Project CARS – Build 149 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.

The new build is packed with improvements including more Force Feedback improvements, new versions of existing content and an early version of a brand new track – The Circuit de la Sarthe.

Build 149 (10/2/12, Team Member +)
MUST START A NEW PROFILE WITH THIS BUILD

  • Added Loire track
  • Wheel-to-wheel contact effects are now attenuated according to axial distance from wheel center
  • Tyre smoke bug fixes
  • Fix for particles not appearing in mirror (still has draw order badness)
  • Further reduce distance at which particles get culled in cockpit view
  • Code cleanup and remove unnecessary front wheel optimization
  • Revert two previous CLs to speed free camera up again
  • Revised Logitech G25 ffb config (owners must start new profile)
  • Disabling gear wobble again. StephenB reporting it makes some cars sound funny
  • Fixes problem of rapid drop in potential lap time as calculated on the Live Delta hud page
  • T500 FFB tweaks to spring and average weight
  • Added Steering Ratio support for per-vehicle steering locks
  • Changed Aries Car Setup option from Steering Lock to Steering Ratio slider
  • Disable ‘Steering Lock’ slider in the controller UI
  • Added -steeringratio command line switch to enable the ratio code
  • Decision to accept/reject wheel-to-wheel contact is consistent for both affected vehicles
  • Adjusted computation of axial distance of contact from wheel center
  • Wheel detach caused by accumulated forces now depends on random chance specified by tweaker
  • Disabled delayed wheel detach
  • Kart FFB tuning
  • HUD telemetry: fixed incorrect scaling of g-force meter
  • F68: fixed livery names
  • Revised the load sensitivties and some grip balance, Gumpert, Racer 4, SuperKart
  • Adjusted the new FFB paramters to a natural feel. Target is to provide good resistance with progreesive lightening into understeer. All cars done
  • Enabled Formula A mirror in cockpit HUD
  • HUD: mirror changes (wider, adjusted frame)
  • Asano X4: added metallic livery support
  • FFB tyre load multi reduced from 0.5 to 0.3 for Formula B
  • Formula B: added metallic liveries
  • New Loire logo and track maps
  • New Ariel Atom Mugen export
  • New Formula A export
  • New California Raceway 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 148 (9/2/12, Senior Manager)
FFB load / grip mixer update (setup for Doug’s Caterham tyre forces)
FFB adjust spring to steering lock to avoid dramatic fall-off beyond zero torque point with low steering lock settings
Move some more debug keys into final config
Frame rate independence for free camera movements (rotation was already frame rate independent, but not movement)
Added F1 menu options for FFB grip/tyre force adjustments
changed paused tick to use real time instead of fixed frame rate, to ensure consistent camera movement between paused and not (Fix for slow free camera movement)
Changed strafe to use exec time scaling – for consistency with other movements
FFB clamp the steering lock value to ensure it stays within correct range
Downgraded a level sound error to a warning, as the game works fine with missing sounds
Added debug flags for toggling the engine sounds and the gear wobble
Resurrected Eero’s WIP gear wobble for the transmission sounds. Currently disabled for initial testing, but can be switched on with the “Audio.ToggleGearWobble” console command. The colour of the engine graph values can now be modified from white, helpful for comparing values
Enable gear wobble sound
FFB marble vibration added
Ariel Atoms: camber range set to match the new animations
Ariel Atom 300: AO finished on all LODs. Interior_LODX now used on ultra detail
Fixed CH time trial start point.
Various cars: added wheel colour variations
Lower chance of AI to AI collisions causing launches/rolls
Tyre load numbers recorded and entered for FFB – all cars
Set FFB multipliers for Caterham and Formula A
Limited steering 1pv/3pv (with GT driver)
Enable virtual mirror in cockpit view
New Ariel Atom 300 export
New Belgian Forest export

