Just did the update for Forza, 100,000 points to level 151.
Jane, you ignorant slut...
(no, not jealous or anything)
(you'd better test it out and let us know what's up Fitzy, the entire fate of the free world, as we knew it, rests in your hands...quit that and get to it!)
The explanation was interesting, especially the fact the memery leak could be spread in the manner of a virus. No wonder it took a whie to work out what was gong on.
The explanation was interesting, especially the fact the memery leak could be spread in the manner of a virus. No wonder it took a whie to work out what was gong on.
Has it been confirmed that there is no credit bonus at 151 driver lvl? That's the only thing that interests me there on that point. The lobby crash issue will directly determine whether I buy the Porsche pack, it's a yes or no, noroom for debate...
So, if any of you'all want a Porsche paint from Moi, you better cross your fingers T10 cures their anal glaucoma....
Has it been confirmed that there is no credit bonus at 151 driver lvl? That's the only thing that interests me there on that point. The lobby crash issue will directly determine whether I buy the Porsche pack, it's a yes or no, noroom for debate...
So, if any of you'all want a Porsche paint from Moi, you better cross your fingers T10 cures their anal glaucoma....
Yes it was confirmed some time ago, as it is not that hard to make credits in the game I for one am not that fussed. Not sure if I can be bothered with the Porche pack anyway, that is real money and I have spent quite enough over the last couple of months...The new 720 and Forza 5 are not that far away either and with Horizon on the...horizon, well I have to ponder on how much more real world money I am going to spend on this iteration of the game.
Essentially what was happening was a slow memory leak when using liveried cars and jumping between lobbies. The leak was only happening when players driving liveried cars would join or leave lobbies at precisely the right moment during the loading of a race (interestingly, this is called a "race condition" in software testing). The leak occurred on all boxes even if the player didn’t have a custom livery, but it was exceedingly small. As the leak got worse over the course of a player’s session, it would cause the box to crash. This resulted in longer load times for everyone else in the lobby with that player as his crashed box timed-out. Unfortunately, the problem was made worse when players would go from one lobby to the next after becoming impatient with loading times, thus essentially "spreading" the memory leak from one lobby to the next.
Go figure, right where it should be... on the FM.net home page! hehe
Interesting read.
I am curious to see how the PI changes work.
Will we suddenly have a car that was say an B500 which now is A555 or something? Can't wait to see the LB wipe's results though. It will be nice to see the muscle cars drop off the lists.
I wonder though.. they did continue to allow the 'banned cars' post times to the Rivals mode... will they wipe them now that there is a new PI system or will they forever plague the LBs in Rivals and just wipe non-Rival mode LBs of them.
Glad to see they actually explained what was happening with the lobby issues. I still wonder why the update was put on hold. Perhaps they didn't completely resolve the issue at first or was something else holding the update back? That we will peobably never know. Guess we'll see if it works as they say it will.
EDITED TO ADD:
Just updated and it took no time to log in as they stated (up to a minute they said) and honestly, it was faster to get into the main game screens than before so that was odd.
A quick peak at some cars on the list shows the starting PI value the same as the old.
1 car in my garage was a Camaro with the PI set to B426 for that one odd rival event on Maple Valley... it was B426 now it is B460 so that is an increase of 34 PI.
Another was a Ford Pinto A600 before - A600 after - no change - so I guess that in this build I upgraded the tranny instead of leaving it stock I am guessing. ???
Go figure, right where it should be... on the FM.net home page! hehe
Interesting read.
I am curious to see how the PI changes work.
Will we suddenly have a car that was say an B500 which now is A555 or something? Can't wait to see the LB wipe's results though. It will be nice to see the muscle cars drop off the lists.
I wonder though.. they did continue to allow the 'banned cars' post times to the Rivals mode... will they wipe them now that there is a new PI system or will they forever plague the LBs in Rivals and just wipe non-Rival mode LBs of them.
Glad to see they actually explained what was happening with the lobby issues. I still wonder why the update was put on hold. Perhaps they didn't completely resolve the issue at first or was something else holding the update back? That we will peobably never know. Guess we'll see if it works as they say it will.
EDITED TO ADD:
Just updated and it took no time to log in as they stated (up to a minute they said) and honestly, it was faster to get into the main game screens than before so that was odd.
A quick peak at some cars on the list shows the starting PI value the same as the old.
1 car in my garage was a Camaro with the PI set to B426 for that one odd rival event on Maple Valley... it was B426 now it is B460 so that is an increase of 34 PI.
