1 Year of Project CARS – Multiplayer, New Tire Model & More

Slightly Mad Studios are celebrating the first anniversary of World of Mass Development & Project CARS, unleashing major new features to the development builds.

A year ago, WMD was launched and since then, 322 development builds of Project CARS have been made available as Project CARS has evolved from a very basic pre-alpha version to an in-development sim with a fully dynamic time of day & weather system, completely reworked force feedback and much more.

With the first year in the books, SMS is unleashing some big new features as a first-pass of the multiplayer functionality has recently been added.

Testing of the new feature has proven to be a big success, allowing the multiplayer functionality to be expanded to the Full Member membership level, giving thousands of members access to the new feature for further testing.

Furthermore, Build 322 introduces a first-pass preview version of the scratch-made new Seta tire model that replaces the brush model which has been used up until now.

As it’s customary at WMD to make most of the community’s potential, the feature is being released at a very early stage to get feedback from the members as early as possible, right now only the Formula A is properly set up to run the new tire model as the feature will be massively tweaked and improved in the coming weeks.

Build 322 and the new tire model is available to all members with Team Member level and above, Team Membership is available for a one-time payment of 25€, entitling members to a weekly development build of Project CARS with all the latest content. For more info on membership pricing and benefits, please check out the WMD website.

Build 322 (12/10/12, Team Member+)

  • Fixes to menu list array sizing, and to the lobby assigned menu list size
  • Quick fixes to prevent array overruns in lists
  • Disable 3D scene updating and rendering (car preview and background) while lobby is active
  • Fixed lazy inits on Events screen
  • Increased progresspoint timeouts to help track issues causing progresspoint disconnects in build 321
  • Lower MP time progression to 10x (from 30x)
  • Changed bridge feeding policy (not every sample is stored to new slot to get longer interval in given number of samples)
  • Physics/bridge timing – gExecTimer used only for bridge, Notify callbacks use incoming execTimerSynchronisedTime value. Bridge interpolation uses time near to last complete physics frame. Bridge holds some new timing data (like last completed physics frame time stamp, last stamp time,…) Engine.cpp – assert removed
  • Added extra logging to datagram protocol
  • Online sessions:
  • * Added more asserts to vehicle validation to catch invalid values coming from outside the online session system
  • * Increased protocol version
  • * Changed the message containing user setup to allow more than one user setup per message
  • * Changed code sending user updates to pack more than one user setup to a single message when possible
  • * Added sequence numbers to request messages sent to host. The host can drop duplicate messages before sending duplicate responses, which would then be dropped anyway. This decreases traffic in low-ping situations
  • * Number of laps for online races are set according to the requested setup
  • * Removed some obsolete MP code
  • Formula A: revised default setup to work better on STM
  • Adds num of players to lobby screen
  • Wisconsin Raceway – add new txt for Ministand and SmallWhiteHut
  • Audio: adding vibration and rattle samples to Z4GT3 set
  • Audio: stockcar mupdated with latest load curves, filtering, eq, rattles and vibration layers
  • Audio: updated stock car level balance
  • Modified position of T1 cones based on forum feedback
  • Audio: adding rattles and vibration samples to Stockcar engine set
  • Added lobby players number applink
  • Pressure model fix and pdb file
  • Audio: updated V8-RS engine set checked in with latest eq and filter curves, vibration layers and rattles
  • Audio: fix for transmission whine pitch issue at high engine speeds
  • New brake markers on eifelwald gp
  • Audio: adding vibration layer sound to V8-RS engine set
  • Audio: adding rattle samples to V8-RS engine set
  • Bathurst:Resaved to fix corrupt texture
  • EifelWald: New Textures
  • Adjusted GUI offset on all cars for best appearance in menu garage scene. Added missing statistics files
  • Wisconsin Raceway – add new textures for Adverts and TshirtShop
  • New Eifelwald export

The new build is available via the Project CARS launcher that is available on the WMD Downloads Page, new members can register here.

Click Here To View The Changelogs Of All Builds Released During The Week

Build 321 (11/10/12, Junior Member+)
Untested attempt to fix one of several potential reasons for an issue where some people do not receive guaranteed message ACKs
GUIList functionality improvements, fixing indexing methods to prevent misuse of data vs item indexes.
MP: set time to 3pm. progression to 30x, forecast to clear 5 and light cloud, just for a change pending host settings implementation
MP: Force rolling starts on for those tracks that require it
Skips ‘HDR Mode Linear’ in graphics options, default remains ‘Photographic’
Fix for slow emap updates
Eifelwald – changed track logo on the banner
Eifelwald – updated trees/bushes
Eifelwald – new hotel texture
Wisconsin Raceway – new textures
Adding interior rattles. Tweaks to dsp curves
Adding rattle samples for interior ambience
Update to latest filter and eq tech
Updated for latest tech
Eifelwald GP increased grid to 30
Switching to an independent SP300 set (based on the R500) in case this fixes the AI issue
Derby – textures first addition
Derby – textures – adding details
Derby – improvements, adding details
Derby – add Ao map for pitwall
Derby – updated textures – pitwall
Eifelwald GP – new textures
Caterham SP300R: WIP addition of suspension animations and AO
New Caterham SP300R export
New Belgian Forest export
New Derby exports
New Eifelwald export
New Eifelwald GP export
New Wisconsin Raceway export

Build 320 (10/10/12, Junior Member+)
Disabled vehicle physics damage in MP mode.
Made the waypoint code in GetClosestWayPointBehind handle missing next waypoint cleanly instead of crashing
Reinstated code which disables crumple damage when in multiplayer mode
Corrected “Synchronising…” text
Added check for ‘custom livery’ when using ‘random livery’
Fixed bug where the game could crash if the user has many local IPv4 interfaces + sends direct p2p pings/pongs from multiple address+port combinations
Added safety clamp to index while accessing Route::mPoint array
Fixes for MP Lobby screen:
* Fixes a potential crash for bad vehicle data
* Avoids clearing chat on entering the vehicle select screens
* Avoids unecessary message on leaving lobby voluntarily
Online sessions:
* Added logging of user name when someone leaves the session
* When host migration happens in the lobby, the new host revalidates all users’ setups. This prevents an invalid vehicle being used in a certain situation
* Added a devmodeconfig value allowing to restrict sessions that can be browsed. This will be useful for creating testing sessionis that should only be joinable by a certain set of people
* Added the following to logs: sending chat messages, creating and joining sessions
* When preparing the final load setup message, the host will validate the setup once more, and will assert when a change had to be made
* Added asserts to detect invalid user setup being sent from the admin
* Added empty implementation of the handler that will eventually calculate authoritative race results in M
Restricted Content icon updated
Added ‘driver labels’ setting to gameplay options screen
Derby -add new textures – pitwall
Added ‘disabled’ state to MP browse refresh button
Added ‘cancel’ to loading dialog, which will exit the player fromt he loading game and return them to their previous screen
Eifelwald GP – Changed the Logo for the version with the correct spelling
Eifelwald – incorrect file name with incorrect logo spelling
Minor update to spacing of text on login screen
LOD Distance Increased on Monterey Dynamic Brake Markers
Caterham SP300R: suspension geometry file added for real this time (car crash fix)
Increased online protocol version number (to ensure older builds can’t connect to build 320 or later)
Fix for dynamics objects popping
Fix for Caterham crash introduced after Caterham fix
Pagani Huayra: Adjusted gearing, conservation of energy brake heating, replaced a bit of Zonda R placeholder aero. New setup is required with this change
New Northampton export