Build 147 (8/2/12, Senior Manager)
Fix grid spot assignment when player starts in the middle
Display leaderboard ranks of personal bests when loading a track
FFB update: first pass of adding vertical tyre load
Adjusted attributes of wheel helper shapes, and moved them to separate collision group
Pose of each wheel helper shape is adjusted according to corresponding wheel
Reset alpha when displaying HUD messages texts
FFB tyre load/force mix adjustment
AI UI tweakers hooked up to AI systems and used as the base levels for AI driver abilities
Reset car disabled during AI control for the player
FFB updates: latest WIP tweaks and fixed stationary spring that had gone missing
Ariel Atom: colour variations of rims added/fixed
Bathurst raceline added
Northampton/Summerton racelines added
Reinstated Spa trees for improvement.
Interim trackside camera sets for Bathurst, Belgian Forest, California Raceway and Northampton.
Formula A/B: added blue backfire effects, fixed exhaust positions for Formula A
Reduced max wheel loads for FFB tweaking
Moved the start point in TT back another 10m at Bologna
Disable HUD head physics.
Reduced underbody spring and damper to help fix unrealistic flipping over high, abrupt kerbs
New Leonus F86 export

Build 146 (7/2/12, Manager+)
Added Bink v1.99n
Moved timer update in physics tick pause moved during debugging
Increased mempool sizes to handle increased AI counts
Tyre load:
Added max tyre load (under normal conditions) values per vehicle
Added tracking of tyre load normalised for FFB metrics
Added debug screen tracking of peak tyre load
FFB updates. Reinstated previous grip curve. Fixed problem with forces disappearing when sliding and made oscillation detection more sensitive and intelligent. Track bump sensitivity also increased
Asano LM11 TDX updated rig, exported animations with face rig
First pass on fuel use and tyre wear accuracy. Formula A aprox 1.3Km/L (3.1mpg)
Fuel capacity set to 240L
Increased brake torque 5% – F68
Fuel consumption adjusted to reflect reality. Fuel cell size on the LM11 adjusted to 65L
Gumpert Downforce reduced 30%.
Adjusted all track AIW’s fuel use to 12x Lap length for AI fuel load estiment consistency
Some great progress with the Kart AI. Dropped slips and grips of the tyres way down, along with removing most of undertray spring force and damper amounts
Major revision to all car for Fuel use. Both Player and Human were calcualted out and researched KM/L useage for all car adjusted. Fuel cell/tank sizes adjsuted where necessary, and all starting fuel loads are now to complete a 20 lap race at Belgian Forest
Fixed the missing “CH Short Rev” map and also fixed the CH GP Rev T1 & T2 which were the wrong orientation
Added new set of crowds textures: DDS and PSDs
Updated Bologna crowds placement
New Belgian Forest export

Build 145 (6/2/12, Senior Manager)
Fixed pause control remapping issues
Added debug rendering of AI inputs, tyre wear and fuel to Doug’s debug screens
Tidied up track map texture handling, separated HUD and GUI track maps so they can be managed separately
AI fuel: Enable fuel consumption for AI. First pass at AI fuel levels depending on race laps
Added new helmet lods and adjusted skin.
Ariel V8: added livery names, added frame/badges/wheels colous variations
Ariel 300: added badges/frame colour variations
Gumpert: changed to use some additional metallic/matte paint colours
Helmet variations setup

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 give you an idea of what to expect, below is the newest batch of community-created Project CARS previews, showing off the new ultra high detail car models in full glory.

GTOmegaRacing.com

  • http://twitter.com/buddhatree Mike Coleman

    If only it drove as good as it looks. Please don’t flame me guys. I’ve been a member since day one. I still have lots of hope for this game. But so far, the graphics to physics ratio is somewhat lacking. It’s just not something I want to drive…yet. Despite the gorgeous graphics, it just doesn’t grab me. Every week I install the new build and think “this time it’s going to feel right”… and every week, I go back to rF2.

    Again please don’t flame me for an honest opinion. I’m not a troll and I’m not flaming SMS. It’s just right now, I would rather drive rF2 with 2005 graphics than pCARS with 2012 graphics.

  • Guilherme Cramer

    There’s nothing flammable in your post, just the facts. I really hope SMS gets the driving right because those graphics are amazing, the realism is unlike I’ve ever seen in other racing games.

  • http://pulse.yahoo.com/_B6ZGJ4F7WTJVK3UZ5FV2NK5C6Y Joe

    I’m not gonna flame you cause I totally agree. I so want a “pretty” hardcore sim and I also try each new version of the Pcars pre-alpha thinking they might actually start putting in more work on physics than graphics but I drive a lap or two then go back to RF2 or Race07. 

    I wont give up on it until the final retail version comes out but right now, my hopes for a graphics intense true sim are with Assetto Corsa.

