Bugbear Community

Wreckfest => News => Topic started by: Janne Suur-Näkki on March 22, 2018, 10:18:29 PM

Title: March Update 3
Post by: Janne Suur-Näkki on March 22, 2018, 10:18:29 PM
(https://i.imgur.com/g3JqANnh.jpg)

Howdy Wreckers,

We hope everyone is doing great this fine evening! Even if your evening happens to be all doom and gloom, fret not – it's just about to take a turn for better because we're happy to let you know that the latest update for Wreckfest is now out!

This time we have quite a lot of nice surprises in store for you. First of all, there's the new weather system! Thanks to it, not only each track now has Sunrise, Noon, Afternoon and Sunset weathers but also that they are unique to each track – in other words, a sunset at, say, Mixed 5 will look different to a sunset at Speedway 2. The weathers are still being tweaked but we feel like they already yield a very welcome variation to our environments.

Secondly, and this is something that many have been looking forward, some of the cars now have more customization parts with more coming soon! These mostly include hoods, grilles, spoilers, fender flares and similar parts that you can use to make your car unique. Other than that, we have some new demolition derby and banger racing inspired paintjobs for the cars, and the AI controlled cars now know to dress appropriately for the occasion, meaning that in for example a demolition derby they will use the derby paintjob. Oh, and textured rims are also finally in.

Moving over to the gameplay side of things, as you know we've been tweaking the gameplay damage in the last couple of updates. The response so far has been a mixed bag, with some of you enjoying the thrill of wrecking other cars and possibly getting wrecked yourself, while many have voiced a concern that the relatively high punishment from light nudges ("love taps", as the community affectionately calls them) takes away the fun especially in multiplayer environment. So, in a bid to preserve what was good in the new damage system we went in and did some tweaking: now minor scuffing no longer causes any gameplay damage (the body panels will still visually get damaged, though) while major hits still cause significant one-time damage. Inconsistent damage was also a major frustration to many (the damage received from visually similar looking crashes was all over the place) so we rewrote parts of the damage tracker to make it robust.

Additionally, this update contains a healthy dose of other improvements like Realistic Damage in Career, new Post-Race, Loading and Server Browser screens, improved lawnmower gameplay, more spectacular crashes, custom Demolition Derby and Banger Racing AI Sets and of course a host of bug fixes to a number of minor and major issues. You can read all about those below while the update is downloading, but once it's done, launch the game and take a look at yourself!

Enjoy the update, and don't forget to let us know your thoughts about it!

CONTENT
GAMEPLAY
CAREER
USER INTERFACE
TECHNICAL
LOCALIZATION
KNOWN ISSUES
NOTES FOR CONTENT CREATORS
Title: Re: March Update 3
Post by: The Very End on March 22, 2018, 10:28:48 PM
A lot of goodies! Thanks :D
Title: Re: March Update 3
Post by: PsychOXRat on March 22, 2018, 10:34:42 PM
Janne, I've had a look at the FWD "fix" if you can even call it that. You've given FWD cars a specific tyre profile that has exactly 90% of the grip available to RWD cars. Unfortunately, I wasn't surprised by this, more disappointed and annoyed that instead of taking the time to fix the actual issue, being the physics and differentials, I'll reiterate that FWD cars are NOT fastest with a locked diff, you instead done a 20 second botch job that anyone could have done. Did it really take you multiple updates and hotfixes to decide "Hey, take the normal value and multiply it by 0.9, that's a definite fix to our totally not flawed physics". If this is how you address issues with NCG, no wonder the same bugs from years ago are still around today.
At this point I think you've killed the game, you've just shown us you aren't willing to properly address issues.

Hate me for this post if you want, but man have I just gotten too annoyed by this to let you get away with a light "hey, I don't like how you've done this" post.
Title: Re: March Update 3
Post by: The Very End on March 22, 2018, 10:37:54 PM
To be fair, it's an minority of the community that actually is angry about the FWD problematic. Most people play it for the fun aspect of it. That said, it's a problem.
I think most fixes done by companies are whatever "works", it's just that you can see the difference now. Might be a code horror that prevents more delicate solutions, which we will never know unless we dvelve into the code mass.

Edit: And YEEEEEEEEEEEES! Finally! Now the collisions have more fun to them! Playing derby with cars flipping everywhere, spins, and that general fun-factor over it. Thanks for heading into that direction again!! :D
Title: Re: March Update 3
Post by: Tonza on March 22, 2018, 10:38:32 PM
Bugbear you keeping me up late between weekdays  ;)
Title: Re: March Update 3
Post by: Tonza on March 22, 2018, 10:47:48 PM
Janne, I've had a look at the FWD "fix" if you can even call it that. You've given FWD cars a specific tyre profile that has exactly 90% of the grip available to RWD cars. Unfortunately, I wasn't surprised by this, more disappointed and annoyed that instead of taking the time to fix the actual issue, being the physics and differentials, I'll reiterate that FWD cars are NOT fastest with a locked diff, you instead done a 20 second botch job that anyone could have done. Did it really take you multiple updates and hotfixes to decide "Hey, take the normal value and multiply it by 0.9, that's a definite fix to our totally not flawed physics". If this is how you address issues with NCG, no wonder the same bugs from years ago are still around today.
At this point I think you've killed the game, you've just shown us you aren't willing to properly address issues.

Hate me for this post if you want, but man have I just gotten too annoyed by this to let you get away with a light "hey, I don't like how you've done this" post.
ehh it's only really a "problem" in clean racing
both the current fwd cars are weak and they don't exactly handle well a slight kiss to the cheek from big hunk of american metal  8) (or metal from anywhere around the world for that matter)
also have you tried the update yet? it just came out, and you here judging so hard
Title: Re: March Update 3
Post by: PsychOXRat on March 22, 2018, 10:50:09 PM
To be fair, it's an minority of the community that actually is angry about the FWD problematic. Most people play it for the fun aspect of it. That said, it's a problem.
I think most fixes done by companies are whatever "works", it's just that you can see the difference now. Might be a code horror that prevents more delicate solutions, which we will never know unless we dvelve into the code mass.

the problem is that this "fix" has gone against what Janne's been saying to us, that he wants all cars to use the same tyre profile. He also said to me that he thought it was a mix of diff and suspension setup causing this. He also said in that same PM convo that he didn't want to use a botch job like they've just implemented. Now do you see why I'm annoyed by this. Being told multiple times they don't want to do this, only to turn around and do just that.

Edit: in that same PM I did mention about tyre profiles beforehand, but I was thinking of a more in depth change than "multiply grip by 0.9"
Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 22, 2018, 10:55:55 PM
Thanks for sharing private conversation, that's pretty low.

In any case the very simple reason is that it gets the job done and it was the least volatile solution given the time and resources we have, seeing as we have to prioritize.

Title: Re: March Update 3
Post by: BrianUK on March 22, 2018, 11:06:57 PM
Rat, I agree with Janne, it's not right that you leak private conversations. You found out what the real adjustment was under the bonnet, so what you should have done is discussed privately with Janne in a proper manner.

As I said to you in Discord, what you have done is wreck your own argument with an attempt to discredit Janne. He certainly won't talk to you now, so all you've done is close off avenues of discussion for yourself.
Title: Re: March Update 3
Post by: PsychOXRat on March 22, 2018, 11:13:19 PM
Sorry Janne, if you want me to remove it I will, but I had to do something to prompt a response since on multiple other occasions, me trying to get a response on this forum has resulted in nothing but being ignored because I dared to criticise.

If anything I let my temper get the better of me in the first couple posts, because this is the only time something you've done has ticked me off to this degree

Edit: Removed image from previous post after calming down
Title: Re: March Update 3
Post by: BenDover on March 22, 2018, 11:20:39 PM
Janne, I've had a look at the FWD "fix" if you can even call it that. You've given FWD cars a specific tyre profile that has exactly 90% of the grip available to RWD cars. Unfortunately, I wasn't surprised by this, more disappointed and annoyed that instead of taking the time to fix the actual issue, being the physics and differentials, I'll reiterate that FWD cars are NOT fastest with a locked diff, you instead done a 20 second botch job that anyone could have done. Did it really take you multiple updates and hotfixes to decide "Hey, take the normal value and multiply it by 0.9, that's a definite fix to our totally not flawed physics". If this is how you address issues with NCG, no wonder the same bugs from years ago are still around today.
At this point I think you've killed the game, you've just shown us you aren't willing to properly address issues.

Hate me for this post if you want, but man have I just gotten too annoyed by this to let you get away with a light "hey, I don't like how you've done this" post.
ehh it's only really a "problem" in clean racing
both the current fwd cars are weak and they don't exactly handle well a slight kiss to the cheek from big hunk of american metal  8) (or metal from anywhere around the world for that matter)
also have you tried the update yet? it just came out, and you here judging so hard

Still if it is a problem/bug in the game it should be fixed right? What I have seen the last couple of months are that the racing server aka clean racing servers are the most popular, maybe that have been when I have been looking but eaither way overall I think its 50/50 and should still get a fix on it.

In the last update many of the ppl doing derby etc dident like the normal dmg for example becuse some cars looked like they still never had a big crash or anything and for us clean racing this was not a problem, but still I said it need to be fixed so  everyone can enjoy the game. :P
Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 22, 2018, 11:39:16 PM
PsychOXRat, I'm sorry if you've felt that way. Truth to be told there's significant difference between being ignored and not getting a reply. We can't afford to reply to every single concern or feedback that's being posted but we do try to read every single bit, and if there's anything we can do to within our means and while maintaining the big picture we will. As is evident by the fact that we've actually tried to help you guys with what you felt is a real problem because we genuinely thought that if you feel like it's problem then you must be onto something. We could have always said that yeah, it's a problem that only these couple of guys are having and shrugged it off.

Also, speaking about the big picture: I realize this is important to you but as developers we always need to look at the game as a whole. There's no denying that our driveline implementation is not perfect, actually far from it, but given that the game is not trying to be a full-blown simulator, does it make the game that much worse? No. Would the game be better with fully simulated driveline? For the most people, no - that's not why they play the game. Even so, would we love to have something like that? Hell yes. In a perfect world we would have more time and resources to make our physics engine as realistic and detailed as possible, and put in all the other cool features that people are requesting. We'd love to, but we just can't. We have to prioritize and focus on the features that will help the big picture. Personally I feel like not having a perfect driveline simulation in our game might not be a problem but if one or two cars are overpowered, that is a problem we need to fix, and yes - this was a cheap fix if you will, but like said, it gets the job done for now.
Title: Re: March Update 3
Post by: Finsku on March 22, 2018, 11:50:54 PM
New score window looks nice!


And realistic damage on career mode, thanks! I've waited that a lot :D
Thanks for the update!

