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Everything posted by Ryzza5
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Logitech G29 - First Photo Leaked ? [ISR Review]
Ryzza5 replied to Type-X's topic in General Discussion
Dual motor, helical gearing, metal and leather - copied straight from the G27. :( -
That black one has a somewhat R8 stance to it
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Logitech G29 - First Photo Leaked ? [ISR Review]
Ryzza5 replied to Type-X's topic in General Discussion
I'm still not sure if it is an upgrade or just more of the same (inside) with a security chip. -
Reinstalled it, and should be free in about 2-3 hours from now. Try and have something organised and maybe we can make their official community newsletter thing next week.
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If it's happening to others, I suspect it's a server glitch.
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Logitech G29 - First Photo Leaked ? [ISR Review]
Ryzza5 replied to Type-X's topic in General Discussion
Well if what SMS posted is true, there's a global shortage of PS4/Xbox 1 wheels. So Logitech have come back from the dead with perfect timing. The fact that they've had to release this new version that seems very similar to the old ones might indicate that there's no hope that the G25/G27/DFGT will ever be officially compatible. Especially when there's a buck to be made. -
My SSD died... remember?
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Send us an invite too, I might be up for a little more crew action. Except I need to download and reinstall it again.
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Are you near Ruapuna, Josh?
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assetto corsa Assetto Corsa is coming to PS4 and Xbox One in 2016
Ryzza5 replied to Eudemon's topic in Driving & Racing Games
It will be interesting to see what this means for the PC version as far as upgrades go. Taking off all my hats, what AC has going for it is good car licenses, modding support, laser scanned Nordschliefe + good layouts, and (depending who you ask) physics, and some good server options. From a general Joe Blow console gamer perspective, what happens if pCARS were to get Ferrari, Lamborghini, etc + more league features by 2016? Obviously no modding or player-owned dedicated servers on the consoles. Will it generate the sales to offset the expense? Hopefully the answers are yes, and hopefully that means that they'll be adding some pCARS strong points such as improved graphics, weather, and external sounds (and bring those to the PC gratis). -
Cool. But the wheels won't really be that big, right?
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Is it advisable to buy all the official DLC Vehicles (& Casino) NOW?
Ryzza5 replied to stebrick's topic in TDU2 - Support
I wouldn't. I'm not even sure who owns and is running TDU2 atm. -
Post One Random Automotive Video Per Day
Ryzza5 replied to Soundwave's topic in Automotive Discussion
Either he was too excited at the time or he doesn't know what a flying lap is. I thought they released the SV when they were nearly ready with a new model - has the Aventador been out that long already?- 1,648 replies
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Car Spotting: What You Saw Recently! - Part 2
Ryzza5 replied to The Queen's topic in Automotive Discussion
I had a Rolls Royce enter the road behind me a few days ago - looked so weird and out of place out here in the outer suburbs.- 3,087 replies
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beamng.drive BeamNG DRIVE: Alpha Discussion Thread
Ryzza5 replied to Ryzza5's topic in Driving & Racing Games
most of my vids are just a rough splice and up it goes. about 5 mins post-game effort (Elgato feature). -
beamng.drive BeamNG DRIVE: Alpha Discussion Thread
Ryzza5 replied to Ryzza5's topic in Driving & Racing Games
Don't you guys make record videos when you play games? -
project cars Patch Notes Thread: PC Patch 2.5 Out Now + FREE CAR #2
Ryzza5 replied to Ryzza5's topic in Driving & Racing Games
That's not what I saw from the gamepad dev -
project cars Patch Notes Thread: PC Patch 2.5 Out Now + FREE CAR #2
Ryzza5 replied to Ryzza5's topic in Driving & Racing Games
it still is the same as PC, they just turned down the controller rumble from an insane 600Hz -
Telltale Games' new adventure sandbox is available in Early Access format on Steam, for a low cost of $17 (there's obviously going to be DLC, right?) [subhead]EXPLORE. DISCOVER. CREATE.[/subhead] [subhead]Trailer[/subhead] There's no multiplayer yet, so don't go rushing to create a new MP thread, although it may be nearly time to setup another turboduck Minecraft server. But do have a look on YouTube at the various Let's Play videos and decide if you'd like to join the the [solo] adventure at Steam. Or just ask khevolution as he already has it.
