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

i bought it again after getting a refund ages ago because it sucked :D

wow! certainly seems to have improved a lot since then! almost 0 issues getting my wheel to feel "good" where as last time it felt horrible no matter what i tried
 
one of the devs has been working on adding proper wet weather effects for rainy conditions and posted a few shots of how it looks right now (he said the puddles are just low res test versions so dont look brilliant)
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I dont think my xbox pad would work out on this game somehow :o

Ive recently been playing with my Xbox pad and have set a couple of fastest times, it feels very good. I really need to dust off my frame and Fanatic setup, but ive been stripping it down with a view to adding a buttkicker and surround sound speaker setup.
 
I beg to differ.
Im more interested in how the puddles react to cars driving through them though if at all.

I dont think my xbox pad would work out on this game somehow :o

I'm sure I remember reading that aquaplaning over puddles should be a natural consequence of the new tyre model.

Also, the 360 pad works really well. When I can't be bothered to get the wheel out I often have a razz with the pad, it's much more satisfying than I was expecting and is plug and play.
 
Does anyone have any problems running this game in dx11. My below spec cant play it. Ive updated the gfx drivers but all i can hear is the sound and a blank screen!
 
Gave the latest build a go last night, last time I was on this the build was 28*. My first thought was ' Damn i've missed this game, the Formula A is epic :) '

Once i have some cash together I'll be getting a wheel as I think it's time to retire the joypad. Don't get me wrong the controller is perfectly fine for this game, I just think i need to grow up a bit and move onto better toys :p
 
some wet track reflecty goodness is coming in today's build. because of the constant stm changes and multiplayer team members and above seem to be getting the builds daily which is great
 
Considering that most of the players in the MP should be seasoned sim racers, there aren't many clean races. In the race that Reaper hosted last night I was deliberately punted off by a guy who started from the pitlane before the first lap was over.
 
sounds like todays build has the water preview for some tracks
or build 324 we have added wet tracks at Bologna, Badenring and Sakitto.

It should be visible in light rain, rainy, stormy and thunder storm conditions, with more reflective tracks in the wetter conditions. All conditions use the wetness mask for variation across the track and the puddle mask so that we get smooth pools of water.

I have edited the rain fall particle as well, so that doesn't look so monsoon like in the less heavy conditions.

We have added fresnel to the wet surface shader but this is currently only applied at Bologna, and as a result the reflections currently look too little for that track. I'm working with Gus on this now, trying to balance the values to get a better look.

GSI has been enabled so now we get some specular from the ambient, which really helps with the wet look.

There is a setting in the FE for the detail of the track reflections, which now looks better if set to high.

We build up the waterlevel as it rains but this is still very much WIP. It's hooked to game time, not real-time which I think may be too slow if you are running at 1x speed. I think it might need to work the same way as the cloud fade in and fade out and be disconnected from the game time speedup.

The drying line is hard coded currently to 75 percent. In the tweakit root you can adjust this in Root/Wet Track/DrylineFactor. We are planning to get it in the next phase.

This is still all early door but we wanted to get it out to you at an early stage for feedback, in the same way we did for the clouds.

edit - only Bologna has standing water in gravel traps.
Couple of corrections Darren (not 100% sure on the second one):

1. There is no separate GUI option for track reflections yet, it shares the global "reflections" setting. Ultra is best (but an FPS killer!).

2. The drying line is no longer hardcoded at 75% (at least, the code I changed earlier to do that no longer exists - do you hardcode it in data now? I was looking for it as I think it's a bit strong now.).
 
I found the FPS to not dive that much, but I do get some serious stutters for the first minute after loading a track with or without AI.

I also didn't really get to appreciate the drying line because the entire track seemed to dry within a lap, I guess I had time acceleration too high.

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Tried to get some night time pics without motion blur but was getting way too many CTDs so gave up for the night.
 
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