Ps. Any update about AMD graphic stuff? Not big deal about not having .. was it FXAA.. on  :P
Title: Re: March Update 3
Post by: The Very End on March 22, 2018, 11:54:39 PM
Also forgot to mention; Love the extra vivid / colorness or whatever you call it.
Now, there is still a bit strangness going on in terms of performance. Earlier I complained about warwaggon and muddigger causing FPS issues, but turns out it's quite a other thing; If turning on A-class set the game runs about 50% FPS compared to all other sets. I can have a full field of a single car = 60 FPS, banger, demo, B and C = 60FPS, A class = 9-20FPS. It's... strange to say the least. Tried cleaning up the files and running un-modded game, but getting same results.
Any ideas?
Title: Re: March Update 3
Post by: PsychOXRat on March 22, 2018, 11:55:47 PM
Yeah, sorry again for the previous outburst. I understand that a lot of new features would take some time to add in, but regarding the change to FWD cars, it may have been a bit too extreme imo as I'm now 2-3 seconds off of my original pace at tarmac 1 with the nexus, which puts it a second slower than when I drive a RWD car as the car doesn't really corner at all anymore and just slides off of turns when it should have grip (taking the final turn of tarmac 1 at ~50mph doesn't feel right at all), wheelspins at almost any given moment and just doesn't feel right in general. I complained about RWD cars feeling like they were on ice, but compared to the Nexus, they seem pretty glued to the road. If you plan to stick with the tyre profile fix I'd suggest changing the multiplier from 0.9 to around 0.94-0.97 so it doesn't have the same levels of grip, but it doesn't feel like it has no grip. Maybe leaving static grip the same as the normal tyres but editing the slide grip colud help with the problem more effectively?
Title: Re: March Update 3
Post by: Tonza on March 23, 2018, 12:00:45 AM
Principal Skinner here sums up my opinion on the update  8)
(https://media.giphy.com/media/2yuqR07yDKO9AQzNec/giphy.gif)
Title: Re: March Update 3
Post by: Straby on March 23, 2018, 12:06:51 AM
Good Stuff  :D

Please add an option to get past the first titlescreen after launching the game, by clicking with the mouse.
Title: Re: March Update 3
Post by: Paul_B on March 23, 2018, 12:12:08 AM
@PsychOXRat
 @Janne

In fairness the overall car physics are quite believable.  Full on racing simulators can struggle to get it perfect, even with a ton of real world data

Here's a review of the same Porsche GT3 tested in 3 sims by a real race driver, he is critical on all of them.

https://www.youtube.com/watch?v=9-W6fA7bumQ (https://www.youtube.com/watch?v=9-W6fA7bumQ)
Title: Re: March Update 3
Post by: TheEngiGuy on March 23, 2018, 12:41:24 AM
I'm loving the new update! My only real complaint is that it's still pretty difficult to flip a car with a medium and high-speed T-bone. I thought it felt more realistic before Update 2.

Races flow more dynamically thanks to the AI changes, they're definitely less robotic so that's a big plus! Are performance points going to be different for each AI driver, though? That would help for career mode.
Oh, and thanks for including realistic damage in career mode too!

New weather looks nice, now the lighting in the game is definitely better on most, if not all tracks. I don't know if it's just my imagination, but I've noticed car textures have a bit more detail now (scratches, dirt etc.).

Oh, and about the physics... still the usual "unnatural flipping behaviour" I've been talking about since ages, I guess that can't be sorted out anymore? The way cars reacted to collisions while flipping before the physics overhaul felt more natural.
Title: Re: March Update 3
Post by: Finsku on March 23, 2018, 01:17:50 AM
Does people have problem with joining servers? I updated mine server and I can't log in. On server side I can see people have joined but no one drow any race. When I join I can see my name on server console, but game is on Loading screen and loads and loads...
Map where I'm trying to join is Crash Canyon.

EDIT: It logged in when map changed to different. IDK did I get it to change with enabling and disabling eventloop or what, but now I'm in  ???

EDIT2: Yeah, stuck again. When server changed back to Crash Canyon I will be stuck on loading screen

EDIT3: Did something change with server configs? Because I found another track which makes server unjoinable (Speedway 1 Fig 8). I'm guessing my old configs doesn't work with new update.

Also, while loading "couple" minutes I got error message
Fatal error - Texture creation (1920 x 1080) failed
Title: Re: March Update 3
Post by: Heddly on March 23, 2018, 01:31:08 AM
PsychOXRat, I'm sorry if you've felt that way. Truth to be told there's significant difference between being ignored and not getting a reply. We can't afford to reply to every single concern or feedback that's being posted but we do try to read every single bit, and if there's anything we can do to within our means and while maintaining the big picture we will. As is evident by the fact that we've actually tried to help you guys with what you felt is a real problem because we genuinely thought that if you feel like it's problem then you must be onto something. We could have always said that yeah, it's a problem that only these couple of guys are having and shrugged it off.

Also, speaking about the big picture: I realize this is important to you but as developers we always need to look at the game as a whole. There's no denying that our driveline implementation is not perfect, actually far from it, but given that the game is not trying to be a full-blown simulator, does it make the game that much worse? No. Would the game be better with fully simulated driveline? For the most people, no - that's not why they play the game. Even so, would we love to have something like that? Hell yes. In a perfect world we would have more time and resources to make our physics engine as realistic and detailed as possible, and put in all the other cool features that people are requesting. We'd love to, but we just can't. We have to prioritize and focus on the features that will help the big picture. Personally I feel like not having a perfect driveline simulation in our game might not be a problem but if one or two cars are overpowered, that is a problem we need to fix, and yes - this was a cheap fix if you will, but like said, it gets the job done for now.

Thanks for the info Janne, It sounds like good direction to go for "Next Car Game 2"   ;D
Title: Re: March Update 3
Post by: Purple44 on March 23, 2018, 02:17:55 AM
The weather system now uses an event specific weather list configured in the event's evse bag data file so you can have different weathers available for each event.

Seem this new way of handling the weather causing issues with the online servers. Here what Trabb told me:

TrAbB: had a real nightmear getting the server going, the change in the weathers is most confusing for the server manager
Purple44: hi, ya raed change about that, u using server manager? or had to do it by hand?
TrAbB: and now its telling me i cant connect to my own server lol
Purple44: did u let server browerrs verify files? u will get that error if u don't
TrAbB: useing the server manager, but had to change it by hand.. click the weather tab each track, seclect random.. repete
TrAbB: and yea, i know about the verify thing




Title: Re: March Update 3
Post by: Finsku on March 23, 2018, 02:24:42 AM
The weather system now uses an event specific weather list configured in the event's evse bag data file so you can have different weathers available for each event.

Seem this new way of handling the weather causing issues with the online servers. Here what Trabb told me:

TrAbB: had a real nightmear getting the server going, the change in the weathers is most confusing for the server manager
Purple44: hi, ya raed change about that, u using server manager? or had to do it by hand?
TrAbB: and now its telling me i cant connect to my own server lol
Purple44: did u let server browerrs verify files? u will get that error if u don't
TrAbB: useing the server manager, but had to change it by hand.. click the weather tab each track, seclect random.. repete
TrAbB: and yea, i know about the verify thing


Yeah, weather settings was the reason why people couldn't join my server.
My server configs had a row "weather=clear day", which (looks like) causes my problem.
IDK is it still in-use (clear day setting), but when I commented that row out I can join my server.
Also, "clear day" is still on weathers -list if you write "weathers" on server terminal/console.

Thanks Funky for sending PM about that :)
Title: Re: March Update 3
Post by: Paul_B on March 23, 2018, 03:03:11 AM
My update 3,

Pros : End race splash screen , new parts , really liking the new weather modes, no major impact on FPS

Cons : Flags, start-finish very poor graphic looks like clip art Word 2007 , Car paint looks too glossy in the sun now ?

Title: Re: March Update 3
Post by: NicoP on March 23, 2018, 03:18:49 AM
I feel like AI are really not challenging. They all drive same, take the same path, same angle of racing. They never smash us, like if you want to avoid everyone you can. The only way to die in single player is if you kill yourself.

I hope they would make like an other harder AI mode
Title: Re: March Update 3
Post by: FalconXY on March 23, 2018, 03:19:33 AM
After testing the latest update I can say that the fun is back.  :D

Visual and car health damage system is good, AI is more chaotic and a bit more aggressive.   ;D
I like the new loading and end screens. The better WINNER and FINISHED on screen display.

Good weather and new AI paint jobs.  :)


Some minor issues are fixed too that were not listed in the first post:

-Sound of AI engines seemed fixed. Hotshot and Rammer sound different now and in a good way.
-Track selection now returns to the last selected one.


But I have found some small bugs:

On the end of a Last Man derby I ended first but was eliminated and two cars were still running
(happend only once in some derbies so far). See screenshot.

On Mixed 5 some parked cars are flying (see screenshot).

more in next post.
Title: Re: March Update 3
Post by: FalconXY on March 23, 2018, 03:21:43 AM
Sorry have to post again for adding more screenshots (192Kb for 4 screens is too low size)

My car engine got smashed a bit too far into the body (see screenshots) and I still won the fig 8 race without steering issues.

I would prefer some more feedback on the FFB wheel (you have to countersteer to keep the car in straight line) when the car wheels are pushed in or damaged.

Please store car settings and number of laps by track !
Please make health bar seperate from player names !


On the Speedway Outer Oval Loop track can the AI cars use the inner lane next to the wall too please ?
That's an easy way to cheat the track because AI is not driving there.

Could you please correct the engine dummy orientation to point in the same direction on all cars please ?
Or where ever the smoke and engine fire effect is connected to.
That would make it easier to add an exhaust smoke effect to the cars. (see my thread in modding).

I would like to see more matte car paints than these shiny ones. More faded paint.

Thank you very much.
Title: Re: March Update 3
Post by: Paul_B on March 23, 2018, 03:32:12 AM
 Noticed that I was getting auto reset when going off track ?, the R option would flash on screen
Title: Re: March Update 3
Post by: KingOfTheCakes on March 23, 2018, 03:54:56 AM
I appreciate that real damage is in career mode and the deadly love taps are gone now. Normal damage overall is in pretty great shape imo, still encourages big hitting but without feeling like a tank doing so. :D

One problem I only have is with the Expert AI:
- Making them more sideways has made them slower. They seem to slide coming out of the corners instead of before or during them, making their exit speeds pretty pants.
- I know it's WIP, but AI are very cautious around the player. If you slow down in front of them, 9 times out of 10 they'll just slow down and follow you.
- AI can just stop if you park in front of them. Not even attempting to push, accelerate or anything. They just sit there! XD (Screencaps below)
(https://i.imgur.com/u1wun7v.jpg)


- In relation to that, they can also just park up if a dead car is obstructing them. No attempting to move around it. (screencap below)
(https://i.imgur.com/Qok2iZW.jpg)

- Some AI cars that are heavier or equal in weight of the player's feel lighter than smaller cars when you spin them on occassions. For example if I'm in the Rammer and I spin an AI driving one too, they seem to go around a lot easier than a Gremlin.
- Probably just an oversight, but AI don't seem to take alternate routes around loops anymore, unlike before.

Really my only gripe with the last two updates so far. I really do think that if we have the option to run challenging AI, they need to be quicker and more aggressive imo. I know it's all WIP, but these are just my thoughts.
Title: Re: March Update 3
Post by: happyrichie on March 23, 2018, 04:05:58 AM
surprisingly this update 2 the nexus is ok with me, no idea why u didnt just change the tires though. once u get used to it it feels less "flicky" and more realistic on the way in a bend, during the bend the grip is way 2 low as im turning 2 slowly as the tires and the steering wheel dont turn the car correctly and makes it feel all disconnected from the track, i need more turn in the advanced controller setting so i can bring the "flickyness" back and risk spinning out. wouldnt you be able to sort out the problem if you increased the rev limiters in the other cars though? speedbird type of cars are usually faster but the rev limiter is in the way.
Title: Re: March Update 3
Post by: NicoP on March 23, 2018, 04:20:38 AM
Why do you guys made the hood removable so easily ? I got T-Bone and the hood is removed. That is what i hate the most from the game actually and the to weak AI.

I am happy about the skin and paint of the AI, there is more diversity
Title: Re: March Update 3
Post by: RickyB on March 23, 2018, 01:20:54 PM
Dear Wreckfest, thank you for coming back (and getting rid of your evil brother Dentfest).   ;)
I like the improved lighting and weather... you should have made that screenshot contest with this build and not the earlier one.  ;D
Awesome that the wrecked cars can roll around now (without brakes on). Looking forward to future updates. Have a nice weekend.
Title: Re: March Update 3
Post by: FalconXY on March 23, 2018, 01:41:47 PM
One problem I only have is with the Expert AI:
- Making them more sideways has made them slower. They seem to slide coming out of the corners instead of before or during them, making their exit speeds pretty pants.
- I know it's WIP, but AI are very cautious around the player. If you slow down in front of them, 9 times out of 10 they'll just slow down and follow you.
- AI can just stop if you park in front of them. Not even attempting to push, accelerate or anything. They just sit there! XD

- In relation to that, they can also just park up if a dead car is obstructing them. No attempting to move around it.

- Some AI cars that are heavier or equal in weight of the player's feel lighter than smaller cars when you spin them on occassions. For example if I'm in the Rammer and I spin an AI driving one too, they seem to go around a lot easier than a Gremlin.
- Probably just an oversight, but AI don't seem to take alternate routes around loops anymore, unlike before.

Really my only gripe with the last two updates so far. I really do think that if we have the option to run challenging AI, they need to be quicker and more aggressive imo. I know it's all WIP, but these are just my thoughts.

Thank you. You have made a perfect description of what is wrong or could be better about the current AI.
I have experienced the same issues.  ???

Because I prefer offline racing I vote for a better AI.  :D

EDIT:

Ah I forgot two things:

I love the new derby contact timer. Thanks! That short time is much better. But the healthbar needs to be OFF in derbies !

Can we have Sprint Cup mode back please ?
And what about Folkrace mode ?
and in general much more game modes... as update after full version release please.  ;D
Title: Re: March Update 3
Post by: The Very End on March 23, 2018, 02:36:29 PM
About Folkrace mode; Would be great! Then tracks with an alternative route should enforce that the alternative route has to be taken at least once each reach to not DNF. If no alt route - no changes. Possible to implement? Would create a new dynamic and tactic element to it all.
Title: Re: March Update 3
Post by: Nitronik on March 23, 2018, 03:06:13 PM
Spent a little time with the update - only criticism I have is how some of the customization options seem to have been made in a hurry - plenty of wheels using the wrong textures, for instance :P

I'll be writing up a list in the bug report section later
Title: Re: March Update 3
Post by: TheEngiGuy on March 23, 2018, 04:07:46 PM
Two things:

-It's probably because of the track and AI taking corners slowly, but this is how I finished a race with the weakest C class car against B and A class cars... on expert difficulty :D


-Shouldn't mechanical damage kick in a bit earlier in realistic damage mode? I had none at this state.

Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 23, 2018, 04:11:23 PM
Possibly, but since mechanical damage is not linked to the chassis health of the car but to the distance that the wheels and engine + transmission have deformed, the outcome largely depends on which parts the car get damage. So if it kicks in earlier, you might get a red engine after a single head-on collision (which on the other hand could be more realistic indeed).
Title: Re: March Update 3
Post by: Andy Rotten on March 23, 2018, 04:15:28 PM
i hate most of rims specially on Panther, boomer, speedbird and the ugliest are roadcutter (a shame) would be nice to crash a looking good car, now all of them look like a trash car except hotshot and bulldog.

 Please add something like rear big tire to roadslayer or all muscles maybe for racing mode, driver deform and tire dirt

I love the new weather and damage system
 
Title: Re: March Update 3
Post by: TheEngiGuy on March 23, 2018, 05:21:26 PM
Possibly, but since mechanical damage is not linked to the chassis health of the car but to the distance that the wheels and engine + transmission have deformed, the outcome largely depends on which parts the car get damage. So if it kicks in earlier, you might get a red engine after a single head-on collision (which on the other hand could be more realistic indeed).

Makes sense, though if you guys would be able to adjust the damage states (yellow, orange, red) independently, I'd say that yellow and orange damage states - especially the former - should be more common.
It's also pretty hard in a demo-derby to reach orange damage state, I often get DNF'd with only lightly damaged engine and gearbox (4.8 strength).
Title: Re: March Update 3
Post by: happyrichie on March 23, 2018, 05:22:55 PM
yo bugbear, can u do me a favour, u know when in real life ye, u turn the steering wheel with your foot on the gas ye... the car turns and goes faster, could you make the wreckfest cars act like that? im fed up of trying 2 turn the wheel and the car slowing down like im hammering the brakes
Title: Re: March Update 3
Post by: Tonza on March 23, 2018, 05:51:53 PM
There a bug with Mixed 5 checkpoint, at least for the outer loop variant. Drive too close to the right hand side wall on finish straight and you get wrong way signal.
Edit: can't repro. was in multiplayer and I was grinding another player against the wall
Title: Re: March Update 3
Post by: Rowdy Burns on March 23, 2018, 07:01:42 PM
Loving what you guys are doing with the updates. Keep up the great work!

It looks like the "love taps" could do with some fine tuning in my opinion as it looks like the heavier taps of the tap range are going unpunished with the overall health.
Title: Re: March Update 3
Post by: FalconXY on March 23, 2018, 07:17:03 PM
At the moment you can side wipe a wall or wall ride without getting -HP. You only get slower.
But I think the game sees that as "love tap".

What I don't like is that you can't drive off road across the map anymore !  >:(

That was the most fun just cruising along Sandpits or other tracks next to the real race track.
Now you get teleported back onto the track after 100m or so.
Please turn that off again. I hate that in all racing games.
Title: Re: March Update 3
Post by: Daystar on March 23, 2018, 07:56:13 PM
Love the overhauled tracks Bugbear! graphics look really nice as well. and cool new liveries!  thanks for the update, got a lot more testing to do with AI interaction later tonight.

for the new people that just got Wreckfest, here is a video from early last year. notice how sandpit 1 used to look like!  :P

Sandpit 1
http://www.youtube.com/watch?v=uz6TngX0uKM (http://www.youtube.com/watch?v=uz6TngX0uKM)

https://www.youtube.com/watch?v=uz6TngX0uKM (https://www.youtube.com/watch?v=uz6TngX0uKM)

Going to check out Official Bugbear test server now!
Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 23, 2018, 09:08:37 PM
Loving what you guys are doing with the updates. Keep up the great work!

It looks like the "love taps" could do with some fine tuning in my opinion as it looks like the heavier taps of the tap range are going unpunished with the overall health.

Thanks! As for the love taps,  could you elaborate? You're not supposed to be penalized for light hits but of course there might be hits where it looks like it would make sense to give a health penalty, if that's what you mean. It's unlikely that it will be ever possible to tune this system perfectly for every car and every situation.
Title: Re: March Update 3
Post by: Finsku on March 23, 2018, 10:21:04 PM
Weathers and multiplayer. Eventlooping same track twice or more
Now when we get new weathers, it looks like it's impossible run same event multiple times in a row without reloading the same track with Loading-window (/eventloop).
Earlier I used the same weather "clear day" and I had same track with same settings twice in a row. With this server would keep the same track another time without any loading screens.

Could there be an option (server_config.cfg) which tells for server how many events will be played on that (same) track before changing a track?
For example, "replay = 0" is a default setting, which means server plays that event only once, and then loads another event.
With "replay = 1" it replays track once (the same track twice), "replay = 2" uses same track and its settings 3 times, and so on.

Motionblur
Could there be a lever which defines how much motionblur game has. Now it's just ON/OFF.
Title: Re: March Update 3
Post by: SkinnierSteve on March 23, 2018, 10:27:05 PM
I decided to do reviews of the updates now. Here's my first one:

Pros:     1. Cool new customization options
             2. Awesome that realistic damage is now in career mode.
             3. I like that love taps no longer take you out.
             4. AI car sound bugs have been fixed.
             5. New weather and skybox look good.
             6. More chaos and insanity with the new AI is very fun.
             7. Lawnmower physics are more fun now.
             8. I like the new UI improvements.
           

Cons:   1. New damage system is worse imo. Car deformation now looks weird instead of realistic like in March update 2, engine gets pushed into the cockpit, hood comes off too easily, especially in realistic damage mode, etc.

             2. Almost impossible to win a derby in realistic mode, since your chassis health bar drops so quickly, and it eliminates any strategy, because no matter if you hit with the front or the back, your Chassis health drops. It would make much more sense if the HP bar gets removed for realistic mode, and make the mechanical damage be the cause of DNF instead of the HP bar, for example, if engine is destroyed, you are out. If gearbox is broken, you are stuck in your current gear. Wheels should be able to get stuck from bending too much, making them useless. Also, the DNF thing should be different in realistic mode. It should work with a count out instead of immediately saying DNF, like for example, if your car can't move due to too much damage, a countdown timer should start, and if you don't get your car moving in those 20 or 30 seconds, you are counted as wrecked. Sort of like the contact timer, but it doesn't reset if another car touches you, because if your car doesn't move, it counts down. It could be calculated like this: If the wheels that give drive doesn't spin in 30 seconds, you're counted wrecked. Also, add a separate damage icon for radiator, that way when it gets damaged, your engine will gradually overheat and take more damage slowly from the heat. More expensive radiators can be harder to destroy, and cools more efficiently. That would encourage players in realistic mode to play tactical. Also, they can't keep using the rear of the car to attack forever, the rear wheels will get stuck once it is bent too much, and if you have a front wheel drive car, it will make it much harder to drive if your rear wheels are stuck. That would make realistic damage derbies much better imo. Normal derbies can stay the way it is, it works well for normal mode.
 
     3. There's a bug with the new parts's names and stuff. There's more than one stock bumper for example, and one of the stock bumpers is the exact same one that is bumper 3 for example, and it costs $0 unlike bumper 3 that costs $350. This is only an example btw, but there's plenty of that bug in the parts shop.

