You guys are very lucky to not really know what a genuinely bad sport coverage is
I'd still take Scott Goodyear and Marty Reid over 85+% of the commentators we have here in France. Not that I rate Scott or Marty so highly BTW.
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(OFF TOPIC) In case you are wondering, here's what a bad French racing coverage looks like:
a) Actual coverage starting several seconds before the lights go out, or AFTER the lights go out.
b) Commentator not focussing on the action when the lights go out, or even worse, finishing the broadcast INTRODUCTION(!) when the lights go out.
c) The broadcast has only 1 commentator(OK, can be understandable if the channel is small).
d) Half of the commetaries consist of over-the-top drivel about one/several driver(OK, Americans have Danica, but it's not even half of the madness we have to face. And at least female drivers are/used to be a novelty, while male French racing drivers are NOT a novelty, at least not for the last 100 years or so.
e) Includes stupid and random bad-mouthing, or even insults from one of the commentators, toward one driver in particular, for no proper reason(includes: Luis Razia has nothing to do in GP2[while he's a series race winner], Adrian Sutil is an moron, beca ... not give way to red cars[well, why should he, when he's in the same lap], Katherine Legge and Simona de Silvestro are only there because of their gender, while Ana Beatriz is the real deal[yea, obviously driving an AA/Chevy instead of a Slotus helps...]).
e2) Commentator withdraws the insult in question, when he realises that the driver he just insulted is French(= Jacques Laffite on Charles Pic, at the latest Spanish GP:doh
f) Commentators have no clue on basic rules of the series they comment on, like points systems.
g) Commentators can't identify one car/bike by the number or the livery.
h) (Indy 500 one) Coverage misses half of the pre-race ceremonies, because the highlights of a 10 GT3s race in Navarra are so much more important than the Indy 500.
i) I guess I could go on, can't recall of more at the moment.
I think this is a different problem. The LFSW interface isn't intended to be used by groups (their support for teams is restricted to an user-fed database and newsreel). Still, in the event of someone who grabs the skin of a team they don't belong to and go driving in public with it, they'd just make clowns off themselves, as all the seven forum users still active in-game know who's in which team most of the time.
As for the original issue of stealing "private", individual skins, I'd like to put it under a new perspective. Think of it like this: we, skin makers, don't really own the rights to any of the logos and trademarks we use when making our skins. This doesn't necessarily mean we're stealing from any companies, because of fair-use and all that. However, that doesn't forbid other people from doing the same and creating, through their own efforts, copies of the original livery - and by this I mean, among other things, grabbing a "snapshot", if you will, of your skin. You'd have to be pretty stupid to call someone a thief for having a skin that's similar to the one you made.
The same applies in this case. We don't hold exclusive rights to your work. In fact, we hold no rights at all in 99% of the time. The fact that someone saved a copy of your skins with the same filename even implies that they aren't looking to claim credit for it, but simply found our work nice and wanted to use it, just like we did when we saw whatever inspired you to create it - the merits of having to start from scratch or not in order to achieve that are irrelevant, even more so because what one might consider as " starting from scratch" is, in truth, the result of somebody else's work - the logos we collect from the web, the pictures we take as source for the overall design, the skin template we use et cetera.
yeah it will be an ambitious try, but punching above my weight and creating opportunities that shouldnt be there is my strong suit. plus even if it doesnt work out theres no harm getting some attention, who knows maybe they will outsourse some livery work when they are too busy with other parts of the campaign etc.
Should this be a hint to a certain someone being not creative?
I think I should come back for the 250&500, I loved them(Not to mention I made the Top Ten twice!).
Just asking: You've still got my livery from last year? The only thing that must be cleaned must be the rookie stripe on the bumper I believe, and it's good to go...
In case you like to run a special livery, as used in Stock Car racing (NASCAR/ARCA) you can contact me via pm and I will make you the wished skin. Please name your car number and name and give a link to a photo of the reallife car in your pm Little service by me, I hope you'll like the results! PS: I hope you are creative and don't want only Dale Sn #3, Dale Jr #88 or Jeff #24 skins.
To me the physics feel absolutely authentic and it's improving every week. A massive physics update hasn't made it into this friday's release but will be included next week for sure.
