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0.25 Discussion thread

Discussion in 'General Discussion' started by Leeloo, Jun 14, 2022.

  1. G-Farce

    G-Farce
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    Joined:
    Apr 1, 2016
    Messages:
    544
    ok
     
  2. DaddelZeit

    DaddelZeit
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    Joined:
    Jul 17, 2019
    Messages:
    3,084
    Copied them here for you :)
    Vehicles
    • Racing Gauges: Fixed wrong label for EV range and unit for EV power
    • Scintilla
      • Fixed wrong default drive mode part name
      • Fixed wrong naming of Corse mode in the dashboard
      • Improved front crash bar collisions
      • Improved node positioning on rear bumper
      • Fixed wrong unit for right fuel tank
      • Fixed headlight glass deformGroup causing both headlight lenses to break at once
      • Added missing power steering slot
      • Added race hood
      • Deformation tweaks

    Physics
    • Fixed tire burst sound being triggered with a volume of 0
    • Fixed P mode in automatic gearboxes incorrectly locking up the output during freeze state and exploding upon releasing the freeze
    • Fixed Automation cars with specific brake settings crashing upon reset


    Game Engine
    • Fixed lagging car dashboards: restored previous behavior for UI running at half the game FPS


    Missions
    • Rounded score in the endScreen for Drift missions
    • Added walking ability to Crawl missions
    • Small fixes at Italy drag race prefab
    • Preventing buses to be spawned in the garage to garage missions
    • Fixed Custom Node loading not working in very specific cases

    Traffic
    • Random events are now enabled by default

    User Interface
    • Fixed several places that did not use the level's gravity
    • Fixed engine debug app displaying wrong power values

    Audio
    • Fixed audio on Linux not working
    • Fixed missing engine starter and shutoff sounds
    • Rebalance of transmission whine(s)

    Garage Mode
    • Fixed error when trying to load automation cars as well as some other vehicles
    • Fixed wrong camera angle when clicking on "Test"
    • Fixed Automation mods not showing up

    Vehicle Controller
    • Fixed DCT using the wrong gear when shifting into M mode at non 0 speeds
    • Fixed incorrect math in generic gauge data for electric motors
    • Fixed negative pressures showing in in-car gauges after deflating a tire
    • Fixed an initialization issue in the rev-match logic

    Italy
    • Fixed road issue in Città Vecchia

    Input
    • Removed non-functional left-over debug binding
    Input
    • Fixed broken force feedback feeling when choosing a Soft Lock Strength weaker than 100%
    • Fixed 1:1 Steering options allowing to end up with an incorrect configuration, leading to a big dead zone around the center and broken force feedback feeling
    • Fixed Soft Lock affecting force feedback when the wheel was perfectly in the middle
    • Added ability to disable 1:1 Steering without touching the amount of full lock degrees
    • Improved 1:1 Steering Angle slider range, for better usability with most common steering wheels, while still allowing up to 6000 degrees by typing in the text field
    • Added ability to use 'Oversteer Reduction Assistant', and 'Reduce Steering at Speed' with bindings set up with a 'Wheel(Direct)' filter, thanks to new checkboxes in Options > Gameplay > Assistants

    Launcher
    • Fixed missing logs in the launcher
    • Fixed launcher failing to detect x64 bits OS in some cases
    Vehicles
    Civetta Scintilla
    • Fixed missing rear firewall beams causing nodes to get loose when some parts are removed
    • Fixed roll cage being too strong
    • Fixed roof bar mount texture UVs
    • Fixed race hood texture UVs
    • Fixed UI name for front driveshaft on AWD models
    • Fixed wrong default tires on the GTx and GTx Spyder

    All vehicles
    • Updated thumbnails

    Tires
    • Fixed tread direction of new drag tires

    Digigauge
    • Fixed readability of the screen, removed blank space on the sides
    • Fixed center column text being to big in some cases and clipping on other cells

    Small Island
    • Fixed AI decal road

    Missions
    A selection of Missions can now be played directly from the Scenarios Menu.
    • Wild West Trails, Highway Loop 1, A Flock of Pigeons, River Crawl, Soccer pit 1, Scintilla Delivery, Slither Drift (Short), A Run for Life, Garage to Garage Delivery: East Coast USA, Garage to Garage Delivery: Italy, Garage to Garage Delivery: Jungle Rock Island, Hypermiling at the Gas Station, Knockaway: Blocked Road, Beginning and Target Jump: Bridge.
    • Starting these from the Scenarios Menu will use the default settings and the default car (for A Run For Life and Hypermiling at the Gas Station).
    • Missions can be made available like this using a setting from the mission editor.