     4. The hood exhaust deforms and stretches in very weird and unrealistic ways.

     5. On crash canyon, some AI takes the opposite route they are supposed to take. For example, when getting to the loop where the cars have to go around and turn back towards the other side, some cars turn left and some turn right when getting to the loop, and that makes some cars race in the opposite direction of the other cars. It does make for some spectacular crashes, but it can be frustrating as well, when you are going around the final loop, and some crazy AI going in the wrong direction rams your car head on.


That's about it for the review. I hope my feedback helps! Also, sorry for the text walls in the cons, I just had to give feedback on how you could possibly fix some of the issues I mentioned.
Title: Re: March Update 3
Post by: Tonza on March 23, 2018, 10:43:16 PM
Janne, I've had a look at the FWD "fix" if you can even call it that. You've given FWD cars a specific tyre profile that has exactly 90% of the grip available to RWD cars. Unfortunately, I wasn't surprised by this, more disappointed and annoyed that instead of taking the time to fix the actual issue, being the physics and differentials, I'll reiterate that FWD cars are NOT fastest with a locked diff, you instead done a 20 second botch job that anyone could have done. Did it really take you multiple updates and hotfixes to decide "Hey, take the normal value and multiply it by 0.9, that's a definite fix to our totally not flawed physics". If this is how you address issues with NCG, no wonder the same bugs from years ago are still around today.
At this point I think you've killed the game, you've just shown us you aren't willing to properly address issues.

Hate me for this post if you want, but man have I just gotten too annoyed by this to let you get away with a light "hey, I don't like how you've done this" post.
ehh it's only really a "problem" in clean racing
both the current fwd cars are weak and they don't exactly handle well a slight kiss to the cheek from big hunk of american metal  8) (or metal from anywhere around the world for that matter)
also have you tried the update yet? it just came out, and you here judging so hard

Still if it is a problem/bug in the game it should be fixed right? What I have seen the last couple of months are that the racing server aka clean racing servers are the most popular, maybe that have been when I have been looking but eaither way overall I think its 50/50 and should still get a fix on it.

In the last update many of the ppl doing derby etc dident like the normal dmg for example becuse some cars looked like they still never had a big crash or anything and for us clean racing this was not a problem, but still I said it need to be fixed so  everyone can enjoy the game. :P
yes I get it ben I respect clean racers (I enjoy it myself too from time to time), but was really fwd that much better that it broke the game? that what I was questioning
anyway, you have time to test new fwd? hows you think is it now balanced?
Title: Re: March Update 3
Post by: Heddly on March 23, 2018, 10:47:28 PM

Motionblur
Could there be a lever which defines how much motionblur game has. Now it's just ON/OFF.


Does it work in this new update? I tried it in the last update and didn't notice a difference when it was off or on.

MSAA is still bugged on my Radeon R9 200 4gb video card.

I also tested the Motion Blur and it seems there is no effect. My video is 720p. You may want to enlarge it.

This is the first time I have tested motion blur in the game. I have not seen this reported before, that is why I am posting.

[url]http://youtu.be/U6K6h1fEUdE[/url] ([url]http://youtu.be/U6K6h1fEUdE[/url])
Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 23, 2018, 11:35:32 PM
Finsku, currently the weathers are kind of messed up for the dedicated meaning that you can't properly configure them, we'll fix this issue in the next hotfix hopefully tomorrow.

Heddly, currently if you have a high framerate the motion blur is pretty indiscernible. We're planning on adding a low/high setting to make it more visible even in that case.
Title: Re: March Update 3
Post by: Rowdy Burns on March 23, 2018, 11:58:56 PM
Loving what you guys are doing with the updates. Keep up the great work!

It looks like the "love taps" could do with some fine tuning in my opinion as it looks like the heavier taps of the tap range are going unpunished with the overall health.

Thanks! As for the love taps,  could you elaborate? You're not supposed to be penalized for light hits but of course there might be hits where it looks like it would make sense to give a health penalty, if that's what you mean. It's unlikely that it will be ever possible to tune this system perfectly for every car and every situation.

Yes that`s exactly what I mean! Given that it`d unlikely be ever perfect then it just adds another reason for me to stand by my suggestion of getting rid of the health bars!
Title: Re: March Update 3
Post by: Ryan Callan on March 24, 2018, 12:02:03 AM
I would hardly think that FWD is SO overpowered that they needed to have 11% less grip than RWD, on testing it seems like overkill to me, with no proper testing really involved on the developer end. Like Rat says, if you really think they are OP, 0.95 would have been fair. It's not like they can withstand a bump on the opposite side. Now the RWD cars have three advantages along with starting.
Title: Re: March Update 3
Post by: Ryan Callan on March 24, 2018, 12:24:17 AM
Further to my above reply, if things stay as they are, after a few weeks of real fun coming back to the game after a year, it will be dead again to me. I will no longer have any incentive.

This is not a blackmail post, but this is a feedback forum and the change has gone too far in my opinion, and seems extremely arbitrary.
Title: Re: March Update 3
Post by: PsychOXRat on March 24, 2018, 01:24:47 AM
yes I get it ben I respect clean racers (I enjoy it myself too from time to time), but was really fwd that much better that it broke the game? that what I was questioning
anyway, you have time to test new fwd? hows you think is it now balanced?

Tonza, to answer your first question: yes, fwd was that much faster it made it the default car if you wanted to win, 1 - 2 seconds a lap faster over 4-7 laps depending on track really helps you build up a lead, or overtake cars pretty damn easily

To answer your second question I'm going to reiterate a previous post, it seems like it's been given too much of a grip penalty, 10% less is a bit too much since now the car handles like it's on ice, with my ideal fixes being either 0.95-.97x the normal grip, or keep the static grip the same as normal so it handles fine when not spinning the wheels, but decrease the slide grip, so full throttle round a turn isn't broken like it used to be/still is to a lesser degree, so the car loses grip and understeers through turns when you put your foot down but takes the turn normally if you don't. This could also solve the locked diff being the best diff for the car since locked would cause the most wheelspin, so simultaneously give the least grip.
Title: Re: March Update 3
Post by: TH8 on March 24, 2018, 05:42:02 AM
Thoroughly enjoying this Sim / Game at it's basic level...Single Player, just jump in and race...keep up the fantastic work Bugbear
Title: Re: March Update 3
Post by: TPEHAK on March 24, 2018, 06:43:32 AM
Thank you for the update. I love new screens, they have really clean and easy to read look and nice design.

I love how FOW slightly changes when you accelerate or brake, it adds some dynamics and does not look annoying.

The only weirdness I found is how car sometimes jumps when it is on the roof or on the side. Maybe this is a trick to help the car to pass that dead spot and to help the car not to stuck rolling it at normal position, but it looks like psychics bug or glitch. Maybe this moment needs more polishing or better solution.

Overall nice update, thank you for your work.
Title: Re: March Update 3
Post by: Finsku on March 24, 2018, 11:17:35 AM
Finsku, currently the weathers are kind of messed up for the dedicated meaning that you can't properly configure them, we'll fix this issue in the next hotfix hopefully tomorrow.

Sounds good! About that "problem" what I had, looks like it works. If I put Noon it doesn't randomly pick another Noon and reload it Loading screen even the track is same. So everything is cool and good.

EDIT: Could /restart command send message for players that "Server is restarting" ? Now it says that host ended .. hosting..  :D

EDIT2: (sry my marina, but)
About your website, there's still music contest going.
Title: Re: March Update 3
Post by: Purple44 on March 24, 2018, 12:02:52 PM
I like the new track loading screen Janne. Now name of track mod and name of track, fit on the screen.  :D

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202018/new-track-loading-screen.jpg)


Did find a glitch with the new weather maps and using a track mod.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202018/weather-cant-change.jpg)


If I'm using a custom track mod, I found I can not change the weather! But If I select a stock track, I can change the weather and then scroll back over to my track mod and see the new weather change. But I can't change it.

Title: Re: March Update 3
Post by: RickyB on March 24, 2018, 12:19:40 PM
Purple, you can change the weather on mod tracks, there are just so many duplicates of the same setting. just click more often and it will change eventually. To prevent that I guess we'll have to set a weather list in the .evse file.
NOTES FOR CONTENT CREATORS
  • The weather system now uses an event specific weather list configured in the event's evse bag data file so you can have different weathers available for each event.

*************************************

(https://media.giphy.com/media/26gsnIf5oRCFIw4q4/giphy.gif)   >> No more automatic resets! No more automatic resets! <<

Please let us decide for ourselves if we want to reset our car back onto the track. Maybe I want to watch my car crash and tumble or try to get back on track by myself without the magic of teleporting. I thought this was beeing adressed already.
Sounds reasonable - the automatic reset somehow always catches you by the surprise.
I think this was about the spectators, but it's the same with the rest of the off-track-areas.
Title: Re: March Update 3
Post by: The Very End on March 24, 2018, 12:50:53 PM
What above said. Each mod track must point to a weather list file. Specially if you have the weather mods the duplicates are many. Hopefully the weather guys updates their mod so I and other can add them to the modded tracks. Alternative is that we do it, but preferable the mod that contains the change must update on their part to solve dependency issues.
Title: Re: March Update 3
Post by: Finsku on March 24, 2018, 01:02:29 PM
Okay, more about my last message. I just want to be sure that people understood my broken English  :P . Be free to skip it

Sounds good! About that "problem" what I had, looks like it works. If I put Noon it doesn't randomly pick another Noon and reload it Loading screen even the track is same. So everything is cool and good.

Looks like I was wrong about last message. For me it doesn't work  :D

So, earlier (before the March #3 update) I used one weather only, because with that server could run the same track multiple times in a row without Loading screen, while a eventloop setting was on.

Now with 10 different "Noon"s, server randomly selects one of them, even the track  and settings are the same.. which means people will get Loading screen. That's why I suggested an server config option, which tells to server how many times that event will be played before changing the event next one.  :P

My server settings (snipped):
Code: [Select]
*snip*

track=speedway1_figure_8
gamemode=racing
bots=9
num_teams=2
laps=8
time_limit=10
elimination_interval=0
wrong_way_limiter_disabled=1
car_class_restriction=a
car_restriction=
weather=afternoon
vehicle_damage=realistic
#frequency=high
log=server_log.txt

*snip*

el_add=tour_of_destruction_crash_canyon
el_laps=6

el_add=tour_of_destruction_crash_canyon
el_laps=6

*snip*

With that config file Crash Canyon will run twice in a row with the same settings (weather, gamemode,...). Now when the weather is the same for both tracks, it uses different weather setting. This means server reloads unnecessarily (with Loading screen) the same track with the same settings.
Takes too much time and people have to wait..

EDIT: Typos and grammar
Title: Re: March Update 3
Post by: Daystar on March 24, 2018, 02:56:21 PM
What above said. Each mod track must point to a weather list file. Specially if you have the weather mods the duplicates are many. Hopefully the weather guys updates their mod so I and other can add them to the modded tracks. Alternative is that we do it, but preferable the mod that contains the change must update on their part to solve dependency issues.

