Jump to content



Automobilista


liakjim

Recommended Posts

Τι να πω...Μπορει να εχω κανει εγω καμια παπαρουνα...Μπαινουν λιγο περιεργα τα Mods..Θελει προσοχή εκει με τα series...

 

Παντως δεν ξερω αν είναι που ειχα να παιξω πολύ καιρο, αλλα μου αρεσει πολύ το παιχνιδι.

 

Στα δικα μου επίπεδα παντα...

 

Link to comment
Share on other sites

πριν 5 ώρες, το μέλος GeoF1 έγραψε:

Τι να πω...Μπορει να εχω κανει εγω καμια παπαρουνα...Μπαινουν λιγο περιεργα τα Mods..Θελει προσοχή εκει με τα series...

 

Παντως δεν ξερω αν είναι που ειχα να παιξω πολύ καιρο, αλλα μου αρεσει πολύ το παιχνιδι.

 

Στα δικα μου επίπεδα παντα...

 

Γιώργο δεν έχει.

 

Για να σου φανούν ότι έχεις, θα πρέπει να πατήσεις "all cars & tracks" πάντως.

 

Όντως πολύ καλό παιχνίδι.

  • Like 1
Link to comment
Share on other sites

πριν 45 λεπτά, το μέλος GeoF1 έγραψε:

Αυτος ειναι ο φακελος Location με πανω πανω.....

 

LYGxkbF.jpg

Και εμένα έχει τελικά αλλά είναι πολύ μικρό το μέγεθός του. Δεν ξέρω τί είναι αυτό

 

1e10fe99071fa3b0c2efa058014bec22.png

  • Like 1
Link to comment
Share on other sites

  • 5 weeks later...

Automobilista - Early 2017 Development Update

AMS 2017 Fictional WIP.jpg
Reiza Studios issue first development blog update of 2017, preview new 2017 fictional open wheel car, Adelaide, a Camaro and plenty more besides...

With 2017 sneaking midway into it's second month things have been relatively quiet on the Reiza Studios front, with little official communication from the developers as to what lays in store for Automobilista in this it's final year of development prior to attention focusing on the new, as yet untitled next game.

As if the developers somehow knew fans were getting restless at the period of silence, Renato Simioni has tonight come straight out of the blocks all guns blazing and revealed a rather impressive update roadmap, detailing some very exciting (and occasionally surprising) new content due to be released for the game.

Happily the development roadmap is more than just a bit of good news for fans to enjoy whilst awaiting the fruits of the studios labour, it appears that Reiza are targeting a new update launch before the close of February, with version 1.3.0 waiting in the wings to bring players some pretty nice updates to the core game. As can be read below, some of the more noticeable improvements due to come in version 1.3 will be a visual dust build up on the racing surface (simulated in game already, but currently lacking a visual representation), audio improvements and improved physics of the Boxer Cup race car.

You can read the full development blog post below:

Hello everyone - happy to be back with our first Development Update of 2017!

We hope you all had a good time over the holidays - on our side I´m happy to say the whole team enjoyed some much needed rest over the holiday season, but we have been hard at work and firing on all cylinder again since early january. As usual it´s my pleasure to share with you some of the results, info and previews of the work we´ve been doing since then.

Automobilista going up to version 1.5
We´re approaching the final stretch of Automobilista development, with only a few more months now planned until AMS reaches its definitive state, at which point we´ll switch focus 100% to the future.

The pace of development however is not slowing down - quite the contrary in fact. There are a number of nice improvements, big and small which we´ve been laying down the foundation for and will be pushing to deliver over these remaining months. Such is the extent of these developments, that the full sum of them is going to add up to what we´re calling Automobilista v1.5

We´ll be pushing to provide a full overview of these developments along with confirmation of remaining DLCs by our next development update. For now, here´s the stuff in the immediate horizon.

Upcoming V1.3.0 Release
Our next major milestone is v1.3.0 which we´re pushing to release before the end of this month, packing a lot of good stuff. Here´s a breakdown of the most substantial improvements:

On the audio front, having decided he wasn´t happy being just an ace audio engineer, Domagoj Lovric began exploring the codebase for possible short-term improvements to add some extra depth to the audio experience in AMS. One of these improvements will be the implementation of reverb audio, the initial version of which will already be present in v1.3.0, with much more to come.

