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The Re-release of 1.4.3.0!


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#61 clubcaptain

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Posted 30 December 2017 - 12:11 PM

JCat04, on 30 Dec 2017 - 01:33 AM, said:

Are you a 3-clicker?  I ask because a 3-clicker is going to have their attention focused more on the meter than the golfer.  That's the only way I can see how it could go unnoticed.  As an RTS-C player, it stands out like a sore thumb.

Yes, 3C but as each hole comes into view I don't fixate on the meter, why would I. Like anyone else I take a look at the forward view as a whole then I look at the overhead view. Only when I'm ready to take the shot do I pay any attention to the meter.


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#62 Buck

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Posted 30 December 2017 - 04:11 PM

Mike: Please please consider adding in the old Player cam FOV as one of the options (or a way to enable/keep it in the Autoexec file).

Clearly this is already yet another thing dividing all of us, and this one has very little actual benefit yet is causing dislike and playability issues for some.

I think it's great to have "another view" as the new one is, but it's different enough that it really would be appreciated if it were optional.

This reminds me of sports games, where they'll have what seem like 4-7 similar views, but when you use each and try to play with them, you find out pretty quickly which works best for you and even though the differences sometimes are small, those subtle variations on each can really impact a particular players ability to use and enjoy the game.

#63 ✠ davef ✠

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Posted 30 December 2017 - 05:22 PM

something about the gusty yesterday i was playing a PGLS tough settings tourney

which was set gusty and i dont think at anytime the wind was under 35MPH and up to in the low 40s

now that was a tourney set pre update. since i have played the gusty a couple of times and it has run between 12 and 28

which i find to be good. hard and challenging hitting some pars can be adjusted for.

was something goofy in the tourney with the wind since it was set pre update?

i like the fact we get the movement off the flops we should have been getting all along.

really this wind is a good thing now we have a whole new game to learn and shoot decent scores in.

took me 4000 hrs so far hope i can get it all back to the scoring i have been getting at this stage in say 500 hrs.

good update just got to learn it now and accept this is the way things are now figure it out.

 

post 2112 hail RUSH

 

oh yea Daz this is the same dave that shows a lot of discontent at times.lol

getting older got to figure out how to get kinder too.


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#64 MimicPS

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Posted 30 December 2017 - 11:01 PM

Hi Dave,

 

We have had to say this week's events will be transitional between the old version and the current.

 

All of our selectable winds now, in both ladder events and in our tour creation admin area, have now been re-appraised to take in the new wind ranges, so we are confident that after this unique week where events may play more severely than we would ideally like, we will be back to something which will be much more in line with the everyday Perfect Golf experience. Strong winds will still be very tough to play, and will take lots of practice for the uninitiated to master, but you will not, from Next week's events get anything which you couldn't practice in the game.

 

Unfortunately with any update we cannot expect the development team's timetable to match with ours completely, and so we will always experience occasions where we are unfortunately out of step for a brief period. We took the decision that we would not review winds mid-event, with some started and indeed finished before the update release, and others yet to get underway. This will create disparity in our events this week, but whilst we do not intent removing scores (because after all, in real events you would see differences between players out on the course at opposite ends of the day, if not actually over a week) the better scores achieved by players who got in early will still count towards their ability level calculations and future handicaps, leaving them briefly at a disadvantage in both.

 

We are excited about the prospects which the new update affords us, and will have news on what we bring along with it in the near future.

 

Mike

 

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#65 ✠ davef ✠

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Posted 30 December 2017 - 11:27 PM

mike 

i figured that was it. i have np at all with this weeks scores.

was just wondering why the difference.

played a lot today with the new winds and already starting to get used to it.

wont take long to get my scoring back was just such a jolt at first, but in a younger world us older dog's still gotta learn new tricks.lol

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#66 3199E5kennetharry

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Posted 31 December 2017 - 09:38 AM

davefv92c, i exspearenced the same 30-40mph wind speeds as did many more, i thought it was fun playing in that.


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#67 ✠ davef ✠

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Posted 31 December 2017 - 10:45 AM

yea now that i have got some time in i will say, i spoke to soon on the wind after a dozen or so rounds trying out all the new winds

i find them to be good, there are good and bads but they cancel out. the shock of it to me was the loss of distance in head winds,of course not thinking about the gains with tailwinds, the crosswinds and the way it works now closer to the ground also seemed extreme. but after a few adjustments in thought and shot plan i have already seemed to figure it out, or a big part of it anyway.

i give Jmk a big thumb's up for his realistic wind model.

and PP for  implementing into the game.