I will not be updating any of my older weather mod packs, until final release. you know how the devs keep playing with paths, settings, etc.  it is too risky just saying....  ;D
Title: Re: March Update 3
Post by: Purple44 on March 24, 2018, 03:10:04 PM
11 clicks to change sunrise to noon! That a lot of clicks!  :o
Title: Re: March Update 3
Post by: St. Jimmy on March 24, 2018, 03:31:45 PM
11 clicks to change sunrise to noon! That a lot of clicks!  :o
Scroll or openable list would be nice addition for that kind of options. Or is it already possible to scroll through if you've clicked once? Would help controllers too so you can keep stick left/right.
Title: Re: March Update 3
Post by: Merhunes Dagon on March 24, 2018, 03:40:22 PM
Wow wow WOW, BugBear, your game is awesome, since the last update it's so beautiful, looking like you've added an ENB (like in skyrim). With my GTX980 i cna play with ultra setting and having my 60 fps (not on the tarmac 2 where my fps are frozen 1sec every 10sec !). 6 months ago, i cannot have the 60fps on a lot of tracks with ultra setting, since January I can !  :P Anyway, tracks are alive, weather are awesome.

The only little problem I noticed is the colour. Actually my cars who were yellow are now a very pale yellow. Same when you put the colour to 0 (red) it's looking like an orange/pale red !
And the second problem is, I play with my mudigger  in demolition derby and all the cars I hitted from the side were doing epic barrel rolls, I don't know if it is supposed to be like that  :P

Keep up the good work BugBear! Your game is getting better and better !  8)
Title: Re: March Update 3
Post by: Ryan Callan on March 24, 2018, 03:54:03 PM
decrease the slide grip, so full throttle round a turn isn't broken like it used to be/still is to a lesser degree, so the car loses grip and understeers through turns when you put your foot down but takes the turn normally if you don't. This could also solve the locked diff being the best diff for the car since locked would cause the most wheelspin, so simultaneously give the least grip.

This is absolutely where it needs a fix. The wheelspin aspect just needs accentuating over pre-patch.

Right now RWD is just as fast in acceleration, faster top speed, bulkier for taking hits, better round corners and better at starting. What exactly does FWD now offer? Literally just the ability to escape PIT maneuvres with easy full throttle.
Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 24, 2018, 05:30:03 PM
Update rolled back for now due to unforeseen issues, please stay tuned.

[Hey guys, a new hotfix is out with following goodies:
Thanks for all the feedback, have a great weekend and keep on wrecking!]

@Finsku: I told you it was broken pre-hotfix :)
Title: Re: March Update 3
Post by: The Very End on March 24, 2018, 05:39:05 PM
Great stuff! Like that the AI paint schemes have a good diversity :) Still having the strange issue that choosing AI class "A" makes performance sometimes hit as low as 9-10 Fps . Any other class works flawless at 60.
Title: Re: March Update 3
Post by: JohnBlackhills on March 24, 2018, 05:43:29 PM
Great update/hotfix! enjoying it so far  ;) But can we get a random menu/loading background images? I'm kind of bored of that rammer in the menu already  :P keep it up BB
Title: Re: March Update 3
Post by: Finsku on March 24, 2018, 05:54:42 PM
@Finsku: I told you it was broken pre-hotfix :)

Yeah thanks :D I just wanted to be sure  :P
Thanks for the hotfix!
Title: Re: March Update 3
Post by: Daystar on March 24, 2018, 06:01:46 PM
Where did all the options go? I want to change my sound settings but cannot  :o                                                      _

(http://i66.tinypic.com/29n9gjn.jpg)

Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 24, 2018, 06:07:21 PM
Just noticed the same, investigating... Might have to roll back.
Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 24, 2018, 06:21:58 PM
Update rolled back so everything should be working again pending a fix to the Settings menu.
Title: Re: March Update 3
Post by: Nitronik on March 24, 2018, 07:25:49 PM
Update rolled back so everything should be working again pending a fix to the Settings menu.

Do you think the hotfixed hotfix will be coming later today? Or should we expect it next week?
Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 24, 2018, 08:34:06 PM
Most likely next week, at least not today.
Title: Re: March Update 3
Post by: KingOfTheCakes on March 24, 2018, 11:17:36 PM
Just a head up, but AI don't take the loop on Sandpit 1 both ways since this update. ;)

Also, imo the mechanical damage on realism needs to be more like how it was when it was first introduced. In career mode so far, I've not yet managed to damage my engine beyond the yellow, no matter what I try to do. I either get it turn yellow, or I'm just dead! To me, it just feels like the normal damage, only a lot more sensitive.
Title: Re: March Update 3
Post by: Nitronik on March 25, 2018, 06:47:36 PM
Just a head up, but AI don't take the loop on Sandpit 1 both ways since this update. ;)

Also, imo the mechanical damage on realism needs to be more like how it was when it was first introduced. In career mode so far, I've not yet managed to damage my engine beyond the yellow, no matter what I try to do. I either get it turn yellow, or I'm just dead! To me, it just feels like the normal damage, only a lot more sensitive.

Teach me your secrets. I often have to limp to the finish line with an Engine Failure, amongst others  :o
Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 25, 2018, 08:33:33 PM
A specific car you're using? It's possible that some cars have a problem but in general, it largely depends on which part your car gets damage.
Title: Re: March Update 3
Post by: Vollmer on March 26, 2018, 02:20:39 PM
what about 1 car and 1 track from the destruction derby 64 game, in wreckfest? anyone????  loved that game as a kid.  :)
Title: Re: March Update 3
Post by: Paul_B on March 26, 2018, 05:51:21 PM
Just noticed on steam, did the hotfix get reloaded ?
Title: Re: March Update 3
Post by: Vollmer on March 26, 2018, 06:05:16 PM
got an update or hotfix..... any change log?
Title: Re: March Update 3
Post by: KingOfTheCakes on March 26, 2018, 06:10:51 PM
I've tested out a few more cars Janne and it just seems like certain cars are more inconsistent compared to others when I try to drive them to destruction (Driving flatout into walls, heads ons), yet the results I think are relatively the same. Hotshot, Rammer and Warwagon seem to be most inconsistent so far, that I will say. I am running every car with stock bumpers on the front as well.

What I also meant is that cars don't seem to suffer as much in performance when parts are slightly damaged or after some big hitting usually. When it was first introduced, a yellow part would usually result in some minor problems or a blown radiator, usually after a few hits. Whereas now, that only happens if you get the engine red, at least it seems that way. It seems like now it takes a lot more to get a part badly damaged. I say all this because, for me at least, this is what usually happens if I dish out some hits, regardless of car:
(https://i.imgur.com/zlrxw6E.jpg)


Also AI don't seem to lose any pace if they're too damaged, unlike in it's first iteration. The only exception is when a wheel comes off, but that's just the same case with normal damage. Hope I'm making sense!
Title: Re: March Update 3
Post by: Purple44 on March 26, 2018, 06:26:29 PM
Seem Janne forgot post here about the new hotfix is out again:

Hotfix for March Update 3
(http://steamcommunity.com/app/228380/allnews/)


(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/4329286/36b0ab752a0f8fd91c321f0628a3d9a061b475e2.jpg)

Hey Wreckers,

We’re happy to let you know that a hefty hotfix for yesterday’s update is now available, tying up a few loose ends we didn’t have the time to care of for the update and addressing a number of issues we’ve become aware since yesterday:

GENERAL

    AI players now use all cars in all classes.
    Career events now make use of the new weathers.
    Rammer RS is now received correctly as a reward from “Ramming It Down” career event.
    Removed bogus “None” parts from cars that now have proper unique customization parts.
    RoadSlayer GT roll cage can now be removed.
    Sunrise Super’s Sport Exhaust Manifold no longer results in a massive power hit.
    Fixed a number of material bugs in the new rims.
    The cute car icons now have an equally cute ambient shadow.
    Added a new improved default paintjobs for Rammer and Starbeast.
    MP: Dedicated Server console no longer crashes when someone joins while typing a server message.
    MP: Fixed a number of weather setting bugs in Dedicated Server: Setting up an incorrect weather in the event parameters no longer results in clients being unable to connect to the server. Command “weathers” now displays correct event specific weathers. If no weather is specified in the event parameters, a random event specific weather is used.
    Mixed 5 no longer features flying cars.


Thanks for all the feedback, have a great weekend and keep on wrecking!
Title: Re: March Update 3
Post by: basti4655 on March 26, 2018, 06:33:07 PM
Why its so hard to flip cars in banger race? Its nearly impossible. Even with Muddigger i didnt even flip one car. Not fun. But in derby its stupidly easy. Damn logic.
Title: Re: March Update 3
Post by: Kompressor on March 26, 2018, 06:45:39 PM
BUGBEAR, you better check the AI on Tarmac 3 main circuit. They are doing slightly unusual stuff in the couple of corners .;)
Title: Re: March Update 3
Post by: Finsku on March 26, 2018, 07:29:06 PM
I updated my server and I have problems with weathers  :D
Oh no, Finsku starts again talk about weathers...

I have "weather=noon" on server config file, but weathers (times) are changing randomly. First event went with sunrise/sunset, and second event with sunset.

Another thing (which someone reported already) is about AIs. On Crash Canyon track AIs can't keep cars on control. After turning they lost grip and starts to spin.

These came after today's hotfix which I installed.

(Gonna make bug reports if someone else notices same bugs)
Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 26, 2018, 07:31:53 PM
Thanks Purple, didn't forget but was running very late to get the update out. Thanks for the fix, though :)

KingOfTheCakes Thanks, it does make a lot of sense. The maximum mechanical damage was reduced somewhat this time around to make it possible to remain at least somewhat competitive even with maximum mechanical damage, hence the performance effect is not as drastic as it was initially. How much do you (and everyone else, for that matter) think would work the best, the same as before (with Realistic Damage, that is)? It's not a problem that it's difficult to keep up the pace then?

Kompressor Thanks for the heads-up, we'll check and fix.
Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 26, 2018, 07:35:34 PM
Finsku, don't tell me there's another problem with server weathers... Will check.

There shouldn't have been any changes to how AI drive in this hotfix, will check this one too.
Title: Re: March Update 3
Post by: Finsku on March 26, 2018, 07:42:22 PM
Finsku, don't tell me there's another problem with server weathers... Will check.

There shouldn't have been any changes to how AI drive in this hotfix, will check this one too.

Weather could change because the way how I've set my configs.

Every track what is on my server has the same settings. The way, how I change maps on /eventloop is

Code: [Select]
*snip*
car_restriction=
weather=noon
vehicle_damage=realistic
#frequency=high
log=server_log.txt

el_add=tour_of_destruction_crash_canyon
el_laps=6

el_add=tour_of_destruction_crash_canyon
el_laps=6

el_add=gravel1_main_loop
el_laps=4

el_add=gravel1_main_loop
el_laps=4

el_add=mixed2_main_circuit
el_laps=4

*snip*

Is this right way? Should it put same weather on eventloop weathers, or does this config file put random weathers?

Oh, and about AI, here's a fast video where I tried to capture weird acting. (still uploading if it doesn't work)
https://youtu.be/-OdLgvx2uIQ
Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 26, 2018, 07:46:00 PM
Ah the joy, I think that explains the issue. You need to set "weather=noon" for each event in the rotation, the parameters in the beginning are not global overrides but instead, if the parameter is not found for the event a default value is used. In the case of the weather, the default is empty, i.e. random.

