Update #2 2014-02-15

T

Team Bugbear

Guest
While we experienced some unfortunate bumps along the way last night, we're proud to let you know the latest update for Next Car Game is finally online! You should receive the update automatically, but in case your game is not being updated, please log out of Steam and back in to start the update process.

The highlights of the update are the brand new Figure 8 derby race event and the new classic American Sedan car, but in addition to those the update also contains other major new features like new weathers and added upgrade parts. There's also a hefty amount of other improvements and fixes. Please find the complete changelog with release notes below:

Tracks:
* New Figure 8 derby race event.
* All race tracks now have a reverse layout as well.
* Lap and AI counts are now fully customizable for each event.
* Tarmac track: start area rehauled, tarmac textures reworked, last sector redecorated.
* Gravel track: textures reworked, track surface visuals updated.
* New birch model for both tarmac and gravel track.
* General polishing and bug fixing.

Weathers:
* Three new weathers: bright day, cold morning and warm sunset.
* A random weather is selected to an event at startup.

Dynamic environment objects:
* Tire stacks now have more weight to them for added realism.
* Reduced concrete barrier friction to prevent the car from spinning.

Vehicles & Upgrading:
* New car: American Sedan (no high detail dashboard yet).
* Steering wheels now rotate in cockpit camera.
* Texture/model improvements and bug fixes.
* Increased European hatchback engine power.
* Reworked European hatchback handling.
* New engine backfire effect.
* Improved differential simulation.
* New gearbox, drivetrain, suspension and brake upgrade parts.
* New paint jobs for cars to choose from.
* Driving model improvements.

Driving assists:
* Assists now have three levels of strength: 'Off', 'Half' and 'Full', with 'Off' and 'Half' being the same as earlier 'Off' and 'On' and 'Full' offering an even more assisted driving experience.

Cameras:
* New screenshot camera mode with zoom factor and yaw, pitch and roll parameters, designed for taking screenshots with free camera and hidden HUD. In the screenshot mode, it's possible to rotate the camera as well as adjust the field-of-view, and by accessing Effect Mode, you can adjust the Depth-of-Field (DOF) parameters to your liking. There's no dedicated button for taking a screenshot yet, so you need to use an external application or PrintScreen button.
* Brought back spherical camera from the technology demo, it's available only in camera mode at least for now.
* Implemented another chase camera further back according to the feedback.
* Tweaked European hatchback chase camera.

Damage:

* Fixed engine component damage calculation in HUD so that the engine icon will better represent the actual damage.
* Removed red damage direction indicators from HUD based on a general request.
* Fixed an issue with gameplay damage not being calculated correctly when near death.
* Further balancing of gameplay damage and visual damage - a completely reworked system will be introduced in the future.

Garage:

* Reworked many textures.
* Added some nice decorative elements.
* Tweaked interior and yard decoration.
* Tweaked lighting.

Gameplay:
* Derby AI: tactical reverse mode now considers engine location more efficiently.
* Removed speed sensitive steering when using a steering wheel.
* Implemented further balancing tweaks to AI profiles and handling.
* Implemented start position randomization (for player as well).

User interface:
* Binding the Logitech G27 button 7 etc. will no longer result in exiting the settings menu.
* Loading screen will now show a background based on the event you're playing instead of a generic one.
* Game is now paused and input suspended while Steam overlay is active.

Input:
* DirectInput gamepads should now work and are also remappable.
* Improved controller settings to reduce steering lag.

Render:
* Fixed a bug where VSync was not able to recover back to 60 fps when temporarily dipping to 30 fps.

Audio:
* Engine damage sound effect is now linked to actual engine damage instead of car health.

As always, all feedback is welcome!
 

SensenM4nn

Steam: animal_ger
Full time wrecker
Re: Update #2 2014-0215

wow that sounds awesome..all of it :) nice work everywhere.new textures and weathereffects..you guys know what the fans want.
thx for that :D
can´t wait for the final game..please hurry ;D

now i played it for 2h and WOW it get´s better and better. the sound effects are freaking nice.. like all the new stuff :D
i am so glad that you guys make this awesome game for us.

THANK YOU BUGBEAR <3
 

Usmovers_02

Active Member
Full time wrecker
Wow!! This update is so much more than I was expecting. It's starting to feel like a game instead of a few unfinished tracks. The updated graphics was very unexpected. A beautiful game is now substantially prettier.

The photo mode is a VERY welcome edition. Is this gonna be in the final game too? I do have a few issues with it right now though. On the 360 controller the camera movement is extremely sensitive. It would be nice to have a button to put it in "fine tune" mode. The KB/M controls are fine though. Also, it would be nice if all the camera settings would reset when you quit photo mode. Right now it keeps the previous settings and the numbers seem bugged as a result.

The figure 8 would be great if the cars weren't so weak. Right now 4 or 5 cars don't survive the first corner and nearly half don't survive the first lap. Makes for a pretty sparse crossing lol :p I also think the starting grid is just way too crowded. I'd rather see the normal 3 wide grid. I intend to run the 8s with a high lap count so starting far away from pole won't be an issue for me.

The new car is just GREAT. No complaints at all right now. I haven't tried the old cars yet. I'm also loving the new upgrades though I haven't really tested them. I'm looking forward to trying out the rally suspension.

That's all I've got for now. I'm really loving the way this game is turning out :D
 

Majatek

Posts generated by this user derive from consensus
Full time wrecker
Master Blaster
Team Bugbear Member
There is a word that I want to describe the amazing audio and physicality of this game. That word is "beefy".

I love how everything is so visceral, and it's great to see that the FPS damage indicator got removed. The experience is much more immersive now that I can focus on the beautiful backfiring effect that has been recently added.

Minor detail: nextcargame.com no longer displays a Backer count nor does it show how much money you have earned thus far. It would be nice to see those pretty, pretty numbers again. ;)
 

kamikave

Member
Full time wrecker
That's a great update ! Now, about feedback ;)

- The new sounds are great, but a crashing car from a distance sounds like it's right next to me. I'm using a 5.1 surround system. I think the sound is not diffused correctly or with the right intensity.

- Dead opponents should decrease the number of active cars. I mean if you have 24 cars from the start, then when 3 cars are out, you should see 01/21 cars (or whatever your position is) still on course. On the same point, when an opponent dies, you should gain a position only when you pass his burning car by, not when he dies. After all, there is no garantee you'll live long enough to pass him by ;D

- Tarmac reverse start positions have some cars starting with a wheel in the grass (left side), which can hinder your starting speed.

- I once started the figure 8 derby and tarmac in 1st position. Random is fine, just not the 1st position please, it's too boring. Also, I hope this randomness is not for the championship mode, single race only. In championship, you should start base on your current points (Like Destruction Derby divisions system).

- Last but not least, despite all I said, don't get me wrong. I really like this update ! You've done great things, you've given me hours of fun to come. Just, keep up the good work :)
 

Speedevil

Member
This update is nice!

I love the new car. It really feels like a big American sedan. It doesn't steer well, but there's no way to make it lose control. Paint jobs are nice too, though I'd like them to be unique so the AI don't have the same as you (the AI's Euros have the same paint jobs as the player's, I don't know for the sedan). Didn't really test the new parts.
The asphalt track looks way better now, but some cars start in the grass. And it runs smoother than before on my computer. The gravel track runs worse, however. I guess I should disable particles.

The figure 8 is nice, however the starting grid is"a bit" tight. Right now most of the cars don't even make it to the first turn. :p
By the way, the reverse tracks are nice, but the intro doesn't show the reverse track.
 

Bobby Koticks

Member
Weeked Smasher
very first impressions

just did some demolition derby, then good old tarmac track a couple times in my new 500 horsepower tank-car; all while FO1 soundtrack was blasting in background

THIS UPDATE IS THE BEST THING EVER
 

kamikave

Member
Full time wrecker
Speedevil said:
I love the new car. It really feels like a big American sedan. It doesn't steer well, but there's no way to make it lose control. Paint jobs are nice too
Yes, forgot to mention that ! The Sedan is officially my favorite car ! Excellent :D

Speedevil said:
By the way, the reverse tracks are nice, but the intro doesn't show the reverse track.
Noticed that too. I guess it will be fixed in the next update ;)
 

John Burning

Create, destroy and dominate!
Team Bugbear Member
Hell yeah, I love this upgrade!
Everything is awesome, I really enjoy it!
I like the car, I like the track, I like ability to change the count of AI and laps! It's so useful for me, cause my PC is lagging so much.
Graphics is better now, cockpit too, so, go ahead Bugbears this is the right way!
Thank you! :)
 

lombrix

New Member
Full time wrecker
Hi guys,

This is fine update, congrats!

The extra content and tweaking options are appreciated. The new 8 layout is a lot of fun and it is really nice being able to choose reverse layout + lap count for the other tracks.

Also being able to fine tune the handling aids is great.

Extra polish on tracks is much appreciated, certainly not yet final but still a significant improvement.
New car is good, with a specific handling.