  • Anonymous

    If C.A.R.S. does not deliver it, we’ll only have GTR 3/Asseto Corsa as hope for simulators with amazing graphics.

    I’ll still waiting to see rfactor 2 in person, but neither of those rf2 shots released so far (including promo) are appealing to me. Perhaps most of post-fx effects aren’t available on the beta?

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

    pCARS has always been intended to be ported to lots of platforms, I never expected anything other than this – but I do regret it :(

  • Anonymous

    The graphics in this game are simply stunning, physics need work but it’s getting better every build, i had a lot of problems with my Thrustmaster 430 FFB, with what felt like (reverse FFB) used the G25 Settings and manually programed the pedals and buttons and it’s a massive improvement.

    Wish racers would cover more wheels other than  Logitek, the 430 is an excellent wheel i paid £50 for mine because the case had a tiny chip (bargain wheel with some of the smoothest FFB out there, with
    metal shifters and pedals, ok it’s only got 270* and not clutch, but i dont want to turn my arms in knots anyway.

    Please CARS add more official wheel support, or at least add a mapping guide, i would have deleted this game if i had’nt read an an article on using G25 settings.

    I think this game will be huge, can’t wait for final release, and with rF2 and GTR3 comming makes me happy !

  • Anonymous

    They did sort out the F430 wheel but too late to make it to this build. Next week you will see. Until then the Momo profile is probably the best to use as it’s a more similar wheel than a G25

  • Ricoo

    I have both games and I prefer rFactor 2 graphics. I don’t find pCARS graphics enough realistic. Car details are stunning but some track details are poorly done. Many trees are looking awful in pCARS and sunny weather looks broken on some tracks.

    rFactor 2 tracks have lots of details and dynamic weather is very nice.

    http://www.youtube.com/watch?v=LViBxW8sB9U&feature=player_embedded#!

  • Anonymous

    Just remember that most tracks have yet to be fully completed. The graphics imo far exceed those of rf2. I think if you could take the graphics from CARS and merge it with the physics of rf2 you’d have one hell of a great simulator.

    I saw a huge improvement in drivability in last weeks build as I was having problems with my wheel being far too sensitive. I hope for more improvements.

    For a pre-alpha build this has so much potential. I hope SMS can pull it off. Guys go for the hardcore simulator and allow options for the user to peg it back all the way to an arcade style if they want to. I’d thought it was a no brainer to create a product like this then you cover the whole market.

    Looking forward to more builds and downloading the latest now.

  • http://www.facebook.com/people/Alex-White/655487760 Alex White

    Am I playing a different game? .. The physics are awesome, you guys who say otherwise are really just trolling idiots. :/

  • ronny.kraeft

    @Ricco

    If you even vaguely would have any knowledge about the game development of pCars, you would know, that every content is in an early stage of development.
    Also in some weeks, a complete dynamic weather and time of day-feature will be included, which will rF2 look older as it already looks.

    Complaining about a game, which is only on half the way of rF2 is pretty ridiculous.

  • http://www.facebook.com/people/Alex-White/655487760 Alex White

    You need to calibrate your wheel ingame, if it is too sensitive.

  • Anonymous

    not really awesome physics….
    4 wheel drift in eau rouge? LOL
    http://www.youtube.com/watch?v=GTNBJdOaUnU 

  • http://www.facebook.com/people/Alex-White/655487760 Alex White

    It is a pretty ‘Hardcore’ sim right now. Every single one of the pre alpha builds have more than hinted at a real simulation. – Yeah, pit stops and weather are not in yet, but they are coming.

  • http://www.facebook.com/people/Alex-White/655487760 Alex White

    Well why don’t you post a thread in the physics forum and say something? .. Explain why doesn’t feel right, as opposed to moaning here about it? 

    Its hardly difficult to post a new thread, is it?

  • General Rush Hour

    Wow does it really sound that bad in game? There´s more distortion then it is pure sound.. 

    I also wish Rivage was that big lol. It would make the corner so much easier then what it really is. 

  • General Rush Hour

    It sounds more like you have no idea what good physics are. 

  • http://www.facebook.com/people/Alex-White/655487760 Alex White

    Ported to other platforms, AS A SIM!? … So you think by it being on  ’consoles’ that it must be an arcade game, Jesus.

  • http://profile.yahoo.com/VD4MTIFGSEP34752PUYCSVKUKE Tripp

    I have gtl gtr 2 race 07 rf 1 and all this games i have great fps on in rf2 my pc struggle with lower fps and also it stuttering whan other drivers crasch online in a race but beta and hope they fix this later i have never test use pCARS rellay wanna now how the fps work in that game if it is any meaning to get that game for a test

  • Tony Richter

    I really like Project CARS now, the cars feel slightly different from other sims, but I think they are more real. The race driver Ben Collins drove many many laps with the Le Mans car and the SMS physics guys adjusted the car to Bens recommendations.

    Some people may think the physics seem SHIFTish, but in fact they are completely different.
    It is easier to begin your driving experience in CARS for sure (as Ben Collins said driving a race car isn’t that difficult when driving slower), but if you want to squeeze everything out of a car to get a good lap time it is exactly as difficult as in rFactor and other sims.

  • Anonymous

    Not only in eau rouge imo, the car is floating over the track in every corners!

  • Anonymous

     Alex, thats a fair point about posting in the physics forum of WMD.   But just a couple of things…

    1) How do you know he hasn’t done so already ?
    2) His post was hardly ‘moaning’.  He was just stating his opinion and, more that some can manage, he did it in an unprovocative way.

    Go easy will ya.

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

    99,9% of sim drivers, included real drivers, don’t know what good physics in a game look like. Included you. Don’t try to troll with something you don’t have a clue about yourself.

  • Anonymous

    How many times am I going to have to read a post like this and think how easy it would have been to say the exact same thing in a less provocative manner.
    It’s almost like some people just can’t help themselves.

    Let me try (I corrected some of the English too, hope you don’t mind)….

    “@Ricco

    Don’t forget that all the content is in an
    early stage of development.
    Also in some weeks, a complete dynamic
    weather and time of day-feature will be included, which will make rF2 look
    older than it already looks.

    Complaining about a game, which is only on half the way developed compared to rF2 isn’t really fair. “.

    Also ronny, I do wonder how it is you seem to know that the dynamic weather WILL look better. Surely that is an unknown at this point and when it happens will end up being a matter of opinion.

  • Anonymous

    Yep I tried a lot of the settings but could never get it the way I wanted it. It seemed that the car was on a knife edge. When I turned the wheel ever so slightly the car seemed to turn more than the input I was putting in. Try to correct it and before you knew it the car was facing the other way. This has been improved I can now drive the Caterham but other cars like the Gumpert and the single seaters still seem to be on this knife edge.

  • Ricoo

     I don’t complain, I compare. Just to let know that not every one find pCARS graphics so amazing and rFactor 2 less good.

    And rFactor 2 is not finished either.

  • Ricoo

    Don’t worry I have learned on VirtualR how to deal with nasty comments without loosing my temper. ;)

  • http://www.facebook.com/people/Alex-White/655487760 Alex White

    Where was the 4 wheel drift? .. I don’t see any. And remember the physics are constantly WIP.

  • http://www.facebook.com/people/Alex-White/655487760 Alex White

    Not floating at all, looks easily as good as iRacing.

  • http://www.facebook.com/people/Alex-White/655487760 Alex White

    Sounds are very WIP as well. – as are the tracks.

  • Павел Драндийски

     Well done! Posting a video with a car that isn’t even in alpha stage. The physics and audio for that car are mere placeholders. The track is also not even close to finished and for that matter the physics, graphics or anything in this sim is final. The way I see it – it is going in the right direction with every build (and with a lot of time till the final version) it is becoming what a lot of ppl seem to fear -  better than their favorite sim in every way!

  • Ricoo

    The fastest way of driving a race car through a corner is slightly sliding its four wheels, it’s called yaw angle.

    Source: http://www.bentleypublishers.com/automotive-reference/engineering-and-motorsports/going-faster-.html

  • Ricoo

    In your opinion pCARS graphics are far superior to rFactor 2.

    In my opinion it’s the opposite.

  • http://www.facebook.com/people/Alex-White/655487760 Alex White

    Out of interest – What wheel do you have? :)

  • ronny.kraeft

    I know, that it will look better, because registered users can see the process of the work with dev-videos ;)

  • Anonymous

    Logitech G25.

  • Big Ron

    But you didn´t learn how to stop trolling. Everytime a pCARS-article appears, you are one of those complaining about every bit of the game.