Alex Sawczuk has also somehow managed to find a window in his fairly hectic track production schedule to squeeze some fresh shader improvements and adding support for visible & dynamic track dust. Although the effects of which already present in AMS along with offline marbles, there wasn´t yet a visible dust layer over the track surface. This has now been implemented.

Here is a comparison from v1.3.0 in various track states and also one from the current v1.2.1:
AMS 1.3 Update.jpg


The difference looks subtle on screenshots but it adds some noticeable extra depth and life to the track surface while driving in-game. Some of the tracks have already been updated to use these developments so Season Pass owners will be able to check them out in the upcoming beta release expected for tomorrow morning, with most of the other tracks expected to be updated as we progress.

Several car physics have also received some updates for v1.30 as both Niels Heusinkveld and myself continue to chase for improvements. One car in particular has received special attention as Niels has given the Boxer Cup physics a complete overhaul, with revised aerodynamics, chassis, and the addition of helper springs to the suspension, which substantially improves handling over curbs. The initial version of these revised physics is also coming up with the next Beta update.

One major new feature previously confirmed in our end of the year Dev Update was the Custom Season Tool - unfortunately it´s looking unlikely we´ll manage to complete the full feature in time for v1.3.0, but a number of associated new options & features should hopefully already be in, such as the option to enable a mid-race full course yellow as per the rules in the Formula Truck series, and ability to customize the number of opponent cars from each class in a multiclass event.

You may check a complete list of all the additions, improvements & fixes since the last v1.2.1 release up to the latest Beta in the changelog attatched.

We also have a new car coming up in the next release with the frisky Aussie Racing Car Camaro - further good news is that unlike originally predicted, this will be released as a free car to the base game and not as a DLC.

Here´s a preview of the 3D model which Sandro Kholodkevich is exporting to the game as we speak:
Automobilista ACR Camaro.jpg


Work on physics and audio has also been going on in parallell - count on this little motorcycle engine-powered bugger to be a big bucket of fun to drive :)

Legendary Tracks Pt2 - ADELAIDE

V1.30 will also see the release of part 2 of our "Legendary Tracks" DLC series - the famous Adelaide street circuit is coming up in two versions: the longer historical layout of 1988 which hosted the Australian GP from 1985 to 1995, the new modern version along with its Supertruck variant.

Below you can check some WIP previews of this great track:
AMS_Adelaide_2.jpg


I mentioned in the previous update how demanding street tracks are for the track team, with all the buildings and surroundings which have to be modelled in minute detail as you can see here:

AMS Adelaide 3.jpg

The more advanced modern version should be hitting AMS Beta tomorrow, with the historical version is not far behind and expected to be available in the Beta at some point next week:

AMS Adelaide 4.jpg

Both versions are extremely fun, flowing drives which will serve well pretty much any car in Automobilista, while also providing plenty of opportunity for close racing. We´ve been enjoying some great battles during our internal tests as can be seen in this short video showing a couple of laps of myself hunting down Alex Sawczuk with F-Retros around the modern track:
 

Virtual Xperience developments

Dave Stephenson has also been hard at work developing our Virtual Xperience portal, and we´ve got a substantial update coming up along with the release of AMS v1.3.0.

Users will be able to login into VX using their Steam Account - this opens up opportunities to give a more personalised experience in the various areas of VX. In the first instance the settings page accessible from the top naviagation bar provides the much requested ability to override your display name and country flag, overriding the settings collected from Steam.

From this customizable user profile, other users will be able to check out your leaderboard results. Expect this profile to be beefed up with some more interesting info in the future :)
0Fm3vDN.jpg


The new Community section will also be available in the next update, providing a one-stop-shop to find communities and leagues serving users of Automobilista and other Reiza titles based on regions served, languages used or days they host races. The league finder in this section will also provide a similar service for leagues so users may find leagues that based on race days, event frequency, or your favourite series.

Community leaders and league admin are invited to submit their information to the directory following the instructions in this topic - every league admin who submits a valid entry will be gifted 2 promo Steam keys for AMS to be given away for his participants.

