Bugbear's "Next Car Game" need your vote - Steam Greenlight.

Here's the complete change log:

Physics:
Improved tire load calculation.
Implemented torque feedback scaling for higher than normal friction.
Scaled tire forces by sprung/unsprung mass ratio to correct accelerations.
Corrected assumed load when calculating tire stiffness values.
New differential implementation (supports open, spool, LSD & viscous differentials).
Added spring rate, damper rate and maximum deflection for tire dynamics.
Added toe-in for steering settings.
Implemented SAE 950311 relaxation for tire slip angle & ratio.
Changed 'magic' damping force to use ground contact normal.
Fixed torque from tires to use correct roll center, wheel center and attach points.
Added suspension lateral attach point, affects yaw from longitudinal forces.
Implemented separate loose and solid surface modes.
Improved body torques from wheel assembly when tire is in air.
Fixed lateral position of suspension forces.
Disabled optimal shift point use when using automatic transmission.
Changed steering limits during drifting (drift lock enables more anti-steering during drift).
Added digital steering delay and fixed digital/analog controller selection.

Controls:
Added speed sensitivity slider - controls how much steering is limited in higher speeds to prevent spinning out when using a gamepad or keyboard: 0% = none, 100% = maximum limiting.
Added throttle and brake sensitivity sliders: 0% = cubic, 50% = linear and 100% = cubic root response (cubic increases throttle aggressive at the start of the trigger range, root at the end of the trigger range).
Added initial mouse steering implementation: bind mouse to left/right in the settings menu.
Implemented basic XInput gamepad rumble.

Gameplay:
Added Two new derby game modes: Deathmatch and Team Deathmatch.
Split times to winner and best lap times displayed in race results.
Last lap time display in HUD for a few seconds when starting a new lap.
Best lap time is now displayed in HUD during races.
Best lap times for tracks are now saved and displayed in event selection.
Score is displayed in derby results.
Car reset will attempt to place the car away from the busiest racing line.
Improved AI's ability to recover when stuck.
Fixed AI's ability to reset car when e.g. out of track.
Fixed AI considering wrecks as potential derby targets.
AI cars now only reset when not seen by the Player.
Players only drive the current lap to its end after the first car has crossed the finish line.

Cameras:
Implemented new cinematic track side camera.
Implemented automatic look back camera after a short while when reversing (can be disabled and adjusted).
Implemented user configurable FOV offset.
Moved hood and bumper look-back cameras to the back of the car.
Allowed more zoom in photo mode and replay lens effects.
Tweaked car cameras.

Vehicles:
Added a new European car.
Improved upgrade parts.

Tracks:
New race track: Speedway, route variants: Oval and Figure 8.
Added cinematic track-side cameras to all tracks.
Increased velocity at which objects shatter (e.g. concrete barriers now require 80km/h (50mph) impact to get damaged).
Decreased friction on concrete barriers to prevent them from sucking cars in.
Improved start positions in Figure 8 track.
Fixed holes in Derby Stadium.
Added detail map texture for Sandpit1.

User Interface:
Added an ability to access main menu and options in respawn screen, lobby etc.
Fixed an issue in which the car selector was outside the viewport with ultra-wide resolutions.
Fixed car selector car class display.
Added performance index in car selector and lobby.
Added an ability to display current standings during race.
Added Steam avatars to multiplayer lobby.
Fixed several bugs in input mapping screen.
Added an ability to scroll sliders with mouse wheel.
Implemented miscellaneous fixes and tweaks.

Multiplayer:
Implemented online multiplayer through Steam.
Implemented upgrades to multiplayer.
Added client side prediction to combat lag.
Enabled kicking for hosts.
Searching for servers with Steam friends.
Implemented faster search.
Configurable max player count 2-24.
Configurable server update frequency.
Password protected lobbies.
Random starting positions.
Games are also displayed in Steam's own server browser.
LAN networking goes also through Steam if it's not in offline mode.
Improved chat with line wrapping.
Ability to join a lobby when the race is in progress.
Allow all LAN IP ranges: 10.0.0.0/8, 172.16.0.0/12, 192.168.0.0/16.
Bandwidth optimizations.

