Alguno vuela demasiado alto con sus videos. Un ejercicio de honestidad le vendría bien. En fin normal que prefiera estar lejos de los foros de alguien que va con piloto automático. No mostrar la progresión del juego es lo mejor, sí. Un juego que ha tenido un gran cambio en los últimos meses y reconocido por adeptos y no adeptos. Por algo será.
Confirmado que hay pinchazos/reventones
El neumático se divide en 33 puntos: Son 11 puntos alrededor de la circunferencia multiplicado por 3 zona lateral izq, central y lateral der. 3x11 = 33 Cada uno se desgasta individualmente. Consigue un desgaste mayor en uno de ellos para acabar teniendo un pinchazo.
The tire tread it broken up into 33 chunks around the circumference and each one of those wears individually. Wear too much too quickly on one of those and you've got a flat spot.
fbetes escribió:Por cierto, la última build a la que jugué aún estaban haciendo Nordschleife, para que os hagáis una idea...
Mi pregunta es, ¿está la variante que une Nordschleife con Nurburgring (circuito actual)? Los que jugaron al GTR2 sabrán de la variante que hablo, es la suma del Nordschleife clásico con el trazado actual... Sería este:

Por cierto Heikki, y de veras que te lo digo sin acritud, tus videos me parecen cojonudos, están muy currados, pero a mi juicio en algunas ocasiones te sobra algo de "sarcasmo"... Por ejemplo, en este último, te sobra el decir "bueno aquí estamos en el online de pCars, sí, no me preguntéis por qué"... Si dices eso, sabes que te van poner de vuelta y media (con mayor o menor razón).
Mira a Alan Bostoin, (TeamVVV), él le pega a todo tipo de juegos de coches, le saca sus cosas buenas, malas, pero nunca juega con ese sarcasmo con el que a veces lo haces tú. Y de veras que te lo digo de buenas, en serio, sigue así con tus videos, pero cambia el "tono", es mi consejo (luego como es normal harás lo que te venga en gana, y bien que harás)...
No. La unión de los dos (Nurburgring+Nordschleife) no está en el juego. Dijeron por razones de memoria no podían aunque mucha gente lo pidió en el foro. Ojalá lo pusieran.
Y sí, esta gente fue la base de Simbin compañía responsable de la saga GTR o títulos como GPLegends. Estos fueron los cabezas pensantes de esos proyectos, lo que se dice el core-team. Luego se separaron y formaron Blimey que paso a llamarse posteriormente Slightly Mad. Más tarde comenzaron su aventura con EA títulos de conducción-acción con esos dos Shift. Y ahora vuelven otra vez a sus raices en un proyecto éste que estaba planeado de hace mucho tiempo.
Aquí unos cuantos quotes para que veais como llevan el trabajo en físicas de algunos de los coches que aun no tenemos en el juego. Para que veais el trabajo que hacen en este terreno
Ford Mustang GT 2015: Initial physics pass. The nice thing about Mustangs is that hot rodders tear them apart the instant they get the chance. Means good data and numbers are already out in the interwebz that were useful to fill the gaps here. Decided to not use the 3.73 rear end option in the default setup as it is useless. Makes 2nd gear too short to use on most tracks and you run out of 5th too early while 6th is useless for anything but highway cruising no matter what. Pretty fun drive and faster than expected. Just heavy...way too heavy for what it is.
1966 Ford Mustang Fastback 2+2: Initial physics pass. K Code engine with 271hp, 3.0 rear end by default as it's best for most track use, 135 lb/in rear leaf spring from the handling package, stiffer than stock front coils as the standard 100 lb/in guys just can't handle it (but they are available in setup). Lots of other little bits were able to be taken from the Escort Mk1 with minor edits for now until Doug does a tuning pass. Is the slowest car in game also the most fun to race? I think maybe so.
BMW 2002 turbo: Initial physics pass. 170hp with 0.55bar boost from the KKK turbo. Getrag 235/8 5-speed, a ton of rear end gearing options with a 40% lock ZF differential by default. Stock springs around 275 lb/in front and 250lb/in rear make for some lively handling. Might have it a bit underdamped at the rear to start, oversteers too much probably, but it's good fun. Found they offered a 'special lightweight package' that cut kerb weight to 1035kg with a full tank of fuel, so went ahead and optioned that on to ours. Uses the same Faretti Superbelt vintage tire from our Escort Mk1 and '66 Mustang. Matches up surprisingly well with the Mustang despite the 100hp deficit.
Ruf CTR Yellowbird: Initial physics setup. Engine and gearbox are all good to Ruf specs. Published power and torque numbers smell funny on this one; I think it really made a lot more than the 470hp they claim and definitely made a lot more than 408lb-ft in torque. Aero model roughly matched to data out there for the Porsche 930 with a whale tail. Suspension is strut front and semi-trailing arm rear with spring rates I quickly found other people using on 930 Porsches. Didn't spend much time tuning it as we've got an expert amongst us, but it's already good fun.
Set it to use our Masculin tire set and it matches up quite well with the modern cars on those. Also added a 'CTR Denloc D40' tire to copy period-correct Dunlop Denloc D40s that originally came with the car and were used for the famous 8:05 Nurburgring lap. Bit of a handful, but I expect a lot of you here will like that.
BMW 320TC: Initial physics pass. Easy job here. We had a good starting point in the M3 GT4 and some very detailed manuals/setup sheets covering the differences needed to make it a WTCC car. Fun fact, this is probably the only car we have where zero rear wing actually equals zero rear downforce. Plots in the manual show it goes from 100% front to 80% rear aero balance with increasing wing angle. (top tip: there is really no reason to run it lower than 4.0 in the setup. Real teams use a high angle even at Monza) Lively car to drive. I little amusing to see that every other game with this or other WTCC cars has used only the FIA maximum rev limit of 8500rpm to design their engines. These really make max power around 6000rpm and you'll want to shift ours between 6200-6400rpm. Has 100hp less than the GT4, but also weighs over 300kg less and has narrower, harder rubber and no TC or ABS. Can be a challenge getting the thing slowed down and out of a corner as fast as possible.
Ford Fusion NASCAR: Initial physics pass. Meant to finish this one on Friday, but was having too much fun lapping on the WIP oval tracks. Haven't paid much attention to NASCAR in a while and these things are actually quite impressive. 880hp is a ton of power with a torque curve that is strong from 6000 to up over 9000rpm, and lift:drag ratios are around 2:1, which is what you might expect from a GT3 car. Mighty efficient for a car with 'simple' aerodynamics. The oval bodywork on their new cars even produces upward of 500lbf of side force @ 200mph, taking a lot of work away from the tires at some tracks. Pretty cool stuff. Operating range for the tires is all the way up over 235°F, and Goodyear says to not worry unless they are consistently over 275! Tread rubber is only 3.2mm thick so it does heat, cool, and burn off pretty quick when lapping over 180mph. Great fun on the ovals, not super confidence inspiring at a track like Sonoma. 880hp is just too much for someplace like that. You'll probably have more fun and be just as fast using the restrictor to cut it down below 600hp. (the quickie setup I put on it for road courses is probably pretty bad too)
1987 RUF CTR Yellowbird - Set physics to all the info i have from the years setting these types of cars up. Changed the brake power and bias, moved the weight bias back to 40/60, Adjusted the motion ratio's to some direct measurments i've used setting up 911/930's. Caseys spring rate and damper values were almost spot on. Some slight tweaks needed there. Added proper sized swaybars. It all works pretty well. Get your trailing throttle heads screwed on for this one
Adjust the AI dry and wet speeds down to match, as they were a little fast.