Bugbear Community

Wreckfest => News => Topic started by: Janne Suur-Näkki on December 03, 2015, 04:17:06 PM

Title: Update 2015-12-03
Post by: Janne Suur-Näkki on December 03, 2015, 04:17:06 PM
General:

* Added Inner Oval layout for Speedway 2.
* Fixed Lawn Mower AI getting stuck at Mixed 1 start.
* More info about parts is now available on the marketplace.
* Paint job selection menu no longer goes off-screen.
* Improved Tarmac 2 environmental art.
* Improved engine torque curves and torque mappings.
* Improved engine audio.
* Suspension no longer gets 'stuck' when bounds are exceeded.
* Fixed incorrect off-road surfaces on many tracks.
* Added open and locked differentials.
* Improved tyre model.
* Improved AI generally.
Title: Re: Update 2015-12-03
Post by: DD-Indeed on December 03, 2015, 04:21:46 PM
General:

...locked differentials.



Thank you sir, finally can accelerate when in slide and one wheel is up. :P Time to test out and try to maintain it. :D
Title: Re: Update 2015-12-03
Post by: sbdesign69 on December 03, 2015, 04:25:20 PM
Wow! already another update! Thank you guys for your excellent work.
very nice improvements. :D
Title: Re: Update 2015-12-03
Post by: Purple44 on December 03, 2015, 04:34:10 PM
Thanks for the update Bugbear and thanks Jukka for the new inner oval banger track.  :D

I fired up Steam and it did not trigger a Wreckfest download. Had to start game to trigger the download.

Off to tryout the new track.
Title: Re: Update 2015-12-03
Post by: DD-Indeed on December 03, 2015, 04:39:54 PM
Oh no, found already a problem. Bought the locked diff and this kind of error showed up, that every engine part and the engine is ''Missing''


http://postimg.org/image/99nsqspnz/ (http://postimg.org/image/99nsqspnz/)



EDIT: Started the game again and it worked, weird. O.o


EDIT2: Now there is no 350 cid Small Block available for the Sedan in the market. :(


EDIT3: Now I lost all of the engine parts for Sedan, when installed the locked diff, and still can't buy 350 cid engine for it. :s
Title: Re: Update 2015-12-03
Post by: RickyB on December 03, 2015, 04:40:23 PM
Thanks! but... the update stole 2 of my cars  :o
After the update my European 3 and American 4 are gone. Is this supposed to be like that?

Before:   After:

not that I care so much, because I've got the money :) just curious.
Title: Re: Update 2015-12-03
Post by: [NsD] Neokrome on December 03, 2015, 04:41:44 PM
Big problem for me...impossible to launch my dedicated server now (crashing) :'(

2 cars missing in my garage (Muscle 4 & european 2)

Thx BB for this new update ! 8)
Title: Re: Update 2015-12-03
Post by: sam223 on December 03, 2015, 04:43:01 PM
Locked diffs + inner oval.  8)

Will post more feedback after testing
Title: Re: Update 2015-12-03
Post by: MSPORTBMW on December 03, 2015, 04:47:19 PM
Well i love the inner oval......and yes ive lost 2 cars too (not bothered)
My only slight criticism is that id like to see the inner have a wall all the way round instead of just the corners......as i can just see people going round the outer part and just messing around.
Keep a wall all the way round, so that they cant get back in if they get hit out of the arena.
P.S  And im number 1 in the world atm (lol not for long tho)

Love it Bugbear
Title: Re: Update 2015-12-03
Post by: Dillinja187 on December 03, 2015, 04:50:28 PM
Big problem for me...impossible to launch my dedicated server now (crashing) :'(

2 cars missing in my garage (Muscle 4 & european 2)

Thx BB for this new update ! 8)

Nice1 for the update but........

yup same here, cant launch dedicated server, opens then closes instantly :(.
Title: Re: Update 2015-12-03
Post by: FollowWings on December 03, 2015, 04:58:42 PM
Wow Wow Wow! :D Every few day is Christmass!! :) :P Thank you very much BB! :)

Now I really would like to mention something... :)
Dear BugBear team! The visual damage is as perfect as it can be, and I know we wont like a super realistic game,
but its a little funny, that you nearly wreck your car (, maybe a wheel is missing too) and you can go forward as
it didnt happen with max power! We would like to get back the power of physical damage from much earlier version, where every hit counts and means something!
And if you wreck your car you wont get mad, just smile cause its a Derby game or what..! -> Not Flatout 3 ! :) Thank you very much!
I appricate you and go go go you rocks! :) <3
Title: Re: Update 2015-12-03
Post by: JadedbyEx on December 03, 2015, 05:29:55 PM
I am missing an AM4 from my garage, as well.   ::)

I also notice that several parts lists in the Market for my AM1 include parts for AM1, AM2 and AM3 now.  Should that be happening?  (Yes, I have the filter box checked!)
Title: Re: Update 2015-12-03
Post by: Purple44 on December 03, 2015, 05:44:29 PM
My 2 Mus 4 gone too.

