Project CARS General Discussion Thread

  • Thread starter Thread starter Terronium-12
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It was indeed a fabulous surprise while I sipped my tea.
 
Not today but you don't have to wait for that long ;)
How long? Surely that isn't a secret. If you can't give an exact time and day, can you give us a ballpark? 2 or 3 days? A week-ish?
 
Week-ish-sorta-kinda sounds about right I guess.
Thanks:tup:

This may have been mentioned and I missed it, but is there any chance of a spotter as in iRacing? And/or a mini-map showing the relative postion of cars nearby?
 
Oh, go on then, have some build notes to release the tension :)


Build 787
(13/08/14, Team Member+) - 332.7 MB
Next-Gen:

* PS4: Fix for starting up in SD. (WMD-635)
Audio:
* Adding second batch of pit to car call outs
Render:
* Rain: Fix for dir lighting scaler
* SetCurrentWorldMatrix optimised using SSE (saves around 1.3% cpu!) + renderthread management made lock-free
* DX11: Only use non dynamic usage lightweight prims on XB1 - on PC, dynamic usage is much faster on AMD cards than instanced vertex data.
Controllers:
* Added gamepad presets accessible through F1 Gamepad menu with presets from SteveD (0), Jerry (1) and Bruno (2)
GUI:
* Updates to the EndOfWeekend screen
* Oschersleben "C" Circuit: GUI files
* Preliminary hookup of Kers and DRS hud gadgets
* Not showing up pit strategy screen if session is over.
Gameplay:
* Change pit and garage assignment, so we don't share pits if not necessary.
* Removing RollingStartPlayerControlOnGreen overrides
AI/Pitstops:
* Attempt to make hazard multi line exclusion crash safe
* Removed a few lines of obsolete code that were causing last lap pitting
* Fix throttling bug that could cause AI to throttle even more if over the speed limit in an acceleration zone
* Added safety check for mIsInPit lane to solve issues with cars improperly driving through pits and not setting the speedlimiters correctly
Career:
* Improvements to Career Results table
* Team standings now handle per-class scoring
* Career Contracts: GT3 contracts updated to match new vehicle livery names.
Physics:
* BMW M3 E30 Gr.A: AI tire model tuning
* Mercedes 190E DTM: AI tire model tuning
* Caterham SP300R: Fixed minor typo in rear damper setup
* Ford Sierra RS500: Aero model tweaks. AI tire and setup tuning
Vehicles:
* RUF RGT-8 GT3: Added custom liveries
* Audi R8 V10 plus: Collision model update
* RUF RGT-8 and CTR3: Added manufacturer paint colours
* RUF CTR3 SMSR: Cpit improvements, rounded top of steering wheel for better motec visibility, improved cpit mirrors. (NOT IN-GAME)
Tracks:
* Monterey: Added txt for firestop buildings + some missing nmp for woodwall
* California Raceway: Added temp outside coll/fixed assets coll errors/added vt temp barriers/updated sel sets
* Eifelwald: Updated ground cover files to work with the new meshes, checked in new autograss files and updated TRD
* Oschersleben "C" Circuit: AIW; grass Exclusion; Ground cover, several files (Raceline, trd, instances, static, etc) (NOT IN-GAME)
* Oulton Park: Microgaps fixed, lake area tweaked, triggers fixed, fixed lod popups of caravans , optimized instance dressing count, replced render heavy tree with more optimized one, changed viewer spot lights adapting the changes on the viewer changes

Build 786 (12/08/14, Team Member+) - 171.4 MB
Next-Gen:

* XB1: Fix for bootup black screen
Audio:
* Updated various console soundbank settings to recommended compressed formats
Render:
* Godrays: Code to allow us to grab various objects from around the scene and render them in the god ray light mask, i.e alpha objects..
VR:
* Oculus Rift: Fix for Direct mode, turning off display!
* Added command line option "vrnomirror" to turn off mirroring to desktop window for extra performance in direct mode.
* Added command line option "vrnodynp" to disable dynamic predication for latency.
Weather:
* Wtc edits, resolving fog blending issues between certain conditions. withheld rainy changes as file contains multiple other rainfall tweaks still being tested.
Replay/Ghosts:
* Fixed crash on load of ghost player
Multiplayer/Online:
* Speed up JIP loading by allowing players to load asynchronously
GUI:
* Improved result screen. Championships filtered and selectable
* New End Of Series Results screen and associated Motorsport Trophies icons
* Change to the weather ui to allow user to select start time when using realtime weather.
* Updated End Of Session Results screen (navigation between left and right now fixed and Exit menu item now in correct order). Plus, new EndOfWeekend screen added
* Not ending a qualification after time-out until a 'real' timed lap is completed. Also added warning notification to signal that this will be your last qualification lap.
* Dynamically updating the standings screen name depending on phaseFixed a bug which prevented the qualification from continuing when an AI opponent finished their qualifying session too
Characters:
* Driver Male L: Updated GT_liveries export, Reset SMS calls for all meshes. All exporting and working good
AI/Pitstops:
* Added a debug screen for pitting explanations
* Exclude cars from hazards when on different branches
* Add pitting information to know what is going on when cars are stuck in the pits
Career:
* Career Contracts: LMP1 contracts updated with new vehicle livery names.
* Round/Session and session index handling split to avoid issues that kept cropping up, fixed up all calling code
* Fixed bug where scoring wasn't being updated after non-race sessions (due to post-race screen reorganisation), leading to grid position failing in the following sessions
Physics:
* Ford Mustang Trans-Am: Set fuel consumption, heat & wear model, finished aero model, setup tweaks
Vehicles:
* Ford Sierra RS500: UV fixes
* McLaren P1: Cockpit animation file
* Pagani Huayra: Added more paint colours
* Ford Mustang Cobra: Added custom liveries (DDS)
* Mercedes A45 AMG: Added real manufacturer paint colours
* Marek LMP: Added winning members liveries, added liveries names, added black wheel textures variation
Tracks:
* Wisconsin: New textures
* Snetterton: Tree sculpture added
* Oschersleben: Small adjustments in tirewall in tires position
* Zolder: New textures, updated textures, changed to RL track name
* Monterey: Added latest new assets - fixed terrain - fix levitate assets
* Oulton Park: New autograss meshes and material files added, added new style autograss, added export area folder location to the TRDs, new rules files, new material files.

Build 785 (11/08/14, Team Member+) - 205.5 MB
Next-Gen:

* XB1: Video playback corruption partially fixed.
* PS4: Changed temp render target used in PP filters.
* XB1: Fixed hang during start-up if no controller is connected.
* PS4: Support for aniso and filter clamps on env maps and shadows.
Render:
* Aniso clamp on shadows.
* Rain now has spot a directional lighing scalers.
* Code so ripple are mapped based on a pixels world space.
* Fix for reflections not working with mt rendering.. i.e dx11mt
* Fixes for planer reflections not rendering on dx9 or multithreaded.
* DX11: A few more cpu optimisations (texture setting + release build perf fix)
* Car Showcase: Improved lightmaps which contain bump info, less gsi and light is actually cast correctly onto floor from the strip lights now, improved lighting for FE scene
Multiplayer/Online:
* Enable pre-race session options in MP again.
GUI:
* WIP Results screen in Career Dashboard
* You can now view info and take a photo of your car directly from the My Garage screen
* Converted 5 in-game screen lists into a (new type) scrollable lists: Race results driver & team lists, Standings screen, Simulate screen, Session overview screen
Controllers:
* Gamepad input: Added clamping to final steering value. Tidied and commented code. Removed unused variable
Characters:
* Driver liveries textures: Updated custom player liveries textures
* Driver custom opponent texture source update for a better one withouth wireframe
* Driver Male: Updated Classic driver with custom player/oponnent materials and added to composer export
Animations:
* Updated - airjack mechanic RWAJ
AI/Pitstops:
* Adjusted brake wear for AI based on feedback
* Tweaks to tyre choice for AI during live racing
* Fix a bug that was making the AI pit in the last laps
* Adjusted wetness thresholds for chosing wet over dry tyre options
* Tyre choices will now never require pitting in the last 3 laps as that would be unrealistic
Career:
* Trying date advance on any calendar access from dashboard
* Standings screen updates: Split up screen into a 2 stage screen, stage1 shows new points accumulated for player & team, stage2 shows total points for player & team
Physics:
* New DTM tires
* Adjusted Pilon Spork wet grip
* Formula B: Fuel consumption, heat & wear model, FB CR2 tire tweak
* Mercedes C Coupe DTM: DRS feature added, complete physics overhaul, new collision export
Vehicles:
* Intermediate tire tread #1 DDS files
* Ford Escort RS1600: Heat & wear model
* Vehicles: Added new paint colours to various cars
* McLaren MP4-12C GT3: Updated AO, added cockpit animations
* McLaren P1: Updated AO, added damage and cockpit animations
* LMP2 Marek RP 219D: Chassis textures and UV mapping updates.
* RUF CTR3 SMSR: Added some rear chassis details, split rollbars into int\ext (NOT IN-GAME)
* RUF RGT-8 GT3: Added rim colour variations, fixed damage and wheels alignment
Tracks:
* Zolder: New textures, texture updates
* Snetterton: Treesculpture added to the pool
* Le Mans: Floodlights placement around the common bugatti/lemans area
* Monterey: Updated xml files (fix position for some assets, trees, crowds) + add some new, added txt for distant warehouse and ao map for first aid building
 