Effects:
Reimplemented backfire and glass shatter effects.
Particles toggle in launcher changed to particle quality slider.
Updates to existing effects.
Improved skid marks.

Sounds:
More different engine sounds.
Improved tire slip sounds.



Multiplayer is pretty awesome, they need to add a change track function though.
 
Yeah really good fun. Surprised how well it runs for an alpha multiplayer, no crashing or lag issues at all really in the hour or so I just played.
 
It been a long wait since July for the next build, but BUILD #6 is now out. With real deal online multiplayer!! :D

Also Bugbear has decided on an official name for NCG: Wreckfest.

Go here for details on the new build:

Build #6 Live! Official Name Revealed, Multiplayer Introduced

( right click pic, select View image to size pic to browser )

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Please keep images to below 1280px wide or post in
tags like I've done for you above - Rilot
Where Wreckfest really shines is online derbys with all that great eye candy going on! :D Will post a video in a couple days of the carnage online. :)
 
Derby and Figure of 8 races are a ton of fun, but normal races are frustrating, cant complain since it is a demo derby game after all but still (cleaner racing than in Assetto Corsa though :D). MP works very well overall, even has a chatbox, ping indicator etc which is more complete than some other early mp experiences I've tried.
 
Anyone on here host much? Can take a very long time to find a decent one. I was in a great 18 man server for so long tonight though, can't remember the last time I had so much fun in a game!
 
Multiplayer is really fun you are right. Had some good races although I found the demolition derby more fun. Plus in the races you can go complete wacko and race the opposite way round, not sure how well this is received but me and this other guy had such fun last night doing this. Also going "off piste" is quite interesting too. I think one of the devs was on last night too as he kept asking about lag on the servers and whether anyone had spotted a particular bug that had been recently patched.
 
I've tried playing nice in races, doesn't work. Felt wrong at first since I sim race a lot and try to be super clean but in this it's ram or be rammed :D It does make races a bit frustrating at times to be honest but Derbys and Fig-8 races are stress free and barrels of fun.
 
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Since they've added a couple of hotfixes to Multiplayer, this is absolutely brilliant! Been playing this the last couple of days with my G27 and it's a total hoot :) had to set up some settings in the Logitech Profiler but now it's working a treat.

Apart from people with connections in the dark ages it's pretty much lag free, hit detection is spot on and with a full field it's just utter chaos!
 
I've tried playing nice in races, doesn't work. Felt wrong at first since I sim race a lot and try to be super clean but in this it's ram or be rammed :D It does make races a bit frustrating at times to be honest but Derbys and Fig-8 races are stress free and barrels of fun.

I think it actually increases the skill being able to barge someone off into the crane is loads of fun and it also makes it more satisfying when you can see someone going to ram you and you move out the way resulting in them smashing into something.

Also with this latest patch(es) the crashes you do seem to be a lot more spectacular. I also think a lot of people have not yet cottoned onto the fact that in a race you dont actually "race" but can smash into each other. People are still treating it like a proper race like F1. I cant remember what its called but the nascar type circuit was so much fun last time there was tons of debris and smashed wall all over the place.
 
I also think a lot of people have not yet cottoned onto the fact that in a race you dont actually "race" but can smash into each other. People are still treating it like a proper race like F1. I cant remember what its called but the nascar type circuit was so much fun last time there was tons of debris and smashed wall all over the place.

Indeed. Some guy actually had a big rant at me for smashing into him and taking 1st place, was speechless! There are a few individuals who literally hot lap the whole time it's silly. In my opinion you win if you get hard hitter not 1st place ;)

One thing that also needs to change as a priority is the 'reset car' function, so often I line up a full speed impact on someone stationary then they reset and I smash into the wall :mad: needs a 10sec timer on it at the very least
 
I was chatting to some people in an MP lobby and I said I honestly couldn't care less if I come first or last; if I get the chance to smash the **** out of someone I will do it :D the Oval is pretty good for that, everyone's trying to set fastest laps and if I get the chance i'll steam straight ahead and destroy!

Assetto Corsa is for nice, honest racing and hotlapping; this is for utter carnage :)
 
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