for gamepads and keyboards. This is designed to help the player controlling oversteer and slides, and can be toggled On or Off.
Formula A - Reduced fuel tank capacity to a more reasonable level.
Improved AI tyres for Ford MK4, Lotus 40, Ferrari 365 GTB Comp and Merc 300 SL AMG
Fine tuned fuel guestimates for LMP1, GT3, GT4 and turbo cars.
Formula R and Formula C - Retuned Stable Setups for new tyres and easier driveability.
Ferrari 333SP - Fixed final drive ratios and improved AI gear useage.
LMP2 cars - Gave an approx 50hp power increase to get them closer to real world lap times, and adjusted radiator sizes to suit.
Lamborghini Huracan GT3 - Slight drag decrease to hit known top speeds with low rear wing.
Mercedes AMG GT3 and SLS GT3 - Default wings changed for AI cars for better speed balance at low downforce tracks.
Ford Fusion Stockcar - New Road course tyre. It has a siffter carcass and wider adhesive peak. Adjusted the AI tyres to match.
Formula Cars - Decreased sensitivity to aero damage.
Ligier Judd LMP2 and RWD P20 - Better engine cooling adjustments after HP changes.
Group C and IMSA GTP - Increased engine rotational inertia, new tyre carcass and re-balance of adhesive vs rip grip, reviewed Bump Stop lengths, reviewed lift:drag ratio on all cars and fuel consumptions.
GT3 Soft Slicks - tweaks to temperature operating window to broaden their range, mainly fixing them performing badly in the cold.
Dallara IR-15 Oval: Increased FFB multiplier, default gamepad setup changed to a differential which removes the left pull due to tyre stagger, revised tyre rubber for ovals when cold.
OMSE RX Lites - Increased FFB multiplier and shifted aero drag towards the centre.
Rallycross - Improved adhesive vs rip grip to help stability of slides on RX tyres.
Fixed issue that decalibrated wear on some tyres.
Formula Rookie and Formula C - Revised tyres, engine braking and damper setup for better stability.
Group C cars - Adjusted FFB for changes to tyres. Fixed rain tyre being faster than the slick.
Fixed differing amounts of fuel between players in Fixed Setup races.
Indycar & Ford Fusion - Increased tyre wear to better match player on ovals, making pitting and strategy similar.
Formula Rookie and Formula C - Adjusted FFB for changes to tyres. Fixed rain tyre being faster than the slick.
Improved BMW 1M FFB scale.
Ford Mustang RTR Formula Drift - Improvement to cars handling based off more of Vaughn Gitten Jr's feedback.
Ford Sierra Group A - moved the launch RPM back up higher to help the AI on race starts.
Dallara Oval - Fixed the FFB being very light.
GTE - Improved the rolling resistance of AI tyres to better match player speeds.
Porsche 911 GT3 R - Revised suspension geometry and setup from new reference material. Re-calculated chassis moments of inertia.
Fixed incorrect altitude of many tracks for better balance of performance between turbo and naturally aspirated cars.
Tuned the Ginetta G40 to better control after large impacts and jump landings. Rebalanced side aero forces and tire carcass bump-rebound damping.
Small increase in power to 525hp to the Nissan GTR GT3
Small HP balance adjustments to Bentley, Cadillac ATS and Ferrari GT3 cars.
Reduced the speed of slick tires in the rain.
Turned down drag penalty associated with aero damage.
Decreased suspension damage sensitivity to modern formula cars.
Adjustments made to reduce in-air negative tilt of some vehicles.
Increased rain tire heating for player cars.
Raised and moved back chase camera position for Ford Escorts to help with high FOV settings.
Increased speed on ovals to Lotus 56 and Lots 38.
Lowered rolling resistance of oval tires on Dallara DW12
Shifted aero drag balance rearward, fixed rear wing yaw effect, re-balanced adhesive and rip grip for its slick tire compounds for Ford Falcon V8SC
Reduced base wear on slick based rain tires.
Reduced heating on touring car rain tires.


