Project CARS – Build 480 Available

Slightly Mad Studios have released a new build of their WMD-powered Project CARS title, introducing two big improvements.

Among the usual flow of changes & improvements added every week, the new build introduces a first version of the historical version of Silverstone.

Furthermore, the new build introduces new & improved sounds for the Pagani Zonda R as extensive audio work is progressing well with more improvements to come soon!

Build 480 (24/5/13, Team Member+)
Audio: 
* Set AI volume to zero to temp cure audio corruption issue until Stuart can trouble shoot
Shaders:
* Disabled motion blur for drivers materials
Tracks:
* Northampton Classic: Fixed nasty pop up of track/terrain part
* Northampton Classic: Added track Hud map
* Northampton Classic: Added raceline
* Northