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C.A.R.S - Community Assisted Race Sim

Izasao je novi junior build 296...

Online sessions:
* Changed debug outpuf of certain state information to print textual name of the state instead of numeric value
* Lobby setup request message has new parameters that specify that the sender wishes to receive. (Until now the only option was everything.)
* Admin will auto-assign user setup for newly joined users that will be used before the new member will send their requests. This will ensure that an admin always has full valid setup
* Improved the protocol for distributing setup of a user that joins a session in the lobby. There were a few situations where the user's setup would not reach the admin and/or some members, these now work properly.
* User setup validated by admin will overwrite my local preferred setup, if it was changed during validation
* Race load syncing up to transition to data loading (work in progress)
* Renamed some events so that all event names follow the same naming convention
* If host migration happens at any point during load sequence, the new admin will request state update from all members and all members will send the update to the new admin
* Debug menu commands to join or create a session will not assert when not joined to a server, instead they will print an error.
Restructured damage manager to handle initialisation of damage brushes slightly later during boot sequence, so that memory trace module would be ready
Changed vehicle flow to use higher level discipline filter - uses 'vehicle shape' rather than 'vehicle class'
Added an 'All' option to the dicipline menu
Formula Rookie: Set steering wheel to be removed when option is selected
Connecticut Hill crowds - added initial sitting crowds
Capitalization added to Main Menu and Quick Solo pages, Show Ghost button hidden until supporting code is available
Caterham Classic: set to road class
Texturebrightness tweak bathurst
Monterey, static objects - fixed intersecting assets with new addons
Pagani Huayra: Adjusted for understeer. Increased front tyre stiffness, adjsuted roll stiffness. Increased decell torque on the engine for more lift offoversteer along with a decell diff change
Adding track.lod file to avoid most obvoius tree popups at Jin Ding
Fixed cockpit exposure for the BMW M1 and the two Paganis
Fixed seat adjustment limits for the two BMWs
Default livery colour for BMW changed to white
Add BMW M1 and BMW Z4 GT3 to vehicle list
BMW Z4 GT3: initial animation pack1
Bumped version of all vehicles for Friday's stat reset
Added national flags: 6 variations
Added Z4 GT3 and M1 AI engines (plus compression and distortion dsp)
various dsp and level tweaks
Tranny volume increased
When going into the Setup page from the Quick Solo page the parameter is now set to 1 instead of 0 (previous)
New Track Photos taken by the WMD community
Tweaksx to dsp curves, engine pitch and rev limit
Track logo added to Quick Solo page, track map now at correct size, added Ginetta to the manufacturer logos on the splash screen
Fix for one more spotlight bug
Formula Rookie: added suspension animation source max files
Adding exhuast res, distortion and latest load curves
Monterey. Tweaked textures.
Trackside truck aniso fixes as requested on the forum
Fixed 'go back' issues with vehicle select flow
Adding exhaust resonation sound
New BMW exports
New Bathurst export
New Belgian Forest export
New Bologna exports
New Eifelwald exports
New Jin Ding export
New Monterey export