Gameplay

Fixed the driver helmet to show correctly in helmet view camera.
Improved results of simulated career sessions. We have reduced the randomness by looking more at performance and driver skill. Qualifying to race grid positioning will now more closely match results when not simulating.
Fixed issue where changing track in Multiplayer to one with a smaller grid size doesn't limit the entrants to the lobby, causing some players to spawn under the track.
Career - Group A - Changed the date of the round 1 for the PA Final race at Bathurst so the weekend is no longer in the snow season.
Fixed ambiguous spotter logic calculating chances remaining to take joker lap in RX.
Fix to ignore other classes for cut track penalties in multi-class races.
Fixed players having control of the car before the 'manual control' handover at the start of Formation Laps.
Fix for Competitive Racing License not disabling if Flag / Penalties are disabled.
Fixed players receiving speed limit penalties in penalties when the auto speed limiter is engaged.
Fix for a hang in Time Trial when restarting and driving over the Start/Finish line.
Disabled headlights when ghosting.
Fixes of issues relating to JIP and Spectators for Rolling Starts.
Improved formation laps so leader slows down earlier to let the rest of the field catch up in the switch from Formation Lap to Rolling Start phase.
Fix for players being able to drive in community events with DLC cars, when they don't own the DLC.
All vehicles are now allowed to be used on Kart tracks in Time Trial and Private Testing.
Fixed remaining race time calculation for the end of session simulation.
Fix for tuning setups being applied in fixed setup Community Events.
Radical and Light Sports slick - adjust the range of ideal temperature to reduce the difficulty of the tyre when warming up.
Fixed the Lotus 38 and Lotus 56 being slow at Indy Oval.
Added sound for penalties HUD messages.
Tuning of cut track tweakers following Patch 3 feedback to reduce the amount of calculated slow down time required following track limit breaches.
Fix for exploit where players could enable driving aids that are not allowed in Time Trial and Community Events.
Fix for AI taking over control of the car when setting the 'Swap Driver' option to ON in the ICM, and not pitting.
Fix for tyre pressures being ignored when changed from pit strategy.
Fix for Tuning Setup resetting to default after making a personal best time and restarting the session.
Fixed Pit Stop Estimate time not being calculated for RX cars.
Fixes for sounds of high/fast revving engines sounding poor.
Added Sampala track to Private Testing mode.
Fix for crash when admin of Online Championship assigns any car to a player through a DLC car class.
Fix for player not joining a lobby when accepting an invite whilst on Esports screen.
Fix for game crashing when trying to save ghost data with 'Fake Free Space' turned on.
Removed 'Randomize All Cars' button in Online Championship when using Kart tracks.
Fix for player receiving penalties due to others retiring and spectating during formation lap.
Fix for skipping of Career round if player joins and completes and Online Championship race whilst their Career Championship is active.
Fix for car stalling whilst being held in pit box due to other cars passing, despite clutch pedal being pressed.
Fix for exploit to make the player immune to penalties when ghosted in multiplayer.
Fix for 'Invite Only' trophy unlocking after installing DLC and starting a new Career.
Improvements when players JIP into session.
Fix for vehicle swerve after gaining control of the car when restarting a Time Trial session.
Added pit speed limiter to cars that had it missing.
Fixed some instances where incorrect starting grid positions were assigned to players.
Increased the number of opponents and player starting grid position on invitational event ‘Icons On Show’.
Increased pitstop join-out times from 7 to 14 seconds for smoother exits.
Fixed an issue where left sided pitstops were causing parts of the vehicle chassis to flip.
Fixed an issue where return to position penalties were being given based on overall position and not class position.
Fixed an issue where the camera would quickly switch sides during pitstops with some cars.
Fixed an issue where weather was not correctly syncing across online races.
Fixed an issue where fuel level would appear white even if it was not enough to complete a session on track without a refuel.
Improvements to the cut track penalty system to now take in account crashed, pitted and other class opponents in timed races.
Prevents the online reputation safety rank from increasing when there are no opponents on track.
Fixed an issue where pit crew would freeze when taking a fuel-only pitstop.
Added ‘automatic by weather choice’ to the pitstop strategy menu. Crew will change tires if they are deemed unsuitable for the weather.
Fixed an audio issue where pit-crew animations and sounds were not in sync on shorter pit-stops.
Fixed an issue during RX Lites career during Q2 where HUD would display incorrect info.
Fixed an issue where points were not being awarded to each class in a multiclass race for fastest qualifying lap.
Fixed an issue where a player would receive a time penalty when hit by another player during a formation lap by selectively blaming the player that was told to stay behind the other.
Fixed an issue which resulted in a rare crash when crossing the finish line in multiplayer races.
Fixed a hang caused by crashing into AI during the warm-up lap.


