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

The new build is available for download on the WMD Downloads Page, new members can register here.

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.

 

GTOmegaRacing.com

  • http://www.facebook.com/profile.php?id=576163925 Tho Mas

    Looks very nice. Somebody knows anything about system requirements??

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    For now in its alpha state ? The best PC you can get…

    It’s very power hungry for the moment as the optimization will come in much later in the development process.

    Why not give it a try while the € still exists ? ;)

  • http://www.facebook.com/profile.php?id=576163925 Tho Mas

    Thank you for your quick response.

    The screenshots look awesome and i really would like to give it a try. I was just asking, because i`ve just a notebook with 2.4Ghz Intel Pentium Dual Core and a geforce 210M build in. rfactor and GTR2 are working fantasticly, but i`m really getting into trouble with NFS Shift2 Unleashed. It works like a crap of sh** on my Notebook.

    So, i have to overthink it (i`m a student and 10  are round about 4 time lunch at my university canteen or 10x coffee ;-) ) but i will follow the project in any case!

    Thanks
    Thomas

  • Philip Antonia

    I look forward to trying the new ffb at Silverstone when the monthly build comes out :).

  • http://www.facebook.com/andreduartepatricio André Patrício

    Don’t do it… I have a better notebook and I asked my mate to try it in my PC (he has a license) and it just stuttered very bad, introducing a lot of input lag… I messed with the settings, btw, and I’m pretty comfortable with graphics programming so I know where to shoot ;) 

  • Anonymous

    It looks awesome. I hope I could also try them.

  • noro ardanto

    I can run pCars in DX11 at 1280×1024 at 30-50fps on my “old” pc.. my spec AMD Athlon II X3 435 3.3 ghz, 4 Mb Ram, Win 7 32, Geforce GT240. I run pCars on all high, ultra for the car, med reflection, low shadow detail, med circuit, no AA.. and the game still looks absolutely gorgeous and the ffb is full of potential.. will add screenshot in a moment

  • badracer

    Playing with laptop makes no sense at the moment.

  • http://twitter.com/spamsac spamsac

    I’m a little disconcerted to read things like ”Dropped main grip / increased sliding grip” and “tyres base grip vs sliding grip amounts”. This sounds a little like fudging rather than using any sort of empirical evidence.I know tyres are something of a dark art and that there don’t exist (to a large degree) simple, known parameters to just plug into a tyre model, but still, I’m hoping there’s something a little more scientific going on than just changing values to feel.Is this just the wording of the release, or is this how it is being done?

  • pez2k .

    The tyre changes are being driven by extensive feedback from real-world racing drivers, it’s less about making it feel like players expect and more about making it feel like the real car to people who’ve driven it. As you say, tyres are very hard to quantify, so there will always be tweaks to make them feel right that may in themselves show a better way to simulate the tyre.

  • http://pulse.yahoo.com/_PCAIL6DO2OCM3H24SRQJW6ISZM J

    Game looks great but I was slightly disappointed when I found out it controls just like Shift 2. It’s hard to explain but the cars just feel odd..like they whobble side to side.

  • Ricoo

    It’s probably a set-up problem for the most powerful cars at high speed (the LM and the Gumpert).

    Some cars don’t seem to have this problem, like the racers, the Ariel or the Asano X4.

  • http://pulse.yahoo.com/_PCAIL6DO2OCM3H24SRQJW6ISZM J

    Thanks. I’ll try them out tonight.

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    If it is that unplayable, it might not be worth it indeed… Thanks for pointing it out.

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    If NFS2U runs like crap on your system, chances are it’s going to be MUCH worse on C.A.R.S. as it’s the new evolution of the SMS engine in non optimized stage.

    You’re not losing to much for now, as content is still scarse… If money is tight for you, it’s not worth an upgrade of your machine. Better wait till you get a new PC then… 
    I have a powerful PC and have invested in pCARS but honestly don’t think it’s polished enough to “play” it. I enjoy running the new build from time to time to see how far they went since last time, but I rather drive in other, finished games that give me full support for my cockpit.

  • Mark Silcock

    I guess that’s what happens when you can actually see what the dev’s are doing on a day to day basis. It would be great if you could plug in the stat’s of the car and tyres and like magic its exactly how it is in real life. Unfortunately the physics and tyre models of all sims are about compromises. 

  • http://www.facebook.com/jcruze88 Justin ForzaBarça Cruze

    This sort of “fudging” happens with every single sim though……and will continue to happen until someone can come up with the perfect tyre model.