 

this is a good update now all they have to do is get something done with that FOV thing

so we can all be happy together.lol 

that said with this new wind it sure would be nice to be able

to do a more proper punch shot then we have now. i for now have figured out i pretty good way to punch the ball

but i still think it gets just a touch to high even with full low english. be a good plus for version 2


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#68 Mailman

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Posted 31 December 2017 - 10:57 AM

I like the wind changes although I was almost expecting the effects to be worse than they were on my limited time on the range yesterday.

 

However the more distant view on the golfer in the so-called close up view is a poor step if it means that the original view has become toast.  For some of us that play RTS (any kind probably) it is a strange view to have and probably not one that many of us would choose although I might be wrong on that.  Hell why not remove this view altogether and just have everything on panoramic!  As Mr Knightly said in Emma 'It was badly done indeed!'

 

Rightly or wrongly I use the animation to gauge how far back to take the backswing without hitting the pause buffers (where the ani won't go any further which can play havoc with ratio etc).  Also it is easier to make those 3/4 swings as well.  This is the reason why I don't play in panoramic mode off the tee.

 

Possibly it won't make any difference to clickers (assuming the meter is the same size) other than the actual view/personal preference etc.

 

With additional Xmas games now sitting on my hard drive I can do without PP changing my enjoyment of PG and hope they at least make the original camera view available again soon (in addition to this new view for those that want it)  before I delve off into the North Atlantic (Cold Waters) and Italy (Sniper Elite 4). 


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#69 clint

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Posted 31 December 2017 - 11:45 AM

I like the wind change and how the ball react


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#70 RobV

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Posted 31 December 2017 - 01:08 PM

Had my doubts, but after a few rounds the wind changes are just fine...  although I do like a closer FOV, this is fine as well.   Doesn't bother me and used to it already.  



#71 Armand

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Posted 31 December 2017 - 02:00 PM

As an RTSH player, I'm unaffected, but I'm curious if this release has made any difference to those with "mouse slides" when 3C-ing? 



#72 Buck

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Posted 31 December 2017 - 03:57 PM

Whether you like the new FOV or dislike it or are anywhere in between, it's hard to make an argument that the original view should have been flat out replaced as opposed to supplemented with this new option.

Wide FOV's as a main camera are very much a subjective preference.
They stretch and provide more side detail but have an odd feeling to them when they do it in terms of scaling.

All that aside (which is a showstopper for me right now), the player appearing physically further away from the camera in the new view is an equally largeproblem for certain players.

Please PP.
Please allow us the option of the previous player cam.

Thank you.

#73 Mike Jones

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Posted 31 December 2017 - 04:44 PM

Oops didn't realise the build had been released to the public until I checked the forum earlier.

 

The FOV increase is probably a little too wide in this build and the sweet spot is around 42. You can test this by using the FOV command in the console but until we push a change it will revert back when the camera moves. The close up view would also benefit from this FOV (42) too as at the moment it's probably a bit too close so the current situation is you have the main view which looks a bit too far away from the golfer and the close up view which is a little too close.


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#74 Buck

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Posted 31 December 2017 - 04:54 PM

Mike Jones, on 31 Dec 2017 - 4:44 PM, said:

Oops didn't realise the build had been released to the public until I checked the forum earlier.

The FOV increase is probably a little too wide in this build and the sweet sport is around 42. You can test this by using the FOV command in the console but until we push a change it will revert back when the camera moves. The close up view would also benefit from this FOV (42) too as at the moment it's probably a bit too close so the current situation is you have the main view which looks a bit too far away from the golfer and the close up view which is a little too close.


What's the FOV in the current 1.4.3 as it is released?

Mike, thanks for chiming in here by the way..much appreciate it.

#75 Buck

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Posted 31 December 2017 - 04:58 PM

The wiki page on FOV and this excerpt in particular probably explains some of the disagreement here on choice angles, especially as some are on tv/couch/at a distance where the screen occupies far less of the users FOV. Basically your distance from the actual screen can dramatically impact the usability and enjoyment of different FOV settings.

"Including peripheral vision, the visual field of the average person is approximately 170-180 degrees. Console games are usually played on a TV at a large distance from the viewer, while PC games are usually played on computer monitors close to the viewer. Therefore, a narrow FOV of around 60 degrees is used for console games as the screen subtends a small part of the viewer's visual field, and a larger FOV of 90 to 100 degrees is usually set for PC games as the screen occupies a larger amount of the viewer's vision."

Also

"Ideally, the developer will set a wider FOV in the PC release, or offer a setting to change the FOV to the player's preference."


Lots of good reading at the source:
https://en.m.wikiped..._in_video_games
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#76 Crusher

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Posted 31 December 2017 - 05:23 PM

Mike Jones, on 31 Dec 2017 - 4:44 PM, said:

Oops didn't realise the build had been released to the public until I checked the forum earlier.

 

The FOV increase is probably a little too wide in this build and the sweet sport is around 42. You can test this by using the FOV command in the console but until we push a change it will revert back when the camera moves. The close up view would also benefit from this FOV (42) too as at the moment it's probably a bit too close so the current situation is you have the main view which looks a bit too far away from the golfer and the close up view which is a little too close.

 

Thanks for letting us know you are planning on changing this FOV or implementing an option. Yea!!  The last thing I want to do is abandon this game because of eye strain and years of having it set "just right" on my screen.

 

I should mention the other changes. In a word, excellent! I like tough wind and all other changes just take time to adapt to. Like buying a new RL Club Set.

 

Thanks Mike.


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#77 Jwheels9876

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Posted 31 December 2017 - 08:08 PM

Using the offset in the SIM mode makes the grids disappear. Tested on multiple courses. Turn off offset and they reappear.

#78 Sliceapottomus

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Posted 31 December 2017 - 08:18 PM

I realize I have not played much real golf over the last year but these wind conditions are not realistic. I have played in winds above 20 before as alot of courses I play in my area are near or on the ocean. I do not play when they get above  the high 20's as The wind does move the ball alot maybe as much as programmed here(maybe). An argument might be made if the wind program was designed for a 15 degree lofted driver. IN this game I am/ or should be able to play it under the wind as I can in real life. Tested the driver at 20 shots each at the same power and under 1% snap miss These numbers are off.. 6 degree difference should not produce the numbers  I recorded.  Played on strong breeze and the wind changed minimal on direction give or take 10 to 15 degrees, and ranged from 12 to 16 mph.

 

Driver hit 20 shots at 114% power each to get a good average 8 degree 265 carry tot yards 278
Driver hit 20 shots at 114% power each to get a good average 11 degree 274 carry tot yards 282
Driver hit 20 shots at 114% power each to get a good average 14 degree 276 carry tot yards 280

Driver hit 20 shots at 98% power each to get a good average 8 degree 246 carry tot yards 259
Driver hit 20 shots at 98% power each to get a good average 11 degree 252 carry tot yards 258
Driver hit 20 shots at 98% power each to get a good average 14 degree 254 carry tot yards 260

Also appears flops and pitches are being over affected from the wind as well

In real life you are able to hit a longer club at a 3 quarter swing and still get good results playing in strong Breezy conditions. In real life I can hit a 3/4 5 iron into a 20 mph wind and still get it to go 175 yards or more depending on firmness and it certainly rolls out a whole lot more in real life...


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#79 jmk59

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Posted 31 December 2017 - 10:13 PM

Slice,

 

I went out to the practice range to try and reproduce your results.  I get mostly the same numbers that you do.  The answer isn't about the wind model, its more about PG's launch model.  One would expect more spin with the higher launch angle (angle-of-attack), and less carry.  PG keeps the spin rate the same for all launch angles, thus keeping the carry about the same for 8 deg to 14 deg launches.  No secret advantage to be gained by higher or lower launch angles, just a style preference and different landing conditions.

 

Also...be careful of comparing "real life" to a Sim that's based on PGA club head speeds (113 mph).  Your's is probably lower, so the launch conditions are different.

 

John



#80 Mailman

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Posted 31 December 2017 - 10:18 PM

Buck, on 31 Dec 2017 - 4:58 PM, said:

"Ideally, the developer will set a wider FOV in the PC release, or offer a setting to change the FOV to the player's preference."

 

One of the games I play is VP4 and you can set FOV within options.  The help section accompanying the FOV setting (adjustable from 30 to 90) states pretty much what Buck states in #75.  There must be a wide range of monitor sizes, TV's that people play with so I just don't buy the assertion that one FOV setting fits all as we view PG on such a wide range of viewers.

 

So I too would appreciate either adding back the original FOV or as Buck states the ability to set the FOV according to the player's preference.

 

FWIW, in VP4 I just mucked around with altering FOV and found that for me personally playing on a snooker table the minimum FOV setting for 30 is still the best for me on my 24" 1920x1200 monitor (the default is 40).


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