Another was a Ford Pinto A600 before - A600 after - no change - so I guess that in this build I upgraded the tranny instead of leaving it stock I am guessing. ???
Anyway............
Couple things, while it might take longer to log in due to the patch, the UI IS supposed to be faster, so that may have compensated somewhat?
Second point, I didn't see a single Honda in that list of cars. IS there anyone willing to dispute that there is an issue with PI/upgrading of some of the Hondas?
There is a generic glitch that was found that affects a ton of cars. I don't have a list of them nor the exact steps, but it is something like:
Install all upgrades for the tranny (clutch, tranny, diff, shaft) then go and swap from AWD or FWD to RWD (might work on other scenarios) and what happens is the transmission should go back to stock and it shows that way in the upgrade menu, but when you go into tuning, you have a race trans. Not sure if the clutch also carries over with decreased shift times or not, but the tranny for sure stays when it shouldn't and no PI hit for the better trans. Similar but different to the glitch where adding a street or race trans decreases the PI, but again, different issue I believe.
I found this swapping issue in a bunch of cars.. the only one for sure I can recall is a Subaru Legacy I worked on for Tweaky Tuned. I believe Hondas might fall under this and given they are already quick and the better ones are RWD, so if they are affected by the swap glitch as well, it would only improve them further.
That glitch hasn't been addressed by T10 as far a I know and I don't know if this patch silently fixed that. I hope so but I won't know until I try to build a new Scooby and see.
Update hit about 3:15 am PDT for me. They fixed the slow garage scrolling--it is now SUPER fast.
I had a known glitched Dodge Hemi glitched to D350 that I used in Rivals to mine credits on Tsukuba a few months ago that is now A560. Also had a C425 Elan tune from ECT Darth Hokie that went to B431 (six PI points higher). I suspect a lot of tunes that used a glitch will now have to be redone. I wonder what some of those garages will do with the "new PI" tune if they originally charged high Fredits for them?
BTW--the LB's will be cleared of times for 38 cars (including the Elan)! The DirtT Tuned Racing D350 Elan's PI was NOT affected.
For those interested, a guy on FM.net, mateomax, found all the new PI values and posted them over at FM.net.
I went ahead and updated all the affected cars on the car list at MFG. There is no indicator which ones went up in PI, sorry. It is just updated so when you search the new, correct PI values are listed. It is not intended to show the differences.
For those that want to see a list of the cars and if and what increase happened to them, hit up THIS POST at FM.net.
I don't really buy that it's due to the "perfect timing of liveries" because we have sat in the lobby ready to race after practice and practice and then next thing you know it drops. But I guess they will come up with whatever they need to to make people happy and make it sound like a viable excuse. But hey if the title update fixes the problem then at least a connection issues will be fixed.
It's still not gonna fix the issue that I have what the cars not feeling right. But at least if we can connect and race that's a better thing. Let me know what you guys think about the connection issues I'm getting ready to do my review and I'd like some input from you guys. I have a few other things to check so I'll be going and installing the update sometime soon.
Thanks
Ian
I don't really buy that it's due to the "perfect timing of liveries" because we have sat in the lobby ready to race after practice and practice and then next thing you know it drops. But I guess they will come up with whatever they need to to make people happy and make it sound like a viable excuse. But hey if the title update fixes the problem then at least a connection issues will be fixed. It's still not gonna fix the issue that I have what the cars not feeling right. But at least if we can connect and race that's a better thing. Let me know what you guys think about the connection issues I'm getting ready to do my review and I'd like some input from you guys. I have a few other things to check so I'll be going and installing the update sometime soon. Thanks Ian
You could come and race a few with us fella then you will have first hand on if they are fixed
I don't really buy that it's due to the "perfect timing of liveries" because we have sat in the lobby ready to race after practice and practice and then next thing you know it drops. But I guess they will come up with whatever they need to to make people happy and make it sound like a viable excuse.
Agreed but hey, it works and they did something so I can't really complain I suppose...
However, here's why it's a bit of a crock:
This didn't start with FM4, nope... It started as things began to ramp up for FM4. Now, maybe there was code on the server side that was mucking things up. Maybe that code was new and was made to handle FM3 and FM4. We can't know, but I can tell you that logic would dictate if it started at the end of FM3, did not start after any "updates" to FM3, and continued on into FM4, this wasn't a game code problem... Something else along the way changed, what that was we cannot and will not know. If I unpacked the title update to take a look, I wouldn't be surprised to see that the only updates being made were to the cars.
