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[LIVE @ 18:30 UTC] Cornering speed / Physics update

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medal 5143 CEO & CTO
1 day ago (Last edited by Jack Basford 10 hours ago)
Tomorrow, we will be rolling out an update to address the cornering speeds in the simulator.

The current situation was a technical limitation / restriction placed into the system at a prior date, not intended or by design. Previously, I had to work within this limitation but I have discovered a way to bypass it and get back realistic cornering speeds.

This will not require an app update and can be seamlessly rolled out to the live service tomorrow.

I expect to have the service fully over to the new system by about noon tomorrow. Races from that point onwards should notice the difference.

UPDATE: New physics are now live.
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medal 5047
1 day ago Translate
What is the main objective of this improvement? 3D? 2D? Both?
So far, while there has been a slight improvement since the update, the 2D cars brake dramatically in the corners... even on some straights... and apparently, the synchronization wasn't correct. At times, the 2D cars could be a few seconds ahead or behind the 3D cars, as if they were two different races.

(This has nothing to do with the topic, but I'm adding it just to emphasize it because it seems urgent... has there been an update for the bug that lets you save design points between seasons? You simply leave them uncollected at headquarters, and when the calendar updates, you collect them.)
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medal 5143 CEO & CTO
1 day ago
Both will receive the improvement, as it's the simulator itself. As for the sync issues, that will need further investigation. That sounds more like desync or network related.
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medal 5047
1 day ago Translate
In our league, there have been reports from the same player saying that the 2D and 3D graphics weren't 100% synchronized... I don't know, maybe the 3D graphics are so demanding now and cause that lag on less powerful devices, but even the 2D graphics sometimes speed up to resynchronize with the 3D, or slow down if they're ahead... I don't know, I can't test it myself; currently I can only play on PC, my phone is no longer compatible
In any case, thank you for your time. I hope the investigation yields some results and that it's easy to fix.
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medal 5143 CEO & CTO
1 day ago
FYI we have confirmation from testers that the experience in 3D and 2D is significantly improved. Looking forward to rolling this out tomorrow.

Running some final tests then I will need to re-export all the data for the simulation to the service, roll it out across servers.
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medal 5143 CEO & CTO
16 hours ago
I have identified an issue unrelated to this update where on some tracks cars are slowing on the start/finish line. I'm looking into whether I can resolve that with this update too. Hopefully it won't be more than a few hours before the update goes live. I'll keep you posted in this thread.
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medal 5143 CEO & CTO
12 hours ago
A quick update, I have identified what's wrong with some tracks. The bit that's taking time is recompiling, testing, fixing, recompiling, testing. Still confident of going live today.

The service meanwhile is running through a single server that frankly is overloaded, so if you are experiencing lag that is why. The situation should be temporary. I'm going as quickly as I can to get physics up for peak hours and hopefully address these issues with tracks too.
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medal 5220
12 hours ago

Jack
A quick update, I have identified what's wrong with some tracks. The bit that's taking time is recompiling, testing, fixing, recompiling, testing. Still confident of going live today.

The service meanwhile is running through a single server that frankly is overloaded, so if you are experiencing lag that is why. The situation should be temporary. I'm going as quickly as I can to get physics up for peak hours and hopefully address these issues with tracks too.



See my bug report aswell 
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medal 5143 CEO & CTO
10 hours ago
Okay! I finally got there. I've managed to fix the start/finish line issues as well, where cars were slowing down.

It'll take me 30-60 minutes to roll this out to the live service. I think you will all be pleasantly surprised at how much smoother this is. It makes even iGP 2025 look a bit jittery.

brb
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medal 5143 CEO & CTO
10 hours ago
New Physics are now Live

You will really notice the difference on tracks like Singapore, but everywhere in general should be smoother, faster and more flowing according to the racing line. A new physics model was developed for this and in terms of car movement it should even be an improvement over iGP Manager 2025.

Tyre balancing

The update will likely introduce some tyre balancing challenges and we may have to adjust their performance, as they were developed using the old physics, so please pay extra attention to tyres tonight and give us your feedback on the balance. I've wiped all practice laps in the last 25 minutes.

Start/finish issues on tracks like Europe

These should be resolved but please report any quirky behaviours around this and I'll investigate deeper.
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medal 5358
8 hours ago (Last edited by Alessandro Luca 8 hours ago) Translate
Good evening Jack, I don't know if it's related to these last updates, but in my league we are facing major issues during the live race. With less than 20 laps from the finish, the race freezed and when I tried to close and re-open it, it was just impossible to rejoin the race for some minutes. When finally I got again into the live race, I saw it restarted and after 2 laps it happened the same bug. Since then, it started an infinite loop where after completing (with plenty of lag) the first 2 laps of the race, it freezes and resrtarts after some minutes where we are unable to join the live player.