A few remarks though:

- The image looks very washed-out, is it something you are aware of, or is it specify to my config? A gamma option in the menu would be a decent workaround.
- I don't have a very recent graphic card (GTX 460) so I monitor the system resources during my runs in order to find the best settings. In the previous version, the GPU usage was almost always close to 100%. Now it is usually close to 90%.
- The race countdown is not always visible when the sun is in front of the car (white font).
 

Dewey

New Member
First of all, i want to say i really like FlatOut 2, and NCG promise to be a great game, I say that because i criticize unkindly.
So, I just tried some few minutes the update, and my first feeling, rally tires/suspensions on gravel didn't change my feeling compare to normal tires/suspension, i will try again. And with a more powerful engine, (i didn't find the english word), the recover of the control during a slip/drift isn't noticeable, it's a little bite more like a hovercraft.
We will see that later with better cars (and boost?). It's nice to turn camera in the garage. Contacts are less tough, that's good to go through a fence ;D

But please, can you remove this sound of acceleration before the starting? This is the same sound for all engines, why?
 

Iwasawa

Member
Weeked Smasher
For me, there are 3 problems left in the gameplay.
The Attacker - Sufferer general problem. My car gets damaged but my "modules" are not, when attacking. I think this is the main reason of the incorrect work of that damage displayer thingy.
The Burning cars look ridiculous. I know it is good that we can distinguish the wrecked ones from the running ones, but in this game it looks ridiculous.
The tracks are too small, way too small, and too realistic, not flatout style.
In the techdemo, i thought, AWW how good will it be to smash trough houses with that good physics like in fo series, but now. Not a single house or anything to smash on any track. No shortcuts, no big jumps, no cliffs to fall off, no water, no long straight ways for high speed actions with little corners so.. basically i think the current tracks are too booring. I hope BB will add more flatout style tracks.
 

Majatek

Posts generated by this user derive from consensus
Full time wrecker
Master Blaster
Team Bugbear Member
Just to throw in my opinion, videogame vehicles that are permanently on fire is a good thing as it helps distinguishing immobile/wrecked cars from the rest of the pack.

But I do have to agree with the tracks point. I hope that they'll add more tracks with major parts that are destructible that are a part of the road, and not just trackside objects.
 

Bobby Koticks

Member
Weeked Smasher
Having mouse controlled spherical camera would be nice while driving, I just can't stop looking back at chaos behind me (Shift). It's a second nature for those who play GTA. (Although, not inverse axis, please.)

'Cold morning' weather feels really authentic. It could use some barely noticeable rain and wet asphalt/grass/mud... but I guess that would also require some impact on driving physics.
 

kamikave

Member
Full time wrecker
Iwasawa said:
The Burning cars look ridiculous. I know it is good that we can distinguish the wrecked ones from the running ones, but in this game it looks ridiculous.
Majatek said:
Just to throw in my opinion, videogame vehicles that are permanently on fire is a good thing as it helps distinguishing immobile/wrecked cars from the rest of the pack.
I agree with both of you. It's true that burning cars are usefull to distinguish the wrecked ones, but it is also true that sometimes, the fire disappears, or appears at a certain distance (the closer you get, the better). Which is confusing, especially on a track like the figure of 8. My suggestion would be to do it like in the old days (Destruction Derby Rules, remember !). Don't bother with flames, a good old black smoke is enough for any dead car. A white smoke for anything that is alive.
 

Alpha Bootis

New Member
Great update! Love the figure eight as that is a surefire recipe for disaster. :D
I've also posted this on the Facebook page though, I do seem to have performance issues since this update. Especially notable with clusters of burning and smoking cars. V-Sync seems to somewhat affect it as having it off seems to improve the situation but that may also be just that the cars are spread out more at the moment I tried it.
 

Mohasz

Member
Weeked Smasher
Full time wrecker
Kamikave said:
- The new sounds are great, but a crashing car from a distance sounds like it's right next to me. I'm using a 5.1 surround system. I think the sound is not diffused correctly or with the right intensity.

- Dead opponents should decrease the number of active cars. I mean if you have 24 cars from the start, then when 3 cars are out, you should see 01/21 cars (or whatever your position is) still on course. On the same point, when an opponent dies, you should gain a position only when you pass his burning car by, not when he dies. After all, there is no garantee you'll live long enough to pass him by ;D
These.
 

xStizzy

New Member
Weeked Smasher
In the next update, can you please implement a way to disable motion blur in the graphical settings?
It's seriously damaging my framerate to the point where it's almost unplayable.

By experimenting I've found out that disabling shadows seems to also disable motion blur.
This makes no sense to me, shadows has nothing to do with motion blur, has it?

For the time being, I'll play without shadows, until you fix this issue.
 
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