Project CARS – Build 139 Available

Slightly Mad Studios have released a new development build of their WMD-powered Project CARS title for all members with Team Member status and above to download.

Aside from plenty of improved content and features listed below, Build 139 continues the title’s complete overhaul of the Force Feedback and input system as the new build comes with a work-in-progress .exe file for those still experiencing input lag.

Build 139 (26/1/12, Team Member+)

  • Added shortcuts for pCARS_WipLag.exe
  • Tweak FFB self aligning torque algorithm
  • Added handling of some extreme cases in AI driver steering computation to avoid invalid float value results
  • Fix for debug rendering under DX11 – the internal shader was failing to compile, causing a crash when used with the input graph
  • Constant force balancing work
  • FFB updates to constant force
  • Further FFB self alignment work
  • Allow AI at Belgium Forest
  • New WDF file based off Bologna at Belgian Forest
  • Skinning and materials tweaks for driver
  • Increased the leaves density in one of the zones at CH
  • All LODs finished, minor polishing to the car, vertex AO baked on LODs Caterham
  • New Kart physics for the new low speed (<13 m/s) tyre model fix. The 126CC Kart was adjusted at Glencairn. The New 250CC Super Kart is a high speed track Kart so was created using Bologna to test. Both Karts were tested with 360 deg lock
  • Tweaked AI grip and slip angles to make it somewhat drivable for the AI. Super Kart tyre
  • New Caterham export
  • New Leonus F86 export
  • New Bathurst export
  • New Belgian Forrest export
  • New California Raceway export
  • New Northampton export

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 138 (26/1/12, Senior Manager)

  • Default ffb spring coefficient set to 1.0 on custom/TM wheels
  • Re-instate driving line support.
  • Get auto gear box metrics from the local driving aid data
  • Added pit speed limiter state override when in pit lane
  • Set initial vehicle path based on spawn location
  • FFB – centre spring increase
  • FFB pneumatic trail fix for constant force code
  • Bologna map checked in
  • Particle zones added for leaves in the CH GP
  • Dropped engine inertia per forum feedback. Ariel Atom, Mugen and Caterham 500
  • New liveries for the Caterham
  • Add textures for stands (California Raceway)
  • Asano LM11: fixed steeringwheel pivot
  • Superkart added to the game
  • Fixed thumb and skin on driver
  • New Bathurst export
  • New Ariel Atom V8
  • New Asano LM11 TDX export
  • Enabled E-brake to streetable cars. Set to 75% power. All 3 Ariel Atom versions, Caterham 500, Gumpert Apollo.
  • Change Ride height adjustment granularity from .25mm to .50 mm. Fixed ride height rake on a few cars. Cars changed: Asano TC, Asano LMP, Formula B, GP1977, GP1986, Racer 4, Racer 8.

Build 137 (25/1/12, Senior Manager)

  • Removed old slider code specific for ride height, fixes inverted ride height display
  • Front and rear tyre slip FFB work
  • Front and rear wing invert display in setup screen
  • Disable fake particles thrown at player car when it is behind an AI car, as they look crap currently
  • FFB updates: fixed loss of spring resulting from rear wheel longitudal slip, increased spring during forward weight shift, increased power to constant resulting from vehicle yaw, also modify constant based upon terrain type. Tested with Formula B and Caterham at Connecticut Short with G27.
  • Minor tweak to FFB weight shift code. Also default average weight to 1.0f
  • Ariel Atom: updated collision for all three with better fitting shapes. Wheel-tire shapes will be removed once wheel to wheel collisions are enabled.
  • Updated hands pose, steering(±120º)
  • -latest rig/skinning updates merged
  • New physics for the Leonus Cars. Changes made along the line of the latest direction in tyres.
  • GT driver checked in for the TDX
  • Full liveries for the Kart

Build 136 (24/1/12, Manager+)

  • Added caching of old leaderboard ranks. Once GUI files are updated, the ingame leaderboards will automatically start displaying rank delta since 24 hours ago below the current rank.
  • Update patch number to be available for team members
  • Enable HUD track map tech for future track maps
  • Ariel Atom: New ambient shadows and Ultra detail settings for Mugen and V8
  • Paint UV mapping update on the Kart
  • Ariel Atoms: reduced max steering lock to prevent suspension from exploding
  • Northampton texture update
  • Changes to the base cooling of race slicks. Dropped the initial temps to 20c and the sensitivity to being under temp by 3x. Also removed some grip and downforce of the Formula B along balance to suit.
  • Cars affected:
  • Formula_B, Asano LMP, Asano TC
  • Removed profile deletion from the patch

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.

To whet your appetite, below is the newest batch of WMD community screenshots, showing off unedited Project CARS gameplay screenshots of cars and tracks already available in the development builds.

GTOmegaRacing.com

  • http://profiles.google.com/wishbone234 Wish Bone

    Let me know when the final build is available. Thanks.

    • badracer

      Just aks this question in a year or so. Here you go.

    • Ricoo

      Taking part in the project and testing new features is a big part of the fun in Project CARS.

  • Chris Draffin

    Any Multiplayer in this yet??

    • Anonymous

      Not yet.

  • Refik Baykal

    Any news on a different purchase method? Still can’t get paypal to accept my cc. Such a shame.