    And no, you are not comparing, you are complaining.

  • Anonymous

    FFB needs serious help on ferrari f430 wheel. Sounds are still under par.

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

    WIP?
    Yes, thats generally the idea with a pre-alpha.

  • Anonymous

    thanks for the tip

  • http://www.facebook.com/people/Jorge-Araujo/100000064250617 Jorge Araujo

    for a game that is pre-alpha, this is just incredible. I wonder how good this game will be at beta stage. Let alone when ready to ship. If they don’t commit any colossal mistake that is. Which would be pretty weird, since – despite what everyone say – Shift series was a very good game. Especially because the arcade pedigree from Need For Speed.

  • Ricoo

    Really? you must confuse me with someone else. I did very few negative comments about pCARS and I am often defending it. See my post above about drifting.

    I don’t complain, I express my opinion. If you don’t like it, so be it.

    I prefer rFactor 2 graphics and I have very objective reasons to do it.

    Cheers

  • Anonymous

    You port it to consoles to get lots of people to buy it, but usually hardcore sims don’t attract a lot of drivers…

    I could be proven wrong, but when I hear it’s being released for the next Wii console it makes me think a dose of skepticism is worth it for now.

  • Anonymous

    …this kind of floating doesn’t even exist in real life. And what you said applies to cars with low downforce, modern F1 can’t 4 wheel drift anymore due to downforce loss when sideways.

    But yes you must defend the bad physics cause you’re a blind fanboy.

  • Anonymous

    So getting understeer and oversteer at the same time makes any sense to you? Well… if it does then you don’t know one thing about physics.
    You would never float like this in iRacing either now with the NTM, the killed the floating, so you’re just wrong.
    PS: Can you tell your dog (Tony) to stop following you everywhere?

  • Ricoo

     Even F1 are faster at slip angle in corners but this angle is small.

  • Ricoo

     Floating and drifting is not the same thing my friend.

  • Anonymous

    Thank you, captain obvious.

  • Anonymous

    ORLY?

  • Ricoo

     You see we can agree. No need to use harsh words.

  • Anonymous

    Yeah we can kind of agree, and sorry for the aggressiveness.
    But I really think 4 wheel drifts are only exist before the apex nowadays, or are so subtle you don’t even call that a 4 wheel drift anymore, I have never seen a f1 car 4 wheel drift past the apex like it does in the video. IMO it should either oversteer and require some wheel correction or understeer and run wide and not take any positive yaw.
    This actually reminds me a bit of how the iracing OTM drives.

  • http://twitter.com/StarFoXySxv550 StarFoXySxv550

     The only thing holding back hardcore games from the wii is the developers, even the last/this gen Wii.

    The Wii U looks to have the power to run anything as good and better than the Xbox 360/PS3. It should be the developers decision to dumb the game down for the respective market/platform, anything else is just being lazy or cheap IMO, just like those cheap PC ports that seem to be the current trend.

    I don’t believe SMS would be do stupid as to dumb this game down for consoles and then directly port the dumbed down version back to PC, above all it would be wasted development time and wasted money.

  • Michael Gribble

    I still can’t enjoy running laps on this yet.  Tried the Formula A and the cars seems way to “floaty”.  I turn the wheel a little and the car sort of snaps in that direction, it makes it very difficult to drive smoothly, even at low speeds.
    Also, I can’t seem to power oversteer even if I try.  You would think if you have full throttle coming off a corner on the curbs that the car would snap around(or at least oversteer a little) like in other sims, but it’s completed planted.

  • Anonymous

    Have you made sure to calibrate your wheel properly, it’s essential with the new build for the steering lock detection to work.

    I just spend a good hour hot lapping in the Formula A last night and nothing you describe sounds like my experience…at all.

    I really think these problems are rooted in the wrong controller settings. 

  • Michael Gribble

    Oh, I have no doubt that it is coming from my controller settings/FFB, but nothing I try gets rid of the FFB “deadzone” I have.  I can turn the wheel ~5-10 degrees before I get any resistance from the FFB.  The handling of the car itself doesn’t seem all bad, just the feeling I get through my FFB.

  • Anonymous

     Oh, I’m not saying it’s proof, I just haven’t seen a hardcore sim for consoles yet, at least not one that wasn’t low budget. They may surprise me, I’m just keeping my skepticism handy for now.