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project cars Patch Notes Thread: PC Patch 2.5 Out Now + FREE CAR #2
Ryzza5 replied to Ryzza5's topic in Driving & Racing Games
Yep, you defo want a wheel with this but at the same time I was surprised at how controllable it was with the gamepad/keyboard, although it does require a soft approach to inputs. Majority are out there happily playing with the pad too on consoles without raging the forums so there must be a mode/setting for just about everyone out there. (phew) :lol: -
You did remember to install the megapack, right?
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Project CARS – PC Patch 2.5 – Release Notes 17 July 2015 Game Crashes We spent a lot of time working directly with a number of users who were struggling with game crashes, and resolved as many of these as we could. The various fixes in this patch should help a great deal in making the game more stable for those of you who were experiencing these instabilities. Pitting, tuning, setups * Fixed a case where the in-game tuning Setup was not being saved under certain conditions. * Fixed the issue with cold and current tyre pressure mismatches in pitstop strategy, as well as cold pressure not being correctly applied in the tyre system. * Ensure that the Default pitstop strategy is selected as the Active one when starting a new session. * Fixed an issue where the wrong vehicle setup would at times be applied to the player’s current vehicle. * Fixed another case of where cars would sometimes leave the pits with an invisible reattached wheel. * Fixed an issue with the Pit Strategy screen where the displayed values did not reflect the saved settings. * Fixed an issue in online races where the pit crew would ignore any changes made to the pit strategy once the player’s car was stationary in the pit box. * Reworked some tyre compound names as displayed in the setup screen to ensure that all compounds are named to be indicative of the type of compound it represents in the pit strategy screen. * Restrict the selectable pit strategy tyre compound types to only those available for the current vehicle. Online * Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session. * Fixed an issue where, when the player progressed from qualifying to the start of the race, the player’s car would sometimes begin moving without player, resulting in false jump-starts. Controls * New Feature – Implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain. * New Feature – The Force Feedback Calibration screen now features a multiple force feedback profile selection whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. This will then create a ‘Custom’ entry in the profile selection list in addition to the current options: "Default" (matches the FFB default settings in Patch 2.0) and "Classic” (matches the FFB settings in the original release). * Fixed an issue with sudden loss of FFB after a crash. * Reduced the strength of the menu spring for custom wheels. * Fixed an issue where Mouse controls were showing a deadzone in the centre regardless of deadzone setting. * Fixed an issue where rumble on the gamepad could at times cause the game to slow down. * Added support and profiles for the Logitech G29 and G920 on PC * Added accelerator slip vibration to the wheel rim of Fanatec wheels where available, and fixed brake rumble not working. Vehicles * Formula A – Added a new tire set which now includes two slick tires - soft and medium. Also rebalanced the heating and wear across all four tyre sets. Wear will now more closely match real-world Formula cars. Heating is more even front to rear also. Further rebalancing of the AI speed as was required, and tweaks to the base setup to accommodate the heat change. * Modern street cars - New stiffer tyres for improved drivability to more closely match the real world experience, making these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change. * Mclaren P1 - Stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe. * Free Car #2 - Audi A1 Quattro Project CARS PC-only Patch 2.5 Release notes ================================================================================================== Project CARS – Patch 2.0 – Release Notes 25 June 2015 Performance Improvements * PC – up to 5% frame rate improvement when using Ultra settings * XB1 – up to 17% frame rate improvement in extreme conditions Online & Community Events * Multiplayer search filter 'Skill' now finds games based upon certain lobby game configuration criteria. For example, “Pro” setting now searches for Full Damage, Auto-start