Thanks for the video, will check it later tonight.
Title: Re: March Update 3
Post by: Kompressor on March 26, 2018, 07:46:23 PM
Noticed another thing. In the career mode, under the "START DAY" button, the amount of laps is often wrong. For example, if it tells you 10 laps, there will be 12 in actual race.
Title: Re: March Update 3
Post by: Finsku on March 26, 2018, 07:52:43 PM
Ah the joy, I think that explains the issue. You need to set "weather=noon" for each event in the rotation, the parameters in the beginning are not global overrides but instead, if the parameter is not found for the event a default value is used. In the case of the weather, the default is empty, i.e. random.

Thanks for the video, will check it later tonight.

Daymn, and I thought those are global parameters *multiple facepalms*
Nothing wrong then  :D

About the video, I added couple time marks on video's description. No need to watch it from start to the end.

EDIT: I have to say that other parameters looks for me global. I've set (on private server) 6 laps for all with the same method. Looks like the only thing which isn't global is weather setting.

EDIT2: Thanks for the hotfix!
Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 26, 2018, 07:56:11 PM
No need for a facepalm :) In many ways it would be as expected that those were global overrides but for the sake of simplicity they aren't (game mode couldn't be, track either).

Which AI difficult in your video, by the way?
Title: Re: March Update 3
Post by: BenDover on March 26, 2018, 08:02:03 PM
I dont know exacly how the mechanical damage works but after getting a problem with something I would like it to be how it have been or atleast that the cars loses 25% or more performance :P If its already more I am happy with that, I think it was good befor the hotfix 3 atleast but I really see a big different in performance after getting mechanical damage to your car :)
Title: Re: March Update 3
Post by: Calamann on March 26, 2018, 08:05:22 PM
cant play! the game crashes when I have to select a car. I have selected the hotshot. before the hotfix update the game crashes when I wanted to change the tires of the hotshot. but now because of the selected hotshot I cant even play :(
Title: Re: March Update 3
Post by: Finsku on March 26, 2018, 08:13:41 PM
cant play! the game crashes when I have to select a car. I have selected the hotshot. before the hotfix update the game crashes when I wanted to change the tires of the hotshot. but now because of the selected hotshot I cant even play :(

You should verify your files with Steam Verify tool.
Click Wreckfest -> Properties and there select Verify Integrity of Game Files...



(and people will notice your messages without spamming  ;) or then your Tapatalk acted weirdly)
Title: Re: March Update 3
Post by: Tonza on March 26, 2018, 08:15:18 PM
As for the realistic damage - I kinda liked the first version of it
Title: Re: March Update 3
Post by: Calamann on March 26, 2018, 08:17:10 PM
yeah, tapatalk said that there was a problem, so I tried it multiple times. sorry didnt realize that it already was sent. How can I delete posts?
And I verified my files. got no problems!
Title: Re: March Update 3
Post by: Finsku on March 26, 2018, 08:22:05 PM
yeah, tapatalk said that there was a problem, so I tried it multiple times. sorry didnt realize that it already was sent. How can I delete posts?
And I verified my files. got no problems!

No problem, I think forum mods could remove those.
Do you use any mods? Double check you've disabled mods and try again.
Title: Re: March Update 3
Post by: Calamann on March 26, 2018, 08:31:33 PM
no I play just the clean Wreckfest. no mods :)
And another thing I noticed in March Update 3 (and also in the hotfix): Kaspersky has many problems with Wreckfest. I need to allow (I think) 5 potential viruses before starting the game. This was also the reason why the game crashed when changing the rims (only from the hotshot). Kaspersky deleted a file because it was an alleged threat. And that's only ever happened to me with the hotshot. Then I had to check all files via Steam and download the deleted file again.
These are alle the reports Kaspersky wants me to allow:

-wreckfest.exe tries to insert code into the process crashpad_handler.exe.

-wreckfest.exe tries to change a process.

-wreckfest.exe attempts to copy an internal descriptor from the steam client bootstrapper process.

-wreckfest.exe attempts to create a child key/parameter in a protected registry key (operating system/security settings).

-wreckfest.exe attempts to create a child key/parameter in a protected registry key (operating system/security settings).

-wreckfest.exe attempts to create a child key/parameter in a protected registry key (operating system/system services).

-wreckfest.exe attempts to create a child key/parameter in a protected registry key (operating system/system services).

-wreckfest.exe attempts to create a child key/parameter in a protected registry key (operating system/system services).
Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 26, 2018, 09:07:48 PM
Kaspersky deleting rim upgrade related files sounds peculiar, basically they comprise of the upgrade definition, the geometry, texture maps and metadata.

The game is (obviously) safe to whitelist.
Title: Re: March Update 3
Post by: Calamann on March 26, 2018, 09:15:27 PM
Kaspersky deleting a rim upgprade related sounds peculiar, basically they comprise of the upgrade definition, the geometry, texture maps and metadata.

The game is (obviously) safe to whitelist.

okay:) but I still got a fatal disc error in the car selection menu.
Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 26, 2018, 09:18:33 PM
Sorry, though the issue was already resolved.

Try navigating to the game' folder and deleting data\vehicle\19_american\menu\*.* and then verifying game files.
Title: Re: March Update 3
Post by: Calamann on March 26, 2018, 09:32:21 PM
Sorry, though the issue was already resolved.

Try navigating to the game' folder and deleting data\vehicle\19_american\menu\*.* and then verifying game files.
have deleted the menu folder and downloaded all missing files. but still... a fatal error :(
Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 26, 2018, 10:43:19 PM
I would then try deleting the whole 19_american folder and resyncing, worth a try at least.

If that doesn't help take a backup of your save data and try reset it.
Title: Re: March Update 3
Post by: KingOfTheCakes on March 26, 2018, 10:45:48 PM

KingOfTheCakes Thanks, it does make a lot of sense. The maximum mechanical damage was reduced somewhat this time around to make it possible to remain at least somewhat competitive even with maximum mechanical damage, hence the performance effect is not as drastic as it was initially. How much do you (and everyone else, for that matter) think would work the best, the same as before (with Realistic Damage, that is)? It's not a problem that it's difficult to keep up the pace then?

Kompressor Thanks for the heads-up, we'll check and fix.

Thanks Janne! For me personally I never really struggled to keep up and overall i enjoyed the first version more.:D I had to be more cautious with the first iteration, but with real damage I kind of expected that, which I liked. It made a change from racing with normal damage but right now, it doesn't feel like it makes a huge difference, just the health bar goes down faster most of the time. At least from my experience.
Title: Re: March Update 3
Post by: Calamann on March 26, 2018, 11:57:48 PM
thanks janne and finsku! :)
I had to delete my cars5.ccrs file in the userdata, sadly I have only one car now but no game crash anymore!
Title: Re: March Update 3
Post by: Purple44 on March 27, 2018, 12:10:47 AM
Janne, this been a problem with PC games forever, savegame files getting corrupted and players have to start over.

Me, I have gotten in the habit of finding where savegame files are kept and make copies of them. Help me out with Wreckfest and GRID 1.  :D

Be nice if Wreckfest had a simple way of backing up files come final release. But don't just overwrite old folder, give player option to make copy of folder. I got 5 copies now for Wreckfest.

I say, let us make copies, because sometimes when you realize you got bad save files, you may of overwritten your good savegame files already.   :'(
Title: Re: March Update 3
Post by: Purple44 on March 27, 2018, 01:59:27 AM
Thanks Bugbear Devs for fixing the checkpoints on the Tarmac 3 Short track so can't cheat the chicane or the hairpin. Now I can use the Tarmac 3 Short track online again.  :D

The red circle on Mixed 2 track fix now, but AI seem to have an issue now. Posted pics at my Mixed 2 bug report thread, Janne:

Mixed 2 red circle bug (http://community.bugbeargames.com/index.php/topic,10765.0.html)

Have to check the Dirt fig8 track online Saturday, see if red circle bug been fix. Looking at the checkpoints today, seem they been move a bit.
Title: Re: March Update 3
Post by: Heddly on March 27, 2018, 02:47:38 AM
No need for a facepalm :) In many ways it would be as expected that those were global overrides but for the sake of simplicity they aren't (game mode couldn't be, track either).

Which AI difficult in your video, by the way?


I think the AI are just fine, they are racing, not derbying, so why should they crash into a car that is not to their advantage if they are trying to win a race? Something like that should only happen in a Derby.

Edit: It looks like a lot of the AI are wrecking but not too aggressively so they can finish the race.

http://youtu.be/-OdLgvx2uIQ (http://youtu.be/-OdLgvx2uIQ)

Edit : I like it the way it is.
Title: Re: March Update 3
Post by: NicoP on March 27, 2018, 04:48:39 AM
AI are very not agressive, they never head you, never smash you, when you get closer they are afraid and they skid alone... They are like robot riding on a trail because they all take the same path, they are very not a challenge and it is unfun
Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 27, 2018, 11:58:19 AM
Looking at the video it does not seem very obvious that the AI would drive like a robot, especially when compared to other games.

AI aggression will be reworked in near future but of course unless you're driving side-by-side they can't really try to ram you (they occasionally try to do that now as well).

Purple, we will force delete your save data come the final release. Being an Early Access game we really should wipe the data every time the game is update to prevent all these issues we're seeing but we've kind of left it for the users to decide whether to try to cope with the glitches or simply start anew.

The Dirt Figure 8 bug will still be there, as mentioned earlier it's tricky to fix (adjust the sectors or the checkpoints will not help).
Title: Re: March Update 3
Post by: The Very End on March 27, 2018, 12:03:34 PM
Speaking of AI's, and the idea of reworking them;
As of now the game calculates an ideal route based on the sectors. Wouldn't it be possible to let game generate 2-4 different paths within the sectors? Then at start the AI's would randomly chose one of those? Then you would have AI's spread around. As of TCAT files, either each file could contain the 4 different alterations, or the file would just focus the ideal line.
Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 27, 2018, 12:15:53 PM
For a long time that was actually our idea too but it just never materialized due to other commitments.

Also, it might be difficult to make it work since for the most part there *is* only one ideal racing line so the AI cars taking the not so ideal line would be much slower.
Title: Re: March Update 3
Post by: The Very End on March 27, 2018, 12:28:57 PM
True true, but if the ideal line has an weight of 50-75% probability of being chosen, and the other 25% is a mix of non-ideal lines? You then get the majority of AI's to drive the fast line, while the other's will go about creating some variations. Maybe assign 25-50% of the field to these slow routes, and create interesting profiles for them (more focus on creating chaos)?

