Project CARS – Build 397 Available

Slightly Mad Studios have released a major new weekly build of their Project CARS simulation, adding two new cars to the title.

Build 397 answers the call for street car machinery from the WMD community as both the 2009 Ford Focus RS and the Mercedes Benz SLS AMG are now ready for a first test drive.

While the Ford Focus RS is a FWD car and something many members will be familiar with in real life, the SLS AMG is a powerful supercar that also serves as the base for Mercedes’ successful SLS AMG GT3 race car.

Since it is the first weekly build release, the new build is also available to Junior members, giving them access to the plenty of development advances that have been made during the past four weeks.

Build 397 (1/2/13, Junior Member+)
Camera:
* Modified free camera controls as follows :
* made R and F keys move camera up and down
* made Q and E keys change speed of camera movement
* made Z and C keys roll camera left and right
* added mouse smoothing, and ctrl-M to toggle it (off by default)
* added mouse speed scaling (turn rate proportional to square root of movement speed) – off by default, toggled with num pad 0
* made numpad key actions continue working when ctrl or shift pressed
* disabled radius text display until thread safety issue can be addressed
* Stopped ctrl-pgup and ctrl-pgdn keys being applied when using free camera
Physics:
* Tire.rg: reduced grip on slick_white. new, temporary street_limegreen test tire for BAC Mono
GUI:
* Staro-Motors added to the Manufacturer Logos in-game
Tracks:
* Azure Circuit: Added conc side kerbs/drains, started to cut road under kerbs, reworked sidewalk/armco after Sainte Devote turn, merged in latest work from JanP, fixed csm, updated sel sets
* Moneterey: Fixed export sets and re-exported
* Emirates tracks (4 versions): Hand edit all the cut tracks. Because these tracks are 100% blacktop runoff everywhere the cut tracks extended way out the exits of all corners alowing liberal track cutting
* Milan: Adjusted kerbs, rumbles, fied collision issues
* Solitude Rennstrecke: New export
* Eifelwald: Changed camber at Metzgesfeld, further edited Brnnchen area, added missing visitor gate at Adenauer forst, darkened asphalt
Vehicles: 
* Bumped version of all vehicles for stat reset
* BMW M3 GT: Setup tweaks
* Staro SRS: First export added to game
* Staro SRS: Very basic physics work. added collision export
* Staro SRS: Added srcdata/physics files
* Staro SRS: AI audio setup and balance
* Staro SRS: Adding engine audio set
* Staro SRS: Added missing display texture
* Staro SRS: Fixed rear wing animation

Build 397 is available via the Project CARS launcher that is available on the WMD Downloads Page

Click Here for Release Notes for All Builds Released During the Past Week

Build 396 (31/1/13, Senior Manager)
Common:
* Removed command line option to use old tyre model
Enviroment: 
* Cloud movement keyed from time speed factor
* WTC edits adding cloud fog, cloud and cloud shadow speed (per speedup factor) and gsi multiplier
* Heavy fog condition added. Early wip
Physics:
* Tire.rg: street cars now using RRF-G carcass. street_green overhauled. slick_green potential lazy slide fix. WIP slick_white changes
Tracks:
* Monterey: Remodelled kerbs to try and fix collision issues, added pit triggers, fixed export set problems
* Wisconsin Raceway: New textures for wet tracks
* Azure Circuit: Tweaked emm. map
* Azure Circuit: New textures
* Azure circuit: Updated maps into common folder
* Eifelwald: Added wetroad effect to Eiffelwald
* Moravia: Added trigger (pitin adn pitout), fixed start trigger bug
* Solitude Rennstrecke: New export
Vehicles:
* Gumpert apollo: setup tweaks to reduce oversteer
* Caterham SP300R: setup tweaks to reduce understeer
* BMW M3 E30: setup and other tweaks to stabilize rear end
* Ford Focus RS: Added first export
* Ford Focus RS: First pass at FWD physics

Build 395 (30/1/13, Senior Manager)
GUI:
* Fixed bug caused by typo
Qualifying:
* Fix for missing race sounds when qualifying. Race sounds are started when the session starts, to cover for Qualifying loading but skipping the pre-race sequence (the race sounds are normally started from that)
Tracks:
* Wisconsin Raceway: Completley new AIW to match the updated geometry. Track widths and some corner radii changed. Updated 64 car grid from the previous 3 per row to 2 per row for narrower front straight width
* Milan: New export
* Azure Circuit: New textures
* Solitude Rennstrecke: New export

Build 394 (29/1/13, Manager+)
Qualifying:
* Fix incorrect track name on race overview screen
* Also added weather and time progression applinks
* HUD lap-info now updating on advance session
Shaders:
* Carbon bodywork shader – TSnormal usage corrected + rain support enhanced – droplets sampler settings changed – texture will use mipmaps now (avoiding noise on distant cars), Added scale factor (selfReflection)to prevent raindrop reflections going through bodywork, thereby reducing the over-bright droplets on shadowed side of the car
Tracks:
* Sakitto: Added trigger,pitin and pitout, (fixes qualifying bug), fixed csm, unused ammended collsions removed
* Badenring:Fixed Missing and overlapping road issues
* Heusden: Fixed overlayblend edges textures, added grass skids, added missing graveledges, fixed mapping on kerbedges, added missing trackedge parts
* Milan: Texturemap exposure adjusted
* Milan: Treewalls texture update
* Misc cut track corridor adjustments made per WMD forum feedback at the following tracks: Badenring GP, Badenring National, Belgian Forest, Besos GP, Connecticut Hill, Connecticut Hill Short, Monterey
Vehicles:
* BMW M3 GT: Fixed custom livery support

Build 393 (28/1/13, Senior Manager)
Game Modes:
* Enable first pass at qualifying
Tracks:
* Derby: Removed some branding from a texture
* Memphis: Fixed cut tracks issues in turns
* Besos National: New AIW to address changed geometry here from last AIW creation. Fixes the cut track issues too
* Badenring: Added, wet track gravel, kerbs and fixes to mapping
* Azure Circuit: Added road markings along the tunnel
* Azure circuit: New texture map
* Heusden: Added tracklight file

*KNOWN ISSUES:* The AI cars do not move in qualifying when they do not start from a pit lane. AI are terrible at all varients of Sattiko when in qualifying.

Project CARS is coming to the PC, Xbox 360, Playstation 3 and Wii U in late 2013. More info can be found on the WMD website.

GTOmegaRacing.com

  • Anonymous

    I think many of the cars are getting back to the working level of what they were with the old tire model but are better. I think it is very much back in the right direction and look forward to the upcoming months. the 2nd video should be renamed to StarO until everything is in place.

    • http://twitter.com/TheAmunraaa Aleksander Turnsek

      Could not agree more!

    • Anonymous

      Yep getting very good. :)
      Whereas they were too snappy before the cars are now a hint too driftable actually like the SLS. Someone with an SLS wrote it’s pretty near to the real one only a bit too easy to hold the drift. :)

      • Anonymous

        For a 1st pass for community usage I think both new cars are good for a starting point

    • Brandon Miller

      Exciting! Took the Apollo out and was able to keep it sideways. What a breath of fresh air. Excited for more physics and SOUND updates. Oh… and better GPU optimizations, PCARS and 5760×1200 is hard to handle.

  • http://racingrenders.com/ F1Racer

    Gave pCARS a really good run last night and today. The Focus and the Staro are great. Still work to do on the FWD model but the initial export of it is encouraging. Had loads of fun with the Staro around…erm…Zolder.
    Took the Formula A out today it really feels much better than ever. As Ben Collins said, it still needs some tweaking when you get on the power out of the corner, but once they do that, it`ll be great.
    Still some features let down pCARS for me which I think will never be changed, but overall its progressing very very well. The sim/arcade argument is over with this one now imo, and arcade lost.

    • Ricoo

      Agreed, pCARS feels more and more like a promising sim.

      • Pablo

        But still physics and FFB sucks.

      • http://profiles.google.com/malsakalsa Joona Besada

        Yes, they are probably the worst that mankind has ever witnessed

      • Anonymous

        Man this site is infested with some terrible trolls. Needs a clean-up.

      • http://profiles.google.com/malsakalsa Joona Besada

        Sorry, it was a sarcastic remark to Pablo.

      • Anonymous

        Oh I see. Guess Pablo’s on his own then, that’s not too bad

      • http://racingrenders.com/ F1Racer

        They need work but ‘sucks’ is harsh and an over-exaggeration. Besides, do you expect complete physics and FFB in a sim that has 1 year of development still to go ?

      • C4

        1 year is a lot time, especially when not one build has been build like it would be final yet…

        But I have seen games with a fall release which were almost finished in mid spring, and of course others you had an excessive crunch time in the last months. Wasn’t release planned for fall?

  • Anonymous

    Merc SLS has potential but seems too loose even for a Merc.
    Focus is insanely bad but it’s first pass physics plus first FWD so no big deal.
    Formula A is better but still lacking.
    Audi A4 DTM is probably best of all cars right now.
    Gumpert is pretty damn good too.
    Lotus 98T feels awkward.

    • Anonymous

      As for FFB I like it just fine and for those who want more out of FFB create a Real Feel Plugin and boom there ya go. I think this title will work for anyone who is serious about it.

  • http://www.facebook.com/steve.shears.37 Steve Shears

    I don’t really like the Focus right now, although i had a good Race at Connecticut with it. I’ve changed my FOV to around the 52 mark as i sit about 1.5ft from a 40″ Panny. The damage model – whilst still a WIP looked really good. Lots of bits flapping about as the race progressed. But the handling isn’t there yet – even with increased tyre pressures to 2.5 on both L and R.

    • http://racingrenders.com/ F1Racer

      I was noticing the damage model today. It’s really cool. Most cars in a race I had got banged up, as they tend to do in races atm.
      But the damage on each car looked different. I mean it didn’t look like the damage was preset on the model. Pretty cool. I did find that the doors fling open easy on the BMW M1 though.

  • http://www.facebook.com/people/Tiago-Guerreiro/1426133677 Tiago Guerreiro

    Actually i´m no longer a big critic of C.A.R.S., i think right now with good tweaks on FFB you can achive very nice experience!!!! i was searching in the forum and found FFB tweaks for each car and the experience felt damn good!!!!! I also red that sounds will be diferent in the future, more realistic. Right now my opinion is +!!!

    • Anonymous

      Thanks for mentioning about FFB tweaks.. I didn’t know it is existed until now. Just installed it and pCars FFB is now on par with rF2 using my dfgt!

      • http://www.facebook.com/mathieu.gomez.129 Mathieu Gomez

        I personnaly use the default FFB setup putting “165 for “Tires force” and “75″ for FFB force” and I reaaly have a good feeling.

        BUT there are some FFB tweak on the forum of PCARS if you don’t like this one ;)

  • Matt Orr

    Late 2013. Still adding cars they don’t currently have licenses for it seems. Not to mention multiple platforms. I give them approximately “a snowball’s chance in hell” of actually hitting a release this year.

    Still no progress (to us – in game) on a career mode which was one of the interesting features. And below this comment the wave of downvotes and angry people sure to follow this comment.

    • pez2k .

      Championships and qualifying are currently being developed, they need to be done before the career can be built on top.

      The suggestion is that the ‘Staro SRS’ name is just temporary like the ‘Nuke 3′ was. Licensing discussions go on right up to the late stages of development by the sounds of it, it’s been hinted that some deals in previous games were finalised very close to release.

      As for the release date, I don’t know when it will be out really. I tend to agree with the people who say early 2014, but who knows – SMS seem to be getting a lot of work done behind the scenes as evidenced by 3 surprise new cars in under two weeks. They’ve also suggested that the rate of content could increase. Platform-wise, PC, PS3 and Xbox 360 are all at the same stage of development currently as they share the gamecode, but there’s not been a mention of the Wii U version as of yet.

    • http://www.facebook.com/mathieu.gomez.129 Mathieu Gomez

      We are not angry Matt, no prob. I’m nearly agree with you, wondering how they will be able to release the game for 2013… (like Kunos with their “Q1 …)

      BUT I really don’t care about this…Why ? Because I already play a game online with great races and serious people.

      I just have the idea that I bought 25€ a great playable game on wich I spend lots of times with a free DLC each week… (ok ok, I will have to pay 25€ more at the final release…no prob I’ll :)

  • Anonymous

    Just a curiosity, I’m not trying to bash SMS, just want to understand…

    The Focus Rs is not licensed right? So where they find the data for example of the front suspension geometry (in this car IMO is the most important thing for the handling)??

    Will they use a placeholder until they bought the license, and then re-do all the physic of the car?

    And, if the license came very near to the release date, do they have the time to test the new “real” physics, or will release an update later?

    I think it’s the same for all the other cars without license, right?
    ;)

    • Ricoo

      The focus is probably licensed since they use the real name.

      Mechanical data is not confidential, they can use it even without finalised deal.

      • Anonymous

        So, everyone can ask to Ford how their cars are made? Especially very technical data like length of the suspension arms, position of the mounts on the chassis, ecc ecc?

        Didn’t know that!

      • http://racingrenders.com/ F1Racer

        You could easily get a Ford Focus and measure those things yourself :) So it would be hard for them to keep that secret.

      • Ricoo

        Everyone can access those data to repair cars.

    • pez2k .

      SMS seem to be very resourceful when it comes to gathering data, it sounds like they’re actually doing CFD work themselves to get accurate drag numbers for some of the cars such as the ‘Racer’ and ‘Asano LM11′. One of the licensed racecars even has the spring rate ranges set based on a list of the actual car’s available spare parts. Compared to that, setting up the suspension geometry of a full-production roadcar shouldn’t be too much to figure out.

      Also worth noting that, as Ricoo mentions, it has to be licensed to use the Ford name, so they’ve probably gotten a lot of CAD data from the company as a basis for the suspension anyway.

    • Anonymous
  • http://www.facebook.com/people/Karol-Gronowski/100001185339304 Karol Gronowski

    >1 year of developing and they still havent fixed those fucked up kerbs…

    • pez2k .

      If you mean the kerbs bouncing cars into the air, then I believe that only started with the tyre model switchover a few months ago? Either way it’s being focused on right now, it seems to be a really non-obvious cause.

      • http://www.facebook.com/people/Karol-Gronowski/100001185339304 Karol Gronowski

        + stupid spins with no reason

      • Anonymous

        Yes there is reason for those spins. It’s called over driving the car happens in rF2 all the time

  • http://twitter.com/Martin_Keets Martin Keets

    Given this a serious run today after spending a lot of time with RFactor 2 and some hot lapping in iRacing and have to say it’s starting to feel much better. Still runs like a 2 legged dog on my system but hopefully some optimization is coming.
    Anyway, I like what SMS are doing..it’s heading in the right direction for sure.

  • Anonymous

    Most cars stil sound too similar to each other, where is the individuality of each engine sound??

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