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Zitat
UPDATE 2014-02-15
15. FEBRUAR - JANNESBB
While we experienced some unfortunate bumps along the way last night, we're proud to let you know that the latest update for Next Car Game is finally online! You should receive the update automatically, but in case your game is not being updated, please log out of Steam and back in to start the update process.
The highlights of the update are the brand new Figure 8 derby race event and the new classic American Sedan car, but in addition to those the update also contains other major new features like new weathers and added upgrade parts. There's also a hefty amount of other improvements and fixes. Please find the complete changelog with release notes below:
Tracks:
New Figure 8 derby race event.
All race tracks now have a reverse layout as well.
Lap and AI counts are now fully customizable for each event.
Tarmac track: start area rehauled, tarmac textures reworked, last sector redecorated.
Gravel track: textures reworked, track surface visuals updated.
New birches for both tarmac and gravel track.
General polishing and bug fixing.
Weathers:
Three new weathers: bright day, cold morning and warm sunset.
A random weather is selected to an event at startup.
Dynamic environment objects:
Tire stacks now have more weight to them for added realism.
Reduced concrete barrier friction to prevent the car from spinning.
Vehicles & upgrading:
New car: American Sedan (no high detail dashboard yet).
Steering wheels now rotate in cockpit camera.
Texture/model improvements and bug fixes.
Increased European hatchback engine power.
Reworked European hatchback handling.
New engine backfire effect.
Improved differential simulation.
New gearbox, drivetrain, suspension and brake upgrade parts.
New paint jobs for cars to choose from.
Driving model improvements.
Driving assists:
Assists now have three levels of strength: 'Off', 'Half' and 'Full', with 'Off' and 'Half' being the same as earlier 'Off' and 'On' and 'Full' offering an even more assisted driving experience.
Cameras:
New screenshot camera mode with zoom factor and yaw, pitch and roll parameters, designed for taking screenshots with free camera and hidden HUD. In the screenshot mode, it's possible to rotate the camera as well as adjust the field-of-view, and by accessing Effect Mode, you can adjust the Depth-of-Field (DOF) parameters to your liking. There's no dedicated button for taking a screenshot yet, so you need to use an external application or PrintScreen button.
Brought back spherical camera from the technology demo, it's available only in camera mode at least for now.
Implemented another chase camera further back according to the feedback.
Tweaked European hatchback chase camera.
Damage:
Fixed engine component damage calculation in HUD.
Removed red damage direction indicators from HUD based on a general request.
Fixed an issue with gameplay damage not being calculated correctly when near death.
Further balancing of gameplay damage and visual damage - a completely reworked system will be introduced in the future.
Garage:
Reworked many textures.
Added some nice decorative elements.
Tweaked interior and yard decoration.
Tweaked lighting.
Gameplay:
Derby AI: tactical reverse mode now considers engine location more efficiently.
Removed speed sensitive steering when using a steering wheel.
Implemented further balancing tweaks to AI profiles and handling.
Implemented start position randomization (for player as well).
User interface:
Binding the Logitech G27 button 7 etc. will no longer result in exiting the settings menu.
Loading screen will now show a background based on the event you're playing.
Game is now paused and input suspended while Steam overlay is active.
Input:
DirectInput gamepads should now work and are also remappable.
Improved controller settings to reduce steering lag.
Render:
Fixed a bug where VSync was not able to recover back to 60 fps when temporarily dipping to 30 fps.
Audio:
Engine damage sound effect is now linked to actual engine damage instead of car health.