Build 319 (9/10/12, Junior Member+)
Online: Fixed reversed logic for displaying/not displaying car setup changes. Changes initiated by the player would be hidden, default changes made by admin would be visible
MP UI fixes for allowing UI events post load, handling vehicle selection messages, showing ‘MenuReturn’ message
* Adds better error handling to game create screen
* Add anti-spam to browse refresh button, and prevents it being used before game sare available
Fixed Lazy Init when adding a NetDebug page while debug output is disabled
Added disable applinks for GUIButtons
CharacterAnimationManager: – Removed the error return conditions from Activate()
TokenString will initialize the format string to a specific debug string. This is to catch instances of using the uninitialized token strings elsewhere
Enabled lazy container init reporting
Added exception info to PC crash dump file and log. Crash log now includes the calling thread ID in the filename to avoid overwrites from multiple exceptions
Wisconsin Raceway – add new textures for MarshalZone
Northampton. New textures
Bathurst viewer lights toned back in intensity as requested
Eifelwald GP moved garage spot 1 out onto pit lane temporarily untill last 3 garages are opened and floors fixed to avoid falling through
Connecticut Hill Night – changed grid to 46
Northamption – New textures for the building
Caterham R500: engine cooling set up as a % range, brake cooling tweak, zero shift delay for H-pattern cars
Caterham SP300/R: Applied new suspension geometry to physics, spring rate changes to fit, conservation of energy brake heating, brake and engine ducting set up at % ranges. New setup is required with this change
New Eifelwald export
KNOWN ISSUE: Using Caterham SP 300/R will crash the game, so please avoid for now

Build 318 (8/10/12, Junior Member+)
Moved all MP UI strings to string database, added token descriptors
Online: UI uses server-side configuration to enable/disable access to multiplayer
Fixed more missing container initiailsations.
Container/memory updates:
* Removed all known occurences of lazy container initialisations
* Improved Init/Cleanup flow for several systems
* Updated per-frame memory alloc tracking system
* BList memtraces now take BDbgString instead of BString as name param
* BAllocTable.Init now takes the number of custom entries as a param, and default parameters removed
* Added Log2, Log2_32 and Log2_64 maths functions
* Removed lazy container inits from Input and LiveEdit modules
Added test for invalid user setup
Added support for final build logging to help eliminate possibility of a crash deep inside DX11 render code
MP UI improvements:
* Display session status in browse screen
* Display vehicle name in lobby (needs UI layout change)
* Use generic applink to enalbe/disable MP screens based on server call
* Improve sending of User data to online to reduce system spam
Multiplayer cut track rules fix for speed limiter activation when rejoining track
Fix vehicle anim filename formatting
Moved all MP UI strings to string database, added token descriptors
Modified tree shaders to take into account the key light brightness when computing transmisive light (fixes glowing trees at night)
New font throughout game, new Main Menu, Create button added to Browse screen, can now move left/right through liveries
Eifelwald GP – Track added to the tracklist for the build
Eifelwald GP – added tracklod file to help popping issues
Eifelwald texture update
Eifelwald GP – Added initial tree placement for the track
Added another config option to the devmode config so that we can get final build logging from the renderer
Updated rules data for the MP cut track / speed limit tech
Northampton. New textures/psd files
Screened loo area created with viewer assets
Art source textures for new portaloo screen asset
Added renderer logging info to Final Mode Config
Online sessions:
* Added a new Return handler to the online session
* Load handler will reset its state when the game session state changes to Returning
* Added new callbacks signalling a few phases of the load sequence
* Fixed a problem with Enter handler of load states sometimes being called twice for a state when a state has been changed from within another state’s Enter handler
* Admin will not notify themselves with a load state change; the change is dealt with in the Enter handler for the state
* Reason why the local user left a game session is available even after the game disconnect callback finishes
* Disconnect during load are now properly handled. The client will return back to the main menu, instead of ending in a hang or in a local race
* Added a new Return handler to the online session
* Load handler will reset its state when the game session state changes to Returning
* Added new callbacks signalling a few phases of the load sequence
* Fixed a problem with Enter handler of load states sometimes being called twice for a state when a state has been changed from within another state’s Enter handler
* Admin will not notify themselves with a load state change; the change is dealt with in the Enter handler for the state
* Reason why the local user left a game session is available even after the game disconnect callback finishes
* Disconnect during load are now properly handled. The client will return back to the main menu, instead of ending in a hang or in a local race
New lobby layout – players can now see the car they’re driving and more of the chat window. Improved icons elsewhere too
Wisconsin Raceway – add new txt for HillsBuilding and MarshalHuts
Adds a ‘random’ livery choice as the first and default livery option
Designed to introduce more variation in MP play when people chose similar vehicles
Also available for single player vehicle selection
Ghost system:
* Fixed an infinite wait on PS3 in retriving a finished background ghost task
* Changed the CRC_CHECKS macro name to make it clear it belongs to the ghost system
* Updated documentation
Fix ‘browse’ display to show ‘racing’ staus
Fixed read buffer overflow in entity list parsing if the last line did not end with a new-line
New Eifelwald GP export
New Bathurst export