Build 295 (6/9/12, Senior manager)
Fixed up multiple BList uses to be traced and initialized, to assist with leak debugging and memory pool clearance
Certain ghost features are now enabled all the time, instead of only when GHOST_DEVELOPMENT macro is defined
Ghost system: Fixed documentation
Adds new applinks for vehicle discipline logo, SP track logo and image
Fixes some existing UI texture requests to use unifed interface
Added radial circle back into a new sprite map called 'aries_frontend_abstract'
Fixed issues in vehicle selection process
Online sessions:
* Added a new MP log file to app's online support
* Changed debug output from DBG_Printf to use the new log in all the session implementation
* Fixed participant priority values when sending lobby events to a subset of the event members
* Race setup changes can only be made in the lobby, not later.
* On host migration in the lobby, the new admin will send setup to all members, and all members will query the setup from new admin, when they learn about the migration. Until now, each member was asking periodically until they received the reply. The two-stage operation is enough
* Admin remembers load state of each session member
* Added definitions of events to report game load state from clients to admin, to initiate load, to sync authoritative game setup from admin to all members
* Changed online interface so that functions that send events do not modify the events
* Added a hack to BAppEventQueue::_AddEventObject that will make events return correct size of extra data until the network event transmission is fully rewritten
* Added more getters to BAppEvent that return the event's internal fields to make the above hack possible
New vehicle select flow
Screens for vehicle select by class, manufacturer and model
Disabled code that sets up transparent vehicle rendering for ghosts, because the code crashes. Until it's implemented, the ghost vehicles will render opaque
BMW Z4 GT3: Updated cockpit exposure
Monterey - add new textures for RecicleArea
Vehicle CRD files: set "shape" for all cars
Quick Solo screen - Track map size reduced, track flag and photo hidden for now until tomorrow when it can be made prettier
Missing SMS manufacturer logo
Logos for Jan's new vehicle classes
BMW Z4 GT3: Replacing temp collisions
BMW Z4 GT3: Updated exhaust positions
BMW Z4 GT3: Temp driver position
BMW Z4 GT3: updated wheel positions
Various vehicles: Fixed XLAST IDs
Fixes for floating viewer assets
Adds new applinks for vehicle discipline logo, SP track logo and image
BMW M1 Procar: First pass on the physics
Vehicle class setup in CRD files
Drain texture for bologna
BMW M1: Tail light glass for preview export
First pass at re-balancing car specific FFB weight multipliers.
Reinstate understeer fade in FFB.
Missing RACER logo added to Manufacturer Logos (for Vehicle Selection screens)
BMW M1: Exhaust position set
BMW M1: Wheels position and dimension set
BMW M1: Updated the placeholder collisions
Fix for stock car oval version seat adjustment not workin
Monterey. New textures/PSD files. 1st commit
Monterey. Tweaked textures/PSD files
Changed colors on the pitwall to make it match better to the latest reference
Fix for 2 spotlights settings which were lighting during day
Bathurst trolley fixes
Texture fix for logo issue on Monterey
Monterey - add new textures for gass station and woodfences
Changed Uses custom envmap to reflective wet surface in project flags
New Bologna exports

Build 294 (5/9/12, Senior Manager)
Vehicle Class logos added (not yet enabled)
ManufacturerLogos needed for Vehicle Select process (not yet enabled)
Share icon for new Quick Solo screen (not yet enabled)
Added applinks for vehicle selection and time trial screens (not yet enabled)
Integrate vehicle helper changes for new vehicle select screens (not yet enabled)
Fixed mismatch virtual file position for time trial screens (not yet enabled)
Integrating vehicle flow screens (not yet enabled)
Fixed Online events so they are generated correctly when received on the target machine
BAC Mono: Moved areo center of pressure slightly in back of Mass COG.Changed contact patch buildup with heat back to dynamic
Bathurst - pitbuilding interior map
Reinstate steering spring FFB force
Default FFB tweakers updated to tyres+SOP experimental version
New Bathurst export

Build 293 (4/9/12, Manager+)
Slow down HDR adaptation rate to avoid rapid scene brightness changes in cockpit view caused by g-force driven camera movements
Integrating time trial screen code
Set seat adjustment limits to one metre in all directions for all cars
Increase granularity of each seat adjustment step
Fixed shader compile error for glows
New Bathurst trackside scenics
Ariel Atoms: adjusted light flares to the new textures
Monterey - new textures
Livery carbon gloss material update
Bodywork_carbon shader moire bug fix. Changed the factor calculation to use clearCoatReflectionVector instead of worldCoordsReflectionVector
Belgian Forest - little trees update - around old pitbuilding
New Ariel Atom 3 export
New Ariel Atom Mugan export
New Ariel Atom V8 export
New Belgian Forest export
New Moterey export

