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Discussion in 'Project CARS 1' started by DrJustice, May 13, 2015.
PROJECT CARS – PC PATCH 6.0 – RELEASE NOTES
* NEW – Host kick function. The host of an online game can now select to immediately kick a player from the server. Kicked players will be auto-kicked if they attempt to rejoin the same multiplayer session.
* NEW – Mandatory pit stop option. The Lobby admin can opt to force a single pitstop during any race.
* NEW – Option to set race length by time (also available in Quick Race).
* NEW – ‘Allow Ghosted Vehicles’ option added so that the lobby admin can decide if he wants vehicles ghosted or not when they drive the wrong way.
* NEW – Dynamic race-end timer feature. In public races, the timer is 50% of the slowest moving car's lap time. In private races, the timer is 75% of slowest moving car's lap time.
* Fixed an exploit where a player could be awarded a win by jumping the start.
* Fixed an issue where, if the host is forcing realistic driving assists, the player wasn’t able to toggle the allowed assists on or off while in-race.
* Fixed a game crash issue if the client is kicked while typing in the chat box.
* Fixed an issue where, if Forced Default Setup is used, the pit crew would not change tyres until they’re completely worn. The tyres will now be changed when at least one tyre is worn down by 25% or more.
* Fixed a bug where drivers in a simulated series can all end up with ‘INVALID NAME!’
* Fixed a bug where AI opponents would attempt to use DLC cars that are not installed.
* The player will no longer be offered a contract renewal for a DLC contract, if they've since uninstalled that DLC.
* DLC Career contract emails earned while a DLC was installed, are no longer shown if DLC is then uninstalled.
* If the player’s current contract is a DLC contract and the player uninstalls this DLC, the career season using this DLC contract will finish for the player when entering Dashboard and they will have to pick from valid contract offers to continue (or reinstall the uninstalled DLC).
* Fixed an issue where the Modified Cars Pack and Limited Edition DLC Invitationals and Accolades were visible for players who do not own these DLC packs. Entering these invitational events would cause the player and AI to be in non-matching vehicles.
* Fixed an issue where at times the pit crew wouldn’t change the tyre set to the one selected in pit-strategy.
* Fixed an issue where remapping KERS would stop it working.
* Fixed an issue where changes made to Gamepad Advanced Options were not saved.
* Added Thrustmaster T150 support.
* Zolder – fixed a potential ‘landmine’ issue.
* Le Mans – adjusted the 55th garage spot to correct an issue where the cars would hit the pit wall on exiting this spot.
* Donington – all layouts – fixed an issue where cars would make contact with the left side wall when exiting some garages.
* Road America – pre-race camera tweaked to prevent the camera from clipping with the ground.
* Ruapuna Park – all layouts – fixed an issue with the last garage spot being outside garage area.
* Mojave – all layouts – fixed an issue with floating tyre skid marks, fixed an issue with rain being visible inside tunnels, and placed visible barriers in areas where the player is not allowed to drive.
* Bentley Continental GT3 – fixed DLC livery windscreen banners.
* Ruf CTR3 SMS-R – increased default tire pressure to work better with tire warmers.
* Toyota GT86 Rocket Bunny – fixed an issue with the windscreen banner.
Physics & AI
* AI – improved awareness and look-ahead to help with situations in multi-class races, where AI in a fast car would fail to avoid the player and AI in much slower cars.
* Tyre updates – fixed an issue on several tyres to prevent FFB buzz when tread becomes worn very thin, re-calibrated most tyres for a carcass heating fix when the tyres are underinflated, adjusted wear rates on GT3, Group C, Trans-Am/GTO, DTM, and LMP rubber.
* Implemented support to remove detached wheels from the track after a certain amount of time.
GUI & HUD
* Vehicle selection – manufacturer page now orders icons alphabetically.
* Improved the French translations for some of the items in the vehicle setup screens.
* Minor updates to Career Dashboard – motorsports & DN Profile buttons are now tiles consistent with other tabs, Inbox is now full screen with clearer indication of highlighted mail, and initial Accept Contract Offer screen now has improved layout and clearer indication of signature button.
* Improved Race Central screen – better balanced background image, removed gradient in top-right corner.
* Track layout map images are now displayed on the quick track selection screens.
* Fixed an issue where ‘Invert Camera Y Axis’ text was being displayed as ‘Automatic Clutch’.
* Updated the Xbox One controller image to the new Elite Controller.
* Fixed an issue where the UI stops responding on ghost selection when player enters the My Garage option.
* Fixed an issue during pit stops where the pit crew mistakes ratio was too high.
* Driver name tags above cars can now be turned on for replays.
* Entering the pits during a Time Trial will now invalidate that lap’s time.
* Improved Helmet view exposure for historic drivers.
This update is primarily to improve the HUD position/rotation/scaling editor and the custom VR settings system.
* All movement and rotation is now relative to the HUD’s local axis instead of world axis.
* The HUD controls are now all located on the numeric keypad. Toggling between position and rotation modes are done by pressing the NUM-0 key.
* HUD movement speeds are now reduced and we added controls for slow scale control. The movement speed will now also accelerate if you press and hold a key, limited to maximum 10x speed.
* The movement amount per click of the HUD editing controls for placement and rotation are now scaled when you scale the HUD size up or down. This helps a lot as it gives much finer controls when positioning/rotating while the HUD is scaled down.
* Changes to the HUD position/rotation/scale will now only be saved when you confirm to save the edited HUD settings; otherwise it restores the previous settings.
New and improved Oculus HUD movement keys layout
The HUD adjustment now runs in one of two modes - movement and rotation / scale. Num-Pad 0 toggles between these modes.
In movement mode the controls are as follows (numpad)
4 & 6: move left and right
1 & 3: move left and right slowly
8 & 2: move up and down
7 & 9: move up and down slowly
+ & -: move back and forth
/ & *: move back and forth slowly
5: resets position to the default
In rotation / scale mode the controls are as follows (numpad)
4 & 6: rotate left and right
8 & 2: rotate up and down
1 & 3: rotate anti-clockwise / clockwise
+ & -: scale the HUD bigger and smaller
/ & *: scale the HUD bigger and smaller slowly
5: resets rotation and scale to the default
Custom VR settings system
This file is located in your ‘My Documents\Project CARS’ folder, and is called ‘oculussettings.xml’
There are entries to control the position, rotation and scale for each of the following:
* HUD (HUDSettings)
* Main Menus (FrontEndSettings)
* In-game Menus (InGameSettings)
The format for each is identical and the data can be copied between them. While we currently only allow you to edit the HUD in-game using the system documented above, you can freely copy the saved values to the entries for the front-end and in-game menus settings, and these will then also appear at the repositioned placement/rotation/scale settings.
FYI – the rotation part is a quaternion, if anyone wants to try and make sense of it (the names are intuitive, offsetX offsetY, offsetZ, scale, and rotation[WXYZ]).
The other 3 entries are:
* FullScreen – sets the full screen mirror mode. Default is ‘true’. Set to ‘false’ to disable full screen mirror mode.
* HideCrowds – used to hide crowds (performance gain). Default is ‘true’. Set to ‘false’ to enable crowds again.
* LimitCars – not yet used, future addition
Question...what DLC liveries for the Bentley? There's only the factory Blancpain and Dyson schemes aren't there?
Asside from that, some nice fixes and additions.
Did the FQ400 Evo X final drive ever got fixed ?
This is what im talking about. Look at all that stuff for online. Really glad they are focusing on that area mainly.
Thank you,thank you,finally.
And, what files were imported during the patch? (ie. what's the DLC).
What is the final drive supposed to be? I'll go check
Sounds most excellent. So for patch 7.0 let's hope they get the custom championships working.
Plus a revamped Photo Mode and the ability to save our preference of livery instead of having it reset to Random. That is so frustrating.
It was discussed with Casey long time ago, I doubt it still untouched. The stock final is 4.062 in Pcars ( release version ), the actual car is 5 speed, the final for 5 speed manual is 4.687. The final used in Pcars is for 6 speed SST transmission ( never fitted on FQ400 ) I even gave Casey the manual screenshot/scan
Drive it and see how it goes A proper final drive would make it more rapid in acceleration
Haven't checked new DLC cars ( Evo VI TME and FQ360 among others like FR-S and Rocket Bunny, but I have doubt the Evos would use real car OEM specs for spring rates, alignments, and the AYC+ACD functionality being simulated ) The FQ360 uses OEM Bilsten spec MR suspension ( Eibach springs ), it has power tune up by HKS.
I was thinking the Rocket Bunny would be based on Turbo Greddy Rocket Bunny FR-S, but it may be just Pcars fictional tune up car like the GT4 86GT ( not based on real car like GPRM 86 GT4 ) ?