Build 317 (8/10/12, Senior Manager)
Removed list test code from browse menu
Changes to account for GUIListItem changed interface
Fixes colouring of list items which do not have a colour set in code
Fixed exit flow for host & client to both revert to main menu
SetupRaceDate now only called after track has been set (different for each mode). Could fall back to the profile default rather than the track default on first run if the date was coming from the track (more obvious for some tracks than others)
Reset AI sort ID’s when cleaning up and round tripping physics systems
Online sessions:
* Added new empty files
* Removed obsolete files
Fixes for MP lobby: To return to main menu after race and to unbind online session GUI callbacks correctly
Increased Records leaderboard page size from 8 to 15 to match latest GUI
Disable AI toggle key in final config MP mode
Adding new Season UI screens. Includes a fix for a problem with the seasons not working after completing and coming back to the frontend (possibly timing-related)
Removal of legacy ghost data size passed into app-side ghost call
Reordered post-race stats and ghost data upload to occur prior to transition. Fix for thread hang when waiting for ghost upload to complete
Added PS3 leaderboard and storage systems. Removed CRC checks from console leaderboard data downloads. Xbox 360 code updated for recent interface changes
Fix for PS3 userid and username cache not being updated correctly when the connection state is initially Connecting then advancing to Connected state. Also tick cellSysutilCheckCallback so that the listener triggers the callback
Changed NodeUserId == operator to compare only the handle. ( ‘opt’ part should not be used by the application as there is a disconnect between sceNpId api lookups compared to stat ownership as retrieved from leaderboards)
Wisconsin Raceway – add new txt for SazsCatering
Derby – new textures addition
Derby – add new end improve existing textures
New static corner distance markers on Belgian Forest
Eifelwald:New textures-first pass
Livery selection fixed after accidental break
Updated Records screen layout
Calling missing app func to build the Season Rounds on page activation
Placeholder Seasons now using appropriate tracks, names and icons
New Derby exports
New Eifelwald export

To celebrate Project CARS’ birthday, WMD member JonZ has created a stunning new video trailer that you can watch below.

GTOmegaRacing.com

  • pez2k .

    “A year ago, WMD was launched and since then, 322 development builds of Project CARS have been made available”

    Only 251, the first public release was build 0071!

    Worth mentioning too, the new tyre model is turned off by default.

  • Raphael Smith

    The ntm is a good step in the right direction. It’s really only a preview though. They still need to add the dynamic carcass and setup the cars for it. They said to think of it as version 0.1 instead of version 1.0. All of the cars currently have f1 slicks so the FA car is the only one you can kinda judge well. Overall though the throttle feels much better, the cars have weight to them, and it doesn’t feel like your driving a boat anymore. You can start to feel the limit now too. The ffb will have to be adjusted to the ntm as well though. Still a long ways to go though but I have more confidence that it be a decent sim now!

  • Anonymous

    Yes it is since, as explained above, right now only one car is set up to work with the early version.

    All of this is explained in detail in the WMD forums though so people who are trying the builds will know.. I just try to keep the postings down to the point as it’s pretty much impossible to summarize all the information on WMD in one single posting ;)

  • http://www.facebook.com/Siggers Ross Siggers

    Has it really been a whole year :D Awesome

  • Eric Zehnder

    My initial impression is that it feels a lot like netKar Pro in terms of behavior (not FFB though I haven’t tweaked). I was spinning out in the Formula A until I started driving it like the KS2 in nKP and then everything made sense.

    Worth trying it, guys!

  • http://twitter.com/SuperRantam Rantam

    Just did my first online race. Had a lot of fun, but had serious lag problems also. Not sure if it was because of the network or may be overloaded GPU. Looked like the second as it always happened on the same spots.

    BTW was at old Nurburgring with Caterham 300, and day/night cycle. After 5 laps it seemed that everyone else was out. Man, it was hard finding the damn headlights key once the Sun was gone :-D

    Very promissing :)

  • pez2k .

    Don’t worry, I was just preempting any rush of ‘I can’t feel a difference’ comments!

  • Nathan Robinson

    You’re post forced me to upgrade to the full member from team member and…………….I wasn’t disappointed. I had a great battle with a guy in the Asano A4 at Besos(Barcelona) for a number of laps. We were able to run side by side through turns with great precision. Probably because that particular server had all aids turned on lol, but was fun nonetheless. I think the time spent on driving and testing pcars, may start to increase quite a lot :)

  • Anonymous

    I’m wondering of those of you that own Project cars and know what makes a hood racing “sim” find project cars in the way of physic’s. I’m wondering if its more game or sim as I’m thinking about buying it and would rather sim than game. Thanks in advance for your input.

  • Anonymous

    “s it’s customary at WMD to make most of the community’s potential, the
    feature is being released at a very early stage to get feedback from the
    members as early as possible”.
    How about iRacing start doing that?? They have the suckers beta testing stuff but the suckers just want to suck so we end up having to payed for screwed content. I’m still waiting for iRacing 2.0

  • Raphael Smith

    Before the new tire update it felt more game than sim to me. The best sim physics in my opinion are in GSC 2012 and rfactor 2. The physics in those have been worked on a lot longer though so even though pcars is headed in the right direction now it still has a long ways to go. Remember you are not purchasing a product now but investing and alpha testing a game. If you can adjust your expectations you may enjoy the development process. If you want a finished polished sim look elsewhere.

  • Alejandro Gorgal

    With the latest updates it feels a lot like GTR 2 and it’s clearly headed in that direction and then some.
    If you enjoyed that title then you’ll like pCARS (keep in mind, the physics still have a way to go, but the plan to improve them is widely documented on the forums).
    If you like something more like rFactor 2 or iRacing you might not feel at home with Cars, cars are a lot grippier, they are easy to drive but hard to master basically, going over the limit requires a lot of attention.

  • Alejandro Gorgal

    Forcing driving aids isn’t actually working yet despite what the lobby menu might say, so you were probably driving with whatever your single player settings are.

  • http://www.facebook.com/people/Marcus-Caton/647940120 Marcus Caton

    WTF DID YOU JUST SAY~!!!!!!

  • punkfest2000

    Caton: relax child.

  • http://www.facebook.com/triskele10 Peter Koch

    Glad I never played Netcar.

  • Juhan Voolaid

    Such a good news. May pick this up in few month, when the new tire model is fully integrated.

  • Anonymous

    You have a short memory IMO. Don’t you remember the “early preview” of the NTM on the Impala B?
    btw Pcars is “pre-alpha”, all members are pre alpha tester. When it will released this story will end.

  • Kendra Jacobs

    Trust me Peter, dont let that statement negatively affect your judgement of Netker Pro as a racecar simulator.

    After spending the entire Friday night playing, well, in my personal opinion that statement by Eric is not accurate in the slightest bit, it is NOTHING like Netkar Pro, ESPECIALLY and most importantly in pure physics, (or for that matter ffb aswell).

