Project CARS General Discussion Thread

  • Thread starter Terronium-12
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I continue to be impressed with the level of detail in the build notes and that we are allowed to see them. Thank you to all those who share. :cheers:

I have to say, it is hard to imagine the game being released in it's current state, based off what the notes indicate are the issues being worked on - AI/car balancing, bug fixes, and basic animations and simulation aspects. Looks like the delay will pay off in the end and I can't wait to see it all come together! 👍👍
I couldn't agree more. Didn't know that the game is so far off from completion being so close to the original launch date for people like me who don't have access to the weekly builds.

Based on how far off their target was back when they started accepting pre-orders saying that game with be launch in Nov, I wouldn't be surprised if they push their launch date again. However, I'll be more prepared this time and more understanding as I really do want this new franchise to succeed and become the new benchmark. The racing/sim genre needs a new benchmark for the industry to move forward.
 
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xbox pics

http://www.projectcarsgame.com/home/project-cars-lines-up-on-xbox-one


You've played it in Dubai, London, Madrid, and Paris but for those that couldn't jet-set around the world, sit back and take a more leisurely look at Project CARS on Xbox One, running at 60 frames per second!

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I don't have slightest fear that they would ******** everybody that bad. (but it's only going to be offline for sure like that)


It's Xbox one snaps, so yeah

Yeah - I take it as a strong hint. (WMD community is quite clueless overall about the console specific things at this point too)
 
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It's that time of the week to look back at what changed. It seems that some DLC cars are being worked on such as: BMW V12 LMR, Ford Mustang GT '15, Audi 90 IMSA GTO, Ford Mustang Fastback.
Build 852 (17/11/14)
GUI:
* Fix for remaining known issues in comments of AR-2402
* Fixed pit strategy dialog. Also minor fix for other text entry dialogs, on console.
Online/Multiplayer:
* Show player count in mp game browser even if the sessions are password-protected.
Penalties:
* Made the RacingFlags thread-safe. (fixes a couple of multi-threading crashes)
Characters/Animation:
* Mechanics master scene fix (data error)
AI/Pitstops:
* Widened the number of randomly allocated liveries from 4 to 9
Vehicles:
* Sauber C9: CPIT display tweaks
* RUF RGT8 GT3: CPIT display tweaks
* BMW M3 E30: Added CPIT shift lights
* Mercedes 190E Evo2: CPIT display tweaks
* Mercedes C-Coupe DTM: CPIT display tweaks
* Palmer JPLM: CPIT display material updates
Tracks:
* Dubai Autodrome: Pcars logo updated
* Lakeville: Spotlights brightened up
* Azure Circuit: Changes in the lamp poles
* California Raceway: Polish pass part 1 , updated visuals, new autograss , new collision, lots of new textures , no wet track setup or global welding yet. added rules , mats and texture for new ground cover, updated tree placement, checked with DaveF about overwriting the old one which was for some reason checked in. updated TRD to include texture override and ground cover folders, added new tree texture overrides, added new autograss

