Project CARS – Build 239 Available

Slightly Mad Studios have released the newest development build of their WMD-powered Project CARS title.

The new build is available to all members with Team Member status and above, it brings plenty of updated content, physics changes and other tweaks, including plenty of backstage development to prepare the title for the upcoming multiplayer mode.

Build 239 (22/6/12, Team Member+)

  • Online source structure cleanup, WIP:
  • - Added generic “OneSock Task” interface.
  • - Sockets now implement the task interface.
  • - Replaced socket list by task list class.
  • Online source structure cleanup, WIP:
  • - Changed CSProtocol to a task instead of inheriting TCP socket
  • Fix for skydome not rendering correctly when using envmap boost.
  • Fix for dynamic maps not rendering correctly on PC
  • Ref lighting added to correct wtc slot
  • Static file-updated temp barriers from casino square to tobac corner for azure circuit
  • Track Textures- New temp kerbs texture for Azure Circuit, first revision
  • WTC and night sky changes to boost ambient levels between night and sunrise/sunset. pc and console specific textures for the starry sky now dxt5 rather than l8 as it has colour
  • WTC update for night ambient
  • Azure Circuit: Hand edited newly modified areas to get the AI through without hitting armco’s
  • Track textures-Added new road textures for Azure circuit, first revision
  • Belgian Forest – updated viewer trees for pit areaBelgian Forest – fixed issues with missing trees texture – swap wrong models
  • New Formula Rookie export
  • New Azure Circuit export
  • New Belgian Forest 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 238 (21/6/12, Senior Manager)
Inform master server about p2p connection success/failure rate
BManager: Added eManagerUseMicroDelta for a temporary test mode to check usage of microsecond delta during auto tick
Added temporary switch to enable testing of updated physics delta timer
Updated physics manager:
- Adjust physics internal hz based on load
- Catchup enabled by default
Added settings for tick rate as well as min and max
Added logging for over/underclocking the vehicle dynamics
Added logging for delta between ticks and tick length
Physics debug displays internal physics lap times
Online source structure cleanup, WIP:
- Removed unused sources from the project and moved them to “removed” subdirectory. Some will be reused later, some deleted for good.
Added accessor for physics tick rate
Added reference lighitng state
Online source structure cleanup, WIP:
- Got rid of “Tech_Sabre” subdirectory and defines/ifdefs. There is only One OneSock to rule them all now.
Fix for moonlight direction
Added physics tick rate to top right FPS counter
Lotus 49: Revised suspension geometry to reduce rear steer, plus setup tweaks to go with it
Stockcar 1990: Reduced steering lock in attempt to prevent the suspension inversion bug
Belgian Forest Circuit – add new textures for FoodSnackHuts
New Formula A physics. Removed experimental no load sensitivity, revamped grip and aero amounts (downforce is slightly lower). Removed negative ackerman on the front geometry
Formula Rookie: added new livery
Ref lighting condions added to superstorm slot
New Derby exports

Build 237 (20/6/12, Senior Manager)
Added in new cloud lighting
Added in new moon lighting at night time
Fix for being unable to key cockpit exposure
FFB Meter:
- Created Base::BForceHistory
- Added SetName/GetName to Base::BForceEffectBase
- Added force recording to BIDevice, _BGamepadXInputPC, _BGamepadPS3 and _BGamepadXbox360
- Fixed dangling rumble bug in _BGamepadXbox360
- Base fixes for Unicode string copy/conversion
- Removed cForceSteeringVibe, replaced with correctly named cForceSteeringScrub
- Re-enabled Brake Vibe and Rumble Strip (for Gamepads only)
- Added FFB Meter section to Telemetry HUD
Belgian Forest Circuit – add new textures for Medcenter
Formula Rookie: added new livery
Lots of lighting changes to all lighting conditions. including addition of moon light and extended twilight sections. New textures for twilight skies and console specific versions added. cloud settings in wtc, although the clouds will not be visible in game yet
New Lotus 49 export
New Lotus 78 export
New Lotus 98T export

Build 236 (19/6/12, Manager+)
LAN peer to peer support:
- Added helper classes to enumerate local adapters/interfaces
- Create and bind datagram socket before sending create/join session request
- Include list of all local adapter addresses and the socket bind port in create/join requests
- This allows the game to send packets to other session members on the same LAN or VPN directly, without depending on NAT punching to succeed on the LAN router (which usually does not work when both computers try to do so from the “inside”)
PS3 Physics: Add micro sleep after thread yield to allow other threads to run
Belgian Forest – add new textures – Stavelot complex
Formula Rookie: fix for bad auto shift points, slight braking torque imbalance, and reduced engine braking
Gumpert Apollo: revised wiper animation
Northampton ‘Wing’ texture updates
groundcover bathurst and exclusion
Lotus 49 textures. Tweaked glass transparency
360Hz exe removed
New Asano X4 export
New Formula Rookie export
New Lotus 49 export
New Lotus 78 export
New Bathurst export
New Northampton export

Build 235 (18/6/12, Senior Manager)
Change to the camera code so that we now ignore mFar on RTTI and we use a standard far clip of 20000 on standard rendering cameras
Online:
- Fixed a problem with POST body data being destroyed while still in use by CURL
- Changed MD5 calculation from using an undocumented CURL function to use public OpenSSL API
- Fixed several type-mismatch errors in calls to curl_*_setopt.
- Fixed calls to curl_share_setopt( …, CURLSHOPT_SHARE, … )
- Requests to servers that haven’t been discovered yet will gracefully fail
Added early winsock2 include to BSetupPC.hpp. This should solve problems with some windows headers defining structures+functions only for winsock1 but not for winsock2
Base now waits for the Resource Thread to confirm creation before initialising other systems. This addressed an issue in some tools where the main execution finished so quickly that the App tried exiting before the Resource Thread had been able to get started
Remove wait from physics tick update
Re-enabed Azure Circuit AI
Lotus 78/98T: real liveries restored
Lotus 49 Textures. Real logos replacing fictional ones
Lotus 49. rcf updated to use real Team Lotus liveries
Common Textures. Minor Common_CPIT_Specular tweak, brighter gloss
Texture updates on Harrison Pike on kerbs and outer buildings
Kerb texture for Harrison Pike worked over and increased in resolution
Caterham SP300: added new livery
Formula Rookie: fixed name
Formula Rookie: added HUD variation
Caterham SP300: added new livery
Derby – new pitlane texture
Azure Circuit: edited corridors near tunnel chicane exit to preven AI from striking barrier there
Formula Rookie: Added support for custom liveries
Formula Rookie: tweaked camera positions
Belgian Forest Circuit – add new textures for KartingSFHut
New BAC Mono export
New Caterham R500 export
New Formula Rookie export
New Lotus 49 export
New Azure Coast export
New Belgian Forest export
New Derby exports
New Harrison Peak Raceway export
New Northampton 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.

To give you an idea what membership on Project CARS feels like, you can check out plenty of new community previews below!

GTOmegaRacing.com

  • Anonymous

    Old nascar? PCars earned some kudos from me :)

  • Anonymous

    mini review:
    Formula A feels much better in this build. :)
    Comparing the general! physics of the cars with rfactor2 f.e. it doesn’t feel that far off actually.
    ( try playing both with ffb off, very interesting for physics comparison )
    Something about the turn in of all the cars in rfactor2 seems more real ( subtle )
    rfactor2 ffb seems to be better at telling me about under/oversteer and a bit stronger.
    Anyway, i think since 1-2 weeks? pcars cars are more controllable during slides and regripping after slides is more gradual if you anticipate right.. Maybe i just got used to the physics but i think others reported the same.
    Damn, i think i’m gonna be split on with which game i’m gonna play in a league in the future ac,rf2,pcars,gtr3 ? ( iracing’s too expensive )

  • Eric Zehnder

    Really looking forward to trying the new tire tweaks for Formula A around Monaco.

  • Eric Zehnder

    I wasn’t interested in oval racing in iRacing because everyone was a lot better than me and, more importantly, I was terrified about ruining my driver rating.

    I could see giving oval racing another shot with Project CARS now that we have 90′s stock cars and old school, open-wheel indy cars. Granted it’ll be a while because AI is pretty bad right now and will be worked on after new tire model. :(

  • http://www.facebook.com/fabio.pittol Fabio Pittol

     It’s not necessarily you got used to the physics. I bought pCARS this week and really likes some car’s physics. That DTM car drives reeeealy great! Also I’m still impressed by how the Stock Car feels right even on the ovals! Rare thing!

    IMHO, the physics still somewhere between rF1 and rF2! Hopefully the SMS guys will add some cool physics features as those news in rF2.

    Just to clarify, I’m a huge rF2 fan, but pCARS really impressed me. I think rF2 can reach great graphics as well as think pCARS can achieve optimal physics

  • http://www.facebook.com/vinhomm Vinicius Matheus

    Hi everyone, can anyone give me a few tips? I’m upgrading my rig intending to test this game and future-proof myself for when Asseto Corsa gets released… here are my specs:

    Windows Windows 7 Ultimate Edition (64-bit) (Build 7600)Memory (RAM) 3840 MBCPU Info AMD Athlon(tm) II X3 435 ProcessorCPU Speed 2896,5 MHzSound Card Speakers (High Definition Audio | Digital Audio (S/PDIF) (High De |Display Adapters ATI Radeon HD 3200 Graphics (Microsoft Corporation WDDM 1.1) | ATI Radeon HD 3200 Graphics (Microsoft Corporation WDDM 1.1) | RDPDD Chained DD | RDP Encoder Mirror Driver | RDP Reflector Display DriverScreen Resolution 1360 X 768 – 32 bitProduct Make * A780GM-M3Motherboard * ECS A780GM-M3Wheel: Logitech Driving Force GT

    Can I run PCARS half decently with this configuration?

    My initial idea is to upgrade my display to a 23 inches, full HD of whatever brand and getting a new VGA so what VGA should I buy? Will I need a new processor? Moar Memory? Please help me.

  • Steven Shears

    The old NASCAR’s are fantastic to drive. Really heavy monsters. I don’t play iRacing but i’ve not felt them so well handled in any other game.

  • Steven Shears

    I bought an Intel 3570k with an MSI Mobo and ASUS GTX670 CU TOP ii. It’ll hit 60 at 1080p with all detail and stay there. I’m not even using adaptive vsync and everything is stock.

  • http://www.facebook.com/vinhomm Vinicius Matheus

    That VGA is way over my budget ):

  • Anonymous

    I have a AMD 3 core black addition, OC too 3200. And a 470 GTX. It runs pretty good at 1080p. Have a few things turned on low to medium, like, reflections. shadows, etc.. On California Hiway, 15 AI,  I get about 35-40 fps avg. Very smooth. Also can run it in 3D, on a passive TV, with acceptable FPS.  

  • http://twitter.com/Polyphonie Mike

    But I bet you’re still getting some input/controller lag.

  • Steven Shears

    Really? Well i can’t feel it mate.
    CSR running in G25/PS3 mode (and G25 selected in menu)

    Logitech control panel is uninstalled so its just the logitech drivers.
    Honestly feels amazing. Some good FFB this week too. Not perfect but very nice.

    Rfactor 2 feels a little more….direct but its really hard to compare the 49er’s to whats in Rf2 now. They’re really hard now the wing has gone.

  • pez2k .

    The physics tickrate has gone up recently by as much as 400%. There have been low-level optimisations and so on to support it, so the fidelity has shot up. I haven’t had a chance to really drive it to see, but people are reporting an improved feel.

  • noro ardanto

    Looking at the car’s and circuit’s details in the screen shots is pure ecstasy.. I can see pCars is being made with passion to the cars and motorsports not just the driving.

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

    The wings in rF2 are not gone. You now have the option in upgrades to choose wing or not.

    By default, no wings.

  • http://www.facebook.com/gulyopapa Gulyás Tamás

    With ASUS 560 Ti also running at 1080p smoothly …

  • http://twitter.com/Trux1 Trux1

    Tried this build last night having not driven it for a while. Graphics are good and it’s some of the best car models I’ve seen but the physics are still some way off. Currently about a 6/10 for me. Looking good though If they can get the physics right. 

  • tgn motorsports

    Road America is excellent

    http://youtu.be/hjKzCsLXzuE
     

  • http://www.facebook.com/jaimy.mewe Jaimy Mewe

    Spam

  • Gabriel Tawiah

    the force feedback/response is world’s better than shift 2. Graphics are very nice and improving.

  • http://twitter.com/Paul_aD Paul aD

    Monaco with trackside cams ! 

    http://www.youtube.com/watch?v=VJz-cPs26ZQ

  • Anonymous

    Not quite sure why you made a video of an unfinished track with unfinished trackside cams…
    Even the surface itself is being worked on still, nevermind the buildings..
    Probably a good idea to make that unlisted ? ;)

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