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TORA Avon Tyres British GT Championship: General Discussion

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TORA Avon Tyres British GT Championship: General Discussion - Page 10 Empty Re: TORA Avon Tyres British GT Championship: General Discussion

Post by CreamyTastey Sun 31 May 2015 - 12:44

And I also found everything more responsive when it was plugged in 😀
CreamyTastey
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Post by ROSCOEpCOTRAIN Sun 31 May 2015 - 13:32

The control's are way better but the multiplayer is very flawed the in session freeze, not correct tunes , incorrect scoring,

But when its Good..... Its GREAT!!!!
ps... 72hrs is up;)
ROSCOEpCOTRAIN
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Post by ROSCOEpCOTRAIN Sun 31 May 2015 - 13:35

And another fun Lil update.... My PM's have still not been opened
Glad tora care's about their member's
ROSCOEpCOTRAIN
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Post by CreamyTastey Sun 31 May 2015 - 13:36

In my opinion I think The way the tuning is set up for this game is that it's a different tune for every track. If you want the same tune for each track, then you need to put it in.

Roscoe don't do this in public pal, please
CreamyTastey
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Post by ROSCOEpCOTRAIN Sun 31 May 2015 - 13:41

When private does not work I climb to the highest point until I get heard....there is no reason for this to be public other then Dan said he'd look into it.... Has time for other game's but can't even open my PM... Come on bud this is bs stonewalling
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Post by CreamyTastey Sun 31 May 2015 - 13:42

Well why don't you try messaging me. Like I said when we made the 72hr deal?

CreamyTastey
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Post by ROSCOEpCOTRAIN Sun 31 May 2015 - 13:44

Roger that thanks Bud.... I just don't understand how they can say pm me and then never look at the PM's....smh
At least some here Care
ROSCOEpCOTRAIN
ROSCOEpCOTRAIN

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Post by CreamyTastey Sun 31 May 2015 - 13:45

Well I will wait for your PM
CreamyTastey
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Post by ROSCOEpCOTRAIN Sun 31 May 2015 - 13:52

I forwarded the same I sent atr Dan
ROSCOEpCOTRAIN
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Post by CreamyTastey Sun 31 May 2015 - 14:16

I sent you back a PM
CreamyTastey
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Post by ROSCOEpCOTRAIN Sun 31 May 2015 - 14:24

Thanks for your time sir
ROSCOEpCOTRAIN
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Post by CreamyTastey Sun 31 May 2015 - 14:26

No worries, can you check your SentBox to see if the other messages that you sent to the staff are in there.

You can PM me back with the info if you want
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Post by Matt Tue 2 Jun 2015 - 15:01

New patch seems to address yet more of the community's concerns which is great.
The list is gradually getting smaller Smile

General
* Pagani Monza Clubday invitational event – No longer causes the game to crash when using a specific livery on the Pagani Huayra.
* PC – Fixed an issue that would cause the game to crash while watching saved replays, when shared memory is enabled.
* PS4 – Anisotropic filtering has been increased to help reduce blurry textures.
* PS4 – Temporal anti-aliasing has been further optimized. This reduces the ghosting effect and additionaly gives the player full control via a slider to tweak the resulting image according to personal preference.

Performance improvements
* Xbox One – Various performance optimizations, adding up to an average of 5-6% performance improvement. This results in an overall smoother experience.
* PS4 – All shaders have been rebuilt using new shader compiler, giving a significant performance boost in some areas.
* PS4 – CPU performance gains due to new more aggressive code optimisations.

Physics & AI
* The AI loss of grip that results from tyre degradation as a result of wear is now more noticeable.
* The AI will now show much more realistic grip loss when running on slick tyres in the rain.
* First pass improvements on various tracks to enhance the AI performance and ability (Azure Circuit, Donington GP, Watkins Glen, Bathurst, Nordschliefe)

Pitting, tuning, setups
* Fixed an issue where certain street cars would pit for tyre change during rain when they already had the correct tyres fitted.
* Fixed an issue where custom vehicle setups were lost when progressing through sessions.
* Improved the system used to select the most appropriate tyres based on current and predicted weather conditions.
* Ensure that the AI always pit when they need to change tyres based on the weather conditions.
* The Default strategy will now correctly show the tyres that will be fitted on the player vehicle during a pit stop.
* The pit stop routine will no longer start during online races until the player closes the pit stop menu. This ensures that the player has enough time to select or configure an appropriate set of actions before the pit crew start working on the car.
* Tyre pressures will now be correctly set when the player changes to a new set of tyres.
* The currently-active Pit strategy will now remain in action when advancing through race sessions.