About inner oval track. Seem to be to wide to help create chaos on the track. In the corner, track maybe should only be 4 cars wide. In in single player mode, should be an option to disable AI from resetting if AI cars are on their side or top.

Leaving the AI on their tops would help create some chaos on the track.

I pitted a sedan with the mini Euro. So it can be done, just got use the right technique.  ;)
Title: Re: Update 2015-12-03
Post by: Calamann on December 03, 2015, 06:03:59 PM
Thanks! but... the update stole 2 of my cars  :o
After the update my European 3 and American 4 are gone. Is this supposed to be like that?

Before:   After:

not that I care so much, because I've got the money :) just curious.

Yes i had the same problem
Title: Re: Update 2015-12-03
Post by: Dillinja187 on December 03, 2015, 06:04:11 PM
Even after 2nd hotfix I cant get dedicated to run. any1 else  ?
Title: Re: Update 2015-12-03
Post by: [NsD] Neokrome on December 03, 2015, 06:19:02 PM
The same...

You can create a server in game.

Still Waiting for another fix  :)
Title: Re: Update 2015-12-03
Post by: sam223 on December 03, 2015, 06:33:42 PM
Well i love the inner oval......and yes ive lost 2 cars too (not bothered)
My only slight criticism is that id like to see the inner have a wall all the way round instead of just the corners......as i can just see people going round the outer part and just messing around.
Keep a wall all the way round, so that they cant get back in if they get hit out of the arena.
P.S  And im number 1 in the world atm (lol not for long tho)

Love it Bugbear

Or devs could be really brutal and turn those cone barriers into steel posts :)
Title: Re: Update 2015-12-03
Post by: St. Jimmy on December 03, 2015, 06:55:30 PM
European 1 with locked differential in Mixed 1... GOTTA GO FAST  8) Easily took 0.5s off my record and seems like couple others have also driven nice times in leaderboards.

Yep American 4 and European 3 were removed from the garage.
Title: Re: Update 2015-12-03
Post by: Dillinja187 on December 03, 2015, 07:02:42 PM
The same...

You can create a server in game.

Still Waiting for another fix  :)

 Yeah I know, but its such a ball ache hosting the "old school" way after being blessed with dedicated. Great update but being able to launch dedicated servers is fundamental for some........

 And +1 for closing in the inner oval, it will make it tight and edgy because there is nowhere to run out and hide from the action.
Title: Re: Update 2015-12-03
Post by: DD-Indeed on December 03, 2015, 07:22:36 PM
Done file verification check two times now, both times it shows 100 % succeed, so no file corruption. The market and the upgrade system is broken, just now looked it again and discovered, that there is American 3 parts for sale, when you have American 2 as selected vehicle, and I was only watching parts for American 2.


EDIT: Aha, found out, that the 350 cid is on sale, when you select to show all car parts, not just specific parts for selected car. Was able to buy it, but, it still didn't show on the engine selection list.
Title: Re: Update 2015-12-03
Post by: Firebird on December 03, 2015, 07:48:50 PM
I can't get a server to work too. Tried a fresh config but always crashes when I go to run. Please fix and can we have more skins for cars?
I like oval 2 short as it is. If you want a closed in circuit then play Oval 1.
Title: Re: Update 2015-12-03
Post by: DD-Indeed on December 03, 2015, 07:53:48 PM
I can't get a server to work too. Tried a fresh config but always crashes when I go to run. Please fix and can we have more skins for cars?
I like oval 2 short as it is. If you want a closed in circuit then play Oval 1.


The console is broken now, we have same issue now as well. Guess it's a no go for tonight then.
Title: Re: Update 2015-12-03
Post by: Dillinja187 on December 03, 2015, 08:02:38 PM
I can't get a server to work too. Tried a fresh config but always crashes when I go to run. Please fix and can we have more skins for cars?
I like oval 2 short as it is. If you want a closed in circuit then play Oval 1.

Yeah its most weird if you run it as admin in windows it moans about "can't find initial server.cfg" but of course its there in the same place as normal.

About the fencing in on inner oval its not really an argument saying "use oval 1" they are completly different tracks as in the inner oval is smaller and has no banking on the turns at all.
Title: Re: Update 2015-12-03
Post by: RickyB on December 03, 2015, 08:07:29 PM
Was the visual damage toned down again? Or am I hallucinating? Now there's less panels / debris flying around? It was so awesome before.
It's still good, but cars feel more rigid. I don't know, but it's different, isn't it? I wish there was a slider or something to adjust that to your preference.
Title: Re: Update 2015-12-03
Post by: Janne Suur-Näkki on December 03, 2015, 08:53:51 PM
Sorry about the hiccups, looks like a couple of nasty issues sneaked in the build.

Without a debug build I'm not sure yet what's wrong with the dedicated server, I'm afraid we need to investigate the issue tomorrow.

As the for the AM4 and EU3 disappearing from the garage, that's an unfortunate consequence of some changes we did. The cars are still available in the market and will function normally, however.

No changes have been made to visual damage.
Title: Re: Update 2015-12-03
Post by: catn1p on December 03, 2015, 09:16:28 PM
Could not test the new update yet, since I have to work.