Engine, Forced Cockpit, Mechanical Failure, and so forth. * Community events page – when an event cannot be entered, it will now display the reason why: ‘Coming Soon’ along with a countdown, or ‘Expired’. * Online – Ensure that vehicle light repairs are synchronized in MP races so that repaired headlights are visible by other racers. * Xbox One - fix attempt for a hard-to-reproduce issue where the game would at times freeze or crash when 8 or more players joined a session all at once. * Xbox One – fixed an issue that at times would prevent a player from establishing full connectivity when leaving a lobby and trying to reconnect to it. * PS4 – fixed an issue where, after the PS4 resumes from Rest Mode, no network features can be used. Controls – All platforms * Adjustments made to the gears system, to prevent gears being skipped under certain conditions. This addresses an issue where gears would at times jump straight down to 1st, potentially causing engine blowouts. * Steering wheels – reduced the centering rate of the steering spring. This improves the feel of steering wheels at very low speeds. * Added support for the use of all active controllers for menu input. You can for example now use a steering wheel to race, and a gamepad to control the menus and photo mode. * Gear shifters – when using an H-shifter on a car that has a sequential gearbox, the gearbox will now switch through the gears until the gear selected on the H-shifter is reached. * Fixed an issue in Force Feedback calibration that would prevent a player from setting "Soft Clipping (Half Input)" back to 0 after modifying it from the original value. Controls – PS4 * Thrustmaster T100 Force Feedback improvements. * Fixed the Force Feedback dynamics for wheels with physical steering locks which were less than the steering lock of the vehicle in-game. This fixes the Force Feedback on the Thrustmaster T100 and similar wheels. * Added a Motion Sensor controller profile. * Fixed a crash issue when disconnecting and reconnecting Fanatec wheels. * Enable support for USB keyboards to be used for in-game controls. Controls – Xbox One * Built in protection to prevent unsupported controller devices from crashing the game. * Gear shifters – fixed an issue that prevented the selection of neutral when using an H-gate shifter add-on with a car that has an H-gate shifter in-game. * Implemented accelerator vibration on the gamepad right trigger to indicate when and how much the tyres slip under acceleration. * Madcatz wheel - fixed an issue where the switch on the wheel to change between 270 to 900 degree mode stopped functioning. Physics & AI * Slowed down the AI opponents in the rain when using racing tyres, to make racing against them better balanced. * Adjusted the AI tyre wear rate to better match the player’s tyre wear rate. * Adjusted wear of Slicks and Rain tires to more realistic levels where needed. Typically GT/LMP/Formula cars will get slightly more than a full fuel load on soft or default slicks (depending on fuel load amounts). * Adjusted the heating of slicks and rain tyres to more realistic levels. * Adjusted tyre temperature sensitivity on several cars. * Adjusted rain tyres to generally be more sensitive to overheating, and less efficient in the dry. * Improvements to AI navigation to lessen collisions during cramped race starts, improve detection of other cars during cornering, and improve clean overtaking * Improved the AI pitting logic during practice and qualifying so that the AI cars run more realistic stints before pitting. * Reworked the AI’s fuelling logic during qualifying sessions where no refuelling is allowed, so that they don’t always fill up the fuel tanks and negatively impact their qualifying ability. The AI will now deliver far more competitive lap times during qualifying. * Fixed an issue where the AI would set impossible lap times during races with pit stops. * The AI will now pit as soon as possible when low on fuel to prevent them running out of fuel and retiring from the race. * Reduced the effect of damage to the car’s cooling system when suffering aero damage. This prevents engines from overheating and blowing at an unrealistic rate. * Fixed an issue that prevented bump starts from working properly on some cars. An example case – with gears and clutch set to manual, take an Ariel Atom out on Brands Hatch. At the first right hander, stall the car, ignition on, 2nd gear, roll down the hill up to about 15kph and drop the clutch. The car will now bump start. Exact conditions for a successful bump start will vary slightly by car. * Fixed