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Steam News12 April 20197y ago

New practice mode

As some of you no doubt know by now, last weekends update got a new take on the practice runs, and I finally got round to making a short video and uploading it.

Full notes

Full Pylon Racer update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes2 additions0 changes0 removals
  • Maps
  • UI and audio
addedAs some of you no doubt know by now, last weekends update got a new take on the practice runs, and I finally got round to making a short video and uploading it. It includes two bits of 'instrumentation' as text overlays. I will probably work on cockpit instruments soon. As always comments are welcome. Practice mode video The graphs In the turnaround period I plot a number of graphs on the screen. I don't think its very useful at this stage, definitely needs cleaner presentation.
addedand by adding a fair amount of low frequency 'turbulent' sound. Because of the frequency you need speakers with fairly good bass performance to really hear this.

As some of you no doubt know by now, last weekends update got a new take on the practice runs, and I finally got round to making a short video and uploading it. It includes two bits of 'instrumentation' as text overlays. I will probably work on cockpit instruments soon. As always comments are welcome. Practice mode video The graphs In the turnaround period I plot a number of graphs on the screen. I don't think its very useful at this stage, definitely needs cleaner presentation.

  • green - altitude 10m - 30m, aim should be to keep that level in the chicanes.

  • cyan - airspeed, maybe useful in vertical turns to experiment with different lines.

  • blue - roll, useful to figure out if you are turning too soon or too late in a a gate.

  • red - G's, clips at +10. High G's uses up a lot of airspeed, especially in the vertical turns, so good way to make sure that your turns are nice and even.

High G / AOA feedback I have also done a lot of work on providing better feedback for high angle of attack flying.

  • By increasing the amount of cockpit shake. And that is very real, you can see the cockpit vibrate in high G turns, and cant read any instruments.

  • and by adding a fair amount of low frequency 'turbulent' sound. Because of the frequency you need speakers with fairly good bass performance to really hear this.

This is information that you feel with your body, both the amount of G's and the turbulent buffeting that vibrates through you. Its probably the single area that I feel needs the most amount of work to get right. bonus video short clip from my flight

Source

Steam News / 12 April 2019

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