
The Re-release of 1.4.3.0!
#121
Posted 02 January 2018 - 06:56 PM
Swing Type: Tour Pro Wireless XBox 360 Controller.
#122
Posted 02 January 2018 - 07:08 PM
Crow357, on 02 Jan 2018 - 6:56 PM, said:
I apologize. I think some mentioned it. I’ll have to review the posts. I remember it not being a big deal with the testers tho. Maybe I misread things tho.
I don't remember the new view when I complained about the wind affecting the ball too much when chipping! Nothing was done about that.
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WWG1WGA
#123
Posted 02 January 2018 - 10:05 PM
Alright, I think you guys are correct wrt chips moving too much in the wind. I would like several of you (doesn't matter who) to check my experiment (will take ~30 minutes).
1.) create a player, at Beginner level, with meter dots on for 3C. Pick Avant ball, and have both an 8I and 64W.
2.) go out to Woody's, in Practice mode, with mulligans ON, Stimp 10 - don't change anything else (from default).
3.) on hole #1, use the ball icon to move back to 71 ft from the pin. You're going to hit 10 shots from here using the Mulligan feature.
4.) set the wind using the hat icon. set the direction at 0 for a side wind from right-to-left. start with wind strength at 0 mph, then 10, 20, 30, and 40.
5.) do five shots total for a 100% 64W Chip, one at each wind speed. do five shots total for a 68% 8I Chip, one at each speed. If you miss the power, let the meter run through the snap (it re-sets).
6.) for each shot, in the post shot data, write down the Carry, Total Run, and Distance to the pin.
Report back.
#124
Posted 02 January 2018 - 10:11 PM
would be nice if andrew and mike do this... I have hit 400 plus balls in the last few days testing this stuff and I am done... It needs adjustment for sure...I tested this b4 it was released ( another 200 balls or so) and was told I was wrong.. so I'm done. hope it gets the adjustments it needs cause It is a bit arcadeish now with 320 yard carry's in 15 mph winds....
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#125
Posted 02 January 2018 - 10:30 PM
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#127
Posted 02 January 2018 - 10:43 PM
40mph blowing from around 10 oclock at me.
now that turn came on the downfall of the ball instead of the highest point which i would think how it should happen.
could be rong, more after another toke.lol
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#128
Posted 03 January 2018 - 12:37 AM
Well I just fooled around with the new wind settings and the first thing I can see is that you can take the Caliber ball and throw it away as its worthless against the wind. It was tough enough playing these 7500 yard courses and using it but now its really dead to the game IMHO. I play a lot of golf in the wind and even playing the ball down in the game you cant get any distance into the wind and I am talking all wind you lose as there is way more effect on the ball now. IMHO its a bit much and will need a tweak again as if not we better scrap the longer tees as the scores will skyrocket if you play one of these real long courses and that is even with the Advent ball. It seems that every update makes it tougher and I get it but the first tournament we play with Windy and you will see a lot of DNF's as it will just not be much fun at all. I play video games for fun and love how the game was playing and will continue to play now as misery loves company but this game is going get the reputation of a complete hardcore sim and if like that for the console it just will not fly. On side wind shots I was playing way way way right or left just to find the course and I even tried playing draws and fades into the wind and still the wind prevails and that's now quite right. The Caliber ball was great at the higher levels for keeping you semi straight but was always a handicap on the longer courses and now its done and just throw the Advent into your bag and hit and hope.
#130
Posted 03 January 2018 - 01:20 AM
had one the other day 48mph crosswind lined it up way right on the drive
i called it a half moon shot and laughed my butt off wondering who the heck thought this was right.lol
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#131
Posted 03 January 2018 - 01:22 AM
Greens, I have to agree - these are not how my equations behave when they're programed properly. That combo. shouldn't drift that much.
If Unity can't adapt to the equations, as sent, maybe it would be best to go back to the old wind model. I'm done testing guys.
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#132
Posted 03 January 2018 - 01:30 AM
jmk59, on 03 Jan 2018 - 01:22 AM, said:
Greens, I have to agree - these are not how my equations behave when they're programed properly. That combo. shouldn't drift that much.
If Unity can't adapt to the equations, as sent, maybe it would be best to go back to the old wind model. I'm done testing guys.