an issue where at times some AI drivers in a race would use much higher skill levels than the rest of the field. * Fixed an issue that prevented the AI from pitting within the final 3 laps of a race * Further tweaked the AI ability in wet races to more closely match the player car’s ability in the wet * Improved the AI’s efficiency in pit timing when needing to change tyres due to weather conditions. Pitting, tuning, setups * Fixed an issue where wet tyres were fitted too long before the rain starts, causing excessive overheating and wear on the tyres. * Fixed an issue where, when running low on fuel, the Pit Board would appear to tell the player to do a scheduled pit stop when the player did not schedule a pit stop. * Fixed an issue where flat tyres were fitted to the car during a pit stop, by ensuring that the tyres are correctly inflated. * Fixed an issue where the car’s bump-stop value decreased after leaving a race session and joining it again. * Reworked the brake bias display information so that changing the values is more intuitive. Tracks * Performance optimisation pass done on: Brands Hatch layouts, Cadwell layouts, Oulton Park layouts, Bathurst, Azure circuit, and Zolder. This helps improve the overall smoothness when racing on these tracks with large grids of cars. * Track cutting tolerances reduced on all tracks where it was too forgiving. * Fixed an issue where a pit crew character would at times appear floating above the race track on various tracks. * Silverstone Stowe – fixed render issues on some tyre stacks, and addressed an issue with cars driving through certain objects. * Road America – fixed an issue where a line of grass line appeared in the air near a concrete barrier. * Spa Francorchamps – fixed an issue where cars under AI control would bump into the pit wall when exiting the pit lane. Fixed an issue where the AI were running too wide over the exit curb at the Bus Stop Chicane. * Brno – fixed an issue where cars would at times start in the same grid positions, fixed garage six to prevent the AI from getting stuck on the right side wall when exiting the garage spot, fixed an issue when running more than 20 cars in a race would cause the car in 21st to slide into the pits. * Le Mans – fixed an issue that would at times cause the car to crash while in the pit lane, leading to a disqualification. Improved the AI race line for better speed, and improved the AI behaviour on curbs. * Laguna Seca – improved the AI performance as they were running too slow in some sections. * Imola – Improved the pit lane AI navigation, and fixed an issue with a section of the fence at the pit entrance that appear to float. * Bathurst - fixed a render issue with shimmering edges in parts of the track. Career * Added a new RUF RGT8 GT3 contract to ensure that the player can enter the RUF GT3 series on contract renewal and not just when starting a new career. * Fixed the unlock details for the Supercar Ardennes Club Day Invitational. * Fixed an issue where skipping the session during a race caused the player to move up in the session results. Vehicles * Group 5 cars – adjusted the gearshift timing tolerances to fix an issue with the gearing when pausing and restarting a session. * Gumpert Apollo – fixed an issue with the livery sets that caused the livery selection to display wrong liveries. * Aston Martin Vantage GT3 – tuned engine lifetime and brake cooling parameters for better accuracy. * Lotus 98T – tweaked turbo to improve AI estimation of top speed. * McLaren F1 GTR – modified the default setup and reduced front bump steer to improve straight line stability, fixed an issue to ensure that the car’s specific HUD motec display is used * McLaren F1 - Fixed an issue that caused the car to use the wrong default tyre compound. * Ford GT40 MK4 – Reworked in several areas to improve handling and match the real car closer - Bump stops settings exposed in setup with better tuned setup defaults, increased wrap around stiffness of the tire carcass, rebalanced base vs tear grip, rebalanced player vs AI rain performance against the AI. * All Formula vehicles – Stop brake light reflections appearing on cars that don’t have brake lights. General * Fixed an issue where the player position would at times change to last when player crosses the starting line during rolling starts. * Fixed an issue that could cause the game to crash when selecting the ‘Edit Tuning Setup’ option in the ‘PIT BOX’ screen. * Fixed an issue that could cause the game to crash while watching a saved replay. * Driver Network Profile – fixed an issue where