Build 292 (3/9/12, Senior manager)
Fix for incorrect speech debug output
Increased size of sort list buffers for PC only, to prevent black sky bug
Modified defer nodes initialisation to prevent per-platform default list size values being ignored, and increased limit on PC (DX9 and DX11)
Online session:
* Extended the callback arguments to include extra details about what happened
* Added support for lobby text chat. Not finished, doesn't work
* Removed extra flags from user setup messages, originally meant for player rediness status. They will be added to a different structure, which wont' be going throgh race setup validation
Removed an obsolete workaround for MP time attack driving line visibility mode, which was only half-removed before
Belgian Forest - add new and finalize textures for old pitbuilding
Vehicles: new headlight flare textures for day and night - night set currently unused. Revised distance scale formula for flares; smoother and simpler
Monterey. Tweaked textures
Belgian Forest - change and add new textures for old pitbuilding
New Eifelwald export

Build 291 (31/8/12, Team Member+)
Added support for save/load of attached camera state
Online session:
* After session join and after host migration, each member will periodically ask the session admin for session setup, if it's not received automatically. The setup message can be lost under certain timing scenarios
* Implemented very basic validation of game setup to at least force an existing track and vehicle (for now)
Added getters to track and vehicle list to return an id of a random track or vehicle
360 Session Create/Search/Join work and mesh connections for 2 players - Host/Client
Eifelwald - texture update
Corrected new glow billboard technique name to match runtime shader
Eifelwald foliage update, instances texturemapsimproved and resolution increased, materials tweaked, generic instances trees, treewall colorcorrected
New billboard glow shader specifically for trackside lamps
Monterey:New textures for Glass building asset
Pagani Zonda R glass texture update
Pagani Zonda R max file. CPIT materials updates
Pagani Huayra max file. Minor fix
Pagani Huayra max file. Minor CPIT mirror stretching fix
Pagani Huayra files for partners livery for Pagani video. Gold wheels textures added
New Pagani Huayra export
New Pagani Zonda R export
New Bologna export
New Eifelwald export
 
Gde si to video, posto na njihovoj stranici jos nista ne stoji?
 
Na wmd forumu..

A BMW je zakljucan za sve osim za menadzere. Nisu u pitanju nikakve privilegije vec bug. Bice ispravljeno u toku dana, nadam se..
 
Nije za juniore. :D Izgleda da konacno mora da se kaze goodbye i pazari nesto "jace"...

btw, ti bmw su debeli wip i isforsirano su izbaceni jer je rulja navalila da ih vidi, a gotovo sve je placeholder, fizika, zvuk, modeli nisu ni zavrseni iznutra, a ni spolja...
 
Pa *** sta mi vise dobijamo od ovih updejtova konkretno ? Naravno mi , juniori !
 
Dobijas fiziku, ffb, grafiku i zvuk u fullu, samo pojedine staze i automobile ne, kao i onaj tweakit devkit. Multiplayer ostaje kao poslednja nada ali mislim da ce njega svima da omoguce za testiranje jer je ipak bitan feature igre kao i ovi prethodno navedeni.
 
Razmisljam da doplatim jos 15e i uzmem Team member. Jel ga neko uzeo pa da javi sta sve novo od staza i auta dobijam? Pozdrav
 
Ja sam na pocetku uzeo taj paket. Ako se ne varam, od staza dobijas one dve point-to-point staze (Azure Coast, California Highway), i Nordschleife (ako je uopste bio zakljucan za juniore). I dobijes ova dva nova BMW-a..
 
A Pagani huayra? Zakljucan je Nordschleife za juniore. Jesu te 3 staze i 3 auta vredni extra 15e, po tebi? Meni deluju staze na yt fenomenalne , za Nordschleife znam da je odlicna...
 
I Pagani..
Znas kako, mozda same staze i kola nisu vredni tih 15e. Ali sam siguran da jeste vredno to sto ces svakog petka dobiti novi patch, a ne jednom mesecno :)
 
Evo mog prvog fraps snimka, #1 spot na leaderboardsu [2:03.017], moze brze.