Online
* Fixed an issue where the player was sometimes given a large time penalty when exiting the pit lane.
* Fixed an issue where the remaining session time displayed an incorrect value in the Tuning screen.
* Fixed an issue that at times would prevent a player from entering a race, after joining a second online lobby.
* Fixed and issue where the Track Location popup would at times appear on some screens.
* PS4 – The lobby browser now displays random lobbies instead of always the oldest lobbies.
* PS4 – Fixed an issue where network features could not be used after resuming from rest mode.
* PC – The lobby browser now automatically extends the search distance for lobbies when not enough of them are found using the default filter. Lobbies that are hosted further away (and therefore have potentially worse latency to all peers) appear at the bottom of the browser, and are colour coded with yellow or orange icons do indicate the quality of the connection.
* PC – The session host now regularly sets the current timestamp into a session attribute, so that sessions with too old timestamps are not displayed in the browser. This prevents stale sessions with no active host from appearing in the session browser.
* PC – When joining a session, the client now attempts to request the member details multiple times before giving up. This helps to improve the success rate of joining online sessions.
* Xbox One – Fixed an issue where matchmaking was not filtering the race length correctly.

Controls – All platforms
* Fixed pedals and triggers that vibrates during replays.
* Fixed an issue that causes the wheel centring spring to be active during driving.
* Improved force feedback strength and tweaked the default force feedback parameters for all supported wheels based on community feedback.
* Further enhancements to the steering feeling – Improved blending between the tyre force spring and the steering lock spring.
* Improved behaviour of the wheel force springs while navigating the menu system.

Controls – PS4
* Fixed an issue where the player got stuck on the career screen when entering driver name using a wheel controller.
* Improved the support implementation of several older Fanatec wheels, such as the GT2, GT3, and CSR.
* Fixed the Fanatec CSS so that it works correctly in sequential mode.
* Fixed the Fanatec CSP pedals to save the calibration correctly if player calibrated only pedals.
* Fixed the Fanatec CSP ABS rumble.
* Fixed the Fanatec CSW handbrake.
* Game Pad – Tilt Control support implemented to allow controller tilt to be used to control the vehicles.

Vehicles
* Adjusted handbrake strength on vehicles which are equipped with handbrakes.
Fixed an issue where the rain wipers’ state did not reset correctly when restarting a session.
Fixed an issue where light glows from a vehicle behind the player would sometimes appear in front of the player.
* Fixed fuel pressure gauge calibration in several cars.
* Fixed an issue where a white border would at times appear around the brake light glow of certain cars.
* Ford Mk.IV – Improved the collision model to prevent vehicles wedging in under other vehicles.
* Formula Gulf, Gumper Apollo, Formula Rookie – Fixed and issue with the livery sets that caused the livery selection to display wrong liveries.
* Lykan Hypersport -Statistics updated to latest manufacturer specification.
* Lotus 72D – Improved handing characteristics, exposed bump stops to be adjustable in the vehicle setup, reduced cold sensitivities of the slick tyres, adjusted the AI speed, wear and rain tires to match the player’s experience.
* Karts – Reworked the Karts optimization to help address performance drops with a lot of Karts on track.
* McLaren 12C GT3 – Adjusted the vehicle pose to more closely match the real car.
* BMW M3 GT4 – Improved the accuracy of the levels at which the oil and water temperature warning lights will activate.
* Ford Escort RS1600 – Improved the collision and wheel contact model to prevent climbing over other cars in collisions.
* 250cc Superkart – Improved the default setup to address controller issues on higher speed tracks, and improved the AI handling.
* Lotus 49 – Improved the AI handling of the vehicle in corners and in close racing.
* Pagani Huayra – Reduced fuel consumption to around 3mpg in hard track use, and improved cooling to prevent engine overheating.

Tracks
* Bathurst – Removed cones in the pit lane that was causing cars to get stuck.
* Watkins Glen – Fixed a number of accuracy issues around the track.
* Lemans 24h – Improved the race line at a few corners to keep the LMP cars off the curbs as this was causing the cars to lean over on two wheels.
* Silverstone National – Vehicle grid placement reworked to more closely align with the painted start boxes.
* Hockenheim (various layouts) – Reworked the wet weather reflection mapping to address incorrect object reflections.
* Willow Springs – Fixed an issue where the vehicle could drive through the barriers when exiting the pits.