Build 853 (18/11/14)
Audio:
* Adding loadscreen loop files
* Fixes reported build error with an unused file.
* Adding loadscreen music loops and adjusting fade in and fade out values to menuy music flow : stephenb
* Brake temperature scaling values moved from CarSoundConfig (single default value), and can now be set per-car in CSD files. Default value set until they're tuned, set a bit higher than before so squeal/damage range works better
Next-Gen:
* XB1: Multiplayer PLM support. Added code to properly handle the game transitioning to suspended state while in an online multiplayer session.
Render:
* Fix for NULL pointer crash with damage renderables (seen around Replay's)
GUI:
* Digital Manual now moved to the web
* Fixed GUI name of Aston Martin Rapide
* Removing accept reject from invitations
* Fixed one last missed GUI variant, that allowed player to send a non-kart vehicle to a kart-only track
Camera:
* Implemented zoom dynamics curve - replacement for CosInterpolation used in zoom
Online/Multiplayer:
* Fixes known lobby timer bugs (not counting when 50% voted, not resetting properly, host being unable to start a session by himself in JIP weekend, displaying Waiting instead of timer).
* Fix " if I create a lobby with 5 mins practice, 5 mins qual, race, then players only have one minute within each of those first two sessions where they can join" Players can now join for whole of session if there are subsequent sessions that allow JIP
* DedicatedServer online API cleanup - renamed it to MultiplayerService because that's what it actually does now, on platforms where multiple "worlds" are supported, to avoid confusion with proper Steam DedicatedServer API which will be added later. Removed some unneeded bits.
Characters/Animations:
* Wheel assistant: Front right - initial anims
* FA wheels ON/OFF direction and timing optimizations
* Ability to match certain car liveries with appropriate crew liveries. Currently for Mclaren GT car.
* FA Pitcrew: Initial clean export scenes for wheel mechanics and assistants, only selection sets setup for props, ready for animation import
AI/Pitstops:
* Add a minimum length to the wallcheck to correcltly trigger Stuck behavior at 0 speed
* LMP1 & LMP2 Cars: Tuned AI handling balance using yawdamping and new grip and slip angle for the AI tires to match the AI players car for a good fight @ 90% strength.
* PitEngineer: Prevent various reports when heading to pits. Allow pit stops to be requested/cancelled during practice and qualification sessions. Fixed data bug causing cut track reports to never be issued.
* Make sure UpdateWaypoints does not execute a full search unless the driver is way out of the current waypoint corridors where fullsearch will be allowed so as to possibly rebranch onto a more appropriate waypoint
Career:
* Added checks for invalid driverDetails being passed in from career data
* Fixed typo and incorrect name (driver was replaced), leading to INVALID NAME! and incorrect performance
* Add ProcessHazards_RoadFunneling in tweaks ( default value 1 meter ) to have a quick variable for funneling the sides of the road
Vehicles:
* RUF RGT8 GT3: Fixed taillight damage
* Radical SR3 + SR8: CPIT display updates
* Ford Sierra Cosworth RS500: CPIT display updates
* McLaren 12C GT3: Cockpit display material tweaks
* Pagani Zonda Cinque: Added one more senior manager livery
* BMW M3 GT4: Animation files. Wipers sound triggers added.
* BMW M1 Procar: Animation files. Wipers sound triggers added.
* BMW M3 GT2 E92: Animation files. Wipers sound triggers added.
* BMW M3 E30 GroupA: Animation files. Wipers sound triggers added.
* Ford Capri Group5: Animation files. Wipers sound triggers added.
* LMP2 RWD P20: New cockpit eyepoint to better see the road and apex's.
* Pagani Zonda R: Updated livery windscreen banners, added one more senior manager livery
* RUF CTR3 SMS-R: Windscreen banner fixes, CPIT display updates, fixed paint skin material name
Physics:
* Oreca 03: Fixed typo in the CDF
* Fixed a typo on the GT3 intermediate tires
* Implemented tyre texture swap according to physics vehicle state
* Aston Martin Vantage GT3 & Ruf RGT8 GT3: Reduced drag levels a bit
* Ginetta G55 GT3: Improved damper model and made some default setup adjustments
* BMW Z4 GT3: Change amount of steering lock from 15 to 20 per WMD forum disscusion. Wipers sound triggers added.
* Formula A: Droped the front sway barr 2 notches, moved toe back more towards zero on the front and the rear. Was binding up changes.Increased steer ratio 2 clicks, FFB paramters edited similar to the F/C. Eyepoint raised 20mm just enough to see the road and apex's more realisticlly
* Mercedes 300 SEL AMG: Another one that you just couldn't race with. The AI was having real problems with it too. Added some real springs, replacing the air ride that was attempted , but left the soft long bumpstops for some hint of the simulated air ride. Still floaty and soft (ie a Pig), but is predicable and slides around nice now. Enjoy.
* AI slick tires: Set AI slip angles from .10 to .12 to help lower tire force in high loading corners. This is a temp compromise until we look a the maths around this effect. For now it gets most of the speed back in those corners with the side effect of slightly looser line following. Lap time increase at most tracks especially Watkins Glen and Sap where they have many of those conditions. In addition, I set wet grip to a number more than 0.0 for those AI tires that had them set there. This is in preperation for the AI rain tire code that Steve has been working on.
Environment:
* Updates to viewer lamp post positions and types to better match reference
Tracks:
* Sakitto: New exports
* Eifelwald GP: New exports
* Snetterton: Fix of treesulpture position
* Silverstone: Tree override textures added , TRDs updated with folder path.
* California Raceway: Statics tweaked, fixed floating trees, fixed sinking cars
* Imola: Smoothed pit lane to raceline transition. Neglected to do this with the previous checkin.
* Belgian Forest GP, Jin Ding, Watkins Glen GP, Watkins Glen Short - New Race lines and corridor changes.
* Mount Panorama: Overlay amount reduced, vertexcolor adjusted on road and roadseams, dipper adjusted to new reference
* Dubai Kartdrome: Tyrewalls moved to separate xml, viewer placement update, merged latest assets, CSM update,skids,marbles
* Watkins Glen GP: Norrowed corridors at bottom of the hill where the exit curb is next to the gaurdrail. AI was lifting there as it got too close. More corridor edits to latest in first corner and outside of inner loop. Help pack racing from running too wide in loop and using too much inside curb in turn 1.