  • Anonymous

    What wheel do you use? 
    Don’t judge the cars on the Formula A. It’s only just been added and I don’t think Doug has had much time to tune its physics yet. 

    There’s definite power-oversteer in there. 
    I haven’t tried the Formula A yet but that may just be the exception because it’s the newest addition and very unfinished.

  • Anonymous

    Use the Logitech Momo preset for now, should work better. The problems with your wheel are fixed in the next build.

  • Anonymous

    You guys really don’t get the whole “the game is still in development” do you? Formula A is the newest car to be added so its physics are very early WIP.
    And I just watched the video. I see no drift at Eau Rouge? Can you tell me at what time in the video he drifted because I don’t feel like watching it all.

  • Anonymous

    You sound like an annoying troll. I see no floating.

  • Anonymous

    Ok I actually just watched the video and I’m sorry but you guys are talking utter shit. My guess is peicheck just posted to be an annoying troll and you guys went on without even watching the video.
    You all got trolled.

    The car does not slide at any point in the video. Seriously WTF guys?

  • Michael Gribble

    I have already posted on WMD forums asking for help with my DFGT, no luck so far.

    And I have driven the Formula A a little more and have gotten it to power oversteer, but it still feels like it should be much easier to spin than it is.  I know this is a WIP, so I’m not complaining or anything, just expressing my opinion thus far.

  • Anonymous

    its better …thanks

  • http://twitter.com/StarFoXySxv550 StarFoXySxv550

     Race Pro on Xbox 360? Basically just a port of Sim Bin’s Race series.

  • http://www.facebook.com/profile.php?id=100001061294656 Rhys Gardiner

    What they are planning to do is develop the game for PC initially and then port it to consoles… so at the very least, the PC version will not be watered down.

  • Skytrill .

    I have the same sort of problem on straight lines.. the car feels like floating and aims one side or another even if I aim straight infront with my G27.. it feels loose so when approaching the side of the track before a fast corner I end up touching the grass half the time. I always hope the next build will fix it but I’m still waiting. I tried for hours by tweaking one way of another it’s always there. The only way I was able to reduce this loose effect is to put much damping in the control setting. Could someone who doesn’t have any problem on straights be kind enough to post his G27 settings? That would be appreciated.

  • Anonymous

    Unfortunately, the FFB seems to have gone several steps backward over the last few weeks, and it wasn’t particularly good at its best.  If they can get that sorted, and presumably they will sooner or later (they have to or the whole exercise is pointless), CARS could be up there with the best.

  • Anonymous

    Unfortunately, the FFB seems to have gone several steps backward over
    the last few weeks, and it wasn’t particularly good at its best.  If
    they can get that sorted, and presumably they will sooner or later (they
    have to or the whole exercise is pointless), CARS could be up there
    with the best.

  • http://profiles.google.com/conticreative Marco Conti

    One thing that helps when driving pCARS is to dial off the head and world movements. I don;t like them in any sim and here they contribute to the overall feeling of “disconnect”.

    I honestly hope they are going to work on the physics more and they certainly have improved a lot over their first release. If SHIFT2 drove like this, I would actually play it.
    Still, there is just a feeling of not being connected. After a lap or two, any good sim, from GTR2 to iRacing, I forget what I am driving and just try to be as fast as I can. Not this one.

    However, I can tell they are working hard at it. The last built, the delay was back, this new version is gone again. So things are happening. I think the developers should drive NKpro for 15 minutes every day just to give them a benchmark to shoot for.

  • Tony Richter

    “[...] I honestly hope they are going to work on the physics more [...]”
    The physics team is working on it all the time, so be sure there is no time wasted.
    Also they didn’t work on rendering for several weeks, all powers are concentrated to make CARS an even better Sim.

    Edit: wanted to add that i thinks it’s amazing how advanced they are after that short time period.

  • http://www.facebook.com/people/Alex-White/655487760 Alex White

    I still don’t see any floating. Can you tell us exactly when floating is happening? .. not someone turning in late, or running wide, or having perfectly normal oversteer.

    I’m not ‘Just wrong.’ I think your just trying to troll, because if you have tried CARS then you know the physics are really good. (And also WIP)

    and no, I can’t tell Tony to stop liking my posts. If he likes them he can click them!