  • badracer

    No PC-sim engine works just with entering real parameters (like in science simulations)…not iRacing, not rFactor2, not GTR3, not pCARS.

    Manual tweaking is a general process to get the best results. You never noticed that, because no developer ever told you ;)

    Forget your ideological “my sim is better, because it uses real world data”-argument, because it just isn´t true.

  • Anonymous

    This is so true; I purchased a Miata and started racing in the SCCA (well two races and license school) and have done maybe 500+ miles at Barber (in Alabama) and Nelson Ledges in my Miata.  I can tell you one thing for sure guys…. driving a real Miata compared to the one in my iRacing is like Night and Day! 

    My real life Miata is so much easier to drive and the tires stick much better than most could image.  They just stick… shaved tires not even race slicks!.  To top it off… my real Miata is not even well setup yet.  Needs proper weight balancing, chassis adjustments, and new tires, as I’ve yet to run on Brand New Rubber.

    Folks in the SIM world think harder is real… but I’m here to tell you on most cars on most tracks excluding the GT2/GT Prototype levels… it is not the case.

    I see folks driving Spec Fords and open wheelers very easily; not saying it doesn’t get harder as you push the limits… but in iRacing a slight twitch and your a goner!

  • http://twitter.com/spamsac spamsac

    Wow, quite a lot of assumptions about what I know/think there… It’s nice to see it’s possible to have a conversation on here without people jumping to conclusions and assuming someone knows nothing about the subject.

    I’m quite familiar with the limitations of current tyre models, specifically at higher slip angles. I’m also all too aware of the misguided notion that harder=more realistic, indeed most (all?) sims are too hard to drive in certain circumstances. This is usually once the peak slip angles are reached. Whilst many tyre models are quite good up until this point, there is often too drastic a drop off in grip (“over the cliff” is the oft-used phrase) past this point, and it seems this area is what these changes are addressing.

    I have heard some of Ben Collins’ feedback in the forums and am encouraged by what I see. Feedback from “real world drivers” in itself means absolutely nothing; sims and “sims” alike have been using this line for many, many years, and you only need to look at the quality and realism of many of these titles to see that it guarantees little more than a marketing line. Collins’ feedback seems to be from someone who understands both the real world and also simulations, and as I say, I’m encouraged by what I have read.

    Having said that, for all the transparency in the case of pCARS’ development, when it comes down the to the nuts and bolts it is still behind closed doors. I hope Collins’ feedback is being used to prompt further investigation into why the problems that exist do and how to fix (in part if not completely) them by refining the model, and not just changing numbers to get a ball-park “feel”.

    Only a tiny fraction of people who drive this or that car in a sim have real world experience that has much relevance in judging their accuracy, and I myself am certainly not one of them. For this reason I, like many people, have to put a lot of faith in the developers that things are being implemented in as realistic a way as is possible. Whilst you don’t need hands on experience in the real world to tell if many things are wrong (physics are physics, after all), that doesn’t mean it is so easy to know if something is right.

    In terms of obtaining “real” tyre data (I’m talking experimental data from tyres on test rigs), past the point of peak slip I am led to understand it is very hard to obtain real values to plug into a sim. I am also more than aware that all sims require varying degrees of tweaking beyond entering raw data. Don’t get me wrong, a well tuned model based on good feedback is better than a bad one built on accurate numbers; but with the advances in both the understanding of tyre dynamics and the tyre models themselves, I can’t help but fall into the camp that prefers to see as much real-world data plugged into a sim as possible before changes are made based on subjective opinions of “feel”, no matter whose they are.

  • Nil Media

    Looks Great car logos

  • Nil Media

    Looks Great car logos

  • Eric Zehnder

    They did this because the old Lotus F1 cars had too much grip and when you lose grip it just goes off a cliff. This was adjusted to have a more realistic amount of grip in general but when you lose the back end it’s catchable (unless you really chuck it in or mash the throttle).

    The new build is great.

  • Anonymous

    Physics are really shitty, just like Shift. 
    Fortunately, this year goes a lot more interesting games than pCARS

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    Nice constructive post. Kudos.

  • badracer

    Would you have played it, you would know, that it is far better thn Shift.

  • Anonymous

    No it’s not. I m testing it.

  • badracer

    Come on, dude. You are lying. Nearly everybody else is saying the opposite.

  • Anonymous

    9 people 
    who have read my message feel similarly so it’s your sentence is not true.

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