Project CARS – Build 202 Available

Slightly Mad Studios have released the newest build of their WMD-powered Project CARS title, giving all members with Team Member status and above the newest version of the simulation to try.

During the week, Project Cars has exceeded the 200th development build and the newest build comes with a new feature that makes using the builds much easier.

New content and features are added to Project CARS on a weekly basis, causing the build file sizes to increase each week. Now that full builds are exceeding 3 gigabytes in size, a new patching system has been introduced that allows players to cut down on the download sizes.

Build 202 is available as patch for everyone at least using Build 197 (last week’s Team Member build), it comes with the changes listed below:

Build 202 (27/4/12, Team Member+)

  • Update rolling start option accordingly when selected track forces rolling start
  • Fix AI throttle cap at 100%.
  • Adjusted helmet cam exposure to suit new art
  • Added the ability to submit flags with stats. In the future, the stats will be used to record information like whether or not driving aids were enabled during the record lap.
  • Removed obsolete API to submit records without sector times
  • In car view exhaust resonation layer enabled
  • New Azure Coast reverse HUD map added
  • Enabling helmet cam audio dampening
  • Bodywork_Carbon Max shaders. Changed specular settings for carbon to look the same as vehicles_basic
  • New Besos textures checked in
  • Bodywork_Carbon Max shaders. Specular settings for Matte option updated
  • Adjust LOD/CUL settings such that distant cars don’t disappear so early
  • Belgian Forest – update trees for new terrain/new treewals and fixed few crowds intersections
  • Added the California HUD maps
  • New Palmer JPLM export
  • New Anhalt exports
  • New Bathurst export
  • New Belgian Forest export
  • New Besos exports
  • New Loire exports
  • New Sakitto exports

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 201 (26/4/12, Senior Manager)
Adding Chesterfield and California co-ord’s
Updated HUD maps with correct T1/2 text
Build script update to add cumulative patching using RTPatch
Bathurst fix for floating instances issues
Bathurst test texturemaps for 3d trees
Belgian Forest – Add new textures
Stock car 1990 – Interior texture. Initial check in.
New Bathurst export

Build 200  (25/4/12, Senior Manager)
Fixed bodywork2 shader with bonnetcam envmap, protect against sampling NaNs
Tweak g-force effects on helmet mesh
Added missing remappable controls to UI
Animation update : paddle animations for GT driver, index finger and thumb now hold the same position
Added Chesterfield HUD map
Color adjust desaturated grass stuff
Helmetview: reverted geometry offset, blurred visor polish, bit of love and magic
Anhalt GP autograss initial version
Palmer JPLM: LODs polished, CPIT optimized, AO added to all LODs + new export
Palmer JPLM: full check + minor fix
Increased decell lock to 50-80% on the diff’s of most cars to adress trailing throttle oversteer. Also tweaked the preload and most got a 30% increase. Some increases to acell side where needed to balance throttle oversteer. all cars changed except: Karts, Formula A and B
Set weight distribution non-adjustable on Formula A and B
Added new Azure Coast HUD map
New Palmer JPLM export
New Anhalt exports

Build 199 (24/4/12, Manager+)
Detection of short time after vehicle-to-vehicle contact is now done for all vehicles
Disabled adjustment of inertia tensor for AI vehicles
Re-position helmet mesh for better visibility and realism
Blur helmet mesh slightly (not working for visor yet, to be investigated)
SMAA (levels) runtime code for GUI options
Updated Fanatec SDK to fix runtime calling convention crash. Cleaner layout of libs also
Stockcar 90: new ambient shadow with improved borders
SMAA GUI options added + applinks
Jaguar JPLM – Interior texture. Initial check in.
BAC MONO: livery02.Initial check in.
BAC MONO: new silver wheel.Initial check in.
Derby track maps with new T1/2 text repositioned
California track map with new T1/2 text repositioned
BAC Mono: enabled liveries for black paint material on Livery 1+2
Helmetview – geometry offset and visor tweaks (logos out, texture blur, visual tweaks…)

Build 198 (23/4/12, Senior Manager)
Updated Fanatec CSW FFB defaults
Belgian Forest – add temporary terrain texture
Mitsubishi and Caper logos added
END OF RACE screen updated (as per WMD forum issue) and player can now click on the RWD/FWD buttons
Bologna textures. PSDs for new materials updated textures
F77, changed 3pv camera roof poosition, showing more of driver + animation review changes
BAC Mono: Improved front hoodlock resolution
New BAC Mono export

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://profile.yahoo.com/H3PBF7NWKJJIICFPQSXMGOAPDU D

    Best. Helmet Cam. Ever.  And it’s not even finished.