Build 854 (19/11/14)
Audio:
* Some refinements and tweaks to the FORD GT40 MKIV. Latest wobbles, brakes, better backfire ratios and distance rolloffs.
* Vehicle CSDs updated with new brake temperature sound tuning parameters. Re-export has moved undertray scrape and fixed various formatting issues in manual entries
Render:
* PC/DX11: Fix for Motion-blur "not working" - it was working just not very visible. Applied the same scaling as on console.
GUI:
* Fix for calendar jump issue
* Updated 'unknown profile' icons
* Hooked up motorsport FMV button
* Fixed another race overview applink
* Fixed WMD-343, corrected game save title
* Minor fixes to session overview and in race lobby screens
* Fixed WMD-2583, separated out control reset strings for each platform.
* Disable Simulate in multiplayer modes. Disable Skip to End of Session and mid-session Restart Session options in multiplayer if we're not a host of a private or pwd session (host can still Restart from post-race).
Controllers:
* Formula B: Added the FFB parameters to the CDF and made a good base line
* All Cars: Added FFB adjustable paramters to the CDF's. Used the hard coded defaults recently put in so no change in car feel. The previous 9 cars that have custom setups already in their CDF's were not overwritten. Now ready for GUI hookup.
Cameras:
* Camera movement fadeout is not affected by target speed now (when target hits the exit zone)
* Replay Cameras: Watkins Glen short - Fixed all data that got corrupted, and reworked the cameras to use the tracking and zooming features properly now that those bugs are fixed.
Characters/Animations:
* Fixing materials for FA jacks
* FA Pitcrew: Whm01: anim export
* GT Pitcrew: Fire attendant: updated
* Wheelman ready_idle timing/looping fix
* Rear right wheel mechanic animations + props
* FA Pitcrew: Whm01: initial anim/setup/export
* FA Pitcrew: Wheel attendant 01 intial export/setup
* Rear Left Wheelman animations cleanup + props fixes
* Wheelman front right - animations cleanup and fixes
* Rear right wheelman animations cleanup + props fixes
* Front left Wheelman animations cleanup/fixes + props
* FA Pitcrew: Front left wheel mechanic cleanup + props
* FA Pitcrew: Renamed story tracks, and changed fps to 30
* Front right wheel mechanic animations cleanup/optimizations
* Right Rear wheel attendant animations + props cleanup/fixes
* Front rigth wheel mechanic + attendant animations and props
* Wheel attendant animatons cleanup + props + story scene update
AI/Pitstops:
* Stuck behavior now stops after trying to disengage the wall for a cleaner back and forth transition
* Fixed problems with the wall avoidance added steering. most notably a reset problem on restart and a clamping issue.
Career:
* Fix for contract index not resetting when re-entering the career contract screen
Vehicles:
* BMW 1M: CPIT display material tweaks
* Formula A/B: Cockpit display updates, change eypoint back 50mm and up 25mm so you can see the road better and some of the rear view mirrors.
* Caterham SP/300.R: Updated CPIT display
* Lotus 49: Fixed Lotus badges on liveries
* Audi R8 V10+: CPIT display material tweaks
* Ford Mustang Boss 302R1: Re-enabled damage
* Formula Gulf 1000: Tire dirt and size fixes
* RUF CTR3 SMS-R: Added missing banner texture
* Caterham R500: CPIT display material tweaks & updates
* LMP RP339H: Animation files. Wipers sound triggers added.
* LMP RWD P30: Animation files. Wipers sound triggers added.
* Ginetta G40: Animation files. Wipers sound triggers added.
* Pagani Zonda Cinque: Slightly increased damage deformations.
* Ford Focus RS: Animation files. Wipers sound triggers added.
* Ginetta G55 GT3: Animation files. Wipers sound triggers added.
* Ginetta G55 GT4: Animation files. Wipers sound triggers added.
* Ford Sierra Cosworth: Animation files. Wipers sound triggers added.
* Ford Escort Mk1: Added one morer senior manager livery, Animation files. Wipers sound triggers added.
* Ford GT40 MKIV: Added LODA missing screws (Bonnet, Body and Boot), animation files. Wipers sound triggers added.
Physics:
* Audi R8 V10 plus & BMW 1M: Enabled handbrake.
* RUF RGT8 GT3: Improved rear light damage setup.
* Mclaren 12C GT3: AI damper and Zoffset tweaked for AI handling.
* Formula A and Formula B AI tires: Changed the AI slip to .11 for less tire induced drag while cornering.
Tracks:
* Derby Park: Fix of tilted road normalmap
* Dubai Autodrome: Smoothed pitlane to raceline transition. Small change in the corridors on the inside of turn 1 move the AI off the curb about .5m
* Silverstone GP: Signed off on race line as is, however did some corridor editing around the track in a few problem areas where the AI is using too much curb, especially on the start.
* Jin Ding: Added txt for b4 pit building and garages, gravel spray overlays added, fixe ertex colours on gravel edges, fixed gaps between inner and outer terrain, fixed cap ends on walls, repositioned adv. boards, fixed autograss cutting through walls, reworked wet weather setup and made new puddle texture for kerbs, tweaked mapping on them, fixed CSM issues