Has the shifting speed been fixed? It really is gamebreaking, even though everyone (on manual) is experiencing the same issue which equals the opportunities.

BB please let us shift comfortable! :'(

Looking forward to inner oval though, I anticipate a beautiful clusterfudge :)

Thx for the frequent updates, I'm loving the game more and more!
Title: Re: Update 2015-12-03
Post by: Jake97 on December 03, 2015, 09:17:17 PM
Nice update. Had a few races on the new inner oval and i like it. I agree though that a fence down the straights are needed or like Sam has said above some nice big solid fence posts ;) Keep up the great work
Title: Re: Update 2015-12-03
Post by: DD-Indeed on December 03, 2015, 09:27:25 PM
Has the shifting speed been fixed? It really is gamebreaking, even though everyone (on manual) is experiencing the same issue which equals the opportunities.

BB please let us shift comfortable! :'(


It's been fixed, from N to 1 in a blink of an eye (using controller).


Felt really good, when shunted off the line like a rocket! :)
Title: Re: Update 2015-12-03
Post by: Mazay on December 03, 2015, 09:55:35 PM
Really nice work with the update and the inner oval!

I also think wall at outside of oval could be nice add.

One small thing which bothers me is that with controller rotation speed of wheel/tires is too slow for serious drifting. There should be some adjustment for this.
With keyboard you can turn much faster.
Title: Re: Update 2015-12-03
Post by: Frisker on December 03, 2015, 10:03:43 PM
Really nice work with the update and the inner oval!

I also think wall at outside of oval could be nice add.

One small thing which bothers me is that with controller rotation speed of wheel/tires is too slow for serious drifting. There should be some adjustment for this.
With keyboard you can turn much faster.

Have you tried fiddling with the ingame settings, like steering sensitivity and so?

Also I'm liking the fast pace of updates, keep it up Bugbear! I only found one issue, which is AM2 and AM3 parts showing up for my AM1, even when I have the option on to show parts only compatible with my current car. I accidentally bought wrong engine because of this :D Or was it transmission... anyway, bought something, but it doesn't matter.
Title: Re: Update 2015-12-03
Post by: Janne Suur-Näkki on December 03, 2015, 10:07:30 PM
Yep, I noticed that the AM parts are currently messed up for one reason or another. We'll get it fixed tomorrow.
Title: Re: Update 2015-12-03
Post by: catn1p on December 03, 2015, 10:12:04 PM
Has the shifting speed been fixed? It really is gamebreaking, even though everyone (on manual) is experiencing the same issue which equals the opportunities.

BB please let us shift comfortable! :'(


It's been fixed, from N to 1 in a blink of an eye (using controller).


Felt really good, when shunted off the line like a rocket! :)

So, when you hit the wall in 4th gear you can get in reverse in a blink too? That's what bothers me the most, having to smash the down shifter 2-3 times to get one gear down. And the delay between gears on the H-shifter. Never had problems with shifting at the start though...
Title: Re: Update 2015-12-03
Post by: C2S on December 03, 2015, 10:25:03 PM
It's the same as before. Still takes a good while to do 4-3-2-1-N-R. Or R-N-1. These used to be pretty swift, what was it, before the last two major updates?

A gear change will apply instantly only if you haven't recently changed a gear.
Title: Re: Update 2015-12-03
Post by: DD-Indeed on December 03, 2015, 10:29:26 PM

So, when you hit the wall in 4th gear you can get in reverse in a blink too? That's what bothers me the most, having to smash the down shifter 2-3 times to get one gear down. And the delay between gears on the H-shifter. Never had problems with shifting at the start though...

Didn't test out that yet, as didn't hit the wall like that.

So you're using wheel with separate gearstick ? Well, seems that the separate R-gear-button is now working like a button to put the gearbox to N, when you press it once. When you press it again or downshift, it selects the R. And you gotta hold it, to keep it in R. I might have seen too, that if you're in a forward going gear and you press and hold the R-button, it automatically changes to it. At least I always hold it to make it reverse and when it's released, it will return to N.

Simple, eh ? :D
Title: Re: Update 2015-12-03
Post by: KingOfTheCakes on December 03, 2015, 10:31:34 PM
Just tried the oval and it's great fun. Getting some nice power slides with the AM3 too! I also think that the straights should have barriers instead of cones.

I keep banging on about this, but will the mechanical damage be improved on again? Where we're not being so badly punished for dishing out hard hits? I hope it eventually goes back to being a bit like the last build.
Title: Re: Update 2015-12-03
Post by: Janne Suur-Näkki on December 03, 2015, 10:39:28 PM
Sorry, it's getting late here so could you please elaborate a bit? :-)

By mechanical damage, do you mean the car's performance should be affected by damage? Or that the 'hitter' should have more advantage?
Title: Re: Update 2015-12-03
Post by: DD-Indeed on December 03, 2015, 11:00:27 PM
Hey, now that you did include the inner oval for Speedway 2, you should do 2 more variations of that track as well, Derby-area inside that inner oval and the Big F8.


So Speedway 2-track would contain these variations on it:


1. Speedway 2 - Normal/Reverse
2. Speedway 2 - Small (inner) Speedway (Normal/Reverse)
3. Speedway 2 - Figure 8 (Using the whole outer borders of the area) *NEW*
4. Speedbowl - Normal (the whole map for derbying)
5. Speedbowl - Small (inside the inner oval, for derbying) *NEW*


These might have been suggested before, but I bet, that the inner oval derby haven't been suggested before. When I did drive the inner oval today, I saw potential about that inside area of it, and we would need new derby tracks for sure. Speedway/bowl is one of the maps in the game, that can be easily transferred to different variations.
Title: Re: Update 2015-12-03
Post by: FollowWings on December 03, 2015, 11:04:02 PM
Sorry, it's getting late here so could you please elaborate a bit? :-)

By mechanical damage, do you mean the car's performance should be affected by damage? Or that the 'hitter' should have more advantage?
Should be more affected by damage, should gears pull oneside if stucks etc like it was before new engine :) thank you Dear for fast reply!
Title: Re: Update 2015-12-03
Post by: FollowWings on December 03, 2015, 11:12:47 PM
..but I know you always working on big updates at the same time as small fixes! ;)

Tapatalk-kal küldve az én LG-H340n-el

Title: Re: Update 2015-12-03
Post by: Dillinja187 on December 03, 2015, 11:40:47 PM
Sorry about the hiccups, looks like a couple of nasty issues sneaked in the build.

Without a debug build I'm not sure yet what's wrong with the dedicated server, I'm afraid we need to investigate the issue tomorrow.

As the for the AM4 and EU3 disappearing from the garage, that's an unfortunate consequence of some changes we did. The cars are still available in the market and will function normally, however.

No changes have been made to visual damage.

Great news Janne :), we need our dedi's back man !...
Title: Re: Update 2015-12-03
Post by: BrianUK on December 03, 2015, 11:42:06 PM
Yep, I noticed that the AM parts are currently messed up for one reason or another. We'll get it fixed tomorrow.

Is this the AM1-AM2 crossover, because I felt like I was cheating when I drove that thing.

I spent 70 laps getting a 1:18.7 in the AM3 on Tarmac 2, then got a 1:18.044 in about 10 with that rocket.

Any chance of a leaderboard wipe once the performance changes are nearing what they need to be?
Title: Re: Update 2015-12-03
Post by: MamieNova on December 03, 2015, 11:42:35 PM
It's the same as before. Still takes a good while to do 4-3-2-1-N-R. Or R-N-1.

You don't need to go through all the gears to go down to R, just use the specific "switch to R" button.

Going from R to 1 could ignore N though.
Title: Re: Update 2015-12-03
Post by: catn1p on December 03, 2015, 11:59:35 PM
Didn't test out that yet, as didn't hit the wall like that.

So you're using wheel with separate gearstick ? Well, seems that the separate R-gear-button is now working like a button to put the gearbox to N, when you press it once. When you press it again or downshift, it selects the R. And you gotta hold it, to keep it in R. I might have seen too, that if you're in a forward going gear and you press and hold the R-button, it automatically changes to it. At least I always hold it to make it reverse and when it's released, it will return to N.

Simple, eh ? :D

hmm, thx I shall try this for myself. Yes my wheel has a seperate shift stick but I have to use the paddles atm which work fine as long as you don't crash ;) When you change gear on the stick it always goes to N for about a second before actually shifting up/down which costs (relatively) much time. In DirtRally for example the H-shifter works just fine without any delay. Maybe I have mapped something wrong in the controls, but the lack of response from BB lets me assume they didn't work on this yet. I'm sure there are more critical issues atm, but at least I'd like to know they're having it on their list ;)

It's the same as before. Still takes a good while to do 4-3-2-1-N-R. Or R-N-1.

You don't need to go through all the gears to go down to R, just use the specific "switch to R" button.

Going from R to 1 could ignore N though.

Whoops, missed C2S's post.

Yeh that's what I got out of DD-Indeeds post too. I shall map a key to go to R and maybe one to go back to 1 directly for now. At the current pace, maybe there will be another update before I get to try it out :P

BTW: thanks for bringing back my loved locked diff! <3
Title: Re: Update 2015-12-03
Post by: MaexxDesign on December 04, 2015, 12:22:56 AM
By mechanical damage, do you mean the car's performance should be affected by damage? Or that the 'hitter' should have more advantage?
No to both !
Unfortunately there are some idiots who are driving in the wrong direction.
Don't give them an advantage, too.
Title: Re: Update 2015-12-03
Post by: MamieNova on December 04, 2015, 01:00:57 AM
A - By mechanical damage, do you mean the car's performance should be affected by damage?
B - Or that the 'hitter' should have more advantage?

A - That would be a nice option for semi clean servers (keyword : option =D ). I can imagine funny races with everyone fighting with their own machine to keep it in a straight line or avoiding at all costs any loss of speed because the engine's power has been halved by a bad crash. To be honest, that's kind of what I would expect from the parts wear. But then, I would also go full crazy with that (each tyre would be a different part to manage, same for suspension. We're supposed to drive old rotten junks but we only have the rust to show for it. Crash all you want, your car still drives perfectly straight. Your gearbox is at 20% durability yet all gears shift perfectly as if brand new.

