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Avec le Nordschleife (+tourist+VLN+24h), 1er circuit laserscanné... ça donne une belle video:
Sans mauvaise blague, 99 voitures au départ ça fait envie.
Pour info, c'est le même fichier lasceran que celui d'AC et d'iRacing concernant le Nordschleife. Les photos, décors sont propre à chaque développeurs... comme on a pu voir les différence entre AC et iRacing. Reste à voir la retranscription du laserscan... comme le track surface par ex.
Normalement le patch est pour aujourd'hui
Et il est sur R3E depuis des années (installé même en suède)...
J'espère qu'un jour, ils vireront le filtre bleu... Je comprends pas
La màj à venir est prometteuse en tout cas....
Tu sais si le support des casques VR est sur leur to-do list?
Depuis peu je me suis mis au T300 et je n'avais jamais trouvé de réglage volant correct pour ce jeu. Aucun feeling ne serait-ce pour faire une course. Et puis j'ai cherché, même fouillé parce qu'il y a de tout et n'importe quoi sur internet c'est n'importe quoi et j'ai trouvé un réglage potable. J'ai retrouvé de meilleurs sensations mais ce n'est pas encore ça niveau FFB. L'immersion est clairement au dessus avec certaines voitures donc c'est un bon défouloir mais pas encore une référence pour ma part.
J'ai moi aussi fait mes réglages et c'est bien mieux... par contre, pour moi, ce sont les derniers modèles (comme la TT) qui ont un meilleur FFB/physique.
What’s New (Summary)
- Compact HUD to replace the mini hud.
- FFB additions. Minimum force, slip effect, ffb meter, ffb multiplier per car.
- Load/Save Car setups. Players can now save and load their car setups.
- Bigger Grids. Maximum opponents on certain tracks can now go up to 100.
- Fuel management in car setup
- Oh, and new content too.
Game:
- Added support for Logitech G29. Please note that all Logitech users need to get the latest drivers from Logitech to have wheel ranges working properly.
- Implemented Compact HUD which replaces the minimalistic HUD.
- Added Bigger Grids, allowing tracks to have more than 24 opponents. The maximum number depends on the track and can go up to 100. (SP only for now)
- Implemented FFB Meter which can be used to check the ffb output for clipping.
- Implemented FFB Minimum Force which allows player to amplify small FFB forces. This is mostly for players that have the “dead center” problem when driving straight.
- Implemented FFB Slip effect which simulates when the tires struggle for grip during wheelspin, understeering, sliding, heavy braking.
- Implemented stationary friction in FFB to solve wheels that rotate by themselves while the car is stationary.
- Implemented FFB Multiplier per car in the car setup, allowing player to adjust the overall FFB strength for a car individually.
- Added a new Steering Animation Setting in Vehicle Settings. Player can now set the steering animation rotation to be a custom degree or to match what’s in car setup under steering settings.
- Added Load/Save in Car setup. Also reorganized the settings a bit.
- Removed old auto saving of setup when leaving car setup screen and related logic. Car setup will no longer auto save and the unsaved changes will disappear when leaving the game session.
- Added fuel to car setup.
- Implemented lap invalidation for wallriding.
- Fixed some threading exceptions that could trigger a crash.
- Fixed some camera related rendering thread issues that could trigger a crash.
- Fixed random crash that could occur when pulling out of pits in single race practice session.
- Fixed an issue where the game was only seeing the integrated graphics card on laptops with NVIDIA Optimus.
- Changed fallback null texture format to better support older low end graphics cards that were getting crashes on startup.
- Fixed an issue where start lights could get stuck on screen on certain occasions.
- Fixed an issue where the game would spawn the player at an incorrect garage spot.
- Improved Shadow split calculation
- Added a potential fix for parts falling off car at race restart.
- Fixed so that pitmenu, pit window and pit related overlays don’t show up post race.
- Fixed a crash that could occur while using instant replay.
- Fixed cars flickering in replay.
- Changed so ambient sounds for tracking cameras are initialized after the loading is done to fix some wrong calls.
- Optimized the logic performance.
- Fixed issue with test drive losing audio when alt-tabbing and going back to the game.
- Fixed an issue with returning to garage after pause.
- Fixed cars popping in and out on occasion.
- Fixed error messages in the new menus appearing as white text on white background.
- Revised several controller profiles according to the new ffb additions.
- Added Logitech G29, Fanatec CSR and Thrustmaster T300 F1 Wheel addon profiles.
- Tweaked keyboard default profile for better steering at higher speed.
- Fixed issue with ffb gain only being updated on device initialization which meant that changing it in options didn’t change anything).
- Fixed so wheel range, rev lights and led display are reset when game is closed.
- Added supplemental controller type so that devices such as shifters and pedals trigger the right dialogue when initialized.
- Changed so control set evaluation is only done on controller that's not supplemental. This fixes the with wrong control set being selected by pedals etc and removes extra dialogs asking the player if he wants to create a profile for them.
- Fixed a crash that could occur in driver logic.
- Fixed a freeze that could occur after the initial track load.
- Fixed gear damage that was occurring when downshifting on cars with downshift prevention.
- Changed LiveTimings, Race Monitor and Session Info to be part of the Menu System instead of being static variables/singletons. This is an attempt to clear up some of the mess and to hopefully fix the issue with menu being broken sometimes after session switches.
- Fixed so “Visible Cars” feature applies on any camera, including free cam.
- Fixed so only timing and position overlays are disabled when the tv overlay setting is off.
- Changed so low fuel, push to pass and drs overlays are not shown if the compact data display is active.
- Fixed a crash that sometimes occurred when bringing up the pit menu.
- Fixed issue with PitPresets not being shown if they're created mid race through the pause menu.
- Added menu music and music volume setting in sound options.
Multiplayer:
- Added bigger grids in company dedicated servers for testing. We will set up few servers with more than the usual grid size (up to 100) to test and would like you all to join to help us testing.
- Various potential fixes for a crash that was occurring when switching from qualifying to race in Multiplayer.
- Increased stack size for game to fix the stack overflow crash that could have occurred when joining MP.
- Fixed small issue with garage screen not refreshing after session switch in MP (still showed old session type name if player was in the menus during switch).
Sounds, Cameras, Physics & AI:
- AI now better respects track limits.
- AI now visually use default steering settings for their car. Player’s car under AI control now also uses player’s steering settings.
- AI cars now properly use the correct Final Ratio for their gearbox on the current track.
- Updated chase cameras for all so player can feel the car better and be able to see enough of the road ahead
- FallOffDistances (distance at which sounds can be heard) adjusted so replay volume on TV Cameras are balanced with gameplay volume. Engine sounds now have a longer audible distance
- Ambient sound samples on old tracks are now starting at random moment in the samples.
- RoadFeel Effects and Suspension Squeak sound option levels are now set to 40% by default.
- Helicopter cameras now play a constant Helicopter sound sample (was using a fixed area before)
- Wind sound sample (open cockpit cars) updated, volume decreased for a better balance in Stereo setups
- New sound sample for rumblestrips
- Fuel Estimates adjusted for all cars and tracks
- FFB Multiplier adjustments for various cars
- Audi 90 GTO : Massive physics update, cranked idle engine volume to 11
- Chevrolet Greenwood (Gr.5) : Suspension sounds were missing.
- Formula RR2: Fixed rearview camera in triple screen
- GT3-specs cars: Massive physics update, new external sounds for the Z4 and P4/5, improved standing starts for AI’s
- Prototype cars: Massive physics update, new sounds for all, action cameras added.
- NSU TTS : Fixed a floatiness feeling, AI’s should now be better at standing starts
- Hockenheim GP : TV camera files updated
- Indianapolis: merged cut track rules
- Macau : Tweaked AI lines around the hairpin, Fixed a couple TV cameras that were affected by guardrail / tree objects
- Paul Ricard : TV Cameras updates
- Salzburgring : AI tweaks
- Spa-Francorchamps : TV camera files updated
- Suzuka : AI tweaks
- Zandvoort : TV cameras cleanup
Art:
- Added new content
- P4-5 : swapped liveries in GTR3
- Mercedes SLS GT3 : Fixed weird polygon on hood when damaged
- New sky textures ( global )
- Minor livery fixes
- Audi 90Q GTO : fixed a weird keyhole in taillight
- Brands Hatch : Reduced bumpiness
Portal:
- Added Improved Newsfeed system which now works as a standalone application.
- Added fallback functionality on timeouts on steam callbacks to ensure the transaction gets cancelled if Steam store times out as it did during holidays.
- Fixed a purchase processing issue that could have triggered “nothing to buy” message, buying twice, and things not appearing as purchased problems.
- Fixed a store content filtering issue in competition launcher and game menu.
- Fixed so player can challenge other cars in a class where they own one of the class if they filter by class in LB (All cars in LB list).
- Enfin la possibilité de charger et sauver son setup
- Plus de prise de tête avec l'affichage du volant... Ca correspond au vrai volant automatiquement
- Enfin une option pour afficher le FFB. Il faut affecter une touche pour ce 'FFB meter'. Comme je m'en doutais je clippais. Comme sur iRacing, on a la possibilité de sauver un FFB par voiture et donc ne plus toucher au FFB general. Petit test avec la TT sur Bathurst et je suis obligé de diminuer le FFB multiplicateur. Je suis descendu à 1.6... par contre ça manque de vie en ligne droite.... j'ai rajouté un peu de force latéral (50% -> 75%). Je dois encore peaufiner. On sent vraiment bien le train avant... la TT reste une des meilleures voitures question FFB/physique
- Enfin une page setup avec les valeurs grisées ou noires pour savoir si c'est éditable ou non.
- Musique sympa au lancement du jeu
Bon le Nordschleife est 10€... je vais attendre qu'il soit en réduction. Dommage qu'il n'y a pas toutes les config, comme simplement le Nurb GP.
J'ai essayé la TT, effectivement c'est très sympa la complexité du ffb.
Sur la boucle Nord, la M1 PROCAR c'est du lourd!!!
SI et seulement SI les % correspondent à iRacing, il n'est pas anormal de mettre une force minimum de 16% pour un G27.
Pour les CSW... 5% grand max et c'est au cas par cas aussi. (perso je n'en mets pas).
Avec un signal bien propre, tu profiteras de tous les détails du FFB. Après il faudra effectivement trouver les bons paramètres de vertical load (charge verticale?) et de lateral load (charge latérale?).
Tu trouveras surement ton volant plus faible qu'avant surtout en ligne droite... mais c'est une question d'habitude
https://forum.sector3studios.com/index.php?threads/ffb-guide.55/
Comme Millenium69, je suis très attaché aux DTM92 et là avec la MAJ du FFB c'est énorme! A mon goût bien sûr. L'Omega sur la boucle, excellent, je me vide la tête et suis corps et âme avec la voiture sur le Ring, ce qui ne m'arrive jamais avec les GT3.
@Toche : j'avais déjà réglé la force minimum sur 16% J'ai essayé d'augmenter les forces latérales un peu mais ça durcit trop sur le g27 on perd en finesse. Par contre il va de soi qu'avec la MAJ il faut reprendre un profil par défaut pour le FFB
Empty Box sur le VLN Nordchleife en MP4 GT3: