Project CARS – Build 407 Available + Lots of Previews

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

The new build includes all development progress added to the title during the past week:

Build 407 (15/2/13, Team Member+)
Bug Fixes:
* Added protection against camera thread being asked to update cameras by the physics thread before there are any cameras to update (had caused a one off start up crash)
Scripting:
* Fixed namespace in generated DispatchLinker.cpp file
* Fixed dispatcher database dependency bug encountered when moving class definitions between different source files
* Increased database version number to force recreation of existing databases
Speech:
* Pit2Car speech now only plays “cut track” speech if they actually cut the track (and a message is shown), so it’s only spoken for the more severe cuts
Physics:
* Kart clutch tweak
* Next round of FB test tires
* tire.rg: revised slick_green, slick_white, slick_blue and corresponding carcasses to try and fight lazy spin syndrome
Render:
* Down Sampling App side code for DS2X and DS4X. (Griff’s)
* Deferred Rendering support for down-sampling AA modes
* DX9/DX11 support for down-sampling. RestoreDepth can correctly populate the depth-buffer from a linear deferred depth + various other HDR fixes
HUD:
* Permanent fix for HUD case-sensitive hashing issue
* Data fix for missing HUD mirror in cockpit & missing map
GUI:
* MainMenu Applinks – added DS2X and DS4X anti-aliasing options to the GUI
Tracks:
* Azure Circuit: New texture map
* Azure Circuit: New AIW for latest changes. adds support for pit lane too. grid size changed to 26 for the 13 pits spots
* Azure Circuit: Removed railings from maps
* Eifelwald: Further changes to the Hatzenbach curve and further detailing to the Visitor ringtaxi area
Vehicles:
* Palmer JPLM: revised default setup
* Caper Monterey (road): new setup and tweaks to work well at road courses
* Asano LM11: reduced turbo lag and various other updates to go along with new tire to try and eliminate lazy spins
* BMW M3 GT: Added 2 fictional liveries
* BMW M3 GT: Added liveries 09/10 names
* BMW M3 GT: Added 2 fictional liveries
* BMW M3 GT: revised default setup, fixed weight to include driver
* BMW Z4 GT3: revised default setup for new tire

The build also brings plenty of physics changes as the physics department has been busy with the help of race car drivers Nic Hamilton & Ben Collins as well as the whole WMD community:

Asano LM11: Reduced turbo lag and made various other small tweaks to work with the new slick_green in attempt to kill off lazy slide syndrome
BMW M3 GT: Revised default setup. Added driver’s weight.
BMW Z4 GT3: Revised default setup for new slick_green.
Caper Monterey (road): Proper road course setup added. No more super speedway default hack.
Caper Monterey (oval): Now using slick_darkblue. Only makes sense to have separate tires for oval and road racing…and probably even multiple oval tires in the long run.
RSC-G: Added longitudinal carcass flex mode. Tweaked some other natural frequencies of the carcass.
RSE-G: Added longitudinal carcass flex mode.
RBA-G: Added longitudinal carcass flex mode. Don’t want to call it a magic bullet, but this completely turned around how the Caper Monterey drives, and in a very good way.
slick_blue: Adjusted slip angle falloff. Now used only for Caper road course car
slick_darkblue: New oval tread for the Caper. Adding long flex to the carcass made it so much more stable that the grip level on slick_blue was producing some unrealistically fast lap times. This brings the grip level back down, while still having the better stability of the new carcass.
slick_green: Removed the concept which I think was causing lazy slide syndrome. Was an old attempt to get bite into the tire, which is now obsolete as there are better methods to get the same effect.
slick_white: Same work as slick_green, but for the small prototype tire grip level.