AI

Daytona - Updated AI. Fixing missing pit path corridors, improving pit entry speeds and a new alternate start path to clean up contact at the start.
Brands Hatch GP - Slowed AI laptimes by about 2 seconds to bring cars in line with players feedback of them being too fast.
Fixed an issue with the AI not getting affected by aero damaged.
Dallar IL-12 Oval - Adjusted AI top speeds, rolling resistance, load sensitivity and total grip to balance with other changes, and reduce corner entry speed at Indy to better match player.
Oval AI - Improved how aggressively AI changes lanes to reduce contact and improve racing.
Le Mans - slowed the AI alternate start line in Ford Chicane where cars were getting loose when the race went green on rolling starts.
Laguna Seca - Slowed the AI speed on the pit lane exit at the inside of Turn 1 to better match player.
Monza - New AI Pit lane path to fix cars going off into the gravel after the chicane.
Improved AI pit exit speeds to fix AI ramming the player in the back on pit lane exit.
Improved AI on oval tracks.
Dubai Autodrome - New AI alternate start line to improve first lap.
Brno - New AI alternate start line to improve first lap.
Willow Springs - Fixed AI speeds in final turn.
Fuji - New alternate AI start line to fix bad merge from Formation Lap to Rolling Start phase.
Rouen GP - Improved AI pit entry to stop them going in too fast.
Improved AI rain speeds - Reduced their rolling drag with saturation, improved AI throttle application on corner exit giving better balance.
Improved AI aggression.
Imola - New alternate start line to improve AI at race starts, and adjustments to AI cornering speeds.
Improved when AI use KERS/boosts as they weren't using it on some straights when they should/could have.
Improved AI behaviour and speed on cooldown lap.
Fix AI behaviour when pulling over due to damage.
Improved AI tyre choice in light rain conditions.
Improved AI tyre selection in changing conditions.
Improved AI Mandatory pit stop logic to avoid making too many stops in changing conditions.
Fix for AI lifting off the throttle and following to stay in line in ovals.
Improved AI path finding offroad.
Improved AI tyre wear to better match what the player experiences.
Sugo - New alternate start line which cleans up race starts, and adjusted AI speed through turn 6 and the final turn.
Dubai International - New AI dry racing line for better consistency.
Sakitto GP - New AI dry racing line for better consistency, and new alternate start line to improve race starts.
LMP3 cars - New tyres for the AI to better tune their rolling resistance.
Improved the timing of AI pulling out of slip stream when overtaking.
Nurburgring GP - New AI alternate start line to improve race starts.
Texas Motor Speedway Road Course - New AI alternate start line to improve race starts.
Zhuhai - New AI racing line to improve their pace and consistency.
Improved AI passing of cars going slowly or trying to give back positions.
Texas Oval - Fix the AI hitting the pit wall.
Daytona Tri Oval - Fix to AI pit lane path to prevent the AI from hitting the pit wall and improved pit entry and exit merges.
Watkins Glen - New AI line and alternate start line to improve AI competitiveness.
Silverstone GP - New pit path to resolve issue with AI driving off the track after turn 2.
Various improvements to AI logic for avoiding danger and passing.
Daytona Road Circuit - Reduced AI speeds coming off the oval into Turn 1.
Long Beach - Adjusted AI cornering speeds to improve their lap times.
Catalunya GP and Catalunya National - Improved AI alternate start lines to improve their race starts.
Monza GP - New AI start line to clean up race starts. Also improved AI setups here to fix the GT1 cars getting loose in Paracbolica.
Monza GP - Improved AI speeds around the lap to make them a lot faster based on public forum feedback.
Dayonta Oval - tweaked AI line at the kink to prevent them lifting slightly in stock cars.
Ford Fusion - Given the AI the tallest final drive ratio at Daytona to fix them bouncing off the rev limiter in the draft.
Daytona Road Course - New AI and alternate start line, improving first lap and general lap performance.
Dirtfish Mill Run - Updated AI corridors.
Improved AI in snow conditions.
Hockenheim - New alternate AI start lines and AI improvements.
Laguna Seca - New AI alternate start line to clean up race starts.
Improved AI driveability at tighter tracks in the Ford Bronco Brocky.
Improvements to AI rain braking and corner exit parameters.
Improved AI behavior cornering in Watkins Glen GP and Short.
Improved AI behavior when being forced into situations where reversing is necessary.
Increased trigger threshold from 5% to 15% of top speed percentage to prevent AI from firing at the end of a reverse.
Improves cases of AI swerving during pre-race lap straights from causing occasional crashes.
Slow or lapped AI cars now allow for more room from overtaking cars.
Oval AI values adjusted, reduced affect of leader coasting by 50% and added minimum lap count. Reduced bias affect for overtaking / drafting based on lap count.



Hardware

Thrustmaster LCD Display - Fixed display showing Neutral and Reverse gear as 'n'.
Fix for Controller/Wheel setups getting reset if control type is changed and game is restarted.
Added support for Thrustmaster LCD Display.


Madness Engine

Improved Livetrack 3.0 performance.
Fixed a crash when failing to create DX device.
Fixed various crashes.
Fixed a stuttering problem caused when vehicles would take damage.
BulletEyeDk
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Re: pCARS 2 - Sæson 1 GTE

Indlægaf dalingo » 25. feb 2018 01:45

Wow sikke en liste. Bed mærke i denne:
GT3 Soft Slicks - tweaks to temperature operating window to broaden their range, mainly fixing them performing badly in the cold.
dalingo
Niveau 4
 
Indlæg: 411

+1

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