[youtube]bG9aP7wl6XU[/youtube]
 
Poslednja izmena:
Kakav je to power metal u pozadini? :D
 
Ih de tu kameru ovako bas nista ne mogu da provalim kako se ponasa auto i kakva je fizika..
 
pa vidi se da je zalepljen za zemlju , ali sto kaze boris , da barem vidimo virtuelni volan i da li su vrsene kontre/korekcije :)
 
Svaka cast :D

Meni je sasvim dovoljan ovaj video, prvenstveno zbog idealne putanje, tacaka kocenja i sl.

Ali ok, razumem i ove prethodne postove. No, kada je taj osecaj i fizika u pitanju, stvarno se ne moze mnogo zakljuciti dok se licno ne isproba.
 
Posto nikako da se pojavi PC demo za F1 2012, danas sam vozio uglavnom Monzu [imam bolje vreme od ovoga, i sami mozete videti gresku na 1. lezmo krivini].
[youtube]2meK2-Awq4A[/youtube]

Bolid je twitchy jer sam forsirao manji broj stepeni okreta volana u windows driverima, da bi malo lakse prolazio kroz prvu sikanu koja me je bas iznervirala. :D Bolid se neverovatno lako okrene tu...

edit - evo i snimka iz kabine! Cak i uz par lupanja o zidove vreme je bolje nego ono iznad. :D Povecah moj lead na leaderboardsu LOL
[youtube]1BW5w5HBv-M[/youtube]
 
Poslednja izmena:
Za lupanje o zidove se ne racuna vreme u svakoj krstenoj simulaciji :p Ipak ne moze nista da se provali ovako preko snimka, deluje mi prelako...
 
i meni. a za to lupanje , pa sta bi bio zid sampiona u Montrealu da ga svako nije ogrebao :d

dieH@ard vozis sa pomagalima?
 
Samo ABS, mada iskljucicu i to. Jos se navikavam na volan.

Za lupanje o zidove se ne racuna vreme u svakoj krstenoj simulaciji :p Ipak ne moze nista da se provali ovako preko snimka, deluje mi prelako...
Ajd onda, daj da vidimo koja su tvoja najbolja vremena? :)
 
Poslednja izmena:
samo mu daj mx5 ili mini i da vidis kako ti popunjava retrovizor :d
 
Samo ABS, mada iskljucicu i to. Jos se navikavam na volan.


Ajd onda, daj da vidimo koja su tvoja najbolja vremena? :)

Pa ne placa mi se nesto za Simbin simulaciju :) Nisam mislio prelako u smislu da je vreme koje si napravio prelako vec da nema nekog prevelikog izazova u fizici.. :)
 
cars nije simbin , jes` od onih separatista ali sad su SMS ;)
 
Pa ne placa mi se nesto za Simbin simulaciju :) Nisam mislio prelako u smislu da je vreme koje si napravio prelako vec da nema nekog prevelikog izazova u fizici.. :)

Ako vozis dobro, i ne treba da bude klizanja i izazova, nije ovo rally. :) A i auto je jako stabilan, trebao bi preci na neke druge nestabilnije modele.
 
Ne moras to meni da pricas, znam kako treba da izgleda brz krug..
 
Novi STM (seta tyre model) je dobio svoj prvi funkcionalni "build" i ocekuje se uskoro da bude implementiran u regularne buildove za korisnike...

evo ako nekog interesuju modeli, samo be advised da su termini kompleksni: :D

Andrew Weber je napisao(la):
So while I started doing more work in the "field" (on track) vs. in the "lab" (offline dev and analysis), I started playing around with a fifth carcass model. Up until recently I have had these four carcass models in my "lab":
* Pacejka (which is both carcass and tread holistically together - the stock Magic Formula)
* BrushCarcass, carcass portion of current Brush based model (actually has some strong similarity to RigidCarcass)
* RigidCarcass, which is not really "rigid" any more, but started that way, although it is not truly dynamic either. This is what is in the current STM that the devs are testing.
* ElementCarcass. The finite element style fully dynamic carcass.