    Other mission changes:
    • Added two more Missions to the Driver Training Campaign: Trailer Delivery Intro and Barrel knocker Basics
    • You can now gain the Driver Training Campaign Steam achievement (previously attainable by completing the old campaign) by passing the Advanced Circuit mission of the new Driver Training Campaign.
    • All Missions now have a Date and Author field.
    • Fixed UI Issue in Target Jump missions.
    • Fixed Vehicle Freezing not working properly in Target Jump missions.
    • Fixed Points not being rounded properly in Bus missions.
    • Garage to Garage missions will now have proper traffic for their level.
    • Fixed Garage to Garage missions sometimes having too big vehicles or too small parking spots.
    • Added 3 AI races to Small Island
    • Fixed an issue where some actions were not blocked correctly, allowing the user to recover or teleport the player vehicle, among other things.


    Garage Mode
    • Fixed some camera issues after changing the vehicle

    Powertrain
    • Fixed Clutchex AWD not working correctly in reverse

    Controller
    • Fixed an issue where under some circumstances DSE would not initialize correctly and leave the car unusable
    • Fixed an issue where adaptive brake lights with no installed ESC would not function correctly


    AI/Traffic
    • Fixed a bug where AI traffic resets by pressing Insert or Home
    • Fixed a few logic issues in Chase mode; chasing vehicles should act stronger now on long road segments

    Game Engine
    • Fix UI not being able to access files with non-ascii characters
    • Improved throttling of dashboard updates
    • Fixed calculations of camera speed and rotational speed that are used by sound system

    Thumbnail Creator
    • Fixed wrong camera mode when taking the screenshot for a custom config
     
    • Like Like x 2
  3. Unster

    Unster
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    Joined:
    Jan 23, 2018
    Messages:
    413
    No it doesn't. Interiors are still darker than before. And without AO the landscape looks bland. I wish I could go back to 0.24.
     
    • Agree Agree x 1
  4. atzel095

    atzel095
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    Joined:
    May 2, 2018
    Messages:
    1
    The update make the neutral drop in automatics Transmissions more poorly. Makes the rpm drop to much. Giving more less reality to the neutral drops
     
  5. The Gas Station

    The Gas Station
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    Joined:
    Jul 14, 2016
    Messages:
    262
    I haven't noticed any problem neutral dropping a D-series.What car were you having issues with?
    Many modern cars won't let you "neutral drop" them, because it's really bad for the transmission. They cause the engine to drop the RPMs until a gear can safely engage, and only then they engage it. So it is realistic that some of beam's cars are un-neutral-droppable.
    Also, technically the "faster" way to launch a car is brake+gas in D, then release brakes. It builds pressure in the torque converter, and doesn't stress the transmission as much. But that's more of a real-life advice...
     
  6. Bobby dYck

    Bobby dYck
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    Joined:
    Mar 5, 2020
    Messages:
    44
    First of all, i love the Scintilla. It drives incredible, looks incredible and is very well made but i have one little problem with it.
    Behind the rear bumper there is just kind of a huge empty space, used for nothing. The Bolide has it as well but there it's filled with air ducting to direct air from the engine bay out of the rear bumper vent. That's what i love most about the remastered Bolide. It has these ducts everywhere which makes it not just look cool, but is realistic as well.
    Snmekobrazovky361.png Snmekobrazovky357.png Snmekobrazovky358.png
    excuse my crappy pictures ducts leading air to the radiator and brakes behind Bolide's front bumper

    The Scintilla has none of this, front or back. The cars vents just kinda go in and don't lead to anything specific.
    Snmekobrazovky354.png Snmekobrazovky355.png Snmekobrazovky359.png
    nothing behind rear bumper side vent leads to nothing

    The vents on the side of the car could have lead to the intake system or lead through the engine bay for cooling, now they just kinda go into the back of the cars bodywork, and don't do much. Having ducting go through or leading the air somewhere would have not just looked better than an empty hole but it would have realistically been a way more efficient system.

    I think this is just a bit of a missed opportunity. Other than that, the car is fantastic.
     
    • Like Like x 6
    • Agree Agree x 1
  7. G-Farce

    G-Farce
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    Sounds like mostly the new wind effect of high speed drowning out the rest of the samples
     
  8. Sithhy™

    Sithhy™
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    Joined:
    Apr 5, 2017
    Messages:
    3,295
    Now that the Gavril diesel can output 75psi (5.2 bar) of boost, could we also get a special heavy duty torque converter option for the 4-speed drag transmission as well? Right now, the torque converters are set up for petrol engines, so if you try using the diesel with it, you experience a lot of torque converter slip. When compared to using a 5-speed manual transmission, even with sloppy-ish shifting, you lose 30-40km/h in top speed because the automatic transmission can't figure out when to shift on its own & often jumps between gears which just murders your speed & acceleration.