Can't say anything about the FFB due to the input device I'm using for over 10 years now. (see attached image)
But from what people say on the forums FFB is going into right direction as well...
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Here's last week's changes:
Build Release Notes
Build 160 (24/2/12, Team Member +)
FFB:
- Added the notion of 'fade level' to BForceEffect, used as a secondary gain control
- Added the notion of 'boost' to AppInput::cForce. Used to promote one particular force above the others (0 = no boost - no change, 1 = max boost - completely silences all other forces).
- cForceSteeringSpring modified to include a 'lock' mode where the effect params are switched to emulate a bump-stop when the wheel lock has been exceeded.
- Removed cForceSteeringLock.
Disabled legacy deadzone helpers.
Removed ultra shadow option, until it can be properly debugged and reinstated taking into account the shadow changes
New Loire export
Known issue on the Racer cars, driver has been removed for now, also cockpit cam is a bit too close to the dash.
Build 159 (24/2/12, Team Member +)
MUST START A NEW PROFILE WITH THIS BUILD
Severity of vehicle crash damage state is not decreased when vehicle collides with heavy dynamic object
Tweaked Logitech FFB kerb settings
Limit fallback AIs to race liveries
Increase freecam speed to compensate for changes to time steps - now correctly matches whether paused or not, and feels more appropriate for fast and slow modes
Disabled other uses of key combinations required by freecam when in freecam mode, to prevent accidental debug information etc
Changed shake effect code to properly reflect requested frequency, by not resetting to a movement endpoint on whole tick boundaries
Pre heat brakes to optimal values based on vehicle
Added PC support for Fanatec CSR, CSRE, CSW wheels using 911 as template - no per device button config applied as yet
Added undertray scrape audio volume
Ensure newer Fanatec controllers cannot match to older Turbo S wheel
Add profile option to toggle HUD map on/off
Completed last few remaining free-camera isses which were effected by pausing and unpausing the game.
Changed call to camera callback when paused to use core tick rate (180Hz) instead of sub tick rate (30Hz) as basis for the timer value, this fixes the camera speed changing when paused
Added custom Depth of Field mode
Enable camera editing when paused
Reduced effect of wheel to wheel collisions (and chance of them happening to the player)
Formula A, Formula B, TDX, Racer4x, Racerv8, Gumpert Appollo, Asano X4, F68, F77, F86, Kart, and Super Kart: Physics updates
Fixed trees cutting through wall at Bologna
Gumpert: excluded paint colours from AI races
Added fresnel/specular maps for all custom liveries
Vehicle client versions incremented in advance of Aries server-side leaderboard reset (physics/tyre changes)
Leonus F68: added metallic liveries + fresnel
Show Map on HUD added
Louder Caterham AI sounds
New Bathurst, Bologna, and Loire exports
Build 158 (23/2/12, Senior Manager)
Improved dither matrix to assist with A2C dithered trees
Shadow updates: Back to 4 frustums. Higher res PC shadow maps. Improved cascade calculations
PC: Added protection against force update thread running during device restart
Fanatec textdb entries and placeholder controller icons
Foliage shaders converted to perform phase 3 light and alpha dithering - also added non-shadow lighting functions needed for these to work in phase 3
HUD: fixed overlapping numbers
Chassis scrape sound in, needs further tuning
Changes to the AI tyre slip, grip balance, and chassis under carrige stiffness. This is to try to settle the Caterham AI down. No change to the player car
Funnel the AI into turn 1 plus a few other corners on the track to keep them off the inside kerbs at CH
Reduced underbody stiffness to match other formula cars. Leonus 78 and 98T
Fixed bustop chicane AI drivng up on first kerb and crashing at Belgium Forest
Fixed lightglows, minor optimizations on Racer cars
Formula A: Added fresnel/spec map for custom livery
Edit fuel milage, underbody stiffness reduced on the TDX
New Racer cars exports
Build 157 (22/2/12, Senior Manager)
Fix for the 30-35kph induced drift/slide
Tyre Force and Tyre Grip F1 menu ranges extended
Deferred centre spring adjustment for DirectInput devices to force update thread
Default damage to visual only
Gumpert: fixed missing alpha on blurred disc spec map
New changes from Ben Collins feedback on the Formula A. Increased turnin through various changes. increased lower RPM torque considerably in the engine