Consider yourself driving a car that insists going left ("oh great, right side hairpin incoming, time to powerslide!"), while remembering to avoid going into 2nd because that gear fails to shift 50% of the times. Or a failing engine that you would HAVE to keep in the high RPM because it stalls under 2500RPM (autostart it within the next seconds, it should only be a small loss of speed that you have to avoid).

And now consider all your opponents struggling with various similar problems. I can see this leading to improbable situations, or funny crashes. More crashes, more parts failing =D

It _should_ be an option as this would be an extreme handicap on clean servers (hit a wall in the first lap, lose all hope for the race)
But that option would be the reason for my future server to exist =)


B - No.
Title: Re: Update 2015-12-03
Post by: Frisker on December 04, 2015, 01:01:53 AM
I noticed today that I can't upgrade my engine to V8 350 CID on AM1, I had the one I had installed, but the Market only shows similar engines to AM2, not AM1. When I bought the similar one for AM2, it shows in the list for AM1, but if I change to that one, I need to change intake manifold, fuel system, exhaust manifold and exhaust. Is this normal? Afterall it's labeled as the same engine. Only that the market says it's for AM2, not AM1.

http://imgur.com/8YyCTID (http://imgur.com/8YyCTID)
There I have the original part, which needs replacing

http://imgur.com/cApmAYm (http://imgur.com/cApmAYm)
And there the one I bought. The third one there is also for AM2 and doesn't work.

Also to clarify, it has been like this even before the other parts were worn out, I tried changing online, but I didn't. Then I quit to garage and tried again and the same problem occurred, and so I noticed that some others need changing too.
Title: Re: Update 2015-12-03
Post by: WorldofBay on December 04, 2015, 01:48:52 AM
A - By mechanical damage, do you mean the car's performance should be affected by damage?
B - Or that the 'hitter' should have more advantage?

A - That would be a nice option for semi clean servers (keyword : option =D ). I can imagine funny races with everyone fighting with their own machine to keep it in a straight line or avoiding at all costs any loss of speed because the engine's power has been halved by a bad crash. To be honest, that's kind of what I would expect from the parts wear. But then, I would also go full crazy with that (each tyre would be a different part to manage, same for suspension. We're supposed to drive old rotten junks but we only have the rust to show for it. Crash all you want, your car still drives perfectly straight. Your gearbox is at 20% durability yet all gears shift perfectly as if brand new.

Consider yourself driving a car that insists going left ("oh great, right side hairpin incoming, time to powerslide!"), while remembering to avoid going into 2nd because that gear fails to shift 50% of the times. Or a failing engine that you would HAVE to keep in the high RPM because it stalls under 2500RPM (autostart it within the next seconds, it should only be a small loss of speed that you have to avoid).

And now consider all your opponents struggling with various similar problems. I can see this leading to improbable situations, or funny crashes. More crashes, more parts failing =D

It _should_ be an option as this would be an extreme handicap on clean servers (hit a wall in the first lap, lose all hope for the race)
But that option would be the reason for my future server to exist =)


B - No.

A: i'm with you, always wanted more damage effects. i drive with am3 (american4) roughly 10 sec slower on three wheels than on four on sandpit1 rt1 fw, with sedan it's 20 secs. that's so little difference, i won a 30-lap endurande before last hotfix (so with the already fast AI) even though i lost a wheel at lap 23 ... still had lapped rank 4.

B: yes. at least in last man standing to avoid avoidance.
in flatout1 i once won a offline derby fully undamaged in 40 seconds with only one minor contact for the timer. the game should encourage hitting others strategically rather then punishing them for every hit, no matter how. i don't want the flatout fullspeed thing but hitting while not getting hit should be more beneficial. right now i just wreck my car myself without anyone hitting me as i'm always one of the actors and not just spectator...

the point where getting flipped is good news is the point where the damage model is wrong. we're at this point, at least in sp.
Title: Re: Update 2015-12-03
Post by: C2S on December 04, 2015, 02:02:59 AM
Quote
You don't need to go through all the gears to go down to R, just use the specific "switch to R" button.
Yeah, I do that already. However, the point still stands if you want to do 6-5-4-3-2 on one of the 6-speed racing gearboxes, after hitting a wall and losing half of your speed.

And now, back on other topics. :-)
Title: Re: Update 2015-12-03
Post by: MamieNova on December 04, 2015, 02:34:01 AM
well, technically, there is an assignable button for each gear you'd want to switch into. We just lack controllers with enough buttons XD
Title: Re: Update 2015-12-03
Post by: Purple44 on December 04, 2015, 02:50:58 AM
By mechanical damage, do you mean the car's performance should be affected by damage? Or that the 'hitter' should have more advantage?
No to both !
Unfortunately there are some idiots who are driving in the wrong direction.
Don't give them an advantage, too.

