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Open Beta RC1 (B150626) Feedback

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Killrob

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Developer - Lead Beta Tester/Producer/German Efficiency Expert
Developer - Lead Beta Tester/Producer/German Efficiency Expert

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Post Sun Jun 21, 2015 7:14 am

Re: Open Beta (B150619+) Feedback

bowserchomp wrote:Speaking of feedback, why is the sound so screwed up?

EDIT: Nope. Still doing it.

Why is your question so screwed up? :P What do you mean by screwed up sound?
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bowserchomp

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Post Sun Jun 21, 2015 12:24 pm

Re: Open Beta (B150619+) Feedback

Killrob wrote:
bowserchomp wrote:Speaking of feedback, why is the sound so screwed up?

EDIT: Nope. Still doing it.

Why is your question so screwed up? :P What do you mean by screwed up sound?


The music and sounds slow down sometimes. I mean literally slows down, like someone used a slowdown effect in a video or something.
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Gzee

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Post Sun Jun 21, 2015 2:25 pm

Re: Open Beta (B150619+) Feedback

I having problems with sounds, i play with music in really low volumes, cause i want only the engine sounds.
But sometimes when changing pages, or reving my engines, even on the test car page, the sounds slow down, and the back to normal.
At first i think was a problem with my pc, and looked for background processes who can be slowing down the game, but found nothing.
One thing i saw was the game using only 33% of CPU, i changed affinity to only one core (i have 4 so 25% of CPU), nothing changed.
put all cores again and changed priority to above normal, still 33%, and the same problems.
i'm using Windows 8.1 Pro X64 with Z97, I5-4690K, GTX 580, 8GB 1600, no problems with other games
Just waking up in the morning i gotta thanks god
I don't know but the day seens a kinda odd
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AlternateSteve90

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Location: The Lone Star State

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Post Sun Jun 21, 2015 3:12 pm

Re: Open Beta (B150619+) Feedback

So, I finally got to boot up the beta, after a little bit of additional work.....loving the V-6s, by the way, guys! And I love the fact that you can now modify your car's body for different trims, and even have different model years for different trims. I do hope we can get the mods working again soon, but other than that, this looks really promising.

I do have a bug to report, though: I recently tried to create a car with the '80s midsize sedan body, and I ran into a problem: the fixtures that I'd placed(grilles, lights, etc.) disappeared right after I moved to the trim section, as if I'd never installed them! This is kinda strange, as I'd been able to create two other cars today, and neither of them had this problem, from what I recall. :?
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UMGaming

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Post Sun Jun 21, 2015 3:16 pm

Re: Open Beta (B150619+) Feedback

make sure you don't go to the trim fixtures before you are finshed with base fixtures

its the only way ive found to get around that
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Killrob

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Developer - Lead Beta Tester/Producer/German Efficiency Expert
Developer - Lead Beta Tester/Producer/German Efficiency Expert

Posts: 3711

Joined: Fri Mar 11, 2011 1:00 am

Location: Lower Hutt, New Zealand

Cars: I owned a Twingo... totally bad-ass!

Post Sun Jun 21, 2015 5:47 pm

Re: Open Beta (B150619+) Feedback

The fixtures disappearing is not a bug IF they are still on the "Model" when you go back there. The game works differently now and we need to better explain that, because with the saving issues in the last big update we taught people to first finish building the car and then designing it. So here is how it is supposed to work, and some situations and their intended outcomes.

How it works:
The first 3 tabs in the car design are for the model, marked by the little model car symbol. Here you can make the template to be used for all trims you build after creating that template. Changing the template after creating any trim only affects trims you build after the modification, not the ones already built.

Good procedure:
Make template design on first fixture tab, use save button to save your design progress (the only thing that does not auto-save until you select list items or move sliders), once done move to second fixture tab and modify the fixtures for this trim only.