I remember Casey saying it was hard to find specs for TME so I assume they did the best. I'll check in a minute,it is a blast to drive though!
How's the new tire model?
Let's make sure it ain't no major bugs being made with this recent update. Im not asking for nothing else until i make sure patch 6.0 was bug free. Hopefully the consoles get the patch later today or tomorrow.
Awesome! Online endurance racing is 1 step closer.
The best racing game I've ever played keeps getting better.
Nice patch, there are so many improvements all the online guys were desperately waiting for.
To bad there is nothing new regarding the camber glitch, though. This will be one of the things I am most looking forward to, making those pretty good physics another step better.
Another thing I am missing until now is a major update on general AI performance. OK, the AI awareness became better according to the release notes and I am keen on seeing how that turns out. But the pure speed performance still lacks a bit. The best AI on 100 is rather slow, there are times you can easily beat them without much effort. The best AI possible should be unbeatable, so really everyone can get a challenge out of them. Another issue, which leads to my former point, is their racing line. In quite a few corners and parts of some tracks, the line is simply bad. Over the course of a couple of laps the AI loses several seconds just because they drive this corner too slow/too far on the outside/too whatever. And this will serve as an easy overtaking opportunity for you because you know how to get that corner properly and get with much more speed on the upcoming straight. Improving this will make the challenge and the immersion and ultimately the joy you get out of the game even better.
But enough of my random AI thoughts, let's continue with discussing the current patch and its changes to the game.
Very vague info about the new tires. Is there detailed info anywhere?
Camber fix is not in 6.0.
Yup. I think before the Clio fixes even.
Exactly that's what I said.
Wasn't sure wether you were asking or stating.
I wonder if they submitted it to sony/Microsoft yet. If so we are most likely looking at monday or Tuesday for the patch on consoles.
I think it will follow the same pattern as past months. PS4 update next week, XB1 update and DLC the week of November 23-27. Consider anything earlier a bonus.
Nothing super detailed, but there's some feedback from the players already: http://forum.projectcarsgame.com/showthread.php?27185-TYRE-PHYSICS-DISCUSSION/page60
Oh alright, sorry for some confusing wording.
Tire model changed, no info given, major heat problems now.
On all three Soft/Medium/Hard compounds or specifically to one?
How much testing has been done at each temperature and pressure level?
Which track is being used for the testing?
Hmm, when I read through those posts I don't get the same impression as "..major heat problems now.". There may not be enough to go on yet but one racers' opinion based on his testing, I wouldn't jump to conclusions:
"I tried it just now. RWP P20 on Sakitto GP, with 2-3 minutes of setup work (calculator for the suspension, camber exploit, quick high speed check to reduce high speed understeer, and a quick low speed test to confirm balance). 10 laps in a row and my front tyres were at 95 degrees, rears were at 93 degrees. Car felt still a bit too understeery, I could clearly feel I hard to work too much with the wheel. Not that bad overall. Speed was under a second behind the WR. I'm by no means an LMP2 or a Sakitto specialist, and I only did maybe a total of 14-15 laps, so there's definitely room for improvement. Still, temps seemed to stay under control, front rear split was about what I expected with the car feeling like it did, and speed was decent for lack the amount of practice and work I put in (reducing engine and brake cooling could speed up the car at the very least). Can't fault the heating on these grounds at least.
EDIT: Also I don't think there's anything really wrong with the fastest possible laps to be achieved while abusing the tyres in a way that makes them only last a while. Perhaps the issue is less that the heating is too much but partly that the resulting tyre wear isn't punishing enough?"
So no fix for single races where our
Final grid position bears no resemblance to where we qualify.
Atm I am just doing practice and random grid position but it takes away from the realism to not run a quali session.
I'm happy for the online players receiving many fixes this patch but for those of us who spend a huge amount of time in single race mode it looks like we will have to carry on for goodness knows how long with a rather hobbled experience.
Though I could put a positive spin on this and hope that they are folding the fix into an upcoming custom championship mode
It's not mentioned in the patch notes but it seems to be fixed.
I don't agree with "major heat problems" either. The info was given when Casey gave a broke down of the Toyota/Mitsubishi physics, and it's never ultra detailed in order to keep other developers from copying them too easily.
All this new heat model seems to do is punish abusive driving and/or poor setups. If you are doing those things correctly, the changes shouldn't come as a huge slap in the face.