entering Free Practice mode would count toward Races Entered. * PS4 – fixed an issue that required the game to first restart after installing an in-game DLC before the DLC would be available for use. * Audio – rebalanced the volume of skid sounds to make them a bit more audible. * PC, Oculus Rift – added Oculus 0.6.0.0 SDK support, enabled positional tracking in non-helmet player camera views, implemented initial menus and HUD support, auto reset player view position at the start of a race, and disabled all non-VR-friendly scripted pre-race camera sequences. * PC, D-BOX – fixed an issue that caused cars to lose power when playing with D-BOX connected. * Updated the achievement "I am the 5%" to ensure that it can be achieved in non-Pro-modes as well. * Fixed a game crash issue caused by an overflow of the email inbox when the player received above a certain amount of invitational emails. * GUI – fixed an issue where the controls configuration arrows in Options would not respond correctly to mouse input when attempting fine adjustment. Project CARS - All Platforms - Upcoming Patch 2.0 - Release notes ================================================================================================== Project CARS – Patch 1.4 – Release Notes 2 June 2015 General * Pagani Monza Clubday invitational event - No longer causes the game to crash when using a specific livery on the Pagani Huayra. * PC - Fixed an issue that would cause the game to crash while watching saved replays, when shared memory is enabled. * PS4 - Anisotropic filtering has been increased to help reduce blurry textures. * PS4 - Temporal anti-aliasing has been further optimized. This reduces the ghosting effect and additionaly gives the player full control via a slider to tweak the resulting image according to personal preference. Performance improvements * Xbox One - Various performance optimizations, adding up to an average of 5-6% performance improvement. This results in an overall smoother experience. * PS4 - All shaders have been rebuilt using new shader compiler, giving a significant performance boost in some areas. * PS4 - CPU performance gains due to new more aggressive code optimisations. Physics & AI * The AI loss of grip that results from tyre degradation as a result of wear is now more noticeable. * The AI will now show much more realistic grip loss when running on slick tyres in the rain. * First pass improvements on various tracks to enhance the AI performance and ability (Azure Circuit, Donington GP, Watkins Glen, Bathurst, Nordschliefe) Pitting, tuning, setups * Fixed an issue where certain street cars would pit for tyre change during rain when they already had the correct tyres fitted. * Fixed an issue where custom vehicle setups were lost when progressing through sessions. * Improved the system used to select the most appropriate tyres based on current and predicted weather conditions. * Ensure that the AI always pit when they need to change tyres based on the weather conditions. * The Default strategy will now correctly show the tyres that will be fitted on the player vehicle during a pit stop. * The pit stop routine will no longer start during online races until the player closes the pit stop menu. This ensures that the player has enough time to select or configure an appropriate set of actions before the pit crew start working on the car. * Tyre pressures will now be correctly set when the player changes to a new set of tyres. * The currently-active Pit strategy will now remain in action when advancing through race sessions. Online * Fixed an issue where the player was sometimes given a large time penalty when exiting the pit lane. * Fixed an issue where the remaining session time displayed an incorrect value in the Tuning screen. * Fixed an issue that at times would prevent a player from entering a race, after joining a second online lobby. * Fixed and issue where the Track Location popup would at times appear on some screens. * PS4 – The lobby browser now displays random lobbies instead of always the oldest lobbies. * PS4 – Fixed an issue where network features could not be used after resuming from rest mode. * PC - The lobby browser now automatically extends the search distance for lobbies when not enough of them are found using the default filter. Lobbies that are hosted further away (and therefore have potentially worse latency to all peers) appear at the bottom of the browser, and are colour coded with yellow or orange icons do indicate the quality of the connection. * PC - The session host now regularly sets the current timestamp into a