UPDATE: it's now unlocked, after restarting 5-6 times but DRS it's not working correctly, it activates and deactivates intermittently on the straight.
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medal 5143 CEO & CTO
7 hours ago
It does seem related, unfortunately. I can see CPU usage spiking on the servers and I've identified a cause. It's not the physics, it's a caching system on disk (always cache issues!). I'm working on redundancy for the sims against this now. Hopefully, this will resolve this for the next race.

Today has been one of those days.
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medal 5133
7 hours ago
Live ITALY race.
Cars are still slowing down in corners. And on straights it looks like 1x or even 0.5x and not 2x as it should be.
I've tryed iGP Windows app as well as playing in Browser - its the same. 
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medal 5101
6 hours ago Translate
Tonight in my league, we had a race in Germany. I use 2D view, and I could see all the cars acting like "pulling the handbrake" right after crossing the start/finish line in every single lap. Instead, corner speed feels better now.
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medal 5047
6 hours ago (Last edited by Franco Insaurralde 6 hours ago) Translate
The Intercontinental Series community raced in Italy today... and what can I say!
At the start, the cars exploded and flew through the air, shuffling positions in very strange ways... and then (with the 2D viewer), the cars were still braking randomly on straights and taking corners at impossible speeds! Not as bad as before, but still, it's unplayable! Our community is devastated and our season is suspended!
The 2D viewer is still simply unplayable... in addition to everything already mentioned, countless DRSs that didn't activate for less than 0.6s!


EDIT: 
One of our guys filmed the race!!
https://drive.google.com/file/d/1UxLX8YcNOpH15xn7WcSzqBzgO42mizRg/view
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medal 5143 CEO & CTO
6 hours ago (Last edited by Jack Basford 6 hours ago)
There were serious server problems tonight that make it impossible to judge the update. The CPU usage on some of our servers shot up to 100% and they were basically unable to run normally. If you want to see it properly and your league race was impacted tonight, I'd recommend trying a sprint race.

I have identified a cause of the fault. It was all the simulators fighting over temporary cached files on disk, and getting stuck in an infinite loop. I'm adding in redundancy against this now and have already taken the impacted servers out of circulation while I upgrade them.


Franco
One of our guys filmed the race!!
https://drive.google.com/file/d/1UxLX8YcNOpH15xn7WcSzqBzgO42mizRg/view

This looks like something else, like a misalignment of the 2D map and the 3D data. I'll pass this along to our Unity devs, thank you. You can see they are performing actions offset by something like 100-200m from where you would expect.
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medal 5305
5 hours ago

Jack
Tomorrow, we will be rolling out an update to address the cornering speeds in the simulator.

The current situation was a technical limitation / restriction placed into the system at a prior date, not intended or by design. Previously, I had to work within this limitation but I have discovered a way to bypass it and get back realistic cornering speeds.

This will not require an app update and can be seamlessly rolled out to the live service tomorrow.

I expect to have the service fully over to the new system by about noon tomorrow. Races from that point onwards should notice the difference.

UPDATE: New physics are now live.



Solve the problem you have instead, I leave this crap now. Drs works for some, cars dont pit, cars get stucked in pit, we want a rerun of our race in France today, it was totaly fucked up after your fancy update
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medal 5624
5 hours ago
The game is basically unplayable now, can we not just revert to the prior version until its sorted. Players are already starting to leave and the community is at risk if this continues!
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medal 5685
5 hours ago Translate
My Race is still going on. My victory is gone?
Bad exercised Update…
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medal 5143 CEO & CTO
5 hours ago (Last edited by Jack Basford 5 hours ago)
There is no ctrl+z undo option for migrating a service at this scale. Also, in case you can't tell, I'm running the entire service on my own right now. This is not easy. I'm: Managing servers, upgrading C++ code, writing PHP code, talking to all of you. Everything. Alone. All day. 24/7. I barely stop to eat. I'm doing the best I can, and certainly not sitting here relaxing about the situation.

I can appreciate when things don't "just work" you have every right to complain, just bear in mind this is not EA sports you are talking to. It's literally one guy working from his home office. The constraints I'm having to work with here are making it really hard to keep track of all the different things going on at once. This is certainly pushing the new tools I have to their limits, and I'm learning these limits on the job right now.

I'm going to try and regroup, get everything in order tonight, and hopefully we come back stronger tomorrow. Today was... a mess.

I can only apologise for it being a public spectacle that is impacting your games and leagues. I do appreciate the patience most of you have shown, thanks again.
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