Build 855 (20/11/14)
Audio:
* Fixed "DownShiftMultiplier" error in the Ariel_Atom_V8.csd.
* CSD parameter fixes for Atom Mugen, Atom3 and Alpine A450 sounds
Render:
* Fix for shadowFade not being initialised.
* NaN protection (powsafe) in Carbon bodywork shaders
* DX11: Renamed InstanceData to InstanceDataBuffer to match shader.
* Fix for instance buffer parameter naming shadow. Altered frustum select code back to how it was originally (the optimisation wasn't), also removes bad code being generated in PSSL.
GUI:
* Hookup "Num AI" lobby applink
* Fix MP Lobby Name applink crash
* Updated stat panels and Photo Mode sliders
* Adding password and lobby applinks to lobby screen
* Fixing badly added applinks for track layout screen
* Location description removed from QRW location selection
* Added ClickOn event to QuickSolo opponent difficulty slider.
* Lobby Join option is now correctly disabled rather than hidden
* Data for disabled setup and strategy menu when disqualified in MP.
* Fix for in-game Exit button becoming disabled due to incorrect applink
* Add applink to disable setup and strategy menu when sitting in pit disqualified.
* Fix for WMD-2685, mapping of brake and accelerate to the left and right triggers.
* Achievements: Fixes "On Your Left" - Applied wait threshold for new laps due to the way finding the best waypoint works. Also only testing for valid vehicles that are out on the track, Changed the interation to go through the active participants, instead of storing an array of participant structs, Fixed a bug in the game metrics, which was causing multiple ticks to retain multiple registrations on restart
Online/Multiplayer:
* Re-allow SP car setups in MP.
* Fix for WMD-2676 PC - Online - Public passworded races can't be started
* Added and implemented interface for Steam Dedicated Server browsing. Add interface to create multiplayer sessions on selected dedicated server and to filter game search by p2p/ds (not implemented yet)
Characters/Animation:
* Driver Anims: Audi 90 IMSA GTO - alpha 2 anims
* Rear Left Wheel Attendant animations cleanup/fixes
* Left Front Wheel Attendant animations/cleanup/props
* FA Pitcrew : Initial source files for exports ;fum; whm03,04 ; wha 03,04
* FA Pitcrew: Whm04: tweaking triggers timing "wheel_dismount"&"start_share"
* FA Pitcrew: Wheel mechanic02,wheel attendant02: initial export/setup/source
* FA Pitcrew: Wha01, wha02, wha03, wha04; whm01,..04 ; chm, fia, fum : reexported
* FA Pitcrew: Whm4: changes to triggers , offseted wheel dismount, start_share, airgun sound
AI/Pitstops:
* Fix for AIW assert when saving
* Reset waypoint index in AIW editor on new waypoints
Vehicles:
* Ariel Atom: CPIT display updates
* BMW 1M: CPIT display material tweaks
* Caterham Classic: CPIT display update
* Audi R8 V10+: CPIT display material tweaks
* 250cc SuperKart: Custom dirt layer DDS file
* Ford Sierra Cosworth: Added one more senior manager livery
Physics:
* Tires: Lotus CTD fix
* GUMPERT Apollo S: Calibrated boost gauge
* Mercedes 300SEL: Fixed pressures and packers getting mixed up on last edit.
* Removed reference to wedge settings and sdjustments from CDF's that had them. Left only for the Caper Stockcar.
* Mclaren F1, Mclaren 12C, Mclaren P1, Mclaren F1 GTR: New AI handling balance. Adjusted Grip and slip angles of the AI tires to match the palyer. Players cars got some setup tweaks. FFB tweaks along the way.
Tracks:
* Sakitto: New exports
* Belgian Forest GP: Fixed flase cut tracks.
* Hockenheimring: Missing concrete walls, fixed issues reported on WMD
* Dubai Kartdrome: Foliage texture balancing, foliage texture overrides,lights tweaks & trd updates
* Jin Ding: Lake area reworked, remapped, custom water map added, placed bushes around, fixed overlays around lake. Fixed mesh profile in come corners and removed odd bump, tweaked wall mesh accordingly, smoothed hill behind the barrier, fixed some corrupted CSM polygons, tweaks on broad blend at lake area, fixed gaps between outer and inner terrain, textures update, added bushes around new lake area
* Derby Park: Fixed the normal map setup on the Roads (update the tarmac material to a better type if required), fixed wrong UV1 channel, adjusted specular map, added vertexpaint for road, Lower the hills in the Skyring as WMD have reported they are not setup correctly, Check the spec settings on this building (reported as being overly bright), popping grassterrain pieces, fixed missing and wrong CSM collisions around pitwall and trackinside barrier, fix of whiteline and roadedge blendmap, new road broad and detail and fix discontinous UV and UV streching

