Project CARS – Build 134 & 135 Available
Slightly Mad Studios have released a new development build of their WMD-powered Project CARS title, adding new content and plenty of improvements to the title.
The new build makes the Ariel Atom V8 as well as a first version of Silverstone available to all members with Team Member status and above.
Build 134 and a subsequently released patch also majorly improves the title’s force feedback system so all Project CARS members are strongly advised to check out the changes in the new builds. Both build 134 and the patch build 135 are available to download for Team Members and above.
Build 135 (20/1/12, Team Member+)
- FFB updates. New spring code, revised rumble strip effects, effects can now be modified by F1 menu.
- Expose opponent type selection to GUI.
- T500RS wheel spring forces enabled and functional (may require some tuning)
- Ariel Atom: All suspension animations finished
- Reduced motion blur a little.
- Caterham: New liveries added
- New physics on Racer cars based on the new tyre direction. Dropped main grip / increased sliding grip. Also even out front and rear base grips and staggered the load sensitivites. Misc chassis balance changes to suit.
- Darkened race groove a little.
- New export of California Raceway
Build 134 (20/1/12, Team Member+)
- Fix for NULL deref that can occur if the stats callback occurs after loading is complete
- Ariel Atom Mugen: fixed halfshaft bone orientations
- Bumped all vehicle versions ready for stat wipe
- More detail changes to the Ariel Atom models. Mostly braking balance, aero drag and a bit more work on the tyres base grip vs sliding grip amounts
- New exports of Northampton circuit, Ariel Atom 300 and Mugen
Click Here To View The Changelogs Of All Builds Released During The Week
Build 133 (19/1/12, Senior Manager)
- Removed hard-coded sync instructions which caused stuttering on DX11 front end
- Livery names set back to colour names until liveries are checked in on Caterham
- New Atom 300 liveries
- New changes to all 3 Ariel Atom versions. Same as previous cars featuring new direction with the tyres and any balance changes need to suit. More control over the peak with a bit more sliding before the peak
- New Formula B. Lots of detail changed besides the new tyres. Aero drag a bit too high so re adjusted that down. Also the top gearing was dropped to match the default aero setup better. The brakes were overheating so revamped the cooling parameters and default duct settings. Tested at 360 degrees lock
- Slight tweak of the grip for less understeer on Asano X4
- Updated pixel shader input
- Tweaks to brakes, aero and gearing, Formula B and Asano X4
- Tweaks after driving the Leonus F68. Mostly dampers. Removed alot of the slow speed damping and made the high speed more promonent
- New Connecticut Hill’s export
- New Bologna export
- New Bathurst export
- Northampton added to the game
Build 132 (18/1/12, Senior Manager)
- Fixed the FFB gravel state not working correctly
- Atom V8: template fixed (added air intake front)
- Livery names update
- Fix: RIG: bone name corrections
- Atom V8: new collision meshes
- Atom 300: QA checks and fixes on all 3 versions. All 3 are Beta1 now
Build 131 (17/1/12, Manager+)
- Minor FFB yaw and bump tweaks
- Some jolt ffb changes reverted
- 1Reduced client-side stat & leaderboard cache duration to one minute
- Fix for graphics config, whereby it would fail to match up a requested mode in certain circumstances
- New Gumpert export
- Added 10% more brake torque to each wheel of the Asano
- Some new physics. Change to allow more sliding by dropping the base grp considerably, and leaving the sliding grip higher. Also change cornering stiffness and braking stiffness to get the right feel. Lossened the differential up Leonus F68
- Added more accurate cut tracks. Left somewhat liberal for curb use up En Rouge and in some of the faster corners with larger runnoffs as it dosen’t affext lap times really. Also added 36 start spots to match a new start graphics placed by the artists
Build 130 (16/1/12, Senior Manager)
- FFB updates: raised gear change and brake slopes for balacing reasons. Reduced jolt levels and other constant forces that were too strong. Fixed problem with sudden unexpected force throwing the car off its driving line. Fixed the collision/impact force which wasn’t working. Added steering weight when in gravel. Players MUST press Reset in their controllers panel or start a new profile. Tested on Logitech G27 with 100% Logitech force, 360 degree rotation, 75% in-game controller strength.
- Reduced the level before the sounds become virtual, so low RPM/offload engine sounds stay alive even when all volumes are set to low. Also removed the optimisation from PC as the AI swapping is smoother and the cost is minimal.
- FFB yaw force increased
- Ariel Atom: fixed axis alignment of halfshaft bones. increased droop travel to align things correctly
- Ariel Atom 300: Ultra detail now uses chassis_lodx and ignores interior
- New changes in an attempt to get more sliding grip once over the peak as noted by Ben Collins. Also balance changes to each chassis if needed. Gumpert also got the grip and downforce lowered.
- Cars affected with this release:
- Caterham R500
- Asano LMP2011
- Gumpert Apollo
- Vehicle list: Ariel Atom V8 added
- Ariel Atom 3: better fitting ambient shadow
To play the builds, Team Membership of Project CARS is required, membership starts at a one-time payment of 10€ for Junior access, including access to the busy WMD forum where members can talk to the development team and help shape Project CARS. For more info on pricing and benefits of membership, check out the WMD website.