The_American
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YesWill the game support HDR?
Probably before GTS will be released@The_American
When does season 2 of The Grand Tour start?
That's what the people really want to know
YesWill the game support HDR?
Probably before GTS will be released@The_American
When does season 2 of The Grand Tour start?
That's what the people really want to know
Nah, AI uses simplified physics. Not the "high definition" player physics. This test would prove nothing.
Will the game support HDR?
Are you saying that the AI cars' physics are different from my car's physics? Why?Just want to interject here to say that our AI are using a full brush model which as The American says, is simplified compared to our player car seta model, but it is also the same physics used by some of the best of our competition 'for' the player car...
Are you saying that the AI cars' physics are different from my car's physics? Why?
Are you saying that the AI cars' physics are different from my car's physics? Why?
Not sure if this has been answered already, but will the user have comprehensive control for on-track audio? I was playing Assetto Corsa the other night (or maybe it was pCARS, I'm flip-flopping between the two right now) and driving the GT3 MP4-12C. It sounded really insipid in cockpit view, but accidentally flipping to chase cam introduced a lovely throaty, raspy exhaust note that was previously lacking, and the whole audio seemed to come alive. Will we have the option to map audio to different views, or better still, have a series of sliders to fine-tune the sounds of the engine, exhaust, tyres, environment and (very important, this one) the cars around you?
I'm glad Ben Collins, Nic Hamilton and others are offering physics feedback but I'm concerned that they might be saying things like "you can't hear any exhaust note with your helmet on, everything is really muffled" or "you simply cannot hear the other cars over the noise of your own engine" and then those getting transferred to the game. Sound is a very important part of the overall experience, but some artistic licence (or user-adjustability) is I think needed to keep things exciting and informative. I'd love pCARS 2 to be as visceral as possible, and the audio has a big, big part to play in that.
Excellent! I really disliked the Z4 for this sort of thing.
So SMS, please keep the sound queues as realistic as possible but perhaps give the players the option to choose the sound source independant from the camera.
Yes, when they're not on their hotlap they will get out of the way. We're redoing the blue flag and yielding logic for AI. They shouldn't "always fight"@The_American Will AI be different from qualifying to racing? Knowing when a fast car is coming and let it go by instead of racing like it's down a lap?
I'm a bit curious, if I understand you correctly you are saying that the Z4 was the best in its class in pCARS 1?
No, good idea but that would have been a lot more work. It's a bit more imminent and he (well I) says more generic messages like "crash ahead, stay left". In practice it works well so far. Was testing earlier and the spotter called out "crash ahead, stay low" and at first i didnt see it but like a second or two later sure enough i saw couple AI cars collected on the outer wall.Will the spotter/pit engineer be able to tell corner names, corner numbers (T1, T2,..) when giving information about yellow flags, static cars, etc? No idea what is planned, but with improved/re-worked flags it might come in handy.. Just imagine "yellow flag in sector 1" on the Nords. "Caution at Aremberg" would be more useful..
(I really liked the part with "track description" in AC a lot)