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Djey

V.I.P!
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Everything posted by Djey

  1. Okay, let's go for the list then! But before this, I must say I'm not looking for perfection nor simulation, not being sim driver. Good balance between arcade and simulation is FH3/FH4 for me. Then comes TDU1. So it may not please everyone (as everyhing goes in life..). My remarks are based on genuine TDU2 physics, as I still have to test CTR mod w/ Sport assists. Now playing with xbox one gamepad but tried G25 wheel when TDU2 was out. And I know that even some settings might be tweaked in game files, major part of the job is releated to physics engine sources or configuration that are hardcoded. So as most of the points below can't be achieved with a mod, I couldn't blame anyone but the former devs for that Global driving feeling Looks like vehicle is somewhat disconnected from the road. Hard to explain in fact, and it may be tied to many factors (animations, sound...) - I think this bad feeling is due in part to the lack of proper vehicle animations when accelerating or braking. Depending on transmission, vehicle should bend more or less on its suspensions; those do not compensate, vehicle noise or tail do always look at same level. - Same remark in curves - Idiotic camera 'back and forth' effect on some views when accelerating brings nothing but nausea. Acceleration and shifting - I guess clutch implementation is totally flawed or unexisting. Cars look as they have a 'perfect' gearbox with rude driver: latency is just very low (even for vehicles with manual transmission). Shifting delays should be this order: automatic < sequential < manual < H-gate. I remember using clutch with a wheel, and it did act as a button, not an axis. ON=0% power, OFF=100% power... - Acceleration is almost linear for each gear, not taking account power and torque curves much (not noticing effects of compressors and turbos for example). - After up/downshifting, engine speed is almost immediately sticked to target transmission ratio without taking its inertia into account . Sometimes, we get a tiny sense of inertia, but a mechanism seems to force engine speed again. Handling - Vehicle movement is steep (linear again) in curves, strong braking should make turning easier by moving car weight to the front (at least when wheels are not blocked). In TDU2, steering efficiency in curves is only determined by vehicle speed and for sure a per-vehicle ratio. Misc - Although drag effect was too much in TDU1, TDU2 has none. Maybe half-way solution would be good? - In air: brakes do lock, we can notice it with a weird sound. Besides, vehicles tend to bend back-wise too much. In the end, lots of speed are lost before and at landing. - Collisions: hitting some objects on the side of the road gives over-sized rubber effect, projecting vehicles even backwards (should stop in this case). Hope you see what I mean ... otherwise feel free to ask if some items are not clear. Those are tricky subjects + my english is more computing oriented than cars and mechanics...
  2. ok thanks. I should make kinda list of weird things from TDU2 physics and will serve as feedback. Will post it here when I can. Last physics mod I've tried is Veno's but with hardcore mode and brake issues you mentioned. As you said ctr mod may perform better in sport mode. Concerning cameras, there's a weird 'back and forth' movement when some cars accelerate (noticeable in cockpit view and in 3rd person exteriors as well). This lacks smoothness and thus make an unrealistic effect.
  3. I haven't opened TDU2 database files much, the hard part is those are mainly binary files, whereas TDU ones are plain text (after decryption). So sad one would have to write a database editor from scratch.
  4. Hi, TDU player from the beginning. I come from game's native country and had the chance to meet Eden Games staff at the times I was part of the team from the first french community at tdu.fr (it has passed away since then). I also followed TDU2 development and played a bit on PS3, but I could not get enough fun. I worked a lot on TDU modding, providing some tools and spending hours in reverse engineering, leading to most of vehicle mods and Platinum. And many more. Concerning TDU2, I adapted Bnk unpacking/repacking tools for PC and I believe they are always used by modders by now, although being full of bugs
  5. Hi everyone, small questions here: apart from online, will any of TDU World's patches address physics issues? In the meantime, which physics mods / camera patches would you recommend?
  6. Like with TDU1, high detailed environment seems to be enabled only within current sector/area. I'm afraid it's hardcoded in game engine. When 2CVSUPERGT made hd patch for TDU1 ages ago, he tweaked the vegetation 3d files as well. IIRC.
  7. Djey

    tdu 2

    Here is the tutorial I followed to play TDU2 offline again. Works great. https://steamcommunity.com/sharedfiles/filedetails/?id=955762561
  8. Salut, la prochaine fois en anglais stp, tu peux utiliser un traducteur. Pour ta question le multi sur TDU2 n'est plus actif, les serveurs ont été arrêtés par Atari. Un projet communautaire visant a remettre un serveur est en cours, mais je n'ai pas le statut du projet... --- No, no multi for TDU2 yet... A communautary project is on its way though. Not much information for now.
  9. Some mods require bigbnk feature to be activated. Check it's been selected in project paradise launcher. Or start game with -bigbnk switch if you don't use launcher.
  10. That's a well known issue. Don't assign map actions to analog stick, see in-game controller settings.
  11. Update of TDU:SC steam page! https://store.steampowered.com/app/1249970/Test_Drive_Unlimited_Solar_Crown/
  12. Dev team in France (Paris/Lyon) still hiring: AFJV They're looking for specialists in network development... let's hope they find the good ones for a truly massive and seamless online experience
  13. Yes too bad the physics cannot be patched to look like TDU1 ones. Would like to enjoy Ibiza and revamped Oahu again... Graphics update over the first are more than welcome as well. Anyway TduWorld joining us is good news, welcome !
  14. Hi, sound balance between outside and cockpit is a setting which cannot be modified yet. Maybe in 10 years of so, who knows ... ? Sorry, for now you just have to pick a different sound mod with a different balance / or adjust main volume by yourself!
  15. Please explain which steps you don't understand and (maybe) I will be of some help...
  16. I don't think so. Download all 3 files first, then extract only .zip file, it will handle all parts automatically.
  17. No worries, btw I'm sure @Milli will upgrade TDUF in next Platinum update!
  18. A search filter has been added in latest version (1.13)
  19. Djey

    tdu

    Out of curiosity, which feature do you need in ultra pack which is not in Platinum ?
  20. Djey

    TDUF Error

    TDUF version? Logs ? https://github.com/djey47/tduf/wiki/Troubleshooting-Editor
  21. Hi, something might prevent you from connecting to community server (hosted in France by OVH provider). Check any antivirus/firewall/endpoint protection you may have in active state.
  22. Maybe you can try recalibrating the controller, wrong calibration will make the game think some axis are still in use. Otherwise, if it is possible, disable rogue analog axis in DS4 settings (I can't quite remember, used DS3 ages ago).
  23. Did you enable bigbnk feature in Project Paradise launcher ? Some cars won't ever load without it.
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