    Having something like a "Heavy Duty Diesel Locking Torque Converter" with a stall of ~1800RPM for the 4-speed drag transmission would suffice
     
    • Agree Agree x 3
  9. robert357

    robert357
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    Joined:
    Mar 15, 2016
    Messages:
    539
    There is issue with AI lights. During the night from time to time there will be car (and sometimes cars) with bugged lights that won't emit any light despite being turned on.

    screenshot_2022-06-30_00-20-23.png screenshot_2022-06-30_00-42-00.png

    It looks like it happens more frequently if there are more pooled cars. With 8 pooled cars it happens almost 2x than with 6 cars.
     
    • Agree Agree x 1
  10. Cutlass

    Cutlass
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    Joined:
    Apr 30, 2017
    Messages:
    2,554

    huh....
     
  11. default0.0player

    default0.0player
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    Joined:
    Nov 30, 2018
    Messages:
    1,727
    Where can I play "A run for life" scenario?
    --- Post updated ---
    deep clear cache
     
    • Agree Agree x 2
  12. 25ccSupercharged

    25ccSupercharged
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    Joined:
    Apr 22, 2019
    Messages:
    11
    It's in the middle-ish of the gridmap ;)
     
    • Agree Agree x 1
  13. The Gas Station

    The Gas Station
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    Joined:
    Jul 14, 2016
    Messages:
    262
    I also encountered this. You don't have this issue at all?
     
  14. a plane guy

    a plane guy
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    Joined:
    Mar 14, 2021
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    I noticed something today,
    I was browsing through the settings as i was experimenting with the fps limiter when i noticed a setting called “vertical sync”, it was off so i turned it on and man that setting was gifted from god,
    On ultra graphics i can have 7 cars spawned and it is amazingly smooth, literally not even a single lag spike, what does this setting even do to the game exactly? I dont know what it could even do to eliminate all lag, does anyone know what it does? Im curious on what it does.
     
  15. DeltaV

    DeltaV
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    Joined:
    Mar 28, 2018
    Messages:
    29
    It isn't supposed to eliminate lag, it's supposed to eliminate screen tearing by stopping images from different frames being drawn onto the screen at the same time. A side-effect (and potential drawback) of this is that it locks your fps to your monitor's refresh rate, so it's another form of fps limiter. Dunno why it increased your fps though.
    https://en.wikipedia.org/wiki/Screen_tearing#Vertical_synchronization
     
    • Agree Agree x 3
  16. a plane guy

    a plane guy
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    I was experiencing screen tearing which it did elliminate, it’s made my pc run beam easier too, it sounded like a fighter jet and then as soon as i put the setting on it just went quiet, it says i get 60 fps unless i spawn about 10 cars but it must be higher, without the setting i get 200fps and then i can bearly run 6 without major lag spikes,
    Someone else also confirmed that they had better performance on there pc with the setting, idk, its weird.
     
  17. shinchanf1

    shinchanf1
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    Joined:
    Nov 12, 2019
    Messages:
    241
    0.25 has made AI extremely dumb. Before, chasing AI was extremely good at driving, now it drives like a literal toddler. Instead of taking turns slow, it overshoots corners, hits guardrails and crashes more in general. Fleeing AI is actually pretty decent, but you start to realize which path it uses since it doesn't change it's path even after 10 loops. I put chasing AI against fleeing AI and chasing AI was very bad at it. the chasing AI overshoots corners in the fastest car to the slowest car. scintilla? overshoots corners. Grand marshal? overshoots corners. Even with the Autobello picolina, it Flips while turning at an intersection. Meanwhile the fleeing AI esbr with traction control off turns at intersections with no problem at all and literally leaves the scintilla in the dust.

    This also affects AI police as well. Collisions it could avoid easily before by steering off the road by an inch it can't anymore. Make an unexpected turn on the road and it will somehow crash into another traffic car or a tree/streetlight. Overall extremely bad at driving. random AI now Crashes into objects. I've tried the AI manager with 0 risk, full awareness and legal route speed, same bad results.
    I have no idea if this is because of the new oversteer assistant screwing over the AI cars or the AI being worse at driving in general
     
    • Agree Agree x 2
  18. LPerez94

    LPerez94
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    Joined:
    Dec 24, 2019
    Messages:
    70
    Mission Bug: Long Crawl trail

    When using Last Recovery Checkpoint function.. It sends me to first recovery checkpoint even i did like 9 checkpoints..
     
  19. Yash_gamin144

    Yash_gamin144
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    Joined:
    Apr 24, 2021
    Messages:
    1,721
    whats your pc specs?
     
  20. a plane guy

    a plane guy
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    Joined:
    Mar 14, 2021
    Messages:
    3,627
    upload_2022-7-1_17-18-49.png
    all i could find
     
    • Like Like x 1
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