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I didn't realise there was an Oschersleben C, any idea what it is?

EDIT: Found it, grid is back straight, turns in just before the triple-apex corner before the hairpin, through the chicane and back onto the straight.
 
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I think the Project CARS Facebook fan page almost spilled the beans again regarding this surprise
 
Can't wait to hear the news.

The answer is here, just not here. Perhaps you'll find it in a thread that is 8 pages long that has been posted in recently.

Also, thanks to all the insiders that consistently provide us with information!
 
Track reveal next week? Considering you guys seem to be more excited about it, I'm guessing its a car reveal...

If the 2014 R18 is in there then I'll be damned... To throw a party

01276250.jpg


OR! or is it one of these?
tjm1401ju26.jpg


Dis? (EA Tho)
2014-porsche-919-hybrid-le-mans-prototype_100468407_l.jpg
 
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:eek: this is a great day for pcars ! :bowdown:

(sorry little tease :p )

We know something you don't know.....

And don't ask, we can't tell at all (under pain of losing the treat), but I promise you, you'll enjoy it more than the LE-countdown.

Oh man this is great news!

Not today but you don't have to wait for that long ;)

It was indeed a fabulous surprise while I sipped my tea.

Week-ish-sorta-kinda sounds about right I guess.

Possibly a close call.... Please, shhhh.... :scared:

image.jpg


God damn it, why does it have to be secret and hidden from the general public? It's not national security... I would really like to know why.
 
Any idea when it will release next week? School starts on Wednesday for me :(
 
pCARS is getting much better every day... I had the most fun ever last evening. Chose a 10 lap race with the Zakspeed Capri on Oultan Park, 10 min. practice, 10 min. qualifying, 15 AI, no-aids, manual clutch, early morning start, and 3 weather cycles (rain, light clouds, clear) - Wow, looks and feels pretty amazing! Some don't want to include pCARS in the sim discussions but I think that will change very soon. In addition, the graphical performance has made great strides as I use to have huge issues running with rain but even with triple screens (5816x1080) and a single GTX 780 things ran very smooth.
Development testing has been very frustrating at times (5 steps forward, 4-1/2 steps back but my confidence in the quality of the final product is returning 👍
 
I'm crossing my fingers for Subaru to join PCARS along with its appearance in World of Speed.

@Myles Prower -- That joystick steering algorithm still needs work, but I'm sure it will also be customizable like in Shift 2 Unleashed. Naturally, the animation bug is now fixed...
 
Just curious, does the Wii U version ever appear in the build notes?
 
Just curious, does the Wii U version ever appear in the build notes?
Yes, I just checked - there's ca. 400 notes (lines) of Wii U specifics starting from 01/11/11 and running up to a little while ago. As we know there's a delay now, but it'll be back.
 
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