    Just had a race at Bathurst in the Caper stock car with the sun starting to set, just brilliant fun.  Going over the Moutain in deep shadows and then blasting out into the light again down Conrod Straight, great moment.

  • Anonymous

    To me, Helmet Cam is just confusing. Of course it looks where it wants to look, not where I want to look and the result is a pure disorientation :D.

    I can’t imagine using it without some form of head tracking (i.e. w/ TrackIR).

  • Anonymous

    Great stuff SMS; Love the helmet Cam… so realistic! Of course I use triple Screens; which allows me to see more of the track/car! Which is why I think other folks dislike it somewhat!

  • http://www.facebook.com/people/Max-Power/572264887 Max Power

    I found it disorientating in Shift 2 but in the current build it is excellent.  The Formula B is brilliant with helmet cam and the HUD completely off.

  • Nathan Robinson

    It was really nice to only have to download a smaller patch instead of the whole build this time. I’m really impressed with the progress they have made and it is becoming more and more of a sim as the days go on. 2 months ago the f1 car was near impossible to drive and how it drives like a dream with great ffb. Here is a video I made and have been posting so people can see some of the progress. I drove it on suzuka in overcast conditions and am by no means pushing the limits in this video :)

    http://www.youtube.com/watch?v=ZXqRBYtvMSs

  • Nathan Robinson

    I agree with you Max, The helmet cam movement is so subtle when you are actually driving that it is hardly even noticed but just enough to be helpful. I dont think watching videos of it does it any justice, you have to be physically turing the wheel and seeing the screen to realize that it’s not a distraction at all :)

  • http://www.entropyxel.com/ Tuttle

    Honestly it looks unreal with this smooth steering wheel movement and almost zero corrections. There is no fighting nor aggressivity on the car. Too much grip imho.

    Nice video and beautiful graphics btw…:)

  • Niksounds B

     +1 the steering wheel seems lifeless

  • Anonymous

    Exactly this. Wanted to like the helmet cam in Shift 2 but hated it. After using helmet cam in pCARS for a week I can’t image using anything else. Will be great when we get a choice of visors as the slight tinting can darken the shadows too much.

  • ibby bonn


    and am by no means pushing the limits in this video”
    As he said he’s not pushing at all.. The Formula 1 in pCars is quite hardcore to drive on the limit right now.. There’s also no tyre deg in the Formula 1 car yet so it’s all perfect condition tyres.

  • Anonymous

    pCARS is progressing nicely.  I took the Apollo out today and my Buttkicker was really shaking me to the point that after 1 lap, it cut out to save itself overheating :)    I turned the gain down to sort that out.
    The steering has improved for me although I still have to use 10-20 LINearity in the Fanatec wheel.   On some fast turns, like turn 3 at Monza (the long sweeping right,  some cars (Form B) hardly require any steering input.  But in other cars (DTM) I need to turn almost half of the wheel lock.   Maybe thats how it’s meant to be.

    Anyway I mashed up a lap of Monza (not in HD) in the Formula B with default setup and still not quite perfect steering setup.  Much much better than before though. 

    I’m still irritated with those still arcade-style on-streen messages though.  Surely a better solution can be found for that.

    http://www.youtube.com/watch?v=rM32kgogZvA

  • http://www.entropyxel.com/ Tuttle

    You don’t need to pushing the limits to fight with a formula one car and a time of around 1:43″ isn’t a slow run during the first part of a suzuka race… In the video is clear that the car can miss apex and/or keep almost a free line without problems and it seems floating on a train rail. The car, the brakes, the gearing and the steering wheel seems totally disconnected from the road surface, in terms of physic of course. :)

  • http://www.entropyxel.com/ Tuttle

    Very nice video!! And the Formula B behaviour looks much more realistic than the F1 car.

  • ibby bonn

    Current fastest time on the leaderboard in pcars is  1:32.832 at Suzuka The f1 can look pretty much like the Formula B vid below with the same camera settings ( gforce etc.. ) only faster of course :)

  • http://www.entropyxel.com/ Tuttle

    Ok mate, I do not want to argue on this. What I saw looks unreal (it is) for my experience and taste…but I’m not searching a fight about this…:)

    The GFX compartment still remains a piece of art.
    Ciao.

  • ibby bonn

    We’re not fighting, are we ? ^^
    I’m gonna make a vid showing how violent the F1 can be.. I do agree that vid gives quite a wrong impression but he’s just coasting most of the corners.. I don’t think you need to fight any car coasting around the corners ;)

  • http://profile.yahoo.com/H3PBF7NWKJJIICFPQSXMGOAPDU D

    Here’s an onboard lap of Suzuka in the wet, which I would think would require the most corrections and there are almost none at all barring wheel shakes, very smooth:

    http://www.youtube.com/watch?v=jOeIImrnQ_M

  • Ricoo

     Indeed it’s that wheel shakes that are totally inexistant in pCARS and that don’t make it feel real.

    A good FFB should look like this one:

    http://www.youtube.com/watch?v=K4Pnl9GYQkg

  • ibby bonn

    Wheel shakes have been taken out quite a while ago to make input lag testing easier.
    The code for it is already in.

  • http://www.entropyxel.com/ Tuttle

    This is a BAR 007 with Traction Control, a wet rev limited map (more gentle curve on the engine power) and the steering wheel is still shaking.

    Furthermore…shaking and corrections are two differents stuffs; reaction by the car, reaction by the driver.

  • Anonymous

     And heres another…   P86 Turbo at Monza,  T-cam view this time but its in 720p (sort of)

    Parabolica nearly caught me out too. ;)

    http://youtu.be/5wjZd4dIkM4

  • General Rush Hour

    Completely dead physics. The fact that people defend it is hilarious. 

    I guess some people´s bar just sits that much lower then for other simracers. 

  • Eric Zehnder

    Odds are Nathan was using the default setup which has aero turned all the way up. It makes it easy to stay on the track even when taking completely wrong lines and usually won’t let things go unless you’re going too slow for aero to take affect.

    I just ran quite a few laps at Suzuka in the Formula “A” with the proper aero balance for max top end speed but still making the turns and it’s a handful. Keep it on the racing line and on the limit and you’ll be tensing up all over the place trying to get on the power a bit earlier and not spinning out. Without full aero packages you have to be careful because just a bit too much throttle and you’ll be fighting a near spin. Be stupid with the throttle and you’ll spin out every time.

    The new helmet cam is amazing, btw. I hated the helmet cam in Shift 2 but it’s so much more immersive and realistic in pCARS so far. I just leave it in that view and turn off HUD all the time.

    P.S. – The tires, once up to temperature, don’t degrade or wear out much at this point. For the most part you’re looking at perfect qualifying tires. The Audi A4 DTM car got some new wear/degradation and temperature changes that are a really good step. They’ll probably make it on to the rest of the cars by next week – odds are.

  • Nathan Robinson

    Man, I just cant win around here can I? That lap is a good 10 seconds slower than the record time. My main reason for this video was to show that you can make smooth inputs because one one video I posted a while back it was so jerky that people accused me of using a gamepad. So I was trying to show that it is working much better with a wheel now than 2 months ago.

    Once you start pushing the car and and trying to get the power down, it wont drive like it’s on rails. My number of spins under power are numerous and there are many times i’ve had to counter the steering to keep the car straight. I guess its my own fault for making a video and I should expect criticism but I did try to state that I wasnt pushing at all, thats the only way I could get a nice clean lap. Besides, F1 cars are based on aerodynamic grip so at high speeds these things should corner like a dream. Most of the wheel jostle you see in a video of a real f1 car is because of the bumps on the road and nothing to do with trying to wrestle the thing from spinning. Like has been said before, anyone can probably drive an f1 car around a track, but only the very talented can drive it fast. This video was by no means a fast lap so I should hope it looks like its on rails :) Either way, videos can not tell what actual feeling does and I can say there is a huge difference for the better in the handling.

  • ibby bonn

    Comparing the F1 to Ferrari Virtual Academies F1s: The physics are getting there. Not quite there on the limit but for 1 year from release it’s quite good.

  • http://www.entropyxel.com/ Tuttle

    The video looks unreal…and that’s all I’ve got to say about that..:) Why get defensive?? 

    Ok I understand. Looks unreal maybe because you’re using maxed wings (but wings setup doesn’t give you linear results in physics turning a F1 car into a locomotive…:)) Maybe because tires are not finished yet.. Maybe because SW shaking was not completely implemented into the FFB chain..Maybe because the game is on a alpha stage…etc..etc. But the video looks unreal.

    That’s all. :)

  • Nathan Robinson

    not defensive tuttle, I know it’s hard to tell from written word but i was trying to be humourous lol. I guess I failed :)

  • Nathan Robinson

    Here is a video showing me driving this thing, wheel included. I already know that i’m an idiot, my wife tells me that every single day :P I’m just trying to show that if you push thing thing you will lose it and that it doesnt drive on rails. I also slow down at one point and show that I have absolutely no input lag.(6:06) I’m sorry you cant see the screen too well, I recorded this with my tablet. I have only driven f1 simcars a few times in my life, usually opting for the gt and touring cars :)

    http://www.youtube.com/watch?v=NRoQNqINIjo

  • Anonymous

    Also agree – helmet cam is great here. A member posted a mock up of the helmet interior moving around the viewpoint which in some ways doesn’t make any sense but actually seemed quite effective in giving a sense of the forces whilst cornering. I wonder if they will include something like that as an option.

  • http://www.facebook.com/people/Steve-Ford/100001922734704 Steve Ford

    is a sim.  isn’t a sim.   Who cares, those are some pretty bad ass looking screenshots. 

  • Anonymous

    A little video montage I strung together to mark the 200th build

    http://racingrenders.com/vids/pCARS200.mp4

  • Joeri Blootacker

     Very nice tribute vid !

  • Anonymous

    If its a sim most people on this website will enjoy it and likely play it for many years , if its not a sim few people on this website will enjoy it and maybe play it for a year. 

    Mind you the way its shaping up I think it might do well as a competitor to forza and gt5 on the next generation of consoles. Its going to be at least 3-6 months until they finish coding the new tire model and other aspects of the physics to know if it will make a good simulator. 

  • Ricoo

     It should be linked to road, not faked one.

  • ibby bonn

    I agree. 
    Love how you make it sound like it must be fake if it can be taken out though. ^^

  • Anonymous

    agreed –  it looks kinda dead.  it exhibits the same issues we’ve seen all along.  I’m not at all optimistic for the actual driving experience in this.  Though of course, the gfx are stunning (in stills, at least).

  • Guilherme Cramer

    One thing people must remember is that the Formula A car hasn’t had any work done on it in a while. There’s important feedback provided by Derrrrrr Stig on a few vehicles, but it seems SMS is getting everything put into the game first, and then will fix, tweak, and polish. That’s how it’s been looking since I joined.

  • Guilherme Cramer

    Formula B is far ahead of the Formula A, SMS got their original pre-alpha build very well done in it. It’s really, really pleasant!

  • http://www.entropyxel.com/ Tuttle

    I’m a team member on WMD so I know this stuff since november 2011 when I was in love for its stunning gfx quality but now I’ve parked it just because I can’t enjoy nothing due the FFB and honestly…I don’t like too much the game physic and the car settings system, but please do not try to convince me to the contrary, it’s just my taste…

    I think I will stop to talk about this because It’s really boring. :) 

    Ciao.

  • Anonymous

    Really nice driver animations.

  • Anonymous

     Absolutely. I think it’s especially good in all the open-wheelers, and as I’m not using a multi-screen setup, I can still have a great field of view because the cockpit does not take as much space.

  • Anonymous

    It’s a shame that most of the stock car photos show the only skin in the game right now that is not plain colours. So many nice custom skins out there for this car. Some are fictional too so will hopefully make it into the game once the livery competition finishes.

  • Anonymous

    LOL. Well aren’t you a special flower.

  • Big Ron

     You will get settings to customize the helmet cam, even turning look to apex off. It is not comparable with the SHift 2 helmet cam (which I really hated). This one is really intuitive and connecting. can´t even imagine to use any different camera in future.

  • Anonymous

    This is it, people call anything a sim these days, but to me, the real sims are more like the best cars in iracing and rfactor2.
    pcars has arcade written all over it.

  • Anonymous

    10 secs slower, man that’s just bad, you shouldn’t be promoting this as a sim, as you clearly don’t know how to drive a sim at/near the limit and make a proper judgement.
    Have you tried GT5, that could be more fun for you.

  • Anonymous

    WTF…I have FVA, and pcars doesn’t feel remotely like it, FVA is damn hardcore and has incredible braking feel, but pcars is really lifeless under brakes.
    Without feedback, you can’t find the limit unless you just do 100′s of laps and point and click.

  • Anonymous

    Yes sir, but we need to remember that these investors are attempting to pass off pcars as a sim just by making constant reference to it being a sim…..too bad it feels like Dirt3 on the front and like a bag of jelly babies on the rear.

  • Anonymous

    OMGX5….now that’s what I call a “SIM”…..praise the lord@!!!!!!!!

  • Big Ron

     The physics expert is back. One can set the clock for your hater posts.

  • Anonymous

    I deal in TRUTH my good friend, you and other pcars boosters deal in Howard Erickson style truths, LOL.

  • Big Ron

    I deal with the truth I want and what´s best for my expectations in playing games….kid.

  • Anonymous

     Yep. Also there is a tool created by community members to switch between them.

  • ibby bonn

    You’re confusing physics with FFB.

  • Anonymous

    What are the FFB effects reacting to….a duck waddling??

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