Build 407 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 406 (14/2/13, Senior Manager)
Bug Fixes:
* Fixed Ghost rendering causing alt-tab crash in DX9
Physics:
* Fixed an AIW issue when best waypoint in a P2P track chooses the last possible waypoint
GUI:
* Background stretching issue on load screens sorted
* Love is in the air 
HUD:
* Fix for misaligned tacho needle on 4:3
* Added Motec Layout
Tracks:
* Azure Circuit: Added all tyrewalls+plastic barriers, used 2012 gp as ref, created textures and models. Totally reworked the barrier on the sainte devote. Refixed a bit the sidewalk after the hotel de paris, reworked around the new Mj asset. Fixed armco in front of the casino roundabout. Added armco end cover, created textures and model. Added some more road markings, between piscine and after the anthony noghes. Fixed geometry and mapped where needed, fixed stretched mapped on the road found here and there. Fixed a bit asphalt colour. Updated vt static conc barriers. Merged in latest from JanP. Updated csm. Updated sel sets. Added detail on the texture, nibox building complex. Fixed conc barriers position
* Eifelwald: Smoothed bump before Hocheichen bridge, moved “jump” in Fuchsrohre, smoothed wrong bump in Hatzenbach curve, added bumps after rumble, added bumps in Karussel, added bumps at Breidscheid bridge, added small “drop” at Exmohle began correcting visitor are dimensions and details
* Badenring GP: Abit of a test moving the corridors for the last corner even further in on the outside of the last corner run wide area. They are only now on the black top and exclude the curbing
Vehicles:
* BMW M1: fixed fuel needle, separated LODA/LODX meshes
* BMW M3 GroupA: UV mapping, various fixes, separated LODA/LODX body meshes
* BMW M3 GroupA: Added custom livery support
* BMW M3 GroupA: tweaked headlight textures
* BMW M3 GroupA: tweaked taillights textures
* BMW M3 GT: Fixed missing CPIT windows, fixed interior paint material
* BMW M3 GT: Added option to paint interior for custom liveries
* BMW M3 GT: Added liveries 05/06 and 07/08 names
* BMW M3 GT: Added 2 fictional liveries
* Caper Monterey: spring rate for tire deformation adjusted

Build 405 (13/2/13, Senior Manager)
Bug Fixes:
* Fixed gold link error caused by missing codecs in the config manager
Replays:
* Inital groundwork on YouTube capture/upload
Render:
* Fixed FXAA causing softening/blurring. Much sharper now!
HUD:
* Additional fix for HUD hashing issue on camera modes
* Updated HUD data version
* Bug fix for mis-aligned tacho needle & missing HUD on round trip in game
Tracks:
* Azure circuit: Texture maps tweaked

Build 404 (12/2/13, Manager+)
Tracks:
* Besos GP: Fixed overly strict cut track on leftside of first turn esses per forum feedback
* Bologna Reverse: Fixed cut track at any corner entrance where the forward direction provided legal runoff areas that in reverse added to width of corner entrance
* Badenring Short: Fixed cut tracks at hairpin per forum feedback
* Besos National: Turn 2 outside. Extended cut tracks out onto sand trap to avoid cut track if you land there
* Monterey: Fine tuned cut tracks
Vehicles:
* Pirault Mega SR: Fixed LODB skirts
* BMW M3 GT: Added 2 fictional liveries

Known Issues: We have a lot of issues with the HUD in this build, needles are mis-alligned, and going into a 2nd race the HUD with disappear from chase cam altogether.

Build 403 (11/2/13, Senior Manager)
Bug Fixes:
* Fixed crash on returning from race fix static cams set
* White edge artefacts when global specular irradiance is enabled, reduced by 70%
Input:
* Split include file to expose selected input definitions to scripts
Render:
* Removed unused viewport from dynamic envmap – to help avoid confusion when maintaining and comparing code
Debug Keys:
* Added debug key (ctrl+shift+L) to toggle driving line (must be enabled in gameplay options first of course)
Crowds:
* Placed new standing and sitting billboard crowds
GUI:
* Groundwork checked in for Customisable HUD
Tracks:
* Eifelwald: Added tarmac seams at Doettinger Hohe, added/fixed loft issues between Hatzenbach and Hocheichen as per requested in WMD forum
* Solitude Rennstrrecke: New AIW
* Solitude Rennstrrecke: Changed texture
* Solitude Rennstrrecke: New export
* Northampton: Adjusted cut track to exclude most paved areas just beyond the grass strips lining the track
Vehicles:
* Pagani Huayra: Front bumper grille UV fixed
* Pirault Mega: unlocked setup options
* Pirault Mega: removed wrong logo on gauges
* Pirault Mega: Updated LODA, added AO
* Fixed common tire tread direction

To go along with the new build, a massive new Project CARS Community Gallery has been released, including over a hundred unedited gameplay shots of the latest development builds.

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

  • pez2k .

    Plus points for copying Casey’s physics changelog into the post too, perhaps there’ll be less comments on them now!

    Who am I kidding…

  • Dave Smith

    Getting much better every week and will be an awesome sim. I wish more developers would use this open development model rather than just spitting out a picture or video once in a while….ehem Kunos ehem.