Anyhow, just speculating about what in my opinion is a typical IT gibberish response to someone asking "What was wrong?" Believe me, I've given may fair share of them ;) Whatever though, I don't doubt it was a bitch to track down and fix so good for them, I'm very glad. :)
P.S. Here's a test for you... Go play some FM3 in lobbies and see if it still crashes... I bet it doesn't
No problems at all since the fix, and I don't see why they would invent a spurious reason for the problem it is a bit pointess...To be fair Spazter you should come back on before your review otherwise you will just be using second hand info on what it is like post fix. Anyhoo so far in a day of trying public hoppers (they haven't fixed the timmys) and a session tonight with the clan, not one dropout or room failure in about 30 races.
I doubt ill be back for this incarnation but I want to still cover clan events... that why I relingg on your guys feedback about multiplayer before the review. Ivee held off ...waiting for them to patch it before doing it and going indepthh on a non existant topic : )
it seems that the rooms might be fixed, thats a good thing, The garages are faster now, well at least mine is. At one point I had to take most of the paints off of my cars so I could scroll though my garage. Mine had slowed to a crawl. Now I have loaded my paints and everything is running smoothly. This fix has messed up a few tunes I had. That is not so good since they were locked tunes and now I can't fix them without losing the original settings.
Jane, you ignorant slut...
(no, not jealous or anything)
(you'd better test it out and let us know what's up Fitzy, the entire fate of the free world, as we knew it, rests in your hands...quit that and get to it!)
Sorry I can't getting ready to go to a wedding. The fate of the world rests in your hands. No pressure.
The fate of the world is doomed! Driver level 151 nets you exactly NOTHING!
They said that from the off, level ups past 150 are for bragging rights only. As long as those lobby issues are sorted that will be enough for me!
I am super stoked for monday night track night now!!!!! no crashes makes me a happy man :p
The explanation was interesting, especially the fact the memery leak could be spread in the manner of a virus. No wonder it took a whie to work out what was gong on.
Has it been confirmed that there is no credit bonus at 151 driver lvl? That's the only thing that interests me there on that point. The lobby crash issue will directly determine whether I buy the Porsche pack, it's a yes or no, noroom for debate...
So, if any of you'all want a Porsche paint from Moi, you better cross your fingers T10 cures their anal glaucoma....
Yes it was confirmed some time ago, as it is not that hard to make credits in the game I for one am not that fussed. Not sure if I can be bothered with the Porche pack anyway, that is real money and I have spent quite enough over the last couple of months...The new 720 and Forza 5 are not that far away either and with Horizon on the...horizon, well I have to ponder on how much more real world money I am going to spend on this iteration of the game.
Essentially what was happening was a slow memory leak when using liveried cars and jumping between lobbies. The leak was only happening when players driving liveried cars would join or leave lobbies at precisely the right moment during the loading of a race (interestingly, this is called a "race condition" in software testing). The leak occurred on all boxes even if the player didn’t have a custom livery, but it was exceedingly small. As the leak got worse over the course of a player’s session, it would cause the box to crash. This resulted in longer load times for everyone else in the lobby with that player as his crashed box timed-out. Unfortunately, the problem was made worse when players would go from one lobby to the next after becoming impatient with loading times, thus essentially "spreading" the memory leak from one lobby to the next.
http://forzamotorsport.net/en-us/underthehood6/
Thanks for that Knight!
Go figure, right where it should be... on the FM.net home page! hehe
Interesting read.
I am curious to see how the PI changes work.
Will we suddenly have a car that was say an B500 which now is A555 or something? Can't wait to see the LB wipe's results though. It will be nice to see the muscle cars drop off the lists.
I wonder though.. they did continue to allow the 'banned cars' post times to the Rivals mode... will they wipe them now that there is a new PI system or will they forever plague the LBs in Rivals and just wipe non-Rival mode LBs of them.
Glad to see they actually explained what was happening with the lobby issues. I still wonder why the update was put on hold. Perhaps they didn't completely resolve the issue at first or was something else holding the update back? That we will peobably never know. Guess we'll see if it works as they say it will.
EDITED TO ADD:
Just updated and it took no time to log in as they stated (up to a minute they said) and honestly, it was faster to get into the main game screens than before so that was odd.
A quick peak at some cars on the list shows the starting PI value the same as the old.