Not a bug:
Leave 1st fixture tab (template) empty, leave 2nd fixture tab (trim) empty, make rest of car, come back to 1st fixture tab and design the car, go to 1nd fixture tab and ALL FIXTURES ARE GONE. Going back to the 1st fixture tab, they are all there though.

As this is so important, I'll add it to the OP.
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TrackpadUser

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Location: Montreal, Canadia

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Post Sun Jun 21, 2015 5:58 pm

Re: Open Beta (B150619+) Feedback

AmethystKT wrote:I've noticed that brakes seem to be acting very unusual now. Before I found that there was not enough brake fade, but now it seems there is too much. Even with large carbon ceramic rotors, I've found that any pad type less than 100 will cause brake fade. Not sure if this is intentional or not, but some words on the topic would be quite nice.


Messed around with this a little bit today, and it seems that there is a minimum penalty depending on the pad type that you are using.

So in 2012, if both pad sliders are at 92, brake fade can't go higher than -0.8%

And if they are at 0, brake fade won't go higher than -10.5%, even with 420mm carbon ceramic rotors, +15 quality and 250kJ/s of brake airflow.
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Killrob

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Developer - Lead Beta Tester/Producer/German Efficiency Expert
Developer - Lead Beta Tester/Producer/German Efficiency Expert

Posts: 3711

Joined: Fri Mar 11, 2011 1:00 am

Location: Lower Hutt, New Zealand

Cars: I owned a Twingo... totally bad-ass!

Post Sun Jun 21, 2015 6:02 pm

Re: Open Beta (B150619+) Feedback

Yesterday I completely remodeled the brake fade calculations, making the progression much more reasonable and believable. Those will be out (along with a complete redo of the offroad stat calcs) in the next open beta patch.
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EnryGT5

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'10 Citroen C3 1.6 HDi

Post Sun Jun 21, 2015 11:32 pm

Re: Open Beta (B150619+) Feedback

Little question... can i switch back to the standard version if i want? And how? Will it need extra downloads every time?
CEO of Seishido Motors.
Forum Thread: viewtopic.php?f=35&t=8343

Suddenly, a temporary logo appears.
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Killrob

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Developer - Lead Beta Tester/Producer/German Efficiency Expert
Developer - Lead Beta Tester/Producer/German Efficiency Expert

Posts: 3711

Joined: Fri Mar 11, 2011 1:00 am

Location: Lower Hutt, New Zealand

Cars: I owned a Twingo... totally bad-ass!

Post Sun Jun 21, 2015 11:53 pm

Re: Open Beta (B150619+) Feedback

You can switch back to the default branch of the game whenever you want, Steam downloads the difference.
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hemi426

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Post Mon Jun 22, 2015 12:09 pm

Re: Open Beta (B150619+) Feedback

I can't access the betas on steam because I don't have the access code. What is the access code
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TrackpadUser

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Post Mon Jun 22, 2015 12:31 pm

Re: Open Beta (B150619+) Feedback

Make sure you select the open beta.

AFAIK it should unlock without requiring a code.
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MWisBest

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Post Mon Jun 22, 2015 4:11 pm

Re: Open Beta (B150619+) Feedback

Pushrod V6s have one side's rocker arms not flipped properly:
Image
EDIT: Odd... after going further into the engine build it fixed itself.
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TrackpadUser

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2-Star Beta Tester
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Joined: Tue Dec 09, 2014 3:20 pm

Location: Montreal, Canadia

Cars: 2006 Suzuki Swift+

Post Mon Jun 22, 2015 4:24 pm

Re: Open Beta (B150619+) Feedback

It seems to be doing exactly the same thing in the current public release with V8s.

Half the rockers end up in a weird position, but the problem fixes itself as soon as you add enough parts for the animations to get going, and then it doesn't come back until your create an entirely new engine family.

If I create a new engine within that family, even if no internals are selected, the rockers are fine.
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VosNox

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Post Tue Jun 23, 2015 4:12 am

Re: Open Beta (B150619+) Feedback

Wehre's the S2k body? I can't find it.
Image

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