    Oh goodness, here we go, I am expecting everyone (especially people with their own personal money/investments involved) to attack me and freak out on me and go nuts and get all crazy defensive and give me a bunch of thumbs down.

    Just to let you all know I didnt slam, diss or hate pcars in anyway in this post, I was just saying its nothing like another sim, thats not a diss or a compliment, it is just stating that they are nothing alike, thats all, no hating, like I said, I am a fan of this game now that I have learned to accept it for what it is, and I may even buy it when it comes out :).

  • http://twitter.com/Uff182 Andrea Candini

    I’m sorry for you, as you missed one of the best sims out there.

  • Eric Zehnder

    In my opinion of the extremely early preview of the new tire model, it is similar to netKar Pro in the way in which you drive the car (nKP’s KS2 specifically).

    You had tons of under steer in the old tire model for almost all cars and it was a big issue. There are big differences between that and the new tire model. You get much more bite and grip and my wheel movements and throttle action has had to change dramatically.

    I used to be able to drive pCARS in a way that never seemed quite right. I don’t have F1 experience but nKP felt more real and going between the two games you will now drive them MUCH more similarly than before.

    Now, I know you always harp on what YOU believe is an unsophisticated underlying physics engine but you can only judge that based on how it drives and that is currently massively in development.

  • http://www.facebook.com/howiemotz Howard Motz

    I think I like the old tire model better. But more time is needed to be sure. Here is my post from WMD. “I think your making the common misinterpretation of racing, that many hardcore simracers make. “Cant make one mistake” is telling. Watching real racing and we see recovery from bad mistakes all the time. IRacing, not so much. With cars regularly pilling up at a corner in a huge heap. When in real racing this is usually avoidable by driving on the grass and over curbs, without losing control. Now many people prefer that level of difficulty. But it is just not that realistic. (This debate has raged on since the beginning.) When “Grand Prix Legends” got the ball rolling on Sim Racing. There after, every Sim that didn’t have the sliddy tire model of that Sim. Was looked down on by those used to driving the former. Barney Olfield said about racing. (a long time ago) “if your not lossing control, your not racing.” That’s it. You can push so hard in real racing. That your constantly catching the car as it goes over the line of being in control. While in these difficult Sims its all about keeping your car just below the place where you loose control. It is a completely different experience from real racing. And I hope to God the developers here. Never bend the knee to your idea of what Sim physics should be like. IMHO
    “Preliminary testing of the new tire model, suggest to me, that the Dev’s have given in to the big mouths of those who continuously harp for slipperier tires. The faster cars with road tires, now have very little feed back, even at speeds under 100 mph. But I have to do allot more then 1 hr. of testing to make my mind up.”

  • Eric Zehnder

    Oh geez, you must be new here.

    This game is very polarizing and the general opinion of those that enjoy a range of racing games believe it will be a very competent Sim once development is complete. There is every reason to believe that now despite the current product having lots of good and bad (it’s somewhere around 9-12 months from going Gold and being released)

    If you like viewing game developers working their craft and seeing a game develop I HIGHLY recommend it as your level of access to what happens behind the scenes is unprecedented. However, if you prefer a completely finished product then wait many (8+?) months until a nearly finished public demo is available.

  • http://twitter.com/memph1sra1ns Sir Gallahad

    The only car the has a tire modeled for it with the new model is the FA. Of course cars that are supposed to have road tires, but now have f1 tires are going to feel odd. Really shouldn’t base testing on anything other than the FA at this point. Even that has a ton of refinement that is going to be applied.

  • Big Ron

    I don´t think that the devs have given in to the big mouths of those who continuously harp for slipperier tires. In fact, only the Formula A is representable and not even that since every single car in the game (FA included) runs on Formula A-front slick tires and all setups are balanced for the old tire model. So it isn´t a surprise that most cars now are pretty uncontollable, at all because they were setup to prevent the car getting into the transient grip-bug of the BTM and to be very controllable.