Build 856 (21/11/14)
Audio:
* Fade adjustments ready for Stuart's code work
* Ford Mustang Fastback: 66 incar and external engine sets, plus an AI version. Includes tranny, gears, backfires, distant roll-offs and trajectory.
Next-Gen:
* PS4: Trophy details text corrected.
* XB1: Change User button added for Xbox One
* XB1: Fixed crash when accepting invitation for expired session (WMD-2860).
* XB1: Fixed Quick Random option not checking MultiplayerService connection state before attempting to EnumerateServers.
* XB1: Fixed crash on clients when host leaves the online session, added protocol version check on joining accepted invitations to online sessions.
GUI:
* Quick Guide headers shortened
* MP - Add 'Any' vehicle group option.
* Load/Save Setup removed from Pause menu
* Telemetry text now added to the Text DB
* Fix for remaining known issues with AR-2402
* Picture viewer added for Driver Network Highlights
* Minor color change on Driver Network Compare screen
* Changed check boxes so they work with activated buttons
* Time Trial vehicle selection list now scrolls on console
* Multiple ghost GUI support, hooking up lots of new applinks
* Invalidate current lap when teleporting to garage/pitspot (WMD-2726).
* Enabled the "Here's Johnny" metric & achievement to have correct detection
* Menu music now cycles through variations (added control to GameAudioSettings)
* Made the "Consistency Is King" achievement easier by reducing it to three laps
Characters/Animations:
* Driver anims alpha2: BMW v12 and ford mustang GT 2015
* FA Pitcrew: Wheel mechanic 01,02,03,04 : updated triggers, catabe
* FA Pitcrew fuel mechanic: Export ready file, with traced _TM bones
* FA Pitcrew: Wheel mechanics and attendats initial _traced export files
* Drivers exports: Updated drivers with eyes lods, Light Scalers ON FOR ALL
AI/Pitstops:
* Moved TurnRadius, CrestRadius and LocalGravity to per waypoints data
* Add a boolean that allows certain behaviors to skip the wall checking test
* AI wall avoidance logic goes from lat position when deciding in which direction to steer to try to reach the middle of the track to using the raycast's hit position side of the road.
Career:
* Added checks for preset career team data getting around the vehicle pakfile limitations
Vehicles:
* Kart01: Fixed tyre dirt
* BMW M3 GT: Fixed front tyre UVs
* Gumpert Apollo: CPIT display updates
* LMP 219D: Fixed Windshield Cpit damage.
* LMP RP339H: Fixed Windshield Cpit damage.
* Aston Martin Rapide: More approval fixes to liveries
* Ford GT40 MkIV: Added LODA screws. Uploaded new export.
* Aston Martin Vantage GT3: More approval fixes to liveries
* Aston Martin Vantage GT4: More approval fixes to liveries
* Ford Focus RS: CPIT display updates, CPIT display material tweaks
* Caterham R500: Removed some unused files and set up tire texture swaps
* Ariel Atom Mugen: Removed some unused files and set up tire texture swaps
* Ariel Atom 300: Removed some unused files and set up tire texture swaps. Set default SpindleArm
* Ariel Atom V8: Removed some unused files and set up tire texture swaps. Set default SpindleArm value
* Renault Megane RS: Fixed missing boot on Ultra detail and tire size differences, removed steering wheel swap on ultra detail
Physics:
* Fixed a typo (tyreIndex -> typeIndex)
* Fixed order of TyreTypes::msTyreTypesNamesList
* Lotus 49/72D/78: Fixed default tire tag crashes
* Renault Megane RS: Set SpindleArm default for FFB
Tracks:
* Belgian Forest: More cut track edits.
* Sakitto: New AIW's for latest changes by Luis. These have main path, Pit path, Start postions and pit postions.
* Azure Circuit: Textures for Le Nautic restaurant, improved texture. Files for chairs and tables, thumb for chairs and tables.
* Jin Ding: Fixed logo on the hill, fixed mapping on many overlay corners, added missing seams, remapped 5th UV channel for drying line on road, merged lates assets and tweaked mesh under pit building