Naja Baldi. Das liegt einfach daran, dass jedes Spiel seinen Schwerpunkt hat. Wollte man sowohl das Schadensmodell perfektionieren und auch die Fahrphysik, würde das nicht nur die Entwickler vermutlich etwas überfordern, sondern auch die aktuellen Rechner. Aber ja, es gibt so einige Dinge, die hätte ich auch gerne in Simulationen. Selbst wenn es nur eine sich verbiegende Leitplanke oder sich bewegende Objekte (wie die Pylonen und Reifenstapel in LFS)
ähem ..... das gibt es in Pcars, da fliegt schon mal eine Motorhaube oder ein Flügel weg und bleibt auf der Strasse liegen. Bei der nächsten Runde fährst drüber, Platten hatte ich noch nicht, aber es rumpelt ganz schön. Im DTM fliegen auch Türen weg und Du kannst ins Auto schauen.Es würde ja schon reichen wenn Teile abfallen, und man sich beim durchfahren von "Debris" unter Umständen sogar einen Plattfuß einfahren könnte
Zitat
It’s time for a SANDPIT SHAKEDOWN! The latest update of NEXT CAR GAME is here, and it will see you transported right back to where it all started from: a good, old-fashioned sandpit! That’s right folks, the update contains a new sandpit race track very much like the ones you’ve all learned to love from our previous games. The classic sandpit environment with its sweeping corners, hefty hillocks and treacherous sand banks is admittedly one of the greatest fan-favorites, and the latest incarnation, albeit still very much work-in-progress, is guaranteed to make a perfect setting for some serious, no-holds-barred racing.
The update also contains a new replay mode that makes it possible to watch the whole glorious race again from every imaginable perspective. Naturally we’ve also included all the usual goodies such as depth-of-field, slow motion and fast forward, target locking, selectable field-of-view, and so on. The user interface will see a complete rework later down the road, but even now there’s no reason to make the best crashtastic video ever and share it with the whole world!
Other than that the update features two new derby stadiums as well as a number of improvements, many of which were done based on community feedback. One of the most significant additions is the support for more than one simultaneous controller, so now you can finally drive like a boss with separate wheels and pedals. Also, the suspension and tire physics have been enhanced, and as a result the handling feels more natural than ever. We’ve also increased the responsiveness of the gamepad controls, as requested by many.
Needless to say, the update also contains an ample amount of other improvements and fixes. Please see below for the most significant changes:
Tracks:
* New sandpit race track featuring both normal and reverse layouts, work-in-progress.
* New mudpit derby stadium, work-in-progress.
* New small derby stadium, work-in-progress.
Environment Art:
* Smoothed out track-sides and improved gravel race track readability.
* New work-in-progress spectator models – some previous ones remain.
* New concrete barriers, used in various derby stadiums.
Weathers:
* Two new weathers: stormy evening and misty evening.
* Weather can be now specified in the event setup.
Vehicles and Handling:
* New driver model, as of now simply static.
* Improved suspension and tire physics.
* More responsive handling with a game pad.
* Improved player vs. AI collision physics.
Damage:
* Improved deformation physics so that visual car damage is more accurate.
* Improved gameplay damage to prevent cars from getting too torn up and still going.
* Fixed a case where cars would get damaged and eventually destroyed from rubbing against a static barrier.
Replay:
* New replay mode with slow motion and fast forward time controls (-16.0x … 4.0x), a number of different cameras, target locking & switching, depth-of-field and field-of-view settings.
User Interface:
* Race timer now correctly displays hundredths as well instead of random numbers.
* Game is no longer unpaused when exiting Steam overlay if the game was paused.
Input:
* Implemented multicontroller support (e.g. wheel and pedals in separate USB ports).
* Sensitivity & deadzone adjustments now take effect without a restart.
* Added saturation, sensitivity and dead zone settings for XInput controllers.
* Game now defaults to DirectInput for wheels, hopefully making some wheels behave better.
* The game now detects more than one XInput controllers that are connected simultaneously.
* Force feedback is disabled for Microsoft Sidewinder FF wheel in an attempt to work around buggy driver causing lag.
Audio:
* Increased AI engine volume.
* General improvements.
IMPORTANT: If you’re experiencing controller issues such as being unable to correctly assign controls, please remove the user data generated by the previous build by navigating to [STEAM INSTALLATION FOLDER]/userdata/[USER ID]/228380/local and removing the folder labeled ‘next car game pre-alpha’.
As always, have fun and don’t forget to give feedback!
Forensoftware: Burning Board® 3.1.8, entwickelt von WoltLab® GmbH