    • Anonymous

      Kunos is an 11 men team including Stefano himself, I don’t think they have enough resources and energy to handle both the forum and the game development. I don’t know how many people working on pCars and it still puzzles me how they can handle both the forum and game dev quite well

    • http://www.facebook.com/people/Marcus-Caton/647940120 Marcus Caton

      Game development is much easier than Sim development.

      • Big Ron

        Better learn the differences before making a (bored) joke. Game and Sim are not comparable to eacht other but Sim is a genre of Game.

        If you think that a game cannot be a sim, then better ask Kunos to remove their drift-mode which is a game mode at all.

      • Alejandro Gorgal

        I’ve always find it so funny how some people try to pretend that race sims are not games at all and that playing a game is somehow a terrible thing.

        “Yeah Im not playing a game you see, it’s a “sim”, that means Im a grown man!”

        I beg to differ..

      • Anonymous

        Well maybe Marcus is just playing games with us LOL

    • SlowPilot

      Kunos is a small team and does not have a beta available to users at this time…but yeah, I feel your pain. Go have fun with your pCARS game and do not fret about AC! :)

  • Matt Orr

    pCARS, the project of mystery.

    • Marco Hooghuis

      Not at all, quite the opposite if you’d ask me.

  • Mario Strada

    The BMW M3 drives wonderfully now. The Z4 GT3 still has some issues. But the M3 is a beast and a lot of fun to drive.

  • http://www.facebook.com/profile.php?id=720446041 Nazirull Safry Paijo

    are those ingame shots???

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

      Yes, and they were all taken by the community instead of SMS.

  • Big Ron

    Took me a minute to scroll down to the comments on my smartphone.

    • Anonymous

      Interesting comment. Now we know you have a smart phone. Yay :)

      • Anonymous

        Better than a dumb phone like mine.

  • Nathan Robinson

    Been having a good time with it. The x4 @ road america kept me busy this weekend. Its definitely trending upward in realism :)

  • Juhan Voolaid

    Cheese loueese, release it already!
    I really hope this game will have exciting grind-free single player.

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

      Ofc it will not be released until the physics and FFB are finished. And I have full trust in the pCARS community to delay the relase even further into the future if those two things aren’t where they should be at the end of the year.

      • Anonymous

        Can’t wait this moment!

  • Anonymous

    Looks nice so far, hoping sounds catch up…not so sure now.

    • http://www.facebook.com/nicolas.grignon Nicolas Grignon

      I hope too…

  • http://twitter.com/xxHojoxx xxHojoxx

    The FFB is still poor in every single car, there’s a horrible slack zone around the middle and it’s very hard to feel rear grip in most vehicles. Physics are improving but I can still tell I’m driving a game built on NFS Shift, there is is a lack of fidelity and weight shifting effect plus the steering/tyres feel sluggish and mushy. Good enough for a GT/Forza level sim, but not if you require realism.

    • pez2k .

      The FFB is pretty much entirely stripped down to the basic effects from the tyres by default, I’d suggest trying out some FFBTweakers. There’s a highly recommended Fanatec one by Jack Spade, and a Logitech file by ermo & Emile. These add the usual sort of weight and filters you’d expect from a more finished game.

      As for the feeling of weight shift, the current thinking is that it’s to do with the camera settings and the actual perception of movement, increasing the world movement slider to 15 is said to help but I haven’t read about it indepth.

      • Anonymous

        Pretty much world movement and g-force effect. It changes your perception of track bumps and weight transfer from nothing to something to way too much. It’s all up to personal preference.

        xxHojoxx – Try the Asano X4, BMW Z4 GT3, Racer L4 or Gumpert Apollo. They all have excellent FFB on default settings with Logitech G27. Many of the cars don’t have good FFB settings, though, so it all depends on knowing at what stage these cars are in, development-wise. It’s good to see many of them getting better and better, though. It’s been a while since I’ve seen something really start slipping backwards.

      • http://twitter.com/xxHojoxx xxHojoxx

        On my wheel there is a slack zone in the middle with all the cars where I can’t feel the car, some worse than others but they all have it. I’ve tried many custom tweakers and they’re all made for personal taste and not by the devs, they do not cure the problem. Other sims have far better FFB with more natural feel of what the car is doing like with RealFeel or Netkar and not a big slack zone in the middle.

        With the weight shift, I’m not talking about visual perception or cameras etc, but the lack of physical effect weight shift has on the car, you can throw the cars around and disregard it as the tyres over-dominate the cars behaviour. The cars all feel too light in these situations and lack that sensation and response of mass moving around to the four corners of the car. It’s possibly why the FFB doesn’t load up quick enough around the centre, there should be more suspension and chassis response.

        You can also launch many of the cars over high kerbs and the cars respond and settle in an overly soft soaked way, try the Formula A and other cars with those tyres they glide over kerbs like hovercrafts.

      • Anonymous

        Basically there are some cars where this is true and some that are far better. Your perception of weight transfer is from what the car is doing, what the car looks like it’s doing and what the car feels like it’s doing. I don’t know of a car that has everything going perfectly.

        That being said, you can definitely feel and see the weight transfer in cars like the Gumpert Apollo and BMW Z4 GT3. There is slack around the middle which I don’t like either and I revel in netKar Pro’s FFB. It’s a breath of fresh air every time I use it.

        The way the cars have continued to progress in pCARS, however, definitely leads me to believe these things will be fixed.

      • mhth

        This is not a turn key game as it’s under development. There for you may need to go through a process in order to get your wheel to work at the higher standards. Any problems you may be having, I’m sure the community over at WMD would be more than happy to help you.

      • http://racingrenders.com/ F1Racer

        Any way you can point me in the direction of the Fanatec tweaker by Jack Spade ?

      • pez2k .

        Game Controllers subforum of WMD, sticky topic titled ‘Custom FFB Tweaking Files’. There are links in the first post.

      • http://racingrenders.com/ F1Racer

        Thanks

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

      So you can tell it is built on NFS Shift?
      Nice attempt, but it is not. NFS Shift belongs to EA, only the madness graphics engine, which is a SMS inhouse production, is the same as in NFS Shift. Thought even the last bad troll finally realized that. Seems like your feelings are wrong.

      • http://twitter.com/xxHojoxx xxHojoxx

        I’m pretty sure SMS designed the physics engine used in the Shift games not EA. This formed the basis of Project CARS in altered form and has been adjusted and improved with many parameters changed and added now with a new tyre model. However it is not an all new physics engine built from scratch, this is quite obvious if you have been driving the game since the start where it drove just like a Shift game. If it was a new unique physics engine it would feel, respond and drive very differently.

        No need to call people trolls because they have issues with a game and post there opinions and feelings, there is no right or wrong here I’m just expressing my concerns about the FFB and physics. I really don’t care what you think and telling me I’m wrong doesn’t fix the issues I have with the game. Unfortunately if I want to drive a simulation on my PC with realistic convincing physics and FFB there’s at least half a dozen other titles I’d load first.

      • Anonymous

        I agree many elements in the beginning were Shift like but I don’t see that as the case anymore. While I have been out of town and unable to test the last few builds my comments cannot be seen as fully up to date but in concerns to my experience with the last build I did play I can very much say there was a top sim car or two within the mix.

  • Anonymous

    And I thought the screenshots couldn’t get any better! I can’t stop clicking on the thumbnails

  • http://www.facebook.com/howiemotz Howard Motz

    “lazy spin syndrome” That’s the exact description I needed for rFactor2’s tintops.

    • Anonymous

      Same thing you hear about iRacing.

      • Marco Hooghuis

        I agree with both of you.

  • Flo

    I would like to have a proper fbb AT some point…. This game could be so much better…. Yes i know about the tweaker Tool and still IT doesnt Come close to what the other Sims are offering

    • http://www.facebook.com/stuart.fields.9 Stuart Fields

      I agree, I have always been a fan of pcars and the process it is using in its development but I struggle to enjoy driving any of the cars and to really get to grips with their physics without a more realistic response from my wheel. The cars feel so light and disconnected regardless of the hours I spend on track trying my hardest to get into the game. Still, its all developing at a good pace so a bit more patience is required until we get some improvements in the FFB.

      • mhth

        LOL, I have the G25 and with a little work with the settings can get more FFB than I can get with any other game out there. It just takes a little work on your part but I guess that’s too much effort for some people.

    • Anonymous

      Depends on what you want out of FFB and I am sure that someone will come up with a plug-in so I am fairly sure we will have a good working solid FFB model and most likely community based options for those who want more. Remember not everyone is crazy about rF2 FFB.

    • http://www.facebook.com/howiemotz Howard Motz

      I have a G25, and the FFB is amazing! Especially in the beta cars. And it seems to get better with every build. Can’t expect a (game in progress) to be spot on in every car in every build; when they keep testing different stuff and most cars are still in alpha stage of development.

  • Anonymous

    I suggest treating yourself with a blast around Moravia in the BAC Mono. If that doesnt put a smile on your dial, nothing will :)

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