This new carcass model, which I called FlexiCarcass, is a fast fully dynamic carcass. I started playing with the idea as soon as we raised the physics frequency (at which time I became concerned about the CPU budget for the real ElementCarcass because my rig at the time was not even keeping up well with the current physics overall on all builds). In very hand waavy fuzzy terms I'd guess that the FlexiCarcass gives about 70% of the value of the ElementCarcass for about 20% of the cost.

The reason the RigidCarcass is rolled out first is because is it very simple. So if testing shows any artifacts in STM overall it will be easier to isolate the defects. Once the system is stabilized around the RigidCarcass we can move to another carcass. The ElementCarcass can be downrezed to cost as little as the FlexiCarcass, but at that point it may not be adding as much value where we want it. The FlexiCarcass will likely give a lot more value at the lower budgets. However, the value of the ElementCarcass as more CPU is budgeted is much more open ended. So much so that eventually even the graphical tire deformations on screen could come directly from the ElementCarcass carcass model.

One rather large upside of the FlexiCarcass over the RigidCarcass is that we'll get the value of sampling forces at the hub instead of at the patch*. So we should be able to feel much more of the tire carcass dynamics through the FFB (vibrations, damping, etc) than we do now.

Someone posted something about when the STM model does hit WMD that that will be the final major qualitative jump for pCARS, and that people can start making their final physics judgments then. This is not true. That is why I posted that we already have 5** carcass models in the lab. There is plenty of ground for improvements that may have real impact even after an initial STM release. Also, there is another multibody solver in the works (not by me, so don't worry, not distracting from tire dev) for the chassis, that may also bring improvements you can feel.

( BTW, I chose the term seta from the feet of geckos. In the model a seta is analogous to a bristle in a bristle tire model, but the math model and the integration is different than what "bristle" typically means. All those other seta meanings are cool too though. I especially like the silk one)

* technically, we can sample at the hub for RigidCarcass too, but that is just a straight transform, so in the end it feels no different than sampling the patch once someone dials in their personal transforms (FFB parameters they like).

** Actually, there is a sixth model that I have not tested yet, but mostly implemented, which is a traditional String model. I do not really see how the String model would be any better than the FlexiCarcass in any aspect though, so I don't see myself worrying much more about the String any time soon.

...SMS will be wanting to simulate the tarmac under the tires next.

Andrew Weber je napisao(la):
Actually, yes. That is a major reason why the contact patch sim component is Eulerian (grid-like) and oriented to the ground, with the tire sort of "flowing" through it. The setae in some respects are easier to embed in a 'ground' solver than ground (water, dirt, oil, etc) is to embed in a rotating tire solver. Not that I have water, dirt, and oil implemented yet, because I do not. But the design is very much with those things in mind.

^
The dynamic track, surface, etc differences are something I think that contact patch approach will be particularly good at. First, I do not even use a simple stick/slip model, but rather a smoothed basis kernel model (similar to SPH fluid sim particles) per seta. This should allow for dirt, water, oil and of course asphalt to blend together seamlessly. Second, since the patch is treated mostly Eulerian, flowing things through it, like water flow, should be more natural. For example, hydroplaning should just fall out.


idsLSRBh0Ig0S.jpg



and jedan odlican novi trailer od Halcyona sa wmd-a:

[YOUTUBE]MnkxcJIpqlg[/YOUTUBE]
 
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Ian Bell je napisao(la):
I'll put you out of your suspense guys.

We have made the usual raft of low level updates but the STM is not active yet. When it is (soon!) the difference in feel will be much more dramatic. We're just paving the way for it at the moment.

Ajd da vidimo koliku promenu ce da donese, mada ja vise cekam da komplet razviju ovaj potpuni dinamicki model i dinamicku interakciju sa podlogom jer to otvara ogroman fpotencijal za onaj reli DLC ili nadam se novu full igru.
 
 
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