1 car in my garage was a Camaro with the PI set to B426 for that one odd rival event on Maple Valley... it was B426 now it is B460 so that is an increase of 34 PI.
Another was a Ford Pinto A600 before - A600 after - no change - so I guess that in this build I upgraded the tranny instead of leaving it stock I am guessing. ???
Anyway............
Second point, I didn't see a single Honda in that list of cars. IS there anyone willing to dispute that there is an issue with PI/upgrading of some of the Hondas?
There is a generic glitch that was found that affects a ton of cars. I don't have a list of them nor the exact steps, but it is something like:
Install all upgrades for the tranny (clutch, tranny, diff, shaft) then go and swap from AWD or FWD to RWD (might work on other scenarios) and what happens is the transmission should go back to stock and it shows that way in the upgrade menu, but when you go into tuning, you have a race trans. Not sure if the clutch also carries over with decreased shift times or not, but the tranny for sure stays when it shouldn't and no PI hit for the better trans. Similar but different to the glitch where adding a street or race trans decreases the PI, but again, different issue I believe.
I found this swapping issue in a bunch of cars.. the only one for sure I can recall is a Subaru Legacy I worked on for Tweaky Tuned. I believe Hondas might fall under this and given they are already quick and the better ones are RWD, so if they are affected by the swap glitch as well, it would only improve them further.
That glitch hasn't been addressed by T10 as far a I know and I don't know if this patch silently fixed that. I hope so but I won't know until I try to build a new Scooby and see.
Update hit about 3:15 am PDT for me. They fixed the slow garage scrolling--it is now SUPER fast.
I had a known glitched Dodge Hemi glitched to D350 that I used in Rivals to mine credits on Tsukuba a few months ago that is now A560. Also had a C425 Elan tune from ECT Darth Hokie that went to B431 (six PI points higher). I suspect a lot of tunes that used a glitch will now have to be redone. I wonder what some of those garages will do with the "new PI" tune if they originally charged high Fredits for them?
BTW--the LB's will be cleared of times for 38 cars (including the Elan)! The DirtT Tuned Racing D350 Elan's PI was NOT affected.
Hmm, I had a F200 79 Camaro, wonder where it is now?
What???
ROFL ....
My 200 F class '79 is now 206 E class
For those interested, a guy on FM.net, mateomax, found all the new PI values and posted them over at FM.net.
I went ahead and updated all the affected cars on the car list at MFG. There is no indicator which ones went up in PI, sorry. It is just updated so when you search the new, correct PI values are listed. It is not intended to show the differences.
For those that want to see a list of the cars and if and what increase happened to them, hit up THIS POST at FM.net.
You could come and race a few with us fella then you will have first hand on if they are fixed
Agreed but hey, it works and they did something so I can't really complain I suppose...
However, here's why it's a bit of a crock:
This didn't start with FM4, nope... It started as things began to ramp up for FM4. Now, maybe there was code on the server side that was mucking things up. Maybe that code was new and was made to handle FM3 and FM4. We can't know, but I can tell you that logic would dictate if it started at the end of FM3, did not start after any "updates" to FM3, and continued on into FM4, this wasn't a game code problem... Something else along the way changed, what that was we cannot and will not know. If I unpacked the title update to take a look, I wouldn't be surprised to see that the only updates being made were to the cars.
Anyhow, just speculating about what in my opinion is a typical IT gibberish response to someone asking "What was wrong?" Believe me, I've given may fair share of them ;) Whatever though, I don't doubt it was a bitch to track down and fix so good for them, I'm very glad. :)
P.S. Here's a test for you... Go play some FM3 in lobbies and see if it still crashes... I bet it doesn't
No problems at all since the fix, and I don't see why they would invent a spurious reason for the problem it is a bit pointess...To be fair Spazter you should come back on before your review otherwise you will just be using second hand info on what it is like post fix. Anyhoo so far in a day of trying public hoppers (they haven't fixed the timmys) and a session tonight with the clan, not one dropout or room failure in about 30 races.
+1 even when it got to 9pm GMT all was fine. Apart from me been so tired and getting the mug on
Played 4 hours straight, the UI is faster and not a hang up in a lobby.
it seems that the rooms might be fixed, thats a good thing, The garages are faster now, well at least mine is. At one point I had to take most of the paints off of my cars so I could scroll though my garage. Mine had slowed to a crawl. Now I have loaded my paints and everything is running smoothly. This fix has messed up a few tunes I had. That is not so good since they were locked tunes and now I can't fix them without losing the original settings.