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Post by Benimi on Mar 20, 2018 14:16:40 GMT
Can someone check out if the 811 has the same effect as the new cars and the Viseris? (The other car which still had the broken suspension thingy)
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Post by KingBlazeIV on Mar 20, 2018 14:54:45 GMT
On console it still seems as fast in a straight as it did before
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GalantEvo
Member
Formerly known as Esperante.
Posts: 874
Registered on: November 2015
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Post by GalantEvo on Mar 20, 2018 15:09:13 GMT
The mid-drive is definately broken. Does the exact same as the Lowriders DLC, it just gets stuck in the revs.
Tried the Banshee, Turismo R, Futo and Visiris. Nothing works.
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Post by daarnok on Mar 20, 2018 15:54:16 GMT
The mid-drive is definately broken. Does the exact same as the Lowriders DLC, it just gets stuck in the revs. Tried the Banshee, Turismo R, Futo and Visiris. Nothing works. That doesn't seem right at all, I was able to get the mid-drive in cars like the Banshee and the Dom RC. Didn't seem different from normal (although I didn't test it racing against others). Edit: Land Races also have more weather options than listed before by KingBlazeIV . All chooseable options are: CurrentBright RainingSmog ClearCloudsOvercast Thunder Foggy
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mailo
Member
Posts: 21
Registered on: October 2017
Steam: Mailo_1980
Social Club: Mailo_1980
Discord: Mailo_1980#6691
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Post by mailo on Mar 20, 2018 16:05:22 GMT
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Post by Daleks (@darkalex45) on Mar 20, 2018 16:19:41 GMT
The mid-drive is definately broken. Does the exact same as the Lowriders DLC, it just gets stuck in the revs. Tried the Banshee, Turismo R, Futo and Visiris. Nothing works. That doesn't seem right at all, I was able to get the mid-drive in cars like the Banshee and the Dom RC. Didn't seem different from normal (although I didn't test it racing against others). Edit: Land Races also have more weather options than listed before by KingBlazeIV . All chooseable options are: CurrentBright RainingSmog ClearCloudsOvercast Thunder FoggyWorst case scenario, this is a bug that randomly affects random players, not allowing them to mid drive properly. Weren't there a few glitches in the past that made cars for some players randomly really slow? Can't be too weird of an assumption with that in mind. Game seems broken enough atm for that to somehow happen.
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KurdtMcQueen
Member
Posts: 17
Registered on: January 2018
Steam: Kurdt McQueen
Social Club: KurdtMcQueen
Discord: KurdtMcqueen#6410
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Post by KurdtMcQueen on Mar 20, 2018 17:12:21 GMT
Cars at top speed seem to rev up and down lots?? Entity, taipan and viseris so far I noticed this *Both new supers seem utterly BROKEN. No power delivery, constant rev fluctuation leading to random no power input points and no speed. Can't be intended. This I hope, bug, is meaning they lose speed over curbs cause it cuts all power youtu.be/qyYXt3fPJvQ?t=9m20sIs this maybe causing the loss of forward drive over bumps? These new cars might have a very open differential causing the all the power to go to the wheel of least resistance. I have never seen a car struggle to spin both rear wheels like this on flat ground.
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Post by KingBlazeIV on Mar 20, 2018 18:18:44 GMT
I'm not entirely sure at the moment, seems to be something to do with an advance handling flag in the game that just messes things up but I don't have too much knowlege of that sort of thing so I can't add much more.
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Post by adam10603 on Mar 20, 2018 19:18:01 GMT
Ok, so we have looked at the new handling attributes, and I've been able to describe 3 of the 4 new "advanced flags" that we have ( strAdvancedFlags), and I've also looked at " fEngineResistance". The four new advanced flags on their own (in hexadecimal) are 0x80000, 0x40000, 0x20000 and 0x10000. I'll be referring to them as the 19th, 18th, 17th and 16th bits respectively (those are the positions of the bits that they toggle in the bit mask). Only these four bits of the advanced flags are being used in the new cars, so the 28 remaining bits don't matter for now. If you don't know how the value from the handling file (like F0000 or D0000) converts into these bits, read the part at the end.Here are my best descriptions of them so far: 19th bit - No idea 18th bit - Bouncy suspension. Quite literally what it sounds like, the car will act like the suspension it a lot springier. 17th bit - Causes the car to over rev and hit the rev limiter for a considerable time before shifting up. Always used together with the 16th bit. 16th bit - Makes the shift points occur a lot sooner (at lower revs, effectively short shifting the car in every gear), causes the revs to fluctuate in a weird way at top speed, prevents mid-drive speed boosting. It's often used together with the 17th bit which will more or less restore the shift points when the two are combined, but this also makes the car's revs fluctuate in a weird way even more. Most of the new cars have these two flags combined, which is why the engine revs very strangely, and at the same time you can't mid-drive them, thanks to the 16th bit itself. In the future when Scripthook is updated, I'll be able to provide more detail on these, but right now I've only been able to observe the practical effects of the flags. So take this information as a quick and early form of my final report, which will come eventually. The "fEngineResistance" value does not seem to do anything in my testing. I tried high values, low values, combining it with the usage of the flags mentioned previously, I could not pinpoint exactly what it does, but I can say for sure that it doesn't have a major effect on the car, it's rather something more subtle that needs more testing. Converting the strAdvancedFlags value into the bits above: Take the value from the handling file (such as "F0000") and paste it in the Hex field on this website. It will give you a binary number down below, where you will see bits 16-19 all showing "1" in this case (this means all four flags are active). You can also toggle individual bits by clicking them and have this tool convert that combination of flags back to hex right away. To modify the handling files, this is how you would encode a custom set of flags back to the strAdvancedFlags value.
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justinlynch3
Member
What do I enter in here? Please god somebody tell me what to enter in here.
Posts: 966
Registered on: January 2016
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Post by justinlynch3 on Mar 20, 2018 22:04:08 GMT
Pro's - The new Nascar (forget the name) is cool. - I've been enjoying the new races. - Tryharding has taken a hit. For people who kill themselves to protect their K/D, that suicide now counts as a death for them. - The Oppressors brakes are fixed. - Blowing up armed vehicles now only cost 10k instead of 20k (though it should be free) Con's - Curb boosting is still a issue www.youtube.com/watch?v=GJzmlkwL6zw Even with catch up and slipstream I kept ahead of these guys and after a few laps even started losing them. Now it's randoms and there was some crashing, you can hear it in the video. But still you can see how curb boosting was undoing the effects of catch up and keeping me ahead. I can't understand how Rockstar hasn't patched this OP curb boost effect. - Hydra has been patched. All this years complaining the jets was OP, Rockstar finally does something and nerfs the Hydra VTOL mode, I still don't think explosive bullets should be in the game period, if you want shit to explode then that's what rockets are for. But some nerf was better no nerf I guess. But no, they've undone it. So the ultimate troll machine is back to glory once more. - The new supercars seem disappointing performance wise.
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NightinGery
Member
Posts: 47
Registered on: May 2017
Steam: NightinGery
Social Club: NightinGery
Discord: NightinGery#8190
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Post by NightinGery on Mar 20, 2018 22:41:22 GMT
As mentioned before, the curb boosting is broken for most of the cars in the update, but most importantly the nascar (because that is what it is) also suffers a lot from it. On the new vespucci, I tested the tubes as well, and riding on the walls - which made you go a lot faster in other cars because of the constant curb boosting effect - does nothing and I went at exactly the same speed as going in the bottom of the tube.
That being said, the viseris got its immense top speed because of curb-boosting via suspension glitch, so what they did was add an effect that reduced its curbboosting effect from 1 to 0 (I'll will use these numbers for easier understanding) and then for some reason they applied this to the new cars but not the old ones, causing their curb boosting to go from 0 to -1, thus broken. (These are mostly speculations, but they all have reasoning behind it, so I dare say it has something behind it.)
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Post by daarnok on Mar 20, 2018 22:50:28 GMT
As mentioned before, the curb boosting is broken for most of the cars in the update, but most importantly the nascar (because that is what it is) also suffers a lot from it. [...] Hmm, that's wildly different from what we experienced driving the car today in the daily playlist. The hotring seemed to gain a shit ton of speed on a smoothed out banked turn, I'd say that stems from kerb boosting. Maybe it's dependant on the wheel choice? We had the stock wheels on for the most part. It might also be dependant on platform or fps...
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NightinGery
Member
Posts: 47
Registered on: May 2017
Steam: NightinGery
Social Club: NightinGery
Discord: NightinGery#8190
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Post by NightinGery on Mar 20, 2018 22:58:35 GMT
That might be the case. I play on a laptop, so my fps is locked to about 20ish...
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Post by Prismide on Mar 20, 2018 23:27:03 GMT
How very R*
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Post by endersai on Mar 21, 2018 0:27:50 GMT
R* Dev: Break the game and add in painfully boring NASCAR races You could have just said "NASCAR races" and we'd have known they were painful and boring. :kappa:
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