Either way, know it's not a perfect or easy solution, but having the AI's spreading around on the driving area creates (even maybe not realistic) so more "lively" look.
Title: Re: March Update 3
Post by: sam223 on March 27, 2018, 02:57:23 PM
1 or 2 ai profiles per race with some sort of homing missile mechanic would be good imo. ATM the ai handle small bumps/nudge & spin ok,they just dont really hit people unless its accidental.
Title: Re: March Update 3
Post by: Calamann on March 27, 2018, 03:09:41 PM
some thoughts and points I would like to see changed:

-bigger fonts in the menu are blurry. please make them all sharp. also the menu graphics like the demage display, the speedometer or the keyboard buttons on the bottom arent sharp on my 4k monitor

-I think you could improve the menu anyway. every update it takes a big step forward but I'm not quite satisfied yet. it still often looks like the text was just written among each other, it just looks a bit boring. you could do it better guys :) I like the level display on the top right corner! And the yellowish color is also nice, try to play around with it

-In most situations, I like the new weather system and the lightning, but in some situations I dont like it and think you could work on it:
gravel and sand is to shiny when the sun shines on it. trees (especially in the background) dont look very well yet (too flat)

-a bug in the march update 3 and in the hotfix: some car icons are not displayed correctly. sometimes its the same as the car to the left or to the right, or its just an icon of an car item (engine ...)
Title: Re: March Update 3
Post by: Paul_B on March 27, 2018, 05:42:45 PM
This will break some hearts , I've built up a nice garage at level 30 :(

Janne,
Purple, we will force delete your save data come the final release. Being an Early Access game we really should wipe the data every time the game is update to prevent all these issues we're seeing but we've kind of left it for the users to decide whether to try to cope with the glitches or simply start anew.
Title: Re: March Update 3
Post by: Purple44 on March 27, 2018, 05:57:51 PM
This will break some hearts , I've built up a nice garage at level 30 :(

Janne,
Purple, we will force delete your save data come the final release. Being an Early Access game we really should wipe the data every time the game is update to prevent all these issues we're seeing but we've kind of left it for the users to decide whether to try to cope with the glitches or simply start anew.


I look forward to having my save file wipe and starting over and give career mode a go. Waiting until final version release before I give career mode a go.

But for testing out the new Builds, it would be frustrating to have to start over after every Build release to earn enough cash to buy the new cars ( and parts ) that get release with a new Build!!  :P
Title: Re: March Update 3
Post by: Paul_B on March 27, 2018, 06:02:23 PM
Not to fussed about garage but a credit wipe is a killer   :(
Title: Re: March Update 3
Post by: sam223 on March 27, 2018, 06:45:35 PM
Not to fussed about garage but a credit wipe is a killer   :(
Dont worry about it too much as its only personal progression. You can just cheat your way back up in no time, if you want to continue from where you were.
Title: Re: March Update 3
Post by: Paul_B on March 27, 2018, 06:53:09 PM
Cheat !   

Down with that sort of thing  ;)
Title: Re: March Update 3
Post by: Purple44 on March 27, 2018, 06:58:04 PM
Not to fussed about garage but a credit wipe is a killer   :(
Dont worry about it too much as its only personal progression. You can just cheat your way back up in no time, if you want to continue from where you were.

Should Bugbear allow this with final release version?

A week after release, you got a whole bunch of players at level 50 online.  :o

I've earn my current level 50 with 3 years of racing online!  :)

Edit: Or block cheating credits for the first 3 months, then Bugbear allow it for the late comers to Wreckfest?
Title: Re: March Update 3
Post by: JohnBlackhills on March 27, 2018, 07:16:03 PM
Word on rocket as a starting car - Wouldn't be better/possible to make cars unlockable by reaching certain amount of level? And by that give player 3 cars to choose from at the begining? (FO2 hehe)
Title: Re: March Update 3
Post by: sam223 on March 27, 2018, 08:45:48 PM
Not to fussed about garage but a credit wipe is a killer   :(
Dont worry about it too much as its only personal progression. You can just cheat your way back up in no time, if you want to continue from where you were.

Should Bugbear allow this with final release version?

A week after release, you got a whole bunch of players at level 50 online.  :o

I've earn my current level 50 with 3 years of racing online!  :)

Edit: Or block cheating credits for the first 3 months, then Bugbear allow it for the late comers to Wreckfest?
Whether they want it to happen or not, it'll happen. The only way to prevent it would be to have a separate online and offline career mode. With your online career file stored on their servers. Or make the whole game to be played with a internet connection active (single player and multi). But these solutions are not friendly to customers in short term (cant play without internet) or long term (what happens when they don't want to maintain a server tracking all player careers anymore) so should not be requested imo.

Just remember its only personal progression (should you be interested in that), nothing to do with ability or time played.
Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 27, 2018, 09:58:10 PM
Sam is right, even if we would go out and ban every related workshop mod, it would be very easy to edit the save file with a hex editor or use Cheat Engine.

Word on rocket as a starting car - Wouldn't be better/possible to make cars unlockable by reaching certain amount of level? And by that give player 3 cars to choose from at the begining? (FO2 hehe)

Hmm say again? :) Some of the cars are already unlockable/need to be unlocked.
Title: Re: March Update 3
Post by: STRmods on March 27, 2018, 10:19:37 PM
Yeah I don't see the point in blocking "cheating" progress in whichever way, at least yet especially as it doesn't really have any effect if you cheat your own progress or not. The number of times I've had to wipe, or just lost my save data over the years would have made it a pain if I couldn't shortcut myself back to where I was. When the game gets it's final release I'll be playing through career properly since it will be my first proper play through of the game being complete, but until then I don't care so much for the progression because of how much I've already played. For now I prefer to just jump online with competitive cars without worrying about credits or unlocks.

And as Sam said any kind of authentification for online would likely just cause other problems, another one I have in mind is what happens if theres bug with a vehicle in your inventory that causes a crash that is synced to an online profile, at the moment it's an easy fix if something like that happens... Not so much if it loads from cloud.
Title: Re: March Update 3
Post by: Purple44 on March 27, 2018, 10:27:22 PM
Sam is right, even if we would go out and ban every related workshop mod, it would be very easy to edit the save file with a hex editor or use Cheat Engine.




Guess since nobody does get to see how far you leveled up, unless you record a video and show the lobby, this will not be a big issue online. Just the issue of some players having all the cars the first week with all the racing parts.

This will make racing online unbalance for the first month as players earn enough money to upgrade their cars or give in to the temptation of upgrading their cars fast.

I will just have to do a lot more fig8, crash canyon and suicide loop races where an A class car does not have a big advantage against BIG Purple when he hunting the leader!  :P

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202018/Zeb%20skins/big-purple3.jpg)




I will have to concentrate on two cars to upgrade that first month. One racing car and one car for rough and tumble racing.   ;)

Title: Re: March Update 3
Post by: Janne Suur-Näkki on March 27, 2018, 10:33:29 PM
That's a nice paint job you got there, Purple :)
Title: Re: March Update 3
Post by: Purple44 on March 27, 2018, 10:38:10 PM
That's a nice paint job you got there, Purple :)


That thanks to Zeb and some input from me.  :D

Being friends with a skinner or two has it benefits.   :D :D


(http://www.lay-zmattress.com/flatout2/purple44/flatout%202/Jupiter-1.jpg)
Title: Re: March Update 3
Post by: Nitronik on March 27, 2018, 11:24:57 PM
I really enjoy the subtle tweak made to the Starbeast and Rammer's paintjob. I actually hope to see other cars receive a similiar touch up


On a somewhat related note : Will we see more RS / GT car variants soon? And if so, can we get the release Tristar (Asian 1) back as the RS variant?  :D
Title: Re: March Update 3
Post by: TheEngiGuy on March 28, 2018, 01:04:26 AM
Clipping issues on Speedway 1 Figure 8:


Also,
Possibly, but since mechanical damage is not linked to the chassis health of the car but to the distance that the wheels and engine + transmission have deformed, the outcome largely depends on which parts the car get damage. So if it kicks in earlier, you might get a red engine after a single head-on collision (which on the other hand could be more realistic indeed).

It's also pretty hard in a demo-derby to reach orange damage state, I often get DNF'd with only lightly damaged engine and gearbox (4.8 strength).

I was talking about the Warwagon having this "issue". I tried doing some derbies with the Gremlin and the mechanical damage worked just fine with that car.
Title: Re: March Update 3
Post by: Andy Rotten on March 28, 2018, 01:59:19 AM
Can't remove rear spoiler from hotshot

I can't play two races in a row because crash every time on the second.  :o
Title: Re: March Update 3
Post by: Finsku on March 28, 2018, 10:49:57 AM
Can't remove rear spoiler from hotshot

I can't play two races in a row because crash every time on the second.  :o

Do you use mods? If yes, try to disable mods.
When game crashing happens? While loading next event? While racing? On Menu?
Is it a specific track which causes crashing?
Devs likes always to hear pc specs.

ehm.. what else...
Title: Re: March Update 3
Post by: Calamann on March 28, 2018, 11:19:27 AM
Can't remove rear spoiler from hotshot

I can't play two races in a row because crash every time on the second.  :o
its possible that you maybe have the same problem as me. then you have to delete the cars5 file in the userdata folder of wreckfest.
Title: Re: March Update 3
Post by: Calamann on March 28, 2018, 01:17:14 PM
i really want to know what we can expect until the release. what are you planning to implement or to improve, janne?
Title: Re: March Update 3
Post by: JohnBlackhills on March 28, 2018, 03:56:55 PM
Word on rocket as a starting car - Wouldn't be better/possible to make cars unlockable by reaching certain amount of level? And by that give player 3 cars to choose from at the begining? (FO2 hehe)

Hmm say again? :) Some of the cars are already unlockable/need to be unlocked.

I mean like we had in FO2 career where you couldn't just buy a road king even if you had enough money to buy it. You had to progress your skills and career if you wanted to buy car like that. It's not necessary, but it would make experience points and leveling more important and challenging.

Anyway, I've seen some new possible layouts on mixed 7 when I was spectating ;) Not sure if these roads were added recently or I just didn't seen them, but I'm sure you're not going to release mixed 7 with just full circuit and short circuit layouts!(hope so)  ;D
Title: Re: March Update 3
Post by: St. Jimmy on March 28, 2018, 04:12:13 PM
Word on rocket as a starting car - Wouldn't be better/possible to make cars unlockable by reaching certain amount of level? And by that give player 3 cars to choose from at the begining? (FO2 hehe)

Hmm say again? :) Some of the cars are already unlockable/need to be unlocked.

I mean like we had in FO2 career where you couldn't just buy a road king even if you had enough money to buy it. You had to progress your skills and career if you wanted to buy car like that. It's not necessary, but it would make experience points and leveling more important and challenging.
So you want the cars getting unlocked after some certain races, not after you've reached some level. Most of the cars currently are locked until you reach certain level. Exceptions for that are currently Lawn Mower and Rammer that are unlocked only after you've won certain race.
Title: Re: March Update 3
Post by: JohnBlackhills on March 28, 2018, 04:27:38 PM
*facepalm* so my whole converastion was pointless, because I didn't knew cars are unlockable by reaching certain level already!  :o - that was my point. My bad, I will quietly disappear for now, pretending nothing happened  :P
Title: Re: March Update 3
Post by: Andy Rotten on March 28, 2018, 07:00:50 PM
Can't remove rear spoiler from hotshot

I can't play two races in a row because crash every time on the second.  :o
its possible that you maybe have the same problem as me. then you have to delete the cars5 file in the userdata folder of wreckfest.