    • http://twitter.com/SuperRantam Rantam

      Try linking your bank account to it instead of your CC.

      Regards

    • Ricoo

      Change of bank… I had no pb with mine.

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

        I think it depends more on your country than your bank. In some place you can use your debit account, in some you can’t. In Belgium for example, we can’t link our bank account to Paypal, but we can transfer money to our Paypal account.

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

      Or you should be able to transfer funds from your bank account to your Paypal account. There’s an explanation page at Paypal where they give you a number to use as communication.

  • http://www.facebook.com/profile.php?id=100000119964258 Tomas Beha

    The graphics are just SO impressive, still waiting for multiplayer though. And am I the only one, who in general find it funny, that we seek monitors with 2ms technology to limit blur – and then the games have begun addind it instead ? haha

    I totally know why it’s added, it’s just a bit ironic IMHO. :)

    • http://pulse.yahoo.com/_XKIUE2LAAKBELBIEVB74IUG5HY Stefan

      I think the slow response time of a lcd monitor create a different blur effect but I´m not sure. I questioned it myself once. I think that blur will look better with a fast response time monitor and good ingame blur than with a slow response time monitor and no ingame blur. : )

      • Anonymous

        Yeah, a slow monitor doesn’t blur, it ghosts.

      • http://www.facebook.com/profile.php?id=100000119964258 Tomas Beha

        Potato, potato.. but it WAS ironic, guys ;)

  • Spooky .

    How can I download (or buy) this game..Where is the link..OK everyone talking but is it me or  it is to hard to find a download link for game.. Looks like a secret game or project which only private people allowed to access..

    • http://pulse.yahoo.com/_XKIUE2LAAKBELBIEVB74IUG5HY Stefan

      Go to the WMD page and click on the “Join Now” button, register to the forum and then you can purchase.

    • Ricoo
  • http://www.facebook.com/people/Jermaine-Smit/100001125859847 Jermaine Smit

    In terms of looks this game is FAR ahead of Rfactor2. Racing bolth i dont know.. Did not buy and test it yet

  • Glenn Briden

    If this game keeps it’s current Quality it is going to make the offering from the team over at ISI look pretty pathetic in the end…

    P.S. Get working on that Multiplayer ….. HEHE

    • Ricoo

      I like both games and support both of them.

      BUT really a good racing game is not about the most beautiful graphics, it’s about good driving feelings, FFB and great features as online or events.

      rFactor 2 graphics are more than enough to immerse you in the car and the race.

      I don’t say graphics are not a big advantage, but it’s not the core of a SIM.

      I play more rFactor 2 than Project CARS, and I can say that behind the wheel, on my rig that is not an uber computer, rFactor 2 graphics are not at shame at all to Project CARS.

      I have both games and I try to be objective.

      Reflections on cars are better with Project CARS, but really when I fight to improve my lap time or pass a competitor I don’t mind that.

  • http://pulse.yahoo.com/_XKIUE2LAAKBELBIEVB74IUG5HY Stefan

    When can I expect the next build for junior member? I play the 124 build and its more or less unplayable.

    • Ricoo

      The 03 rd february

  • http://twitter.com/Paul_aD Paul aD
  • http://www.facebook.com/people/Robert-Every/678881382 Robert Every

    For Gods sake will everyone stop comparing the two games, they are coming at this from a totally different place!

    I tried Cars today and like RF2 it has great bits and  poor bits. I would say the engine is good, the physics are OK, but the input is where the work needs to be done.

    Throttle is laggy as if you are using a button rather than a pedal, doesnt seem to be that responsive.

    Steeringh is terrible, you cant adjust the lock properly and it keeps setting itself back to 1080 debrees all the time, so you are using awrmfuls for a 40 degree bend!

    On the plus side the FFB is very good, it looks very, very pretty, the sounds are OK without being spectacular and the overall feel is of a more professional game.

    But I am sad to say it feels like a console game, especially in the controls and that is where they are going to have to do a hell of a lot of work, coz right now i reckon I would be better playing this with a gamepad rather than a G25.

    I hope they can fix it.

    Anotehr question is…WHY?  PC sim gaming is a tiny market, why bother simply put?

    • http://twitter.com/Addy_711 Adam M

      Did you adjust lock with the keyboard and save with the shift key? Because if you do it with the mouse using the slider it won’t remember the setting (known bug).

      I don’t feel like this is a console game at all, especially with build 139 using the WIPLAG.exe. Mostly been driving the F77 and the Atom V8 and they feel great and it’s been tons of fun. 

      Early days, but I have high hopes that pCARS can be approachable for the casual racer and also please the sim community.

  • http://pulse.yahoo.com/_6D2OBFNYYU7KMO5XWNTWYBB5DY Tony

    Should release the new input for shift 2 as a unofficial mod :)

    • http://www.facebook.com/people/Markus-Ott/100000878526131 Markus Ott

      Change the default setups of the cars in Shift, they are messed up. Most of them have a soft front and a stiff rear. Reverse that in the setup of the cars and you get a much better feeeling for the cars, like Shift becomes a whole new game. At least for me.

      • Anonymous

        Yeah, the default Shift setup is a oversteer fest. After a little tweak gets way better indeed.

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