GUI
* Driver Network Profile – Visual tidy up to improve usability.
* Fixed an issue where very thin lines would not always appear.
* Added support for better info display on the Community Events page.
* Fixed the issue where HUD customization was not saved on exiting a session.
* Fixed an issue where the Potential Lap time display on the Lap Info board would be inconsistent with the sector times being displayed.
* Monitor/Spectate mode – Fixed an issue where the vehicle being viewed would automatically reset to the player’s vehicle on leaving the monitor screen.
Matt
Matt

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Post by ROSCOEpCOTRAIN Wed 3 Jun 2015 - 2:48

After extensive testing we have determined an 8 person lobby is all the server's can handle :\ maybe a single class lobby with 8each while more host's would be needed it would work Smile
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Post by AdamWatson99 Wed 3 Jun 2015 - 12:41

i managed to be in a lobby with 14 people. both classes. It seems like the update has helped the game to cope with the lobbies and other things. maybe a test sessions needs to be set up with what an lobby would be? not the lobby size for Oulton but for lobby size that would be at Silverstone for Example.

This would give help for the British GT but also TEC to see the lobby size
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Post by ROSCOEpCOTRAIN Wed 3 Jun 2015 - 12:56

They are using cloud servers...anything more then 8 will have major problems but hey what do I know ..smh
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Post by CQR MAGiC Wed 3 Jun 2015 - 13:02

ROSCOEpCOTRAIN wrote:They are using cloud server...anything more then 8 will have major problems  but hey what do I know ..smh

100% incorrect. Project CARS does NOT use servers at all (I've seen this misconception posted many, many times) - ALL multiplayer connections in Project CARS are peer-2-peer. The person who starts up the lobby (and has the symbol next to their name) are the 'host', and all other players connect to the host, and with each other. Therefore, it's important to select a host with a good connection (upload speed in particular), that all players have an OPEN NAT (otherwise data has to be re-routed through other players, causing latency), and that every player meets the recommended broadband speeds for Xbox One - 1.5Mb download and 768kbps upload. Maybe a speed test should be added to the registration list, so that people who don't meet the required standard of connection can be identified? We've been running large multiplayer lobbies all week (10-12 players) with no major lag incidents, spikes, lag bombs, disconnections and ran a 30 minute endurance race on Sunday with no lag issues whatsoever - because all players have sufficient upload speed and open NAT.

11 player endurance race:
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Post by Matt Wed 3 Jun 2015 - 13:14

Thanks for that Mark.
To be honest, I knew it was P2P for this and we do request and have the guide for speed tests and NAT settings in the opening section of the forums.
It became 'the done thing' to check this for all the previous Forzas. Perhaps with the onset of next gen server-based gaming we've slightly forgotten the importance of this.

Matt
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Post by CQR MAGiC Wed 3 Jun 2015 - 13:18

You're welcome Matt, we're all getting to grips with a new game so it's important to understand how it's working technically - Forza 5 was dedicated servers so there was less strain on people's upload speeds (as you only upload to the server, not to every other player), so Project CARS will undoubtedly stress peoples uploads more!
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Post by Matt Wed 3 Jun 2015 - 13:31

Good thing my new house has even better fibre-optic than my current house Wink
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Post by SVR Solar Wed 3 Jun 2015 - 14:05

So it all Depends on the Host, so if ur looking for Decent Hosts, ask them for a Speed Test and check there Ping and Upload Speed i believe them 2 are the main things to be checking, no Doubt Mark will Tell me if im right or Wrong.

my bad didnt read all through the recent Post, haha ill put up my Speed Test in a sec.


Last edited by HCR Solar on Wed 3 Jun 2015 - 14:06; edited 1 time in total
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Post by ROSCOEpCOTRAIN Wed 3 Jun 2015 - 14:05

Well ive hosted lobbys for 6 nights in a row with 35dn 7up and anything more then 8 caused huge problems
But I agree on testing your connection,and its way easier to test on xbone as its right in the network settings
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Post by SVR Solar Wed 3 Jun 2015 - 14:08



theres my Speed Test, think its good enough as i do Streaming on a Regular Basis, with other Games not just Forza Smile
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Post by CQR MAGiC Wed 3 Jun 2015 - 14:14

HCR Solar wrote:So it all Depends on the Host, so if ur looking for Decent Hosts, ask them for a Speed Test and check there Ping and Upload Speed i believe them 2 are the main things to be checking, no Doubt Mark will Tell me if im right or Wrong.

my bad didnt read all through the recent Post, haha ill put up my Speed Test in a sec.

A decent host will help to some extent (as the hosts Xbox has to do a bit more than the rest), but it's not the only factor - you still need all the players in the lobby to have sufficient upload too. Your connection is fine there Sam, plenty of bandwidth!

It's also worth keeping an eye on the ping for each car (it's quite easy to miss, it's the little number just below the gamertag):

TORA Avon Tyres British GT Championship: General Discussion - Page 10 Ping10

Anything under 60ms is pretty normal, if you see it spiking (200ms-300ms) that person may be struggling with upload speed (or have a dodgy WiFi connection, someone else in the house using Netflix etc etc)
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Post by CreamyTastey Wed 3 Jun 2015 - 14:18

So in that picture above Basher has 47 ping?
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