- 563
Dude, I made a thread for that video, and now you have posted it in two other threads wanting to discuss it?
How about discussing it in it's original thread?
DEAL WITH IT. You didn't post any of them new pictures. Stop crying.
Dude, I made a thread for that video, and now you have posted it in two other threads wanting to discuss it?
How about discussing it in it's original thread?
thanx friend
New interview with D. Greenwalt
The difference seems quite huge. Especially considering that it's just a screen shot.
However, I'm not really sure what Mr. Greenawalt meant by some of the things he said:
"Crazy metals being used in different engines to allow for different types of RPMs"
"Doing downforce and backpressure"
"Straight-up test data" <- did he just mean the custom tests?
In particular the lack of "interpolation" in the tyre data confused me. Why say something as technical as "interpolation", but not go on to say what it was that was being interpolated, and isn't now? Have Pirelli invented a continuous data type? A (new) Magic Formula? He was very specific, yet so vague.
It'd be nice if they cut out all that waffling, because they're not going to sell the game to someone like me that way. I like the scalable difficulty mode, and the other customisation options for difficulty. That's great. More on that please, less waffling. 👍
Once he says "tire model" he's already alienated half the viewing public. For all they know he's talking about making tires look real on the screen. Why go any more in depth and totally lose the crowd.
Lots of awesomeness in this interview. I want this game. Now.
Different metals in engine blocks allow for better heat dissipation, which can affect the RPM's allowed. Too many RPM's can heat the block too much and too fast, so you need to have the proper metals for the right setup.
I assume he is talking aero downforce and engine pack pressure (through exhaust setups). (Unless he was talking about the back pressure from draft and aero that actually pushes on the back end of the car.
In the interview, I understood that as data taken directly from Pirelli, on the different tires available that they have in their system already. He then elaborated that they did custom test data specifically for Forza 4.
Would probably be good for a part 2 interview. I left wanting more info as well, but I am not sure how detailed he would get for that interview. I am the kind of guy that would like to actually see him pull up the code on the computer and want to see metadata entered and how it's being used.
I like that he continues to give us all these details. It's rare to see other developers do this.
He was being interviewed by FastLane Daily. That is the info their crowd wants![]()
I'd assumed he just meant "RPM ranges". Developing new alloys and whatnow will allow engines to sustain higher RPM ranges. I don't think we should be reading too much into it.Sure, that's all valid in the highest echelons, but "types" of RPMs?
My best guess is that he was reffering to the turbulences created by the air at the rear end of the car. The stuff that duffusors have been invented for...I'd hope it is the latter, engine back pressure is accounted for in dyno curves. I'd not thought of "bump drafting", thanks. 👍
I'd assume that, so far, they had to simplify the data they got, or pre-interpret it, if you will, so that it could be used with their phsysics engine. Could've been like you said, that they've just been extracting a few coefficients they wanted to use or that they had to convert the data accordingly. What I'm getting from this is that they reworked the engine to get rid of that, maybe working together with Pirelly to make it compatible with Pirelli's data. So, instead of "making a copy of a copy", they're "making a copy of the original" now, so to speak... At least according to what I understood.But I don't see how that would be any different from using the data other companies gave them. Unless he meant that they were using magic formulae before with coefficients supplied by the manufacturers based on their test data? In that case, it means they're now using a bespoke tyre model, possibly. "Interpolation" still sticks out as odd, though.
In just about every threadAlready been posted...
Yeah. HUGE improvement over Forza 3.The lighting looks so much more realistic
![]()
Already been posted...
I cant believe they stuck the nose of the Rt-12R on the RGT8. Did they not notice that the cars were different??