Getting back on the board as a breather…
Here’s a fast KZ lap at Geel. Its a respectable 29.97. To me, sub-30 has been the deep end of the pool, and in dropping this, I take US 1 and global 3. I did this mainly to say “Hi” to my friends in spots 1 and 2 (lest they get complacent) and to take a break from running the multiplayer beta. Oh, by the way, the lap is nuts. No idea how I got away with such hooliganism.
So far, its basically open practice sessions on a different track every 20 mins. You register and get told when it’s time to pop in. The sessions are timed and, of course, you want to be the fastest!
I have enjoyed this, thus far. It’s in no-contact ghost-mode, which makes for some intense races. You both stay on line since there’s no contact, obviously. Very cool.
They are onto wave 3 of beta invites, so the servers are getting more full. I’ve seen lobbies of up to 8. For the most part its 2-3 others. But, as they add more testers, it will grow.
I really like how racing against others is, as compared to against a ghost of a past lap. I have come across some fast drivers, too. I have had some really great battles, some have even worked out!
As the beta progresses, and the servers show resilience, it will grow. It is really fun so far and holds much promise.
A lot more people in lobbies now. Had 11 folks in multiple practice sessions and had no zero lobbies which would happen in KZ.
Some good racers showing up too.
Ok so what next?
Been running a lot of laps in multiplayer practice and mixing it up with TT. Starting to see lots of online races playing out on the web and getting jelly. I am feeling the need to do something with this. Need to have racing for this to have legs. But, they know that. Contemplating Iracing or something while we wait. But, it won’t be the same. Sim karts are pretty magical and I prefer em to cars.
The FFB algorithm now uses a force based calculation, rather than impulse based. This significantly increases detail and feedback through the steering system. FFB settings may need to be adjusted and can be increased relative to their previous settings. Without overhyping it, this completely changes the feel of the game. We look forward to hearing your feedback.
Increased longitudinal tyre skid volume
DirectInput no longer reacquires FFB devices when a system device change flag is set. Possible fix for periodic stutters when driving
Increased front tyre grip on MG Yellow. This pushes the balance more toward neutral. Setups will need to be adjusted and should require less scrub radius/caster/torsion bar stiffness
Fixed bug where driver would be standing in vehicle for a frame upon being connected to the kart
Fixed bug where vehicle radar would detect opponents above or below you. e.g. PFI bridge.
Fixed incorrect map loading in NTK KZ2 Minimal Time Trial
Network stats can now be made visible on the HUD via Settings->Game->Hud->Show Network Stats
Fixed bug where sessions wouldn’t refresh properly if screen remained open for hours
Added a “wrong way, turn around” notification when driver is driving backwards around track
Added pit indicator to HUD placings
Ping now draws on left side of placings in HUD
Fixed crash when restarting race
HUD adjusted to avoid overlapping elements with large numbers of racers
Disconnected players draw ping as “–” instead of “0”
Enabled onboard cameras in spectator mode
Fixed driver being detached from kart sometimes upon spawning in to map
Fixed unresponsive register button in scheduled session list
Added delta to live placings HUD widget in Online Practice
Intital testing suggests that this changes everything. Will have to tedo the tune completely. Maxing scrub and caster will likely be too much. I will also have to widen the back. Torsion bar etc comes way down too.
Turn in feels a bit off and the steering column seems to want to continue to lock at mid turn balance point. But, the ffb feels good. We shall see.
Got the issue figured out. Had to completely retune the kart. Almost opposite of before. Zero scrub radius, zero torsion bar. Caster 14-15ish, rear width .15.
Importantly, the thing Zach said that made the most difference is raising the driver to 60% from my previous 30. This completely changes how the kart reacts and the strangeness around the center of the steering (mostly) disappears.
Anyways, the FFB update, properly tuned completely rocks. You feel more from the tires it seems. Lots of information through the center column. Theres a better sense of load too, almost a seat of the pants thing going on here, if that’s possible.
A hard slog accomplished
For some reason, the new force feedback model befuddled me at Geel. I’ve been struggling to land a sub 31 there. In the past, this is one that I thought I was pretty decent at, but with the new FFB, not so much.
Earlier tonight, I made an odd change. I dropped 2 teeth from what I have been successful with to see what would happen. Something about how driving flows with the less spastic ratio reminds you to squirt your exits and really be greedy with grip and momentum. Anyways, it worked well. Surprisingly. I repeatedly nailed 31.0X, dinging three times within a few hundredths, settling at 31.002.
Then, with the different gearing, I started to play with trying to be flat through the final turn. Seemed like a dumb idea but I nailed it a few times and thought, “Aha! Perhaps this is what will get me sub 31!”. Excitedly, I proceeded to flail about and get nowhere.
Finally, after saying to myself, “Last lap!” and meaning it, I did it! Yay! Sadly, the video did not work, but here’s a pic.