With these and some other substantial improvements coming up, VX will soon be playing a bigger role in fulfilling the experience with AMS, including hosting some prize awarding competitions. Watch this space!


Last but not least...
AMS 2017 Fictional WIP.jpg

But we´ll expand more on this and other interesting topics in our next dev update towards the end of march ;)


So once again it looks like a very impressive list of improvements coming our way from the little Brazilian development team. With Adelaide and build 1.3.0 due before the end of February we have a lot to look forward to in the coming weeks.
 
  • Like 1
Link to comment
Share on other sites

Τρανο παραδειγμα sim που βροντοφωναζει,ΔΕΝ χρειαζονται ακριβα δικαιωματα και ..φρου φρου και αρωματα για να εθισεις τον κοσμο!

Δεν ξερω αν και στα βινταζ+F-V (στα πορσικα σιγουρα) εβαλε το χερακι του ο Neils αλλα στην Αδελαιδα λιγο που δοκιμασα ..ειναι τρελα!

 

 

Watch and learn σε καποιοα πατριωτακια!

Link to comment
Share on other sites

Τρανο παραδειγμα sim που βροντοφωναζει,ΔΕΝ χρειαζονται ακριβα δικαιωματα και ..φρου φρου και αρωματα για να εθισεις τον κοσμο!
Δεν ξερω αν και στα βινταζ+F-V (στα πορσικα σιγουρα) εβαλε το χερακι του ο Neils αλλα στην Αδελαιδα λιγο που δοκιμασα ..ειναι τρελα!
 
 
Watch and learn σε καποιοα πατριωτακια!


Τα πατριωτακια ποιά είναι?

Εν τω μεταξύ, μου κατέβασε το update τη Παρασκευή και είπα να δοκιμάσω το πορσικο.

Καταρχάς, ακόμα έχω πρόβλημα με την κίνηση. Μάλλον AMD και AMS δεν τα πάνε καλά.
Μόνο σε window mode δεν έχω stutters παρόλο που είμαι καρφί 60 με την κάρτα στο 40% usage.
Σε window mode πάει καλά αλλά δεν έχω VSR ....μπρος γκρεμός και πίσω ρεμα.
Άντε να το κλείσουν επιτέλους και να πάνε καρφί για dx12 όπως έχουν πει.

Στην οδήγηση, οκ το FFB όπως πάντα πολύ καλό, ο ήχος τα σπάει αλλά η αίσθηση και έχοντας φρέσκο το αντίστοιχο αμάξι του AC , είναι υπό.
Με κακομαθε η κουνος. Ζηλεύω το transmission model πάντως.

Το παιχνιδάκι πάντως αξίζει με τα χίλια τα λεφτά του. Έχω περάσει πολύ ωραίες στιγμές με δαυτο.

Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk

  • Like 1
Link to comment
Share on other sites

Το max framerate στο your name.PLR αρχειο σου ποσο ειναι?
Εμενα 120 και ειμαι τζαμι.
Αν και εσενα βαλτο πολλαπλασιο του 60(180,240) και παρακολουθησε το.

Sent from my Galaxy Nexus using Tapatalk

Link to comment
Share on other sites

Για δοκ.να το κλεισεις.

Sent from my Galaxy Nexus using Tapatalk

Don't forget the most important one, to force v-sync off.

 

For SimBin titles like rFactor, there's a line (Max Framerate=0) in your PLR which lets you cap the framerate. See if you can cap it to -120 or even -180 (a negative number forces a more precise method).

It only works if your PC can maintain the maximum everywhere, but if you find the correct setting you will benefit from a steady, stable framerate. Using a multiple of 60 reduces tearing on 60Hz displays which most are. Higher is better, but you must not see any drops anywhere or you defeat the purpose.

Αυτο κανω και εδω αλλα οχι αρνητικο.

remcoCapture.PNG

  • Like 1
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Δημιουργία...

Important Information

Ο ιστότοπος theLab.gr χρησιμοποιεί cookies για να διασφαλίσει την καλύτερη εμπειρία σας κατά την περιήγηση. Μπορείτε να προσαρμόσετε τις ρυθμίσεις των cookies σας , διαφορετικά θα υποθέσουμε ότι είστε εντάξει για να συνεχίσετε.