If you lose a tire or your car smoking, car should be a little slower, harder to handled. You got a couple black triangles up front.
Title: Re: Update 2015-12-03
Post by: Ste@mroll on December 04, 2015, 03:22:23 AM
Suspension still needs to be worked out a tad, but otherwise much better than the previous build. The cars love to get airborne off jumps which is fine, the problem however is what happens when they land. If the cars do not land all 4 wheels perfectly the car bounces and skids around with no control until it settles itself down. I've had it happen a few times where I'm going into a corner at about 100 mph, hit a jump, and just bounce around careening through the corner and into the woods. The suspension settings change the frequency of this quite a bit, but soft suspension it'll happen to me maybe two or three times in a 10 lap race on Sandpit 1 course 2. With Standard suspension (the one I get my best times with) it's about a 50/50 shot give-or-take whether I will survive the jump or go sailing through the hairpin and into the parked van. It just seems to me even with the soft setting that the suspension does not like absorbing huge impacts from landing, but other than that the cars handle like a dream as long as all 4 wheels stay on the ground.

Sandpit 1 course 2 is kinda my testing ground for this but I've also had it happen on Gravel 1 (both ways) and even Tarmac 2 when the cars cut the rumble strips.
Title: Re: Update 2015-12-03
Post by: Frisker on December 04, 2015, 05:40:44 AM
100MPH is kinda high speed, so I'd expect bumby ride there.

I've had no problems on Gravel or Tarmac.
Title: Re: Update 2015-12-03
Post by: FollowWings on December 04, 2015, 06:30:13 AM
By mechanical damage, do you mean the car's performance should be affected by damage? Or that the 'hitter' should have more advantage?
No to both !
Unfortunately there are some idiots who are driving in the wrong direction.
Don't give them an advantage, too.
Its destruction derby, and there are stricked servers...

Tapatalk-kal küldve az én LG-H340n-el

Title: Re: Update 2015-12-03
Post by: FollowWings on December 04, 2015, 06:33:19 AM
A - By mechanical damage, do you mean the car's performance should be affected by damage?
B - Or that the 'hitter' should have more advantage?

A - That would be a nice option for semi clean servers (keyword : option =D ). I can imagine funny races with everyone fighting with their own machine to keep it in a straight line or avoiding at all costs any loss of speed because the engine's power has been halved by a bad crash. To be honest, that's kind of what I would expect from the parts wear. But then, I would also go full crazy with that (each tyre would be a different part to manage, same for suspension. We're supposed to drive old rotten junks but we only have the rust to show for it. Crash all you want, your car still drives perfectly straight. Your gearbox is at 20% durability yet all gears shift perfectly as if brand new.

Consider yourself driving a car that insists going left ("oh great, right side hairpin incoming, time to powerslide!"), while remembering to avoid going into 2nd because that gear fails to shift 50% of the times. Or a failing engine that you would HAVE to keep in the high RPM because it stalls under 2500RPM (autostart it within the next seconds, it should only be a small loss of speed that you have to avoid).

And now consider all your opponents struggling with various similar problems. I can see this leading to improbable situations, or funny crashes. More crashes, more parts failing =D

It _should_ be an option as this would be an extreme handicap on clean servers (hit a wall in the first lap, lose all hope for the race)
But that option would be the reason for my future server to exist =)


B - No.
I love your ideas!!

Tapatalk-kal küldve az én LG-H340n-el

Title: Re: Update 2015-12-03
Post by: Bredake on December 04, 2015, 09:22:37 AM
Wow, great work to ALL of you in the dev team!

Not that you haven't been busy with hard work before these updates coming out live. But now when we really get updates and response on everything it really feels nice! Keep it up and take your time to make this the best you can! It's going to be one of a kind!
Title: Re: Update 2015-12-03
Post by: MaexxDesign on December 04, 2015, 10:11:02 AM
By mechanical damage, do you mean the car's performance should be affected by damage? Or that the 'hitter' should have more advantage?
No to both !
Unfortunately there are some idiots who are driving in the wrong direction.
Don't give them an advantage, too.

If you lose a tire or your car smoking, car should be a little slower, harder to handled. You got a couple black triangles up front.
I know.
I lost many tires because of those idiots driving in wrong direction !
And sometimes they hit me one time: wrecked
just great !  >:(
Title: Re: Update 2015-12-03
Post by: Finsku on December 04, 2015, 12:36:10 PM
Hotfix coming soon...

Title: Re: Update 2015-12-03
Post by: Blazingtheory on December 04, 2015, 12:51:21 PM
I'm extatic about having a chance to experience all of this progress! I'm also very pleased with almost everything I'm seeing with the direction this game is headed. There's just one thing that I'm not crazy about so far, and it's to ths point where I feel compelled to mention it:

IMO, the reason the "parts wear" feels like a choir is because the system is lacking any relevance to the interactions that occur during  races. Parts wear will only feel meaningful if the amount of wear has an influence on the performance of the cars, and if the amount of wear that is assessed to the parts after the race is based on how the car was handled by the driver during the race.