  • http://twitter.com/Michael_42 Michael

    You can say that again

  • http://twitter.com/Michael_42 Michael

    Hmm, I wasn’t being literal…

  • Big Ron

    In the last month, they didn´t do anything else than working hard on the physics and FFB besides of adding and developing some content and they´ve done an excellent job so far. With build 149 it feels really good. And if they succeed in fixing the missing strenght and feedback around the center area, this floating feeling will disappear and pCARS will be an awesome sim.

    I really don´t know, why everbody always sais, that they should work more on physics. Before claiming those things, people should follow the dev forum to see, what they do over the weeks.

  • Big Ron

    FFB in build 149 is better than ever. If it doesn´t work with you, you have wrong configurations or didn´t delete your old profile.

  • Big Ron

    I agree with you. The grip level and limits of the Formula A and B should be much sharper and oversteering should happen much faster or rather should be harder to catch.

  • Anonymous

     LOL

  • Anonymous

     Maybe different people are getting different feelings in-game because of different wheels and different settings.
    Why don’t those NOT having any issues, post their wheel settings ?  Maybe it will help other out.  Just a thought.

  • http://www.facebook.com/people/Alex-White/655487760 Alex White

    My wheel settings – On a DFGT

    Rotation – 900
    FFB Effects strength – 100
    Spring Effect – 0
    Damper Effect – 0
    Centering spring force – 0
    Allow game to adjust settings – ticked.

    Ingame – Calibrate the wheel properly.
    FFB – 100%
    Damper effect strenth – 0

    Feels completely fine to me :)

    Things that also help, lots.

    World Movement – 100%
    GForce effect – 30%

    And no deadzone at all on anything :)

  • Michael Gribble

    Setting FFB to 100 seems to help a bit, but there is no way I’d be able to play like that.  It’s way to strong.

    I also noticed last time I played, the problem is there even when my car is stationary.  I can freely wobble the wheel back and forth up to ~10 degrees with little to no resistance on the wheel.  It’s something that I don’t get with any other sim.

  • http://twitter.com/Sponts Sponts

    The Asano X4 (equivalent to Audi DTM) is the best example of what pCARS is capable of physics wise, it really relates to handling I see on TV when I watch the real DTM cars race. My only issue with pCARS are the curbs right now but I am sure that will get improved. For some reason all sims suck at curb physic effects, they make them much harder to drive then IRL.

  • Anonymous

     Pretty much what I have except my wheel is calibrated to 360 because I think none of those cars in real life are driven when you have to cross hands to turn the wheel. Possible exception being the Catheram. 
    But certainly the open wheelers don’t.  Drivers like to keep their hands on the wheel through a turn :)  

    Anyway I’m assuming pCARS works just as well with my profiler set to 360, my wheel set to 360 (on the led settings (Fanatec)) and the in-game wheel properly calibrated to 360.

    For me the cars are still twitchy and the steering feels non-linear.   I have to crank the steering ratio right down to minimise the effect.   Atom is the worst.

  • Lemming asdfafh

    I think some of the cars have more than 360 degrees of lock for use in the pit lane coming out of the garage. Letting the game tweak my lock for me, I’ve never had to turn the wheel more than about 135 degrees either way on a flying lap. Only when leaving the garage.

  • Skytrill .

    hey thanks guys for sharing these infos.. I had exactly the same settings except for world movement and Gforce effects set to default values. I tried many degrees with the G27 but maybe not as low as 360.. so I’m gonna check this out next time I’ll log on.

  • Eric Zehnder

    I’m digging this build for sure!! The auto steering lock/ratio function is much needed. It makes jumping from car to car much quicker though also more challenging. It’s difficult to go from the Atom V8 to the Formula A/B. You get used to going through Silverstone’s Copse in 4th and then hop in a Formula car and you can make it through with just a slight lift.

    FFB feels strong and competent. Liking the progress for sure

  • Big Ron

     In my opinion, the curbs are not hard enough to drive. You can take a lot of curbs without big punishment in car behaviour atm. Take a Formula A or B and ride curbs at Bologna….it is still too forgivable.

