Project CARS – Build 277 Available

Slightly Mad Studios have released a new build of their WMD-powered Project CARS title.

The new build is available to all members with Team Member level and above and highlighted by new & improved rain effects as well as a new version of the quickly-developing Nürburgring Nordschleife.

Furthermore, several tracks such as Suzuka & Hockenheim have been equipped with new night lighting effects, all other changes can be found listed below.

Build 277 (10/8/12, Team Member+)

  • TweakIt 1.0.0.18:
  • - Added Connection get accessor to ConnectionWnd to allow access to the TcpConnectionClient object
  • - Added Timer Test metrics callbacks for session disconnect and connection reset to reset metrics and stop reading stale values
  • - Added Session ID to metrics packet to check correct ones are used
  • Made sure test timers use same millisec base in order to void false negatives caused by pre-emption between timer updates
  • Added Session ID to metrics packet to make sure only packets from current session are accepted by the TweakIt metrics module
  • [Online] Removal of old Session Files, renaming of files, addition of new SessionTypes_360.hpp and clean up of current code
  • Can now start on getting the 360 connection mesh setup when you have joined a session and all the machines talking to each other
  • [Audio] Speech HRDF now using h32string, with some case-sensitivity fixes. App-layer console changes to match it
  • [Audio] Speech HRDF data now retained in memory and removed container classes. Some renaming to separate the audio indices from the speech items. Cygnus hrdf data updated to match
  • [Audio] Moved UpdateSoundDefIndices to SpeechBlock since SpeechBlock is FMOD-specific too
  • [WEATHER] Settings to allow cloud emap exposure. This is to prevent the banding at night
  • Online:
  • - HttpApi will no longer limit operation to a single request at a time. Requests can be tagged with category tags, and one request from each category will be allowed to run at the same time, and requests from different categories will run in parallel
  • Tracks. Trees. 3D broadleave instances 1-6
  • BFC texture updates
  • Eifelwald – texture tweaks, new set of textures; treewall texture, tweaked alpha chanel; tree instances for first WIP pass; texturemaps; new fence texture
  • Tuned ABS and TC settings for all cars
  • WEATHER:
  • Settings to allow cloud emap exposure. This is to prevent the banding at night
  • rain fall particle effect checked in for rainy, storm, super storm and light rain. Don’t forget to delete local default.wtc in documents/lighting edits if you have been using tweakit
  • wtc edit – rain keys added to the non-rainy conditions to help with blending problems
  • wtc edit to remove banding on IBL lit clouds by adding CloudEnvExposure keys
  • wtc edit to reduce/remove the bright white cloud bug that was introduced with the IBL banding fix. Values of 16 for cloud exposure reduced to 4. seems to sort the bug and remove most of the banding still
  • New Belgian Forest Circuit and Eifelwald exports

The new build is available via the Project CARS launcher that is available on the WMD Downloads Page, new members can register here.

Click Here To View The Changelogs Of All Builds Released During The Week

Build 276 (9/8/12, Senior Manager)
Speech system updated to remove legacy code. Also tidied up callback error handling and speech index table size
TweakIt 1.0.0.17 : Metrics Module update
- Added OS info to global channel session info
- Updated the number of timer results displayed
- Fixed some bugs in the packet structures to standardise the handling of the packet size field
- Added negative time value error detection
Timer Test updates
- Wrapped timer test values into single packet
- Updated Timer Test hybrid timer logic
When switching accounts while still using the same profile, records and similar properties will be cleared in the local profile, and downloaded from the online stats
Removed some obsolete entries in the user profile
Added a function to delete previously recorded best live lap data
Added some consts to Timings to pass string arguments as const references, instead of references
Online:
- Stat manager multi-query supports an arbitrary number of vehicles and tracks in a single query
- Stat manager multi-query can return unranked entries.
Added API to vehicle and track lists to retrieve the array of all vehicle/track Ids
Session 360 work , moving from Sabre into OneSock. Still very WIP but got basic SessionCreation,Searching and Joining working via Debug functions and can now build from that
Belgian Forest – addnew textures – f1 pitbuilding
Rain fall added to rainy condition. first pass, needs tweaking. if you have local Documents\Lighting Edits default.wtc file from tweak it tweaks then it needs to be deleted
Changed specular mapping coordinate in new_ground shader to use broad scale mapping when broad normal mapping is enabled
Eifelwald. Tweaked textures/PSD files
Formula B: fixed low-rpm braking torque typo. Doesn’t affect driving at all
Eifelwald – improved grasscrete texture, psd source file
Eifelwald – improved grasscrete texture
First pass of dynamic Rain system

Build 275 (8/8/12, Senior Manager)
Debug console change to match latest speech interface changes
Speech system rework to go along with the recent HRDF changes, and some optimisation
- SpeechItem class and HRDF parts split off so SpeechItem can contain dynamic data (with some renaming to keep it clear) and HRDF can be unloaded
- Speech system reworked to use hashed names
- Sound def indices are now only retrieved the first time, and cached for quick lookup
Ghost system:
- Binary streams can read and write 8-byte numbers
- Binary streams have API for saving and loading NodeUserId directly
- Debug output containing node user ids uses helper functions to format the user id, instead of formatting it as a 32-bit integer
- Fixed error with byte ordering in reads from streams, which could happen if the compiler or optimizer reordered functions calls in some expressions
BAC Mono: driving aid effectiveness adjusted
Eifelwald. Tweaked textures/PSD files – 1st commit
Eifelwald. Tweaked textures
Eifelwald – new Karussell concrete texture, psd source file
Eifelwald – new Karussell concrete texture
New Test Track export

Build 274 (7/8/12, Manager+)
Fixed documentation for profile functions wiping stats
Stats for tracks and vehicles that no longer exist will not be wiped every frame, but only once after login
Added deffered rendering debug items to TweakIt
Added in code to render dynamic cloud emaps and generate the diffuse convolve textures
Support for Cloud IBL.. Also fixed ps3 warnings
Cameras – only apply IgnoreWorldMovementUIValue in replay playback
Added Guaranteed and Sequenced message send/receive tests
Session messaging tests and fixes:
- Fixed locking when sending Guaranteed message ACKs
- Added some extra logging to help us debug potential hybrid p2p/rb protocol issues
- Changed ping logging from Info level to Debug level
Launcher: Added MD5 information to needed patch data printed to log file.
WTC set up, ready for IBL code to be added
Eifelwald. New texture maps, 1st commit
Eifelwald. Tweaked textures/PSD files
Load screen overlapping text issue fixed
Updated splash screen/startup items (BMW logo, new loading image, improved lanyard)
New icons for Aries_Frontend sprite container
Eifelwald:textures-First Pass

Build 273 (6/8/12, Senior Manager)
Ghost system:
- Extended ghost API to allow enumeration of ghosts in the local disk cache
- Extended ghost API for ghost UI to allow access to save game lists.
- Added a way to cancel save game ghost operation.
Fixed Xbox compile error from CL 235108.
Temporarily disabled locking checks on PS3
Fixed PS3 compile errors
Tested and fixed direct p2p sending, receiving and handling of Standard messages
Fixed unreferenced variable error in Final builds
Updated empty PS3 implementation of GameManager
Initial support for “Online Game” events that can be sent between session members over the network. Implemented send of testing Standard (unreliable) message
Session messaging WIP:
- Fixed an issue in message sending
- Added support for “Game” online messages
Launcher: version change
Updated emmissives on ferris wheel and tower ride (art source)
New Sakitto exports

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

  • Alejandro Gorgal
  • http://racingrenders.com/ F1Racer

    It’s all good :) Quite an eclectic mix of cars so far.
    I`d love see a Fezzazi 458 Idealia appear on the scene :)

  • Anonymous

    I’m excited for the patch that has the new tires and physics every time I check through the change log to see.

    Id love this game to be a top simulator or a game that bridges the gap between arcade and sim , bringing more people to sim racing in the long run.

  • http://racingrenders.com/ F1Racer

    Yeah exactly. A fanastic bridge between the two and may nuture a few, who desire more of a challenge, onto pCARS and then branching out further into other titles. As long as they’re not whiny kids :)

  • http://www.facebook.com/profile.php?id=1711429307 Chris Wright

    The amount of updated stuff each week is phenomenal. Even if the game disappoints, which I’m sure it won’t, it has been worth the price of admission to get these weekly enhancements. The sim racing equivalent of a TV drama or soap opera. This is definitely the future, in terms of robustly engaging with our community.
    Codemasters please take note – OK I’m dreaming.

  • Eric Zehnder

    Ian Bell had said in a thread on VirtualR, actually, that AJ was doing some early tests on the new tire model. These things take time, though, so I’ve just been enjoying all the new eye candy and FFB tweaks from users (some of which are excellent).

  • http://www.facebook.com/alan.dallas.1 Alan Dallas

    Holy…!!! Just took the reworked BAC Mono out for a spin around notSpa. Thing is a blast to drive now. Slides predictably and is much easier to catch. I was 4 wheel drifting it around some of the corners.

  • http://racingrenders.com/ F1Racer

    I am liking your recent posts Chris. Find myself agreeing a lot with what you say.

    Yeah its worth the price just to get an inside glimpse of how a game develops from alpha through beta and to final. We get to see it evolve week by week and even if, for some, it may not be the exact result they were looking for, the journey I think would have been an experience in itself.

  • http://www.facebook.com/alan.dallas.1 Alan Dallas

    Or even an Ascari KZ1R GT. That would rock in pCARS.

  • Anonymous

    Well as for me a good example IMO of a True to Life physics driving cars without having to add assists would be the LMP’s in Carpe Noctem’s Serie Internationale Du Mans mod for rF1. The Enduracers may be more realistic because they urge the use of certain assists to get a True to Life experience. What I do see is the more hard core simmers wanting a more difficult challange and that is fine if that’s what they want but I don’t see it as True to life physics. So I see the balance that pCARS offers as being closer to true to life than what some of these hard core simmers saying it isn’t. Yes the tire model may give better how the road feels effects and may help to enhance a more realistic aero loose aero push effect but other than some enhancements I see the physics as very good with needing a small amount of polish to be really great. Believe me Doug did a great job on all of his maths for the physics. Then what is done with that is the polish.

  • http://racingrenders.com/ F1Racer

    “What I do see is the more hard core simmers wanting a more difficult
    challange and that is fine if that’s what they want but I don’t see it
    as True to life physics.”

    I might get flak for this, but this is exactly how I see RBR.
    I never got on with the physics in that sim. Doesn’t mean they are bad or not accurate, I just didn’t personally take to them. For me they were too raw and didn’t compensate at all for the lack of motion or thru-the-ass feel you get in a real car. Made it quite hard to drive but some people have the patience to sit and master it. Me, not so much. Maybe in a motion rig I would do better than I do sitting on a static chair with my wheel clamped to a desk.
    Ok sorry, I’m drifting (no pun intended) off-topic….

  • http://racingrenders.com/ F1Racer

    Well the list is endless. Classic Mini John Cooper S Works, Jag E-Type. Would love to see some classic cars.
    Ooh and that big green classic Bentley… you know the one I mean ?…. this thing….
    http://www.carondesktop.com/d/17824-5/bentley-classic-01.jpg

  • http://racingrenders.com/ F1Racer

    Saw you on the leaderboard Alan, and beat you by 7s. I didn’t think I had a particularly good lap though but it was my first clean lap (on the 4th try).

    Yeah, rain or dry, the BAC Mono at Spa is fun to drive. Default setup is understeery and the quicker you turn the wheel into the corners, the more drift you get. And it does powerslide nicely. Sometimes not so easy to catch though, like when it fishtails on you.
    Raindrops are a welcome addition. Be nice to see them bouncing off the car or streaming off the helmet visor.

    SMS, please tweak the track cams at Sp…er.. Belgian Forest.
    A few cams you dont see the car at all and some it switches to another cam after 0.5s.
    Worst of all is the camera not tracking the car through Eau Rouge !

    I know, it’s Alpha… but this is the Belgian Forest we’re talking about ! :)

    Yep, I like it. Its evolving very nicely.

  • http://www.facebook.com/alan.dallas.1 Alan Dallas

    LOL… Ya I wasn’t exactly going for lap times, was having fun in the rain sliding about. :) I keep my FFB Damper way on the low side so I steer a bit quicker. Also found driving any of the open cockpit cars using Helmet cam helps get a better ‘Feel’ for what the car is doing under you with Look to apex set to 50%.

  • http://twitter.com/arronskis arronski

    Amazing sky and night and day cycles, great automatic updates need a PC upgrade again fps hit….but once physics are nailed this game will be the best out there .

  • Marco Conti

    I agree 100%. Some weeks I only take a few laps and I leave it for the week. Others I test more and more cars and I pay attention to the changes.
    The only downer I found lately is that is seems NotMonaco has not progressed a great deal and I find it hard to race it so empty.

    However, overall it’s like having Christmas every Friday and wondering what gifts are under the tree. That alone is worth the price of admission for me.

  • http://racingrenders.com/ F1Racer

    There wasn’t a lot wrong with my BAC Mono run at Spa. The way I was manhandling the steering wheel around the corners and catching the slides (and sometimes not), this was no arcade game. I was making tiny corrections through the corners, deliberately inciting drift into a corner to counter the understeer. It did feel good and satisfying once I clocked a clean lap.

    So it they’re planning on improving this even more with an updated tyre and/or physics model, then I can only hope for a good forward step when that happens. And yes if that happens pCARS will be qute the package.

  • http://racingrenders.com/ F1Racer

    Nah no worries, the lap times at this stage don’t mean much to me at all (unless when I temporarily go No.1 on the leadboards, but that doesnt last for more an hour before I’m comprehensively beaten by an alien :)

    I haven’t really delved much into setups yet either.
    I dunno, I’m sort of enjoying the physics and FFB in these recent builds. I find it has improved a lot in last few builds although it can depend what car you get into as some are better than others.
    But I feel like I can push the car harder now and when I drive some of them, its not much difference to when Im driving the titles that are considered pure sims. My steering inputs are similar, my driving style works with it. So, for me, it’s really not as bad as some say.
    I think on a physics scale, if 0 was arcade and 10 was pure sim (and believe me I hate making this black and white distinction) I would probably put pCARS at a 6-6.5 overall right now. Simply because pCARS is clearly more sim than arcade – it always was. But what’s a 10 ? Its subjective isn’t it ?

  • C4

    0 – 10 isn’t black and white though, it’s more like a 2-dimensional scale with lots of shades of grey ;)

  • http://racingrenders.com/ F1Racer

    Its my scale, my rules :)

Back to top