With a fixed "wear penalty" for parts, the whole process sort-of has the feeling of a "freemium" cellphone game, like the ones where you have to watch a 30 second video to "refuel" your gas tank so you can play another race.
Title: Re: Update 2015-12-03
Post by: BenDover on December 04, 2015, 01:24:55 PM
Janne how its going with the hotfix ? :) I know it coming out today but I want to play now hahaha :P
Title: Re: Update 2015-12-03
Post by: MSPORTBMW on December 04, 2015, 02:04:50 PM
Test post
Title: Re: Update 2015-12-03
Post by: Tapio Vierros on December 04, 2015, 02:43:48 PM
Janne how its going with the hotfix ? :) I know it coming out today but I want to play now hahaha :P
Currently being tested.
Title: Re: Update 2015-12-03
Post by: BenDover on December 04, 2015, 02:47:50 PM
Janne how its going with the hotfix ? :) I know it coming out today but I want to play now hahaha :P
Currently being tested.

wonderfull to hear Tapio! :) Good luck with the tests ! :)
Title: Re: Update 2015-12-03
Post by: sam223 on December 04, 2015, 04:45:34 PM
By mechanical damage, do you mean the car's performance should be affected by damage? Or that the 'hitter' should have more advantage?
No to both !
Unfortunately there are some idiots who are driving in the wrong direction.
Don't give them an advantage, too.

Performance effecting mechanical damage won't effect people giving you head ons,if anything there would be more head ons from people giving up 'racing' due to there race performance being affected.

A - By mechanical damage, do you mean the car's performance should be affected by damage?
B - Or that the 'hitter' should have more advantage?

A - That would be a nice option for semi clean servers (keyword : option =D ). I can imagine funny races with everyone fighting with their own machine to keep it in a straight line or avoiding at all costs any loss of speed because the engine's power has been halved by a bad crash. To be honest, that's kind of what I would expect from the parts wear. But then, I would also go full crazy with that (each tyre would be a different part to manage, same for suspension. We're supposed to drive old rotten junks but we only have the rust to show for it. Crash all you want, your car still drives perfectly straight. Your gearbox is at 20% durability yet all gears shift perfectly as if brand new.

Consider yourself driving a car that insists going left ("oh great, right side hairpin incoming, time to powerslide!"), while remembering to avoid going into 2nd because that gear fails to shift 50% of the times. Or a failing engine that you would HAVE to keep in the high RPM because it stalls under 2500RPM (autostart it within the next seconds, it should only be a small loss of speed that you have to avoid).

And now consider all your opponents struggling with various similar problems. I can see this leading to improbable situations, or funny crashes. More crashes, more parts failing =D

It _should_ be an option as this would be an extreme handicap on clean servers (hit a wall in the first lap, lose all hope for the race)
But that option would be the reason for my future server to exist =)


B - No.
Im all for realism,especially visual damage (i think we are pretty close to perfect with what the engine is capable off). More bending,less squashing,solid but movable parts (engines,axles/hubs etc) would be great,but im not sure wreckfest engine supports it.
As for performance/handling affecting mechanical damage. Its a hard one to balance. It should definitely be optional, as what sounds great on paper 'realistic mechanical damage' might not be so great in game if half the field is limping after turn 1.

Id vote for a 'limp mode' as part of the health system. So mechanical damage only comes into play when a car is close to being dnf (already happens when you lose/damage a front wheel). That way only the cars who are almost dead will be limping round,rather than early on in the race.

P.S the hitter already has an advantage,and it should remain that way for game-play and realism purposes.When 2 cars collide,the faster cars deals the damage to the slower car (with a small part dealt to itself),unless they are traveling towards each other in a head on. In which case both receive damage.
Title: Re: Update 2015-12-03
Post by: WorldofBay on December 04, 2015, 06:19:17 PM
the faster cars deals the damage to the slower car (with a small part dealt to itself),unless they are traveling towards each other in a head on. In which case both receive damage.

ehm... no.
on a sandpit1 rt1 fw endurance offline some AI messed up at the upwards turn and was standing still in the middle of the track, i ran into it and went directly from white to black. the other car didn't die.

edit: i just drove again there (like the track, fits well for a dirty endurance)
i was fighting somewhere in upper midfield lap 4 and we were lapping some am3 (american 4) that was already severely damaged as it was one of the starting crash victims.
my am2 (american3 ... honestly, why changing a generic name to some other generic name???) had front in bright red.
the am3 hit that grey box on the upwards straight and crossed the track, i couldn't dodge and drove right into him with speed difference of 140 km/h. funnily i exactly hit his most vulnerable spot, front left, where he was already critically damaged.

i died.
he didn't.
Title: Re: Update 2015-12-03
Post by: sam223 on December 05, 2015, 04:59:28 PM
the faster cars deals the damage to the slower car (with a small part dealt to itself),unless they are traveling towards each other in a head on. In which case both receive damage.

ehm... no.
on a sandpit1 rt1 fw endurance offline some AI messed up at the upwards turn and was standing still in the middle of the track, i ran into it and went directly from white to black. the other car didn't die.

edit: i just drove again there (like the track, fits well for a dirty endurance)
i was fighting somewhere in upper midfield lap 4 and we were lapping some am3 (american 4) that was already severely damaged as it was one of the starting crash victims.
my am2 (american3 ... honestly, why changing a generic name to some other generic name???) had front in bright red.
the am3 hit that grey box on the upwards straight and crossed the track, i couldn't dodge and drove right into him with speed difference of 140 km/h. funnily i exactly hit his most vulnerable spot, front left, where he was already critically damaged.

i died.
he didn't.