  • Anonymous

    WOW!!!! after this build.man these cars rock!!! its now on the right track!! starting to feel like a SIM! and not a console or arcardish type game GREAT WORK!!! the most realistic sim to date! very very impressive graphics surpass all other mod when it comes to graphics! 100% got my vote! love how the cars responce to ffb and for sure alot more controllable..never had so much fun with this game until build149 looking forward for next weeks build more improvements …cant wait for mulitiplayer

  • General Rush Hour

    So you are saying they will design the track one way and then re-design it later? 

    Because the layout is incredibly wrong in all kinds of ways. 

  • http://www.facebook.com/people/Alex-White/655487760 Alex White

    The layout is totally fine, Spa is no where near finished.

  • http://www.facebook.com/people/Alex-White/655487760 Alex White

    It sounds like you have sensitivity too high – make sure it is at 50% :)

    I do agree that some of the steering locks are a bit too low at default – only way to change that right now is in the car setup.

  • Anonymous

    I think my steering sensitiviy is either 20% or 0%.  Can’t remember which atm because Ive used both.   I`ll check it later when I get a moment.

  • Skytrill .

    Sixteen exclamations marks.. ” most realistic sim to date “.. hm Ive been playing again NKP and LFS yesterday and I can assure you there is still work to be done my friend. It “Looks” amazing and there are lots of promising things but calling it the most realistic without impartiality is why there are so much hate on these sim forums.. imho.

  • Anonymous

     I have been a sim racer for ages. Started out with revs+ on Commodore 64 (lol!) and been into it ever since….untill rFactor started to feel old, and doing something that long, i started to feel a bit bored to the genre in general. So i decided that from now on i’ll be on vacation from racing sims untill something fresh appears. Beeing on this “vacation” i decided to try out online fps and other genre games outside simulation world.
    Well, at the age of 38 online fps was new, challenging and refreshing to say at least!! And the most thing that cought my attention was how freakin good these games looked. I then sweared that untill racing sims look like this, this vacation continues.

    AND NOW you guys have got my hopes up! This looks amazing!!!!! But beeing a hardcore simmer, the first thing that popped into my mind seeing this, was “what about the physics??”
    Like many hc sim guys here has pointed out, the physics NEED to evolve A LOT!
    This game could be it. The sim that ends my sim vacation, so PLEASE do work on the physics and dont be ashamed to use competitors like rF2 or iRacing as evaluation for your own work. They are the kings of the hill when it comes to simulation of physics, and to beat/meet them you need to study your “enemy” period.

  • http://twitter.com/buddhatree Mike Coleman

    Don’t get your hopes up. SMS doesn’t want to hear anything about their competitors. In fact, even if you provide solid, constructive feedback, if it goes against what Ben Collins says, you are mocked and told to stop it.

    If you continue, you are banned.

    It’s a shame really. Ian Bell has drawn a line in the sand: Either you’re on board and trust them completely, or you’re out the door.

    Just over the past week, I’ve seen good, quality members either banned or leave on their own accord – disgusted with the attitude. I’m not talking about trolls. I’m talking about good, quality members who’ve been there since the beginning.

    It’s not a community project. It’s take what we give you and like it.

    I’m almost ready to leave myself.

  • http://www.facebook.com/people/Robert-Every/678881382 Robert Every

    Dont ever invest in this.

    I was banned for simply passing comment about FFB and steering.

    No explanation, no feedback, no reason why, just a ban.

    Steer well clear, (the steering part will certainly feel better than it does in this game as that is trully shite)

  • Anonymous

    The ending of my last post “study your enemy” should be a standart in bisnes these days. I have hard time believing that this does not happen in this case.The matter is how much of study is taken place and how much they let that influence their work. And that is THE factor here. Sadly it seems that the study of competition does not have the influence we had hoped for, so this leads to a conclusion that a hc sim is not been build here. The target audience seems to be a semi-sim/semi-game racer, and we the hardcore sim enthusiasts are left with the “ugly”, but realistic choices ;)

    That said, i think bisnes wise that is a short term plan to make a quick buck. See “Richard Burns Rally” is ancient, but still the ONLY real rally-sim considered by hc simmers. One with bisnes intelligence could still cash on that by simply releasing new official content to the game.
    And i personally think that to make this project not a real sim is a opportunity missed, and also income lost.

    There is an a hole to be filled in the racing sim world, or actually a mountain top to conquer, but it seems that we hc simmers have to wait for the ones who have a clear vision of conquering that top of the mountain, and a persintent enough to actually achieve the goal.

    Voodooman out.

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