Asano X4: Changes per Bens Collins feedback, reduced the longitundinal stiffness closer to the lateral stiffness. This was proabaly responsible for the "auto centering" noted by some. Rebalanced the chassis to match. Increased lock and adjusted down steer ratio to match
Increased AI grip for some lower downforce cars
Added back in some camber relative stiffness
Leonus F68: fixed wobbling rear wheel
Changed full installer to be split into multiple chunks due to 2gb size limit
New Loire exports
New Formula B export
New Leonus F68 export
Build 156 (21/2/12, Manager+)
Bring Fanatec wheel config in line with other manufacturer wheels. This is mostly for testing with CSRE/CSW and by Fanatec for any potential driver updates. Also the F1 menu items spring coefficient and gain become more relevant. New profile would be required for anyone testing this change
FFB update: squashed a bug that was adding deadzone based upon steering lock
Gearbox damage from an event should not rely on players gameplay flags
Default camera shake effects off until they're working properly again
PC steering deadzone defaulted to zero
Fanatec steering force mix set at "Hardware"
Updated Fanatec device profile defaults to suit CSW
Default lap info display off
Gumpert: added metallic/matte effects to liveries
Added back some undertray springing for the Formual A, dropped the Formula B to match
Unlocked chase cam so camera looks in direction of velocity a little
Build 155 (20/2/12, Senior Manager)
Added function that will return the numeric version.
Added two render contexts to allow special modifications to the glass shader
Advance player physics after pushing new location during rolling start
Initially picked waypoint on track is behind start line - fixes lap counter for first grid spot and longer vehicles
GUMPERT: Livery names added
Temporary master volume reduction (50%) pending investigation into some users reporting clipping.
Increased sharpening+ mip alpha edge fixed trees at Belgian Forest
Added color variation in the GUMPERT
New Atom exports
I'm perfectly fine with you guys porting the skin over, I had a lot to do these days and am now working on skins I promised several people. I'm talking about having a "skin by gerdoner" and my logo on the skin when I didn't do the skin in the first place. I would appreciate a "skin by [your skinner] based on gerdoner's XRR" or sth on the blackmask (not visible ingame), but having my logo on it (visible ingame) feels wrong. You're giving me credit when i didn't do the skin :S
If you want to be 100% correct it should read "skin by [your skinner] based on a speedhunters livery for the XRR by gerdoner" anyway
Great video (as expected)
But I want to point out that I didn't actually did the skins you saw in the video. I only did the logo and the XRR Savage SimSports for the 24h MoE race and now they ported the livery over to other cars. Not that I don't like them, I just don't want to get credit for skins I didn't make
a lot of complication and new developments regarding the recent projects:
The semi works Aston outfit is set, I am not allowed to announce the name yet but it will be asia-centric, polling the best asian driving talents (who are available ) to assault all major endurance races, earliest will be Le mans in June, which is treated as a shakedown sesson more than anything else.
The team will actually run the aston vantage I posted earlier, with a different color scheme and minor detail adjustments, not sure if the livery will be ready upon lemans because production cost there is high, there might be a chance we will do it after lemans and have it shipped to Asia, or we fly some guy over to do it.
The Audi R8 Super GT team might get major sponsorship from Kirin, the japanese beer company, how it will impact the livery design is so far unknown, luckily the theme color is somewhat similiar, I will do my best to retain a good looking car and have a conceptual driven identity, I have high hopes for this.
Last year I mentioned Ford works team taking an interest in my work, from what I know it is for the Ford GT LM which they are still trying to get homologated, if it goes as plan will be another Lemans entry. I am guessing it will look a bit different from the GT LM featured in GT5 and have more a purposeful aero package.
There is a chance to do a CAMARO GT3!! (yay muscle cars!!!) since my client was pay to drive one somewhere down the line, however that's for the later.
I actually think I quite like the Force India's shape. The rest of it is gorgeous and they handled the step about the best it could be handled looks-wise. And the livery is awesome.
While that doesn't translate into speed, it makes me root for them a little harder