Build 857 (21/11/14)
Audio:
* Better shift wobbles for the Zakspeed Capri Turbo.
Next-Gen:
* PS4: Render env map direct to cube map
* PS4: Updated facia buttons and controller diagram
* PS4: PlayStation Network terminology changed to PSN
* PS4: Added posting of Players Met when starting race load
Render:
* Fix for lighting data being accessed in GUI while being modified.
* Added some D3D11 debug functionality to allow filtering of warnings and breaking on specific errors (was used to find the damage system issue)
* Fix for DamageRenderables un-mapping streams that were never mapped. This was causing internal D3D11 corruption - reproducible when crashing, then attempting a replay.
GUI:
* Multiple ghosts on PC timetrial
* HUD Chat now only appears on PC.
* Fill telemetry tyre temperatures for AI
* Editable hud improvements - restored functionality
* Fixes up GUI buttons that were available when they should not have been - WMD-2221
* HUD telemetry: Changed tire temperature coloring to better represent the operating range
* Moved the script race setup to an earlier point, before the physics uses the game information to set itself up
Dedicated Server (WIP):
* Update server's state to Steam (name/flags/player lists/etc).
* This allows the server to be correctly visible when browsing from the game.
* Added technical documentation pdf (more like list of various technical notes and ideas).
* Added testing code to browse available dedicated servers to OnlineSupport and debug menus. Added option to browse Internet/LAN/friends/favorite/history servers and extra logging to see the progress.
Characters/Props/Animations:
* Added Fuel Tower
* Renaming fueltank bones
AI/Pitstops:
* Removal of misplaced hrdfs
Career:
* Career Motorsport Teams: GT4 teams updated to match renamed vehicle liveries.
Vehicles:
* Lotus 98T: Updated CPIT display
* 125cc Kart: Custom dirt DDS file
* McLaren F1: Updated CPIT display
* McLaren P1: Updated CPIT display
* Mercedes SLS AMG: CPIT display update
* Mercedes A45 AMG: CPIT display update
* Ariel Atoms: Changed default wet tire tag
* Caterham R500: Minor polish on cockpit vibration animation setup
* Alpine A450 LMP2: Fixed tire issues, some bad normals on LODX and missing part in CPIT
* Aston Martin Vantage GT3 & GT4: Changed eyepoint slightly up and back for better view of the road and apex.
Physics:
* Caterham R500: Tiny default setup change
* Yiro R.Light and Yiro All Season final polishing
* Fuel vehicles to full capacity in practice sessions
* Caterham Classic: Set SpindleArm FFB value to match reference
* Removed weighted fuel and randomness from player auto-fuelling
* Set fuel from setup if created / saved for this session, overrides autofuel
* Mclaren 12C GT3: Changes to default setup. increased rear tire pressure to match front. reduced preload 2 steps.
* Reduced AI brake efficiency using the AIbrakegrip paramter. This goes along with the recent load induced drag fixes.
* New AI tires for all cars: New specs for the fixed load induced tire drag problem. Dropped load sensitivities, AI peak Slip and braking efficiency.
* More AI updates. Dropped tire drag a bit more. Raised colision mesh to 40mm to remove last of AI crashing onto curbs and pole vaulting into the air.
* Formula C: Slight change to increase FFB strength, added "DA" to the R22 tires tag decription so it can easily be recognized as one I edited for testing
Environment:
* Cedar type variations added to the pool
Tracks:
* Jin Ding: Added txt for b5 building
* California Horse Thief Mile: Added some changes
* Azure Circuit: Added txt for big banner, lamppost moved to a correct position, update ao map
* Watkins Glen GP: Slight funneling entering the Inner loop to keep the AI from making a bad pass on the inside and hitting the armco.added new skyring, added nightlighting to it, fixed overglow of emmissives on buildings
* Eifelwald: Corridor funneling around the Karousel to help the AI stay in. Not perfect, but better. Also maked off some of the bigger grasscrete areas for less AI use.
 