    I´ve tested the new build for hours now and even if it isn´t anything but completely convincing, I don´t want the old tire model back. The SETA model seems to give a much more natural steering feedback and a much better responsibility about the throttle control. And above all, cars now are alive and not trains on rails anymore. Testing the SETA-model with the Zonda R now has turned the car in sth. believable that can get out of control if you push it too hard.

    You should wait with judgement until all types of tires are included, all tires height and widths are set up correctly and the car are rebalanced to fit the new SETA model. Remember, this is a PREVIEW of the tire model just showing parts of the contact patch included, carcass model and other stuff is completely missing.

  • GamerMuscle

    “While in these difficult Sims its all about keeping your car just below the place where you loose control”

    that sums up competitive racing in RF1 and RF2 and i racing , and to me totaly misses the piont of what driving a race car is about.

    That is why NKP is so good if you drive over the limit you lose time but the car still drives like a real car. RF1 , RF2 , i racing all suffer from strange physics when you are on or just slightly over the limit especially with faster cars.

    Some RF1 mods and games like GSC ,GTRE do a good job to hide the holes in Gmoter 2 but as a result of making the cars more realistic on the limit the cars can act strange in other ways and they are still tend to slide more in general than a real car would.

    i racing seems to be fantastic with the slower cars and the tin tops but the faster open top cars and even cars like the Radical have some real issues on the limit.

    It will certainly be interesting to see how the physics develop in project cars,
    Personally I think something along the lines of GTRE would be more than fine for a game like Pcars anything better would be a welcome bonus , if they can surpass or do something as equally deep as NKP then that would be amazing.

    The big wish would be for a game to get a real sticky feeling of car gripped to the road and holding on more than what you find in other sims but at the same time the tires giving out in a predictable but sometimes violent way.

  • http://www.facebook.com/howiemotz Howard Motz

    Yes, I didn’t know that only the F1 had the new tire model at first. And I tested the Zonda P.. I also didn’t remember to change the weather settings. I had one on rain! So the road may have been slick. Even though no rain was showing.

  • Anonymous

    “Watching real racing and we see recovery from bad mistakes all the time. IRacing, not so much.”

    If you look at the last few builds of iRacing you see a strong movement towards more forgiving and more easy to catch from mistakes. I expect things to continue, and devs seem to be catching on. The slippeiness might just have been one of the limitations of the older tire models. For example, slides like these I never would have caught a year ago in iRacing, but they’re quite easy now.
    http://www.youtube.com/watch?v=OyD4RaDd7eM

  • http://twitter.com/Paul_aD Paul aD
  • punkfest2000

    Your bias against Pcars has been shown repeatedly in previous postings. No need to attack/freak out/go nuts on you..it’s just that your opinion really means nothing anymore. We know your history and can predict what your opinion will be.

  • http://racingrenders.com/ F1Racer

    Just gave the Formula A a go. Liked it !! Much better and the ffb was much more communicative and gave me feedback I hadn’t felt previously.

    I really hope they take the 30s replay restriction away. I want to replay an entire lap in Free Practice.

  • Anonymous

    Try the Lotus78 with seta. Best FFB in the game i think.
    Makes the car 10 secs faster for now but the turn-in and lift off oversteer behaviour is crazy smooth.

  • Big Ron

    Haha, thought the same while testing today. I said myself, why not trying the 78 since I loved it already in previous builds. And it´s just wow with SETA.

  • http://racingrenders.com/ F1Racer

    I thought only the Formula A had the new tyre model.

  • http://www.facebook.com/howiemotz Howard Motz

    You got me to watch some old 70′s and 80′s videos of real racing. On one a driver took the camera on a lap to show how to take the course. One of his lines was. “the car drifts around the corner, then catches itself!” But I’m glad for the iRacing fans, that their fixing a better tire model.

  • pez2k .

    The new model applies to all cars, but it only simulates one tyre compound, the Formula A tyre. Cars that are meant to have similar tyres work well, cars that aren’t, such as the Seven, don’t.

  • http://racingrenders.com/ F1Racer

    Aha, then I mis-read it somewhere. Thanks. Will try more cars tomorrow.

  • http://www.facebook.com/profile.php?id=645597761 Sam Binfield

    I think that has more to do with the tyres and suspension designs of that era IMO

  • Kendra Jacobs

    My opinion should mean something considering I have been simming for 10 years, I have been to skip barber 4 day course and Derek daily aswell, not saying I am a pro or great, just saying that those 7 or 8 days and around 10 hrs of actual on track time is more than probably most peoples experiences, again this is almost nothing compared to actual racers, but it’s ALOT more than most players.

    If you noticed, I’m never trashing PCars anymore, I popped in gtr2 (nap mod) and it reminded me that a sim doesn’t have to be the most super hardcore physics model to still be awesome, plus I know PCars will have pretty good physics once it’s fully finalized and done

  • http://twitter.com/fordxr8fpv Paules the menace

    It should be a natural progression shouldn’t it?, as the physics become more realistic, So does the car behavior etc?. Looking foward to Assetto Corsa not only does it look like its programmed from the ground to support the higher quality wheels, “T500 Clubsport”, I saw the Kunos powered F1 sim, And it looks strong in the areas you are speaking of, that could have alot to do with natural progression, like someone said below netkar already handles the best on the limit, I think a rally game from them would be awesome. I think pCars might be able to top everything, once they get everything dialed in, who knows the full potential of the madness engine, having physX for physics might end up being a very big draw card I think, Anything you can do we can do slightly better.

  • Anonymous

    Yeah, bias ply tires have a wider peak slip window, and a modern slick should be more edgy. That said, even modern race cars are still more forgiving (usually) than our sim environment. A comfortable race car is usually faster for the driver, they don’t like to be fighting the thing the whole time, especially since that’s physically exhausting.

    The SRF in particular in the video I posted is on bias plys, and a few real world drivers have told me their real cars are still more forgiving than the iRacing version.

  • Anonymous

    Agreed, we are very close to the time where slippery sim cars will not be acceptable.

    I will be interested to see how PhysX will work as a sim racing engine. It’s general purpose, so it may or may not be better than a purpose built engine. Should definitely make collission physics better.

  • http://display.vracing.pl Gniewko Ostrowski

    i do really like the new “connected to the road” behaviour of the cars in the new STM.

  • Philip Samuelson

    So because of the annoying constant uninstalling and installing of new updates, I let pcars go for a while. I am thrilled to see now they have an easier and more fluid installer and will be playing on a more regular basis. I must say — The game has come a ridiculously long way. I drove the Z4 around Spa for a few laps and it was great — A little too much understeer, but I had done nothing to the setup.

    I would like to give the developers two mad thumbs up, this thing is really coming along. DX11 looks great, the driving model is getting better and better.

    -Blacker.

  • Anonymous

    It appears even the latest build sounds are too synth, especially the FA.

  • Crew

    You feel more correctability becuase iRacing’s approach the last build was add an ridiculous amount of grip to make everything feel better. Now everything drives about 1-5 seconds faster than it should in real life.

    Take a look at what FVA’s F458/NKP does, the cars have a ton of grip but don’t allow you to do ridiculous things and drive faster than what the car should be doing.

    They have a ton of grip because the F458 is an amazing car with racing slicks on it, not becuase it was decided to make everyone happy for a while.

  • Anonymous

    While the cars have more grip, I don’t think that’s what did it. The SRF in particular is slower than last season, but much more forgiving. I believe a lot of it had to do with the tire deflection and not being quite so snappy.

    My guess on the overall grip levels is that until we get a track surface that rubbers in it will always be off. Either we will constantly be driving on a slippery green track, or we will need to assume the whole track is rubbered in.

  • Big Ron

    Are you serious? The last update made sounds even better. Driving the Zonda R, I am not even that impressed by SimBin-sounds anymore (it´s still huge)

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