I feel like the cars should step out just a tad easier. Using CueTools 2.0.9, I ran a Verify on a recent rip, and the result is puzzling. accurip says that CRC32 values dont match for some tracks. But it's a good step in the right direction. accurip says rip is accurate, and if you compare. It doesn't mean they're perfect yet either. Similary, if a product is unticked to show on webshop it can take up to 10. Sometimes when we change a price it updates TTA immediately and other times it can take up to 10 minutes. It's important to note this, if not for the sake of just passing along correct information, at least giving credit to Dave K that his tire model /has/ been capable of this kind of simulation for over a year, they just were using the tools in a way that was "uncomfortable". Updates From Tow To Tta - How Long Should It Take - posted in ByTable/TouchTakeaway: Hi Guys, We are trying to understand (and explain to some of our clients) what the timings are for updates from TOW to TTA. The biggest difference will be in how those tools are being used, and other things they've added, like new characters and story arcs, but mainly it's the core improvements that tend to win people over.Īnd that's. But they're still using, essentially, the same tool set. They come out with new features, characters, etc, and polish the game up.
The second game comes out and it's still using the same engine, maybe with some tweaks, but the developer has learned some new tricks and knows how to push the engine even farther than last time. A lot of people complained that the gameplay was bland and that the "amount of guns" was a bit gimmicky. It did fairly well, but had it's flaws, was a bit clunky, and oversold too much on some things that really weren't that important. So the first tire compound was Borderlands 1 (metacritic 81%), which had the base idea and came out as an experimental new IP. The tire compounds would be the games created using Unreal Engine (and we're going to use Metacritic as an example of improvement).
In particular, the tire model is a toolset much like Unreal Engine, lets say Unreal Engine 3. Whereas if you correctly understand that it's a tire compound update, then realize the tire model itself hasn't been updated in a year+, it creates a better understanding that the system we're using is exactly the same as a over a year ago, and that all that simply changed is how they input the variables for that specific tire. In a sense, saying it's the tire model makes it sound like iRacing made some magical change in the past month or two that caused them to finally get their modeling correct to be "on par" with some of the simulations out there.
Eh, if it wasn't for some of the gross misinformation and misunderstanding about how the tire model works, i'd agree with you.