Something has changed a little,where the dealing car receives more damage. Also noticed it plays a bigger part in chassis choice. EU3 is soft as shit,cant hit anyone without wrecking yourself.
Side gained strength aswell, if you are wanting to block the track,you get more takedowns by using you car sides. Watch those EU3's wreck themselves on your drivers door.

P.s what you quoted,was me suggesting what should happen,not necessarily what is happening in game exactly.
Title: Re: Update 2015-12-03
Post by: FollowWings on December 05, 2015, 07:15:01 PM
Im a little sad cause the game get a little NFS or other arcadish game feeling now, sorry, i hope the game will come back once to deserve its tittle Next Car Game , i really hope! Handling and everything is such perfect except realism damage effect 'limbing', just make a little little tiny more realistic pls, or is it ok I can win with stucked frontwheels n deformed main parts?! Sorry i wont ask anymore

Tapatalk-kal küldve az én LG-H340n-el

Title: Re: Update 2015-12-03
Post by: Ste@mroll on December 05, 2015, 09:16:14 PM
100MPH is kinda high speed, so I'd expect bumby ride there.

I've had no problems on Gravel or Tarmac.

On Sandpit 1 course 2 it is very easy now to hit that jump at 100 mph, especially in B-class cars. I'm not expecting a smooth landing like I'm running a Stadium Truck or Baja Buggies or anything, but sometimes all 4 wheels just bounce back up in the air like you're a basketball and there's no control of the car until it hits a tree or that van in the hairpin. Losing speed on the landing if you nose down is fine, front end damage is fine, bouncing around like a basketball isn't. Thankfully though it occured rarely compared to build #7, where AM4 would launch itself into a front-flip on landing just getting two wheels off the ground.

Tarmac 2 likes to flip the AI cars over in my experience, but that I don't mind since it's apart of the course's character. Gravel hasn't really been much of a bother for me unless I accidentally use Stiff Suspension, which is obviously my stupidity there.
Title: Re: Update 2015-12-03
Post by: sbdesign69 on December 05, 2015, 09:21:34 PM
I just play one hour with the 2015-11-19 release I reinstall.
As you mentioned in the description of this update "visual damage Improved accuracy and realism, cars now deform more like they're made of sheet metal INSTEAD of paper or plastic. "
This version is still my favorite for now. We really like driving a muscle car. Not a car made of cardboard!
I love playing online, but for now, I think I'll play solo on this version gives me much more pleasure and above realism. This remains my personal opinion and respects the opinion of others about the game.
I do not understand the Bugbear decision to have fallen on this update and have applied again the extreme deformation of the cars. I guess I'm part of the minority that wants a more realistic play.
Bugbear Please help me understand your decision.
Title: Re: Update 2015-12-03
Post by: sbdesign69 on December 05, 2015, 09:57:42 PM
Further to my last post above, I imagine that the decision to return to readily crushable cars is probably a corporate decision to bring the game or the majority of players want it to be. Being myself a business owner, I understand this decision if this is the case of course! But I also know that it is possible to select a degree of realism in the game to meet the most players, it will be a wise choice to broaden the customer base for your game. Now I know nothing programming and am not able to measure the feasibility of the thing. Or maybe I'm completely in the field with lawnmowers!
Title: Re: Update 2015-12-03
Post by: WorldofBay on December 05, 2015, 10:45:01 PM
Gravel hasn't really been much of a bother for me unless I accidentally use Stiff Suspension, which is obviously my stupidity there.

but gravel wants a stiff sus :o
Title: Re: Update 2015-12-03
Post by: Purple44 on December 05, 2015, 11:29:17 PM
Further to my last post above, I imagine that the decision to return to readily crushable cars is probably a corporate decision to bring the game or the majority of players want it to be. Being myself a business owner, I understand this decision if this is the case of course! But I also know that it is possible to select a degree of realism in the game to meet the most players, it will be a wise choice to broaden the customer base for your game. Now I know nothing programming and am not able to measure the feasibility of the thing. Or maybe I'm completely in the field with lawnmowers!

I guess Bugbear need an option to set the level of visual damage. One that leans more realistic, one to the more extreme side like Build #8 is now. Just need to adjust current Build so the front tires don't fall of to easy. With a red indicator, you can loose one your front tires off the Muscle 4 car.
Title: Re: Update 2015-12-03
Post by: sbdesign69 on December 06, 2015, 01:02:41 AM
With an option in the game to determine the degree of damage, it is certain that everyone would be satisfied. But is this really feasible? I do not know!
Title: Re: Update 2015-12-03
Post by: TPEHAK on December 06, 2015, 04:34:33 AM
I'm happy with the update, the online game works pretty smooth, especially with small ping.
Title: Update 2015 12 03
Post by: GeorgeNole on March 06, 2016, 10:23:59 AM
Sounds as if you have been a busy man Jim, thanks for the comprehensive update.