Dallara DW12 Indy car v1.63 (newly updated) Now Available

Discussion in 'News & Notifications' started by 88mphTim, May 26, 2015.

  1. hexagramme

    hexagramme Member

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    Yes the caster needs to be set to about 8 or 9. Also take out a little camber, makes a big difference. :)
     
  2. TIG_green

    TIG_green Registered

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    I guess you guys are speaking about oval configuration? I found oval version "hoovery", but maybe this changes it. RC version was good.
     
  3. hexagramme

    hexagramme Member

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    I generally find that both versions need increased caster actually. It makes the force feedback a lot more tight and communicative I find.
     
  4. Marc Collins

    Marc Collins Registered

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    Is this imminent? Will it have an updated version number? Deciding whether to wait or not....
     
  5. argo0

    argo0 Registered

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    Me too
     
  6. Tomy

    Tomy Registered

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    Very good car, thanks ISI.

    [​IMG]
     
    Last edited by a moderator: May 26, 2015
  7. Nelson

    Nelson Registered

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    nice update.thanks, ISI

    I've got a bug with one of the onboard cameras. I looks like the attached image. Anyone else?

    View attachment 16776
     
  8. msportdan

    msportdan Banned

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    must admit, having just tried the dallara with the new CPM

    wow just wow..

    its the nearest Ive felt in a sim, to my FR2.0 experience on Friday.!!! no BS

    I absoltly cant wait to see this on the RF and f2!!
     
  9. Michael Peters

    Michael Peters Registered

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    Which camera? Is that the "nose" camera which would display no car or cockpit?

    Otherwise, maybe your seat is adjusted too low and too far back?
     
  10. Navigator

    Navigator Registered

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    Amazing......... I always understood the problem of the AI opting for the Indy setup all the time, would be fixed in the next build of this car.......
    But it's not??

    So we still can't drive a road coarse against the AI?
     
  11. 88mphTim

    88mphTim I'm new here Staff Member

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    We have to put it through at least a day of testing to avoid another screw up. :)

    FYI, tire sound is in the core in future builds. This was tested on the current public build, then a few "safe" edits were made that were quickly tested before release. But the current build wasn't tested again after those edits. Simple but annoying mistake.

    And yes, new version number. Probably 1.63.
     
  12. 88mphTim

    88mphTim I'm new here Staff Member

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    I have no idea what you mean... You can force the setup on the AI anytime you want to.
     
  13. Marc Collins

    Marc Collins Registered

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    Thanks...I'll just wait. Can't drive well without audible tire feedback, so one more day won't kill me (though it will be painful ;) ).

    Can you tell us a little about what moving tire sound to core accomplishes?
     
  14. Navigator

    Navigator Registered

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    Then I don't get it.....
    In "tuning" I select "road coarse" and in the game; they drive with the euro package of Indy and are 6 seconds slower?

    Must have missed something; drove about half an hour in the last months so it must be me.
     
  15. Navigator

    Navigator Registered

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    Then I don't get it.....
    In "tuning" I select "road coarse" and in the game; they drive with the euro package of Indy and are 6 seconds slower?

    Must have missed something; drove about half an hour in the last months so it must be me.
     
  16. Nibo

    Nibo Member

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    Navigator, try pressing Force Setup button in Car Tuning screen after you select Road Course update, then go on track. This will force AI to have upgrades that you choose for yourself.
     
  17. indyracer

    indyracer Registered

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    Just go into the tuning for the car and it says force setup. All the cars will have the same aerokits for that particular track
     
  18. alpha-bravo

    alpha-bravo Registered

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    +1 ?
     
  19. Rich Goodwin

    Rich Goodwin Registered

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    The lack of a need to package it with mods? (I have no idea, only thing I could think of :p)
     
  20. Tuttle

    Tuttle Technical Art Director - Env Lead Staff Member

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    TMT sounds are generic tire sounds working for all .SFX files, that's why they are in the build and not per car. Means one single .MAS archive for all vehicle .SFX, instead a .MAS per vehicle component. With DW12 we need to update that package because of new sounds. This time we can do that per car or per build.
     

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