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If I understand correctly, steam version is released on the 17th around the globe? Is that right? If so, that means that I can get the digital copy 4 days ahead of the hard copy release here in the UK? No brainer then :)
 
Does the PC still lag when there is a lot of cars on track?
Not sure what you mean by "lag" (graphical stutter, controls,...) and any performance issues would be relative to the capabilities of the computer. pCARS runs better than ever for me, very smooth, and I have run against a large number of AI with graphical settings very high.
 
Holy hell, so it is 10€ cheaper on your side of the pond than here..?! For a digital copy that has zero cost difference to provide... Great, now I feel ripped off. :grumpy:
It's not €39.99?
 
New games for PS4 for example cost $60. That's actually €48 at the moment. However, price tag for new PS4 games in Germany is €70. But you can always get them a little cheaper, like special offers at €55 or €60. Still not fair, though.
 
Holy hell, so it is 10€ cheaper on your side of the pond than here..?! For a digital copy that has zero cost difference to provide... Great, now I feel ripped off. :grumpy:

EU prices are including tax though while the other side of the pond is ex-tax.
 
So, I'll buy the limited Edition for PS4. Question is, can I play the German version in English? I ask, because I have my German PS4 set on English (US) and recently tried out The Evil Within (not my type of game though). What happened is, the game was the German version and because it was set to English, the game was in French. Same thing happened on my PS3 with Burnout Paradise. Always had to change the system language when I wanted to play that game. Hope that'll not be the case with Project CARS. :)
 
Any news on which retailers the Ltd Edition will be available from in the UK? So far I can only find it at Game.

*edit* on console that is
 
New games for PS4 for example cost $60. That's actually €48 at the moment. However, price tag for new PS4 games in Germany is €70. But you can always get them a little cheaper, like special offers at €55 or €60. Still not fair, though.
Same here.
I think prices around the eu are quite similar to each other.
 
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