session attribute, so that sessions with too old timestamps are not displayed in the browser. This prevents stale sessions with no active host from appearing in the session browser. * PC - When joining a session, the client now attempts to request the member details multiple times before giving up. This helps to improve the success rate of joining online sessions. * Xbox One – Fixed an issue where matchmaking was not filtering the race length correctly. Controls – All platforms * Fixed pedals and triggers that vibrates during replays. * Fixed an issue that causes the wheel centring spring to be active during driving. * Improved force feedback strength and tweaked the default force feedback parameters for all supported wheels based on community feedback. * Further enhancements to the steering feeling – Improved blending between the tyre force spring and the steering lock spring. * Improved behaviour of the wheel force springs while navigating the menu system. Controls – PS4 * Fixed an issue where the player got stuck on the career screen when entering driver name using a wheel controller. * Improved the support implementation of several older Fanatec wheels, such as the GT2, GT3, and CSR. * Fixed the Fanatec CSS so that it works correctly in sequential mode. * Fixed the Fanatec CSP pedals to save the calibration correctly if player calibrated only pedals. * Fixed the Fanatec CSP ABS rumble. * Fixed the Fanatec CSW handbrake. * Game Pad - Tilt Control support implemented to allow controller tilt to be used to control the vehicles. Vehicles * Adjusted handbrake strength on vehicles which are equipped with handbrakes. Fixed an issue where the rain wipers’ state did not reset correctly when restarting a session. Fixed an issue where light glows from a vehicle behind the player would sometimes appear in front of the player. * Fixed fuel pressure gauge calibration in several cars. * Fixed an issue where a white border would at times appear around the brake light glow of certain cars. * Ford Mk.IV – Improved the collision model to prevent vehicles wedging in under other vehicles. * Formula Gulf, Gumper Apollo, Formula Rookie - Fixed and issue with the livery sets that caused the livery selection to display wrong liveries. * Lykan Hypersport -Statistics updated to latest manufacturer specification. * Lotus 72D - Improved handing characteristics, exposed bump stops to be adjustable in the vehicle setup, reduced cold sensitivities of the slick tyres, adjusted the AI speed, wear and rain tires to match the player’s experience. * Karts - Reworked the Karts optimization to help address performance drops with a lot of Karts on track. * McLaren 12C GT3 - Adjusted the vehicle pose to more closely match the real car. * BMW M3 GT4 – Improved the accuracy of the levels at which the oil and water temperature warning lights will activate. * Ford Escort RS1600 - Improved the collision and wheel contact model to prevent climbing over other cars in collisions. * 250cc Superkart – Improved the default setup to address controller issues on higher speed tracks, and improved the AI handling. * Lotus 49 – Improved the AI handling of the vehicle in corners and in close racing. * Pagani Huayra - Reduced fuel consumption to around 3mpg in hard track use, and improved cooling to prevent engine overheating. Tracks * Bathurst – Removed cones in the pit lane that was causing cars to get stuck. * Watkins Glen – Fixed a number of accuracy issues around the track. * Lemans 24h – Improved the race line at a few corners to keep the LMP cars off the curbs as this was causing the cars to lean over on two wheels. * Silverstone National – Vehicle grid placement reworked to more closely align with the painted start boxes. * Hockenheim (various layouts) – Reworked the wet weather reflection mapping to address incorrect object reflections. * Willow Springs – Fixed an issue where the vehicle could drive through the barriers when exiting the pits. GUI * Driver Network Profile - Visual tidy up to improve usability. * Fixed an issue where very thin lines would not always appear. * Added support for better info display on the Community Events page. * Fixed the issue where HUD customization was not saved on exiting a session. * Fixed an issue where the Potential Lap time display on the Lap Info board would be inconsistent with the sector times being displayed. * Monitor/Spectate mode - Fixed an issue where the vehicle being viewed would automatically reset to the player’s vehicle on leaving the monitor screen. Project CARS - All Platforms - Upcoming Patch 1.4 - Release notes