Thank you, and can't remove rear spoiler of hotshot (no mods activated)
Title: Re: March Update 3
Post by: Tonza on April 01, 2018, 10:01:59 PM
Now that BB added the Muddigger, I hope to see some good ol' pickup truck in the game, like 80's Chevy S10 or C10 (I guessl the El Matador is a pickup but I always seen the El Camino as more of a muscle car trying to be a pickup)
Title: Re: March Update 3
Post by: Purple44 on April 01, 2018, 11:13:38 PM
Now that BB added the Muddigger, I hope to see some good ol' pickup truck in the game, like 80's Chevy S10 or C10 (I guessl the El Matador is a pickup but I always seen the El Camino as more of a muscle car trying to be a pickup)



How about a dodge pickup?

http://www.flickr.com/photos/eyellgeteven/8005089606/

http://www.flickr.com/photos/eyellgeteven/8005087339/
Title: Re: March Update 3
Post by: JohnBlackhills on April 02, 2018, 11:42:31 PM
not a single april fools joke? cmon
Title: Re: March Update 3
Post by: Purple44 on April 03, 2018, 12:02:43 AM
not a single april fools joke? cmon


Like:  Bugbear announce today the Flatmobile will be a bonus car in Wreckfest.  :o

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/online/online-carnage-space.jpg)
Title: Re: March Update 3
Post by: Heddly on April 03, 2018, 12:13:02 AM
Why does the Easter Bunny hide his eggs?
=
=
=
=
=
So nobody knows he has been screwing a chicken, April Fool  :)
Title: Re: March Update 3
Post by: CFodder on April 05, 2018, 11:09:38 AM
Is realistic damage on by default for MP with the dedicated servers as we're seeing a stack load more people DNF'ng in the first lap of races than we have for a fair while.
Title: Re: March Update 3
Post by: St. Jimmy on April 05, 2018, 11:52:23 AM
Is realistic damage on by default for MP with the dedicated servers as we're seeing a stack load more people DNF'ng in the first lap of races than we have for a fair while.
Yes I think the default config has realistic by default.
Title: Re: March Update 3
Post by: Finsku on April 05, 2018, 01:28:06 PM
Is realistic damage on by default for MP with the dedicated servers as we're seeing a stack load more people DNF'ng in the first lap of races than we have for a fair while.
Yes I think the default config has realistic by default.

I downloaded fresh file and looks like realistic damage is off by default:
Code: [Select]
# Vehicle damage: normal, realistic
#vehicle_damage=realistic
Title: Re: March Update 3
Post by: St. Jimmy on April 05, 2018, 01:43:47 PM
Ah there was that # in front
Title: Re: March Update 3
Post by: CFodder on April 06, 2018, 06:57:32 AM
Is realistic damage on by default for MP with the dedicated servers as we're seeing a stack load more people DNF'ng in the first lap of races than we have for a fair while.
Yes I think the default config has realistic by default.

I downloaded fresh file and looks like realistic damage is off by default:
Code: [Select]
# Vehicle damage: normal, realistic
#vehicle_damage=realistic

Okay, ta for that St Jimmy & Finsku. I wonder if even though realistic damage is commented out if it still defaults to that when not specified. Will try setting it to normal and see if it makes a difference.
Title: Re: March Update 3
Post by: Mopower on April 07, 2018, 11:32:48 AM
I have nameplates off, like I have for a long time now, and I have no idea who is on my team in team modes.

Also, Where is my last man/team standing mode for a team mode in derbying?

This is trivial stuff that hasn't been on there or right for several patches or several years for the latter. C'mon now Bugbear. Do I really ahve to turn nameplates on to tell who is on my team? That's just stupid.

Take my advice from earlier, drop the stupid arrows and the stupid health bars, and just force everyone's car to be painted red/blue/green/yellow for whatever team they are on for team events so that it is simple and easy to tell teammates from foes. Without nameplates, there is absolutely no way to tell in a derby. In racing, it's not impossible as you have the little position tracker thing in the top left, but still pretty lame.

Why don't we just make this easy and change paint for team events.

Also, why is my performance big block topping out before 6k rpms? Fully upgraded, can't hit 6k rpms. Shit, a factory 383 can rev to 6k rpms, let alone one with stiffened valve springs and a cam.
Title: Re: March Update 3
Post by: KingOfTheCakes on April 08, 2018, 04:39:51 AM
Just a bit more feedback regarding the AI.

Watching replays I've come to notice that AI have a tendency to settle into a "train" and don't try very hard to ram or overtake each other, providing the player doesn't interfere. I've playing the new Banger and Derby classes, which vary from C to A cars, so to see A class cars just sit behind slower cars once the train has settled seems odd. I can only assume this has something to do with the lack of aggression AI seem to have atm.
Title: Re: March Update 3
Post by: Daystar on April 08, 2018, 10:28:17 AM
Just a bit more feedback regarding the AI.

Watching replays I've come to notice that AI have a tendency to settle into a "train" and don't try very hard to ram or overtake each other, providing the player doesn't interfere. I've playing the new Banger and Derby classes, which vary from C to A cars, so to see A class cars just sit behind slower cars once the train has settled seems odd. I can only assume this has something to do with the lack of aggression AI seem to have atm.

Yep I have to agree with you on this point.  The AI really is not that fascinating... they are lack luster, meaning boring as f%&/!!! I was hoping that they would drive like their assigned names from the leaderboards... however that is contrary to what is to be believed. I thought Janne in the past had said, the AI would reflect the actual players driving behaviors. wrong never came true! in an ideal race with AI cars, I would love to see some deviation in their scripted paths. also maybe an aggressive lad that just wants to ram random cars? or perhaps an AI bastard that just wants to do random crap?  such as randomly veer hard to the left, and if there is a tree there than ooops he go tumbling down a hill, or even 1 AI bot that just loves to completely stop and is in the way of everyone? would be quite interesting races I believe. (https://orig00.deviantart.net/3233/f/2013/202/e/7/blush_by_mintyy-d6ehdgq.gif)

Title: Re: March Update 3
Post by: NicoP on April 08, 2018, 07:51:18 PM
Just a bit more feedback regarding the AI.

Watching replays I've come to notice that AI have a tendency to settle into a "train" and don't try very hard to ram or overtake each other, providing the player doesn't interfere. I've playing the new Banger and Derby classes, which vary from C to A cars, so to see A class cars just sit behind slower cars once the train has settled seems odd. I can only assume this has something to do with the lack of aggression AI seem to have atm.

Yep I have to agree with you on this point.  The AI really is not that fascinating... they are lack luster, meaning boring as f%&/!!! I was hoping that they would drive like their assigned names from the leaderboards... however that is contrary to what is to be believed. I thought Janne in the past had said, the AI would reflect the actual players driving behaviors. wrong never came true! in an ideal race with AI cars, I would love to see some deviation in their scripted paths. also maybe an aggressive lad that just wants to ram random cars? or perhaps an AI bastard that just wants to do random crap?  such as randomly veer hard to the left, and if there is a tree there than ooops he go tumbling down a hill, or even 1 AI bot that just loves to completely stop and is in the way of everyone? would be quite interesting races I believe. (https://orig00.deviantart.net/3233/f/2013/202/e/7/blush_by_mintyy-d6ehdgq.gif)

True :(

AI is bad and boring :/ You can play all race and finish with 100% life ( except in the figure 8 stadium ).
I wish they were another level of AI with all the max of all class ( C150/160, B200/210 and A 280/300 ) and very agressive<

At least there is the Trackfest mod from ricky if you want real wreckfest racing.
Title: Re: March Update 3
Post by: Vollmer on April 13, 2018, 04:38:36 PM
When we get the Next Update???????
Title: Re: March Update 3
Post by: existenzrippa on April 16, 2018, 03:51:02 AM
very quite atm  :-X
Title: Re: March Update 3
Post by: Purple44 on April 16, 2018, 05:24:51 AM
My guess, not until May.
Title: Re: March Update 3
Post by: Finsku on April 16, 2018, 05:05:54 PM
Looking information from SteamDB (https://steamdb.info/app/228380/history/) they've made multiple changes in last 5 days.
They've worked with branch uxtest so it looks like we're getting upgraded user interface. Also changes on developer and bbtest branches.  :o
Title: Re: March Update 3
Post by: Tonza on April 16, 2018, 06:16:25 PM
Hope Bugbear add better V8 Sounds!
Title: Re: March Update 3
Post by: Calamann on April 16, 2018, 07:45:59 PM
maybe and hopefully they will give us new information on friday or next week :)
Title: Re: March Update 3
Post by: Rocket455Man [FIN] on April 16, 2018, 08:14:01 PM
Hope Bugbear add better V8 Sounds!

And Real GM engines to GM cars!

Starbeast must have Olds 455 on it.

And Hotshot have something like Chevy 427 on it.
Title: Re: March Update 3
Post by: Daystar on April 16, 2018, 08:20:48 PM
Hope they take away the catch fence on sandpit1 (alt route) and the invisible walls. before final release comes! very irritating. Oh! and access to the leaderboards when you want, not just in the after race results screen.

Title: Re: March Update 3
Post by: Purple44 on April 16, 2018, 11:09:20 PM
Dose Bugbear need take a look at the lawnmower challenge?

https://steamcommunity.com/app/228380/discussions/0/3288067088100790131/?tscn=1523908446


Quote from: Aneurysm
PLEASE! Does anybody have any tips for this challenge? It's the bane of my existence. You hit them at a reasonable pace, and you fly off, but if you hit them at a slower speed it barely does any damage. They can hit me going crazy speeds and rarely if ever fall off.

If I survive until there's ten opponents left, everybody is just a person hovering above or somewhere near a steering wheel and four wheels all clipping into each other, making them next to impossible to hit, and if I do manage to hit that tiny, moving target, most of the time I just bounce/graze off of it because the hit box is so tiny and the center of gravity is all messed up. My mower tips so easily when it's like this, but theirs seem to be rooted like trees.

I needs tips! Anything! Tipping them seems to help, but damn if I can seem to do it consistently. The sweet spot seems very small and you have to hit it at just the right angle and speed. Any help or tips would be greatly appreciated!

Are the AI cheating?
Title: Re: March Update 3
Post by: Janne Suur-Näkki on April 17, 2018, 10:56:07 AM
Nope, the AI has the same lawnmower as the player but it does take some skill to wreck them. I added some info to the Steam thread but basically you either need to have a faster speed than the AI when hitting it, or hit them to the side so that they roll over. Also if you're about to roll over yourself make sure to steer into the opposite direction to balance the mower.
Title: Re: March Update 3
Post by: Antsaboy on April 20, 2018, 02:37:18 PM
April update OUT!
http://www.wreckfestgame.com/april-update-lets-hear-your-opinion/ (http://www.wreckfestgame.com/april-update-lets-hear-your-opinion/)