I am all for a game that is tough but it must be realistic and this wind isn't realistic. I hope they don't just give up on it and keep tweaking it as it could be really good but if scores at the OGT event are any indication the 2nd round looks to be very difficult and maybe very unplayable fun. Time will tell.
#133
Posted 03 January 2018 - 01:39 AM
Sliceapottomus, on 02 Jan 2018 - 10:11 PM, said:
would be nice if andrew and mike do this... I have hit 400 plus balls in the last few days testing this stuff and I am done... It needs adjustment for sure...I tested this b4 it was released ( another 200 balls or so) and was told I was wrong.. so I'm done. hope it gets the adjustments it needs cause It is a bit arcadeish now with 320 yard carry's in 15 mph winds....
I was going to state the obvious which was how did all this get past the testers but as you say Slice, you saw it and reported it and there was no interest. So my alternative obvious statement is why have testers in the first place.
Not long ago a call went out for testers for PG2 and I would have loved to have joined up but I realised that it would have meant bashing my head against a brick wall too often. Glad I missed it now.
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#134
Posted 03 January 2018 - 03:18 AM
I wonder...should or could the update be reverted to the previous version for the time being?
The two major changes were the wider Field of View and the new Wind model and it would appear that we have very few people completely happy with both of the changes.
If the wind model needs more work and the FOV change needs some more thought/deciding (as Mike hinted at in this thread), perhaps we could get the previous version back for now?
I'd sure rather have the previous version, especially if it's going to be a long wait before any more updates and/or PG2, etc..
Maybe just the bug fixes could be released as a smaller tweak?
#135
Posted 03 January 2018 - 04:07 AM
I was just venting a bit...sorry.
I'm seeing signs of the old wind model show up in what was supposed to be the correct wind equations* - mostly non-linear effects at winds above 25 mph, and too much movement on chips and pitches. Andrew hinted (to me) that Unity wants to see forces in a certain way - that may be the disconnect.
I'm not sure how I can help anymore without feedback from Andrew.
* these wind equations aren't mine - they're a fundamental set of kinematic equations, used in ballistic research for over 70 years. It would be like me claiming to be the author of F=M a. I'm just the messenger.
#136
Posted 03 January 2018 - 04:58 AM
Buck, on 03 Jan 2018 - 03:18 AM, said:
I wonder...should or could the update be reverted to the previous version for the time being?
The two major changes were the wider Field of View and the new Wind model and it would appear that we have very few people completely happy with both of the changes.
If the wind model needs more work and the FOV change needs some more thought/deciding (as Mike hinted at in this thread), perhaps we could get the previous version back for now?
I'd sure rather have the previous version, especially if it's going to be a long wait before any more updates and/or PG2, etc..
Maybe just the bug fixes could be released as a smaller tweak?
Absolutely not. The update has very important changes for simulators. One of which makes it possible for sim users to try JNPG sim access for a week for $20. This feature alone brought in nearly 10 new jnpg sim subscribers in the last 4-5 days.
As for the player cam FOV, I hear they are looking at it.
As for the wind, head wind and tail wind is very close to Trackman data, but 40 mph wind? wtf plays in 40 mph wind? I also agree with some here that cross winds needs to be tweaked some for short lofted wedge shots.
#138
Posted 03 January 2018 - 10:31 AM
We have a 40mph+ wind here today and I can assure you I wouldn't want to be slogging around any course under these conditions! IMHO the wind model now is very good, it's only the effects of crosswinds on chips/pitches that looks wrong.
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#139
Posted 03 January 2018 - 10:56 AM
just got to look at it this way, this wind is just another option.
if you want to play in some of the tourney's, either learn it or just skip the tourney's that play these kind of setting's.
you don't have to play it. as in RL i would never be out trying to bang the little ball around in 40+MPH winds
doubt many here would.
my only problem with it is in the greenside play,short stuff 40 MPH winds 10' off the ground just ain't cool.
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#140
Posted 03 January 2018 - 11:03 AM
maybe in this month's tourneys Crow could set one in these kind of winds. we could all play it make a thread to post about
with clips and all to show, and see what all have to say about it and go from there.
like i said wind is an option you don't have to play . but myself if it is in the game then i want to learn it.
maybe we can learn something with a thread like that.
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