If you want to add my 360-pad lap from a couple of days ago, it was 1:55.117.
I'll dust off my Momo for the next challenge.
Would you be interested in buying my G25? the wheel and shifter have been sitting in a box for ages now.
If you want to add my 360-pad lap from a couple of days ago, it was 1:55.117.
I'll dust off my Momo for the next challenge.
How much with postages to Naantali/Turku?Would you be interested in buying my G25? the wheel and shifter have been sitting in a box for ages now.
How do you see where you're going?! I hope the final game has sliders for draw distance because it pretty dark at the moment.
How much if you live in/can ship to Finland?
How much with postages to Naantali/Turku?
Oh my god.
Build 179 (23/3/12, Team Member+)
Updated UI with news ticker added
Test flag wavers added to Bologna
Improved ocean shader
Added metallic effects to Racer cars
New exports of California Highway and Azure Coast
New exports of Ariel Atoms
Added Sakitto track
Build 178 (22/3/12, Senior Manager)
Add GUI/profile options to set race date
JPM Audio updates. Experimental settings to combat possible physics/audio disconnect
Quick Solo screen has now had a lick of paint to fit the extra options in
Connecticut Hill Textures updates for new materials
JPM New liveries, livery names
Reset car only allowed below 10mph
Moon cycle textures added; moon dome added
Environment audio for country road tracks added
Derby GP updated to support 64 car grid
Wisconsin Raceway updated to support 38 car grids
Added the extra environment sounds needed by the California Highway track
add tunnel verbs - further tweaks required
WIP Moon Movement. Code written to generate following information for the moon based on date
Track rotation offset is now setup, this means the tracks now orientate correctly to world space. i.e the sun should rise and fall exactly like google maps
Fix for car reset not working in practice mode on tracks with no pits yet
New GUMPERT export
New Leonus F86 export
Azure Coast added
Build 177 (21/3/12, Senior Manager)
Palmer: new cockpit display
Gumpert Apollo: WIP suspension animations and some minor bug fixing
New AIW. New raceline, 64 car grid and pits. Wisconsin Raceway
Tweaks to the brake power and heating. Trying to get the warm up about right Asano X4
Palmer: Merged in fixed tyres + UV mapped cockpit display
Asano LM11: fixed tread scrolling on all tyres
Leonus F77: fixed LODX tyre tread scrolling direction
Change to convolve shader to prevent bright sun from wiping out the whole thing - prevents odd flicker when sun comes in front of a wall etc
Fixed 1 errant cut track that was halfway across, causing some warnings at Besos
Fixed ugly popups of the trees in distance for the florence tracks
Prepared metallic effects for Palmer liveries
Palmer JPLM: cockpit exposure level set at 0.3
New Asano LM11 export
New Leonus F77 export
New Connecticut Hill exports
California Highway added
Build 176 (20/3/12, Manager+)
Removing static envMap location from the weather wtc files and moving it to be part of the track trd
Fixed cut tracks in first corner of Milan GP. Set grid sizes to 60 For both GP and short
New liveries for the Palmer
Fixed cut tracks where pulled onto track by recent corridor (left side only ) edits at Badenring
Palmer: New fonts + font fixes for CPIT display
!!!!!
I am super excited.
It means that anyone at team member or above gets the build. Manager+ builds mean anyone at manager level or above get them.Team Member+? The hell is that? I just upgraded last week to Team Member argggg
Reminds me of a little-known song by Australian band Icehouse.
For the little time trial/hotlap compo we have going, will that update make much of a difference or should I stick to 174?New build is out for Team Member+
It means that anyone at team member or above gets the build. Manager+ builds mean anyone at manager level or above get them.
No changes to physics, so no need to update.For the little time trial/hotlap compo we have going, will that update make much of a difference or should I stick to 174?
These track names are confusing. So Sakitto = Suzuka. (Track name reference)
Downloading new build now - Suzuka here I come!
Did you try with gamepad filtering off (or vice versa)?New build is pretty cool. However, the 360 controller setup feels different. It's like it wants to jerk more and is super sensitive, even with the steering sensitivity at 8.
New build is pretty cool. However, the 360 controller setup feels different. It's like it wants to jerk more and is super sensitive, even with the steering sensitivity at 8.
It's a shame that aerodynamics aren't properly simulated in GT5.LOL wow, that looks like GT5 levels of craziness.
We haven't lost some real world circuits. We already had the tracks mostly done. Very roughly I'd say they'll cost half a normal circuit to finish in total.
Are you constantly recording when you manage to capture something like this? I doubt I could do that with the off chance something crazy *might* happen.
The more you invest, the more you will gain back.So, anyone going to go from Team Member to Full Member before they close things off? Same benefits, but it's more likely (I guess) that it'll price bomba somewhere on or after launch. Providing we can use what we've put in to buy it anywhere, it may not be worth paying up fully just yet.
Not in terms of product-related benefits, but investment dollars? Hm. Fair enough.The more you invest, the more you will gain back.
There were some early information slide/webpage places where they provided expected payback amounts for the different member levels, but I think they have tried to emphasize it is not an "investment" per se to get a membership, plus the full member thing came up, so I don't know that the return amounts are nailed down at present. Maybe it will come up in meetings etc. in the coming months.Not in terms of product-related benefits, but investment dollars? Hm. Fair enough.
Is there anywhere (by them) where sort of info is written?
I'd say if you can afford the full member status, just jump at it. If they have good sales, the idea is that you'll get the full member money back, plus a little extra, and/or you'll at least get the game for "free" instead of just a discount off the Steam/retail price. Plus that way if they add any full member specific stuff, you won't be regretting it later in the build testing/release.Cool, cheers! I'm just trying to weigh up the benefits of being a full member come launch vs. a team member. But I guess we have a few weeks to decide
Yeah I just happened to be recording!Are you constantly recording when you manage to capture something like this? I doubt I could do that with the off chance something crazy *might* happen.
I really want to see where it is in 12-18 months when we're close to a final product. You have to imagine there will be several licks of painted at that point.This is an unrelated note, but I just wanted to say I really love the engine they're using. I'm sure it has problems, and there are flickery shadows sometimes, and it's not photorealistic, but it does a REALLY nice job at what it does. The lighting is awesome, the thing runs smoothly on my 5850, and even the shadows and reflections don't seem to kill performance, aside from right during sunset/sunrise (at least in the old build, haven't tried it in the latest).