Perfect Golf 1.4.2.0 Released
#1
Posted 08 December 2016 - 10:41 PM
- Dazmaniac, Fairwayman, LeazesNDR and 3 others like this
#2
Posted 08 December 2016 - 10:50 PM
Excellent!
#3
Posted 08 December 2016 - 10:52 PM
My body is ready...
#4
Posted 08 December 2016 - 10:52 PM
3 Click: We have tweaked a few of the difficulty settings for various swing types. 3C has had the long game balanced by reducing the spin axis (sidespin) penalty for missed ‘snaps’. This will enable the pro and tour pro players to miss the ‘snap’ slightly on purpose to help control the curve of the ball. Larger missed ‘snaps’ will also have less of an effect.
I just wonder is this a response to the meter problems that some still have? Even if it is I like intentionally missing the snap (when the meter is smooth), it's quicker than using the shot shaper - but it's still three click. I bet some players want missing the snap to result in a poor shot.
#5
Posted 08 December 2016 - 10:54 PM
Huge update!
#6
Posted 08 December 2016 - 11:13 PM
Its out
#7
Posted 08 December 2016 - 11:15 PM
#8
Posted 08 December 2016 - 11:36 PM
I just wonder is this a response to the meter problems that some still have? Even if it is I like intentionally missing the snap (when the meter is smooth), it's quicker than using the shot shaper - but it's still three click. I bet some players want missing the snap to result in a poor shot.
Try it out, bad clicks still result in visits to the deep wildwoods! The change was mainly to balance the GIR and FIR with other control methods.
#9
Posted 08 December 2016 - 11:38 PM
Greetings,
Regardless of the outcome I would like to thank Andrew and Mike and any other contributors/coders including the BETA test team for their dedication and hard work. Keep on keeping on.
SC
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#10
Posted 08 December 2016 - 11:47 PM
Thanks very much for the update...that's a bit of a game changer, especially bunker shots!!
Had a few holes to see what's what and like the play a recorded round too, new comps could be created using that i'll bet.
Definately notice the new ball physics on drive landings and green. Managed to get back spin on a shot i never used to, and as for bunkers...no more fat it and get a nice soft landing, that will take a while to get used to having to hit the "ding" again. Didn't notice much on regular greens but not played enough to get a "why didn't that drop", or "wasn't i lucky there!" reaction.
So initial thoughts are promising and i think scores are going to rise across the board through added realism, great stuff.
EDIT: Forgot to say...meter definitely seemed smoother too, will keep a close eye on it.
Andy
- TeRmYdOg70 likes this
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http://affo1.emyspot.com/ for JNPG stats from OGT and PGLS
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#12
Posted 09 December 2016 - 12:57 AM
thank you - good fun
- zmax - sim likes this
Brendan
Admin for OGT fun tourneys
#13
Posted 09 December 2016 - 01:14 AM
It's been tough to sit on the juicy details of this update. I'm so glad it's public now and I can get on on to some wider multiplayer experiences. I can't stress enough about how all phases of the short game have changed now - for the better, IMO - and require more of your golf intuition to be creative and execute what you envision. I'm a huge fan of the Realistic green surface condition, and I'll be anxious to see how the new green surface options are received.
Don't forget to try the new putting camera angles. I've locked mine at the second highest setting (camera appears to be at about 7' height) behind the golfer and it really helps give me more feedback about the putter motion.
- fungolfer and Charles like this
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#14
Posted 09 December 2016 - 01:20 AM
Great changes. many thanks.
- zmax - sim likes this
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#15
Posted 09 December 2016 - 01:20 AM
A hearty THANK YOU to all who had a hand in this latest update. Kudos to you all!!!
Warren
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#16
Posted 09 December 2016 - 01:31 AM
Did the Stimps get tweaked at all?
#17
Posted 09 December 2016 - 01:34 AM
Did the Stimps get tweaked at all?
Not that I know of B. Nothing mentioned in Private Beta about stimp tweaks (that is unless I missed it, lol).
#18
Posted 09 December 2016 - 01:38 AM
Not that I know of B. Nothing mentioned in Private Beta about stimp tweaks (that is unless I missed it, lol).
Ok - Thanks - Probably a dumb question, but is a given stimp a different animal on different courses?
Seems like I always play Stimp 14 and it tends to feel quite a bit different (the speed) on different courses.
I sort of thought the idea of a stimp measurement was a defined thing, regardless of a course's location/conditions, etc
#19
Posted 09 December 2016 - 01:40 AM
Thank you for what definitely has to be one of the most significant updates to the game. I am going to have to re-learn a lot of things. As a RTS-M player I used the 3rd camera view (side) to determine how far back the putter should go for weight but that camera view is gone so starting all over. With the overswing now part of the timing for ratio even the full swing will be a learning process. I haven't even tried bunker shots yet but after checking out chips, pitches, and flops I will be spending a lot of time at Woody's trying to figure it out. Already had one lip out from 5 feet and am really impressed with the setting of realistic for the green.
There is no comparison to where JNPG is today compared to when I bought it July 2015. Looking forward to shooting a round in the 90's as I experiment and practice. Kudos to the development team!
- Brendan likes this
RTSM - Pro
#20
Posted 09 December 2016 - 01:45 AM
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