Don't know if anyone is interested but Kartkraft will unlock on Steam today in 7hrs UK time, this sim will be using the unreal 4 engine so will be interesting to see what it's like.
As annoying as this is, 8 weeks isn't long, given that it should be nice weather and there is plenty of things to do outside Fingers crossed it hits the ground running, and it's another "Sim" to add to the collection
Build 0.1.0.2620 is now live. Please restart Steam if you do not see the update. New input system The input system has been completely re-designed and built from the ground up to make setting up wheels and controllers a seamless experience via a calibration wizard. This has the added benefit of simplifying the UI since we've been able to remove invert/min/max settings for each analogue input (Throttle/Brake/Clutch/Steering). Please note that these changes mean all players are required to set your controls up again Test Drive We've added a new test drive menu in preparation for the release of our upcoming track modding tool. This is the result of a large refactor to the map loading system which can now discover and load tracks dynamically at runtime. HUD Individual HUD elements can now be positioned on the screen using the mouse to better accommodate players' preferences. They can also be toggled on/off by right clicking on the screen and selecting the appropriate widget type. Note that this feature is not available in VR at this time. Driver numbers are now are now rendered on the placings widget similar to MotoGP FreeTrack KartKraft now has support for FreeTrack, the open source equivalent to TrackIR which provides six degrees of freedom (6DOF) head tracking via a webcam. This can be configured in the 'Camera' settings menu. Audio We've now added a slider to control the volume of your opponents which some users have reported as being too loud. This is available under the 'Sound' settings menu. FFB Defaults The default force feedback strength setting has been increased to be consistent with forces felt in real life. This is particularly important for non direct drive wheel users that spin when applying the throttle out of corners, due to a lack of corrective forces being felt through the wheel when experiencing power-on oversteer. We strongly recommend that players increase this setting to a value as high as they can handle. Timing and exploit fixes The method of live delta calculation for the session fastest lap and personal fastest lap has been improved, resulting in much greater accuracy through all sectors. Previously this could fluctuate with a margin of error around 1 tenth of a second. We've tracked down a bug that some players were unknowingly exploiting to gain time during leaderboard attempts. This was caused by floating point (im)precision that could result in laptimes up to a second faster than real-time when a session was run for an extended duration. i.e 48+ hours Crash fixes After implementing automatic crash reporting in the previous build, we have been able to identify and fix a crash that was responsible for 76% of crashes reported by players. This should result in much higher stability for all players. Dynamic sky With the introduction of the new sky system in the last update, several groups of players experienced hitches when loading sky resources. We've now implemented dynamic resource loading for the sky resulting in lower memory utilisation and faster map load times. Changelog New Input System. Wheels are now easier to bind and presets have been removed. Added the ability to move and hide HUD elements on screen. Added Freetrack head tracking option. Available in Settings > Camera. Added a setting for controlling opponent kart audio volumes. Added driver numbers to HUD. Added work-in-progress results screens. Added audio notification when new online session is available to join. Increased accuracy of all live delta values displayed on HUD. Increased default FFB gain setting. Re-enabled player name tags in online mode. Online practice session lets drivers finish their final lap before ending. Fixed bug where AI would sometimes fail to load. Fixed lap and sector timing inaccuracy when running for long periods of time. Fixed corrupt packages due to shutting down game while write is in progress. Fixed hitches in dyanmic sky loading. Fixed unwanted motion output when replaying. Fixed trackside cameras not properly handling karts retiring and entering pits. Fixed ghost trails following tyres on road surface. Fixed chase camera look movement.
Build 0.1.0.2823 is now live! Please restart Steam if you do not see the update. New Features KA100 The IAME KA100 class has been added to KartKraft. With 22HP and a maximum RPM of 15,000, the new class uses the medium grip MG Red tyre and requires very precise and smooth inputs to achieve good lap times. We look forward to your feedback on the new class. Tyre Model The tyre model has been updated to include a 3D thermodynamic model that simulates the heat transfer between the asphalt, contact patch, tread, pressurised air and rim. No longer static, the entire carcass and tread around the circumference of the tyre is affected by contact pressure and sliding friction which results in localised hotspots and the new ability to overheat the tyre if driving and sliding too hard. Future updates will include different rim materials that allow for better dissipation of heat and more stable changes in pressure. A visualisation of the 3D tread has been added to the HUD. Note: Existing setups will need to be updated to extract the maximum performance from the new model. FFB The calculation of forces being applied to the steering column has been improved resulting in a much more refined signal and smoother driving experience. GKCV Reverse The reverse layout of GKCV has been added which presents a different challenge with the blind uphill entry to turn 1. Fixes/Improvements Setup parameters now show their respective units. i.e PSI, Degrees etc HUD elements are now zoomable and moveable using mouse wheel Fixed crash when changing gear ratios on the KZ2 class of karts Kerb response has been improved with a reduced likelihood of flipping 6 month old video that not represents the latest update... But great overall look at the game a from couple month ago...
Btw, anyone here with relevant karting experience? To be honest, I have zero idea how a racing kart should behave, but the karts in AMS2 somehow feel much more natural to me. I could drive them for ages at Buskerud, meanwhile I'm really struggling to be consistent with any of them in KartKraft.
I'm liking Kart Racing Pro, KartKraft and rF2 Kartsim, don't really like the feeling in AMS 2 karts sadly. They can still be fun though. Have you tried Kart Racing Pro?
Yes I did. I like it, but I feel KK more close to reality. Unfortunately both titles doesn't have many tracks, and lack online multiplayer. On AMS2 and RF2 I just tried it 2 or 3 times but I feel them totally off.
Sure, but no one racing there unfortunately (at least when I last checked few months ago). KK multiplayer is in development but very delayed.