![]() I swear, people on these forums have such unrealistic expectations that it becomes almost a circus. ![]() There is possibility for developers to perhaps mark somehow all the pothole textures, but if engine doesn't support splicing, it won't be possible (splicing = marking areas on the texture). You can't control procedural generation (or RNG) in this case. It's impossible to implement it in non random, non costly manner (and yes I've tried the mods that implement this in a form of random road events) without collision. Because they are using simplified meshes of the ground, and not adding the randomness factor which causes the imperfections. Do you ever wonder why some driving games feel like what ATS/ETS2 used to feel, like you're driving on a table? This is why. ![]() In ATS/ETS2, it actually is tied to the terrain you are driving over, on gravel/grass the bumps are more frequent and harsher, and even roads themselves, depending on their texture, have different bumpiness, but generally they are less bumpy. This is both due to costly nature of collision (the more complex = the more computational power it requires). This is how almost /EVERY/ simulator does it, unless it's stricte racing one like Assetto Corsa, which has laser scanned closed off tracks. I won't go into them because it's obvious you didn't even bother to play the game. Please, please spend some time with the game, because I, after 12 hours of testing since release of Open Beta, have noticed actually a lot of neat things about the current implementation. It is tied to both player's speed, because the faster you go, the bumpier it gets (making driving style comment false) and terrain material they are currently on, which also makes statement of "regardless of player's terrain" false. That in essence is what Simulator strives to do and you are contradicting your own statement. ![]() It doesn't matter how it does it, but it does and it succeeds in adding to the immersion, which you have admitted - is increasing. What you said "not being releated to simulation" is actually wrong on so many levels, because essentially you are contradicting the aspect that tries to "simulate" reality. I drive on mouse then tried on controller and a wheel and it's harder to control the truck on the turns, because of the bumps. It affects the driving in a meaningful way. Before you comment "there's no visible-" STOP, this is not about visibility. Random bumps simulate overall undulations in the road itself due to terrain. This is not what this is all about, roads don't work with "need to go around bumps", this is not what this is all about, you are expecting way too much even if it was towards AAA developer. Just the NEED to go around bumps and slow down before the bumps in order not to take damage to the suspension and wheels will create the necessary level of immersion in the gameplay. Realizing full-fledged static road bumps on the entire map is most likely too complicated and costly for SCS. The car just bounces when it wants to, regardless of the player's terrain or driving style. This happens until the player learns that the suspension work on the road is random. Yes, the immersion in the gameplay is increasing. It's just another decoration, not related to the simulation. I was kinda disappointed by the overall feel of the road. And no, for sure Zee or Kriechbaum won't accept to move to another country just because of that. I really don't understand why SCS doesn't hire someone else for that position. I'm too lazy to do the work of developers and look for a good volume balance, so I'll use your preset, from now I really think that mixer guy is DEAF! Like for real! They have good sample of the engine sound but the mixing is sooooooo poooooooor. The sounds from Krichbaum remain reference. The chirping of birds seems to be under one's nose. I hear a disgusting traffic noise and the volume of the traffic matches the volume of the engine. It feels like I'm not inside a top European truck with excellent sound insulation, but as if I'm driving in a buggy without windows and doors. I hear a terrible default volume balance. I hear a sharp transition from idle sounds to 1000 rpm. The new ones are also disgusting, only they have a different disgusting sound. When I first started I thought that the SCS had learned how to mix, but after a few meters of driving I realized that everything was consistently terrible, as it was before. I did not expect to hear new DAF sounds in update 1.47.
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