KartKraft (formely KartSim)

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Re: KartKraft (formely KartSim)

Post by Duke »

The Australian Studio Black Delta released new and free content for their KartKraft karting simulator in the form of the Atlanta Motorsports Park track.
The AMP kart circuit is a 0.85-mile long track that can be divided into four separate tracks and allows up to three simultaneous events at once. The track was built to meet CIK Level A standards and the full course has 43 feet of elevation changes. It is known around the world to have the most radical elevation changes of any kart track in the world.

Besides the stunning track, Black Delta also deployed build 0.1.0.1780 containing a small list of fixes and improvements including the Unreal Engine update to 4.22.2.
Changelog:
New Features:

Atlanta Motorsports Park
The steering wheel can now be hidden in cockpit view

Fixes/Updates/Tweaks:
Updated Unreal Engine to 4.22.2
Fixed spinning chain bug introduced in the previous build
Fixed incorrect vehicle bounds causing erratic AI behavior
VR crosshair now draws correctly in the main menu
Data logger shift lights now function correctly
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Re: KartKraft (formely KartSim)

Post by Duke »

Australian development team Black Delta have released a nice preview video of the KZ2 CRG shifter kart in action around the recently released Atlanta Motorsports Park venue within the game. Showcasing the new machine using the rather awesome helmet cam perspective.Black Delta suggest we could be getting our hands on these new karts as early as next week.
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Re: KartKraft (formely KartSim)

Post by Duke »

Studio Black Delta deployed build 0.1.0.1863 for the KartKraft karting simulator adding the KZ2 CRG shifter kart to the game.
The 125cc IAME KZ SCREAMER kart delivers 45Hp to the rear wheels via a 6 Speed gearbox which lets you accelerate from a standing start to 60mph in just under 3.5 seconds.

New Features:
Added KZ2 class with 125cc IAME KZ Screamer (Due to licensing restrictions, PFi does not support the KZ class)
Added chain-link simulation
Added auto-upshift and auto-downshift assists
Added track map to HUD with different tracking modes
Added overhead vehicle HUD radar similar to ‘Helicorsa’
Added ability to ‘discard’ previously purchased vehicles
Added ability to rename setups

Fixes/Tweaks/Tuning:
Tuned MG Yellow tyres to reduce mid-corner snap oversteer
Improved AI behavior to respect the player.
Fixed problem of not being able to cycle through the different gameplay cameras and groups during the replay
Added setting to control the number of notifications displayed in-game.
Fixed the bug where FFB could remain at a non-zero value after the vehicle is no longer being driven
Enabled the recent laps HUD widget in the leaderboard events
Fixed the kingpins not attaching correctly to the vehicle
Fixed bug where not all players would be able to be viewed in the post-race replay
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Re: KartKraft (formely KartSim)

Post by Duke »

Studio Black Delta deployed a new update for their KartKraft karting simulator focusing on customizations.
Besides the usual list of fixes and improvements, this update brings you the first batch of parts and apparel from AIM, Arai, Alpinestars, KG, and Oryx.
You can start showcasing your style, by going to the pits, select your kart, choose your setup, and then browse the parts menu to select a new component.
Black Delta promised even more updates with gear from Sparco, Momo, OMP, Freem and more. We will keep you posted.

New Features:
AI

Improved AMSP flying lap start
AI drivers now have their correct race numbers

Audio
Added audio for gear shifts
Improved tyre scrub sounds under braking
Fixed crossfade settings for blending on/off throttle audio for the KZ
Fixed incorrect non-stereo samples being used for on throttle audio for the KZ
Prevented IAME KZ Screamer idle sound from playing when stalled

Assists
Auto-clutch assist is now much smoother
Removed KZ throttle lift aid. The throttle must now be lifted when performing a shift

Controls
Added presets for Fanatec CSL Elite PS4 Wheel and Fanatec Clubsport V3 Pedals
Increased controller vibration from tyre sliding
Generic wheel presets now auto-assign Respawn to Spacebar by default

Gameplay
You can now set your race number in the profile screen
Added customizable leaderboard tag lines in the profile screen
Fixed problem of navigation looping around incorrectly in some cases
Protected against a possible crash when selecting race again after a Quick Race

Graphics/Animation
Reduced head movement under longitudinal acceleration
The driver no longer clips through the seat when subject to large vertical accelerations
Added option to enable HDR output to the settings for HDR-compatible displays
Fixed inverted animation on clutch paddles for KZ chassis

HUD/UI
Fixed a crash when showing/hiding vehicle radar while in-game
Camera cycle button no longer causes the camera to jump in the main menu
Race winner notification moved away from the centre of the screen
Sector times are now displayed on HUD in Practice and Time Trial
Fixed live timing HUD widget first-place showing up as red delta time.
The invalid lap HUD widget now displays correctly in minimal leaderboard mode

Optimization
Improved GPU performance in races with a large number of AI

Physics
Fixed bug in chain simulation to cause engine angular velocity to increase in large step sizes after long runs
Reduced clutch spring stiffness in the IAME KZ Screamer
Exposed front torsion bar stiffness as a setup parameter
Reduced chassis stiffness

Replay
Gear shifts and the gear number is now visible in the replay
Improved replay camera target tracking
Fixed problem of FFB occurring while viewing a replay

VR
VR spectator screen now draws HUD and menus as 2D overlays
Improved VR loading screen
VR HUD appears incorrect position in both SteamVR and Oculus
Menus are now drawn via compositor, so they are more crisp and unaffected by post-processing
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Re: KartKraft (formely KartSim)

Post by Duke »

Studio Black Delta deployed Build 0.1.0.1950 of their KartKraft karting simulator which is now supporting a maximum of 16 drivers in single-player mode.
Furthermore, Black Delta added a new batch of apparel from OMP and Arai.

Changelog:
Gameplay

Races now support a maximum of 16 drivers

Apparel
Added white Bell KC3 CMR helmet
Added OMP KS3 suit range (8 variants)
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Re: KartKraft (formely KartSim)

Post by Duke »

Black Delta have deployed a new update to their karting title, KartKraft.
The new build released for the kart racing simulation just before Christmas 2019, and with the usual list of minor and major fixes and tweaks comes something we've not seen much of lately - new content! The new track (North Texas Karters circuit FYI), isn't one developed first party by Black Delta, but rather a community created project commissioned and led by community member ‘Hooves’. Utilising drone photogrammetry, the track looks to be a nice and flowing venue - adding some much needed variety to the improving simulation.

Alongside the new content release, Black Delta have also deployed a new build of the sim, upgrading the game to build version 0.1.0.2034. You can check out the details of whats changed below:
- Added community developed North Texas Karters circuit developed by 'Hooves'
- Increased accuracy of sector times in Time Trial leaderboards. Now using same rounding method in HUD and Leaderboard displays
- Fixed the issue where upshift would sometimes fail depending on setup or chosen event
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Re: KartKraft (formely KartSim)

Post by Duke »

Studio Black Delta deployed Build 0.1.0.2139 of their KartKraft karting simulator preparing for the first rollout of the racing system multiplayer system.

Build 0.1.0.2139 Changelog:
Multiplayer beta

After months of work behind the scenes, version 1 of our scheduled racing system is here and will be rolled out to players over the coming weeks. While our initial intention was to release a dedicated server and provide an in-game browser for community host races, we made the decision to invest in building a scheduled racing system to provide a competitive, fair, and low-latency racing environment.
With advanced skill-based matchmaking, league and hosted session support in development, KartKraft is quickly becoming the premiere online karting experience.
During the soft launch phase, we’ll be stress-testing the servers, listening to feedback, and gradually increasing the number of participating players before opening the beta to everyone. Initial events will be restricted to Timed Practice with collision disabled. To be considered for the soft-launch, please register using your real name via the in-game form and confirm your email address.

PFI Classic
This update also sees the introduction of the classic PF International layout from the 90s. With an incredibly fast sweeping hairpin that is turn 1, this is the circuit that drivers like Lewis Hamilton, Jenson Button, Anthony Davidson and Paul Di Resta honed their craft on the way to Formula 1.
Added manufacturer driving suits

Trackside Cameras
We’ve completely overhauled the trackside camera system in preparation for multiplayer. Much like a human camera operator, our cameras now attempt to predict the trajectory of their tracked vehicle and anticipate their target’s position within the frame. The end result is a much more natural, broadcast quality viewing experience with high quality, cinematic, physically-based depth of field.

Leaderboards
In preparation for multiplayer, we’ve reduced the vehicle snapshot size by 72% to minimise packet size. This has had a flow-on effect with leaderboard upload times significantly reduced. As a result, all leaderboard times have been reset to accommodate the new snapshot format.

Manufacturer Suits
All manufacturer suits from Arrow, CRG, Deadly, Formula-K, Monaco, OK1, Praga and Sodikart have now been added to the store. They can be equipped by going to Pits->Driver->Suits

Fixes
NTK has been updated to the latest version provided by community member and NTK board member ‘Hooves’
Added time limit to practice session
Changed photoshoot cameras to use cinematic, circular depth of field. This is now controlled by the camera aperture.
Fixed vehicle snapshot interpolation causing incorrect axle rotation wobble in replays.
Fixed motion blur on tyres. They no longer cause artefacts from tangential velocity.
Fixed camera transition in menu screens causing the vehicle to slide in from out of screen.
Fixed collision for all vehicles. Kerbs can now be ridden with confidence.
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Re: KartKraft (formely KartSim)

Post by norbs »

This is a lot of fun, even in VR
Sarc ; my second favourite type of gasm.
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Re: KartKraft (formely KartSim)

Post by Duke »

Studio Black Delta released Build 0.1.0.2210 for its KartKraft karting simulator.
This patch features the new Force Feedback algorithm and contains a healthy list of fixes. Restart your Steam client if the update did not deploy automatically.

Build 0.1.0.2210 Changelog:
Force Feedback Update:

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.

Fixes:
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
Fixed bug where the driver would be standing in the 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 the driver is driving backward around track
Added pit indicator to HUD placings
Ping now draws on the 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 into map
Fixed unresponsive register button in the scheduled session list
Added delta to live placings HUD widget in Online Practice
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Re: KartKraft (formely KartSim)

Post by Duke »

Build 0.1.0.2139 is now live. Please restart Steam if you cannot see the update.

Multiplayer registration is now open!
After months of work behind the scenes, version 1 of our scheduled racing system is here and will be rolled out to players over the coming weeks. While our initial intention was to release a dedicated server and provide an in-game browser for community host races, we made the decision to invest in building a scheduled racing system to provide a competitive, fair, and low-latency racing environment. With advanced skill-based matchmaking, league and hosted session support in development, KartKraft is quickly becoming the premiere online karting experience.
During the soft launch phase, we'll be stress-testing the servers, listening to feedback, and gradually increasing the number of participating players before opening the beta to everyone. Initial events will be restricted to Timed Practice with collision disabled. To be considered for the soft-launch, please register using your real name via the in-game form and confirm your email address.

PFI Classic
This update also sees the introduction of the classic PF International layout from the 90s. With an incredibly fast sweeping hairpin that is turn 1, this is the circuit that drivers like Lewis Hamilton, Jenson Button, Anthony Davidson and Paul Di Resta honed their craft on the way to Formula 1.
Added manufacturer driving suits

Trackside Cameras
We've completely overhauled the trackside camera system in preparation for multiplayer. Much like a human camera operator, our cameras now attempt to predict the trajectory of their tracked vehicle and anticipate their target's position within the frame. The end result is a much more natural, broadcast quality viewing experience with high quality, cinematic, physically-based depth of field.

Leaderboards
In preparation for multiplayer, we've reduced the vehicle snapshot size by 72% to minimise packet size. This has had a flow-on effect with leaderboard upload times significantly reduced. As a result, all leaderboard times have been reset to accommodate the new snapshot format.
Manufacturer Suits
All manufacturer suits from Arrow, CRG, Deadly, Formula-K, Monaco, OK1, Praga and Sodikart have now been added to the store. They can be equipped by going to Pits->Driver->Suits

Fixes
NTK has been updated to the latest verson provided by community member and NTK board member 'Hooves'
Added time limit to practice session
Changed photoshoot cameras to use cinematic, circular depth of field. This is now controlled by the camera aperture.
Fixed vehicle snapshot interpolation causing incorrect axle rotation wobble in replays.
Fixed motion blur on tyres. They no longer cause artefacts from tangential velocity.
Fixed camera transition in menu screens causing the vehicle to slide in from out of screen.
Fixed collision for all vehicles. Kerbs can now be ridden with confidence.
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Re: KartKraft (formely KartSim)

Post by Duke »

Studio Black Delta released Build v0.1.0.2309 for its KartKraft karting simulator.
Besides the usual fixes and improvements, this update adds dynamic skies with improved lighting. For now, the development team temporarily disabled the dynamic weather features. The weather settings are currently locked to the cloudy/overcast preset.

Changelog:
New: Dynamic skies with improved lighting for all tracks. Weather currently locked to cloudy/overcast.
New: Added new camera view when returning to pits. Placement is temporary until team tents are placed.
New: Added backlights to Alfano and Mychron data loggers.
Fixed: Bug which caused track wear to be invisible.
Removed FFB skip steps preference as it is no longer required with the new FFB algorithm.
Improved: Adjusted high and ultra shadow quality settings to reduce the appearance of floating vehicles. High settings are equivalent to Ultra in previous builds, with Ultra now including extra shadow detail.
Improved: Increased friction coefficient on kerbing from 0.7 to 0.8 Improved: NTK mod track has been updated, now with kerb placements.
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Re: KartKraft (formely KartSim)

Post by Duke »

Studio Black Delta released Build v0.1.0.2620 for its KartKraft karting simulator. Restart your Steam client if you have not yet received the update.

New input system
The input system has been completely redesigned 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 analog 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 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’s 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 lap times 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 utilization 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 the 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 a write is in progress.
Fixed hitches in dynamic 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 the road surface.
Fixed chase camera look movement.
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Re: KartKraft (formely KartSim)

Post by Duke »

Black Delta announced another update to KartKraft.

BUILD 0.1.0.2655
Added: Wheel profiles now support digital inputs to analog actions, so it’s now possible to bind camera look, clutch, brake, throttle to buttons/paddles
Added: Sunny/cloudy weather option is now hooked up to time of day
Added: HUD vehicle radar and live placings can now be hidden and moved via mouse
Added: Triple screen support. (Please give us feedback or suggestions if you have trouble setting this up)

Changed: Binding process is slightly clearer. Binding menu now displays ‘press to bind…’ when input is being detected
Changed: HUD sector times now display individual sectors rather than cumulative time

Fixed certain wheel and pedal setups failing to be detected. Increased number of direct input devices from 8 to 64
Fixed crash when changing opponent volume slider while racing
Fixed crash caused by using Oculus Touch controllers in main menu
Fixed bad VR camera post race results sequence
Fixed bug where ghost vehicle would continue driving after being defeated in timetrial
Fixed occasional motion blur glitches in some cameras
Fixed bug which caused only a maximum of ten AI opponents to be available. Up to 15 opponents should now be possible. (this is not quite fixed…)
Fixed bad motion blur on rotating parts
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Re: KartKraft (formely KartSim)

Post by Duke »

Studio Black Delta released a new update for its KartKraft karting simulator, adding some improvements, and fixing some more bugs in V0.1.0.2693.

Changelog:
Improved: Wheel input binding now displays more information and requires a button press to reduce errors caused by timing
Added: Numpad keys can be used in photo mode
Added: Can now use left/right keyboard navigation in the input menu
Added: Can now drag and hide the live placings HUD item in time trial mode
Fixed: a bug where the chosen monitor setting was not saved
Fixed: bug where ghost volume would be ignored if set in the main menu
Fixed: occasional motion blur corruption in chase camera
Fixed: overlapping vehicles in post-race podium sequence
Fixed: VR camera rotating incorrectly at the end of cinematic sequences such as the post-race restart menu.
Fixed: bug where incorrect number of AI drivers would appear in a race
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Re: KartKraft (formely KartSim)

Post by Duke »

Studio Black Delta released a new update for its KartKraft karting simulator, adding the IAME KA100 class, and a tyre model update.

V0.1.0.2823 Changelog:
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, pressurized 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 localized 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 visualization 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
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Re: KartKraft (formely KartSim)

Post by Duke »

Studio Black Delta released a small update for its KartKraft karting simulator, addressing some minor issues.

Build 0.1.0.2831 Changelog:
Fixes

Temporarily removed collision on cones to avoid a crash in KA100 time trial
Reduced cornering stiffness of MG Yellow tyres
Fixed issue with Face Off and Minimal options in KA100 events. It’s no longer possible to enter X30 in KA100 events
Fixed incorrect manufacturer on OK1 KA100 Karts
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Re: KartKraft (formely KartSim)

Post by Duke »

Black Delta announced on their Discord this morning an update with one of the biggest changes to the handling of the karts since the launch of KartKraft. Upon analysing tire loads when riding over kerbs they uncovered a bug in the method used to calculate the damping velocity. As a result, all tires/classes have had to be re-tuned with the result being an improved and much more natural driving feel that allows you to lean on the tires during cornering, trail brake and lap consistently with more detailed force feedback.

Note: Re-binding required for all controllers.

v0.1.0.2929
Improved implementation of Minimum Force for wheel force feedback
Improved FFB algorithm
Added basic support for Logitech Wheel LED lights
Reduced stopping force of gravel traps
Setup parameters now display the significant digit when set to values below 1. i.e 0.1 rather than .1
Fixed bug where controller would receive force feedback when wheel is being used and vice versa
Fixed tyre damping bug that caused incorrect loads when cornering
Improved tyre and handling model for KA100, X30 and KZ2 classes
Fixed issue where Steam would steal Direct Input wheel control away from the game. This change will require you to rebind your wheel
Added frame identifier to UDP telemetry. Telemetry clients can now validate telemetry frames using KartKraft.Frame.FrameBufferHasIdentifier(bytes)
Fix for wheel input being overridden by Steam when user has Steam Input enabled
HUD now shows vehicle class
Fixed leaderboard not updating after exit of time trial event
Easy/Medium AI retuned to make them easier
Fixed crash when adjusting KZ2 drivetrain sprocket teeth.
Fixed AI vehicles sometimes failing to load
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Re: KartKraft (formely KartSim)

Post by Duke »

v0.1.0.2964
– Reduced load sensitivity of MG Yellow tyres
– Reduced default brake strength for newly purchased KA100 vehicles so braking is much easier to control
– Fixed bug where some wheels would auto-centre when using a 180 degree steer limit
– Fixed input errors when attempting to play using gamepad with a correctly bound but unplugged steering wheel
– Fixed some glitches in input settings menu when using wheel controls
– Fixed some undesirable wheel forces when retiring from race
– Added a 2sec fade in for FFB when transitioning to driving. (This will be improved for rolling/flying starts in a future update.)
– Added a mild FFB soft-lock at steering wheel limits
– Added a debug launch option -DebugUDPTelemetry. If set, all telemetry will be logged to project_k.log for debugging problems with motion rigs. Warning: use sparingly, and remember to turn it off, as it can result in very large log files.
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Re: KartKraft (formely KartSim)

Post by Duke »

And in other KK news...
Motorsport Games Announces Expansion Into Karting
Motorsport Games signs binding term sheet with KartKraft to add leading karting simulator IP, assets and key development talent to diversify gaming portfolio; Announces anticipated launch of Motorsport Games Australia studio

MIAMI, FL – February 19, 2021, Motorsport Games Inc. (NASDAQ: MSGM) (“Motorsport Games”), a leading racing game developer, publisher and esports ecosystem provider of official motorsport racing series throughout the world, today announced that the company has entered into a binding term sheet to acquire the assets and the business of KartKraft, the highly acclaimed PC kart racing simulator, from developer Black Delta. Under the terms of the binding term sheet, Motorsport Games expects to take ownership of the KartKraft IP as well as all the game assets and code. Additionally, key members of the original development team, including Founder Zach Griffin, are expected to join Motorsport Games to form a new studio called Motorsport Games Australia, under which development of KartKraft will continue.

“This upcoming acquisition further demonstrates Motorsport Games’ commitment to the racing game genre and our belief in the future of virtual racing. We are delighted to have the opportunity to add KartKraft and form a new development team within the Motorsport Games family. The level of simulation that the team has created is highly impressive and the best recreation of karting available on the market today. We believe that, by adding our expertise to KartKraft, we will bring the game to the next level, amplifying its success as we help steer the product to full release,” said Stephen Hood, President of Motorsport Games.

“Additionally, the new Motorsport Games Australia team will bring additional knowledge and expertise to Motorsport Games, specifically in Epic Games’ trademark game Unreal Engine, as well as vehicle physics and driving simulation. They will play an integral role in the development of our future products and we’re incredibly excited about their future contribution to our talented team.”

The planned acquisition of KartKraft is the latest in a line of exciting announcements from Motorsport Games. KartKraft will further expand Motorsport Games’ product portfolio, content development, digital product sales capabilities, and provide an opportunity to expand the company’s esports ecosystem. In addition to the continued development of KartKraft, the new Motorsport Games Australia studio will bring its expertise from the Unreal Engine, developed by Epic Games, and racing simulation to other Motorsport Games licenses including NASCAR, 24 Hours of Le Mans and the British Touring Car Championship.

“The planned acquisition of KartKraft represents yet another step in our growth as a leading developer for racing games,” said Dmitry Kozko, CEO of Motorsport Games. “We are aggressively pursuing our growth strategy by putting the committed capital from our shareholders to work. We’re excited to complement our existing franchise developments by adding KartKraft to help grow our development team and product line.”

“As a shareholder in Motorsport Games, I’m thrilled that KartKraft is joining us and that we can use our expertise, scope and knowledge to help maximize the impact of this great product,” said Fernando Alonso, Alpine Formula 1 driver, two-time F1 World Drivers’ Champion, two-time 24 Hours of Le Mans Champion and former Karting World Champion. “KartKraft recreates the authentic feel and thrill of kart racing. As a former Karting World Champion and owner of my own karting school, I want people of all ages to be able to experience the joys of karting first-hand. Nearly all the top drivers began their motorsport life in karting and KartKraft is a natural progression for introducing a new generation of drivers to the sport.”

KartKraft is currently in Early Access on Steam for PC and its simulator has quickly amassed a cult-like following within the sim-racing community. Upon its full release, it will allow players to build their own karts from the chassis up and race on 10 officially licensed, laser-scanned tracks with 20 official kart manufacturers.
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w00dsy
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Re: KartKraft (formely KartSim)

Post by w00dsy »

I tried it again the other day after I saw there was a new tyre model. There's more slide in the tyres now but it doesn't take much to push it too far. It's rewarding when you get it right but it took me quite a few laps before I could match my old times around Geelong.
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Re: KartKraft (formely KartSim)

Post by GT VIRUS »

Good news that they are brought, there might be a chance of some decent speed development now
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Re: KartKraft (formely KartSim)

Post by Duke »

The newly-renamed ‘Motorsport Games Australia’ studio released their first update of the month today. Build 0.1.0.2992 seems to be largely focussed on the menus and their usability.

BUILD 0.1.0.2992
IMPROVEMENTS
– Fixed font issue for languages other than English. Main menu option fonts will look different but are now legible. Nicer fonts and translations are slated for the future.
– Added more telemetry output: Vehicle world position, session elapsed time, session name, track name, track address, track country code.
– Added the ability to manually drive in to the pits during practice sessions.

VR
– Improved VR input for menus. Menus now default to using mouse, with an option to switch to gaze input available in Settings > VR.
– Added new setting to fine tune world scale in VR. Use this setting only if the world feels “wrong” to you. Default of 100% should be correct for 99% of people. Available in Settings > VR.
– Added an option to switch between Headphones (head-tracked) and Speaker (non-head-tracked) mode for audio. Available in Settings > VR.
– Fixed a bug which caused VR settings to be invisible.

Input
– Fixed issue preventing the ability to bind G27 clutch pedal.
– Improved FFB fade in when returning to driving. Now much faster and more direct.
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Re: KartKraft (formely KartSim)

Post by w00dsy »

The updates for this game are so odd. They're usually only a couple of meg but they take ages to install.
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Re: KartKraft (formely KartSim)

Post by norbs »

w00dsy wrote:The updates for this game are so odd. They're usually only a couple of meg but they take ages to install.
Yep, me too.
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Re: KartKraft (formely KartSim)

Post by r8response »

w00dsy wrote:The updates for this game are so odd. They're usually only a couple of meg but they take ages to install.
I've noticed that across a few games I own. Unreal Engine is the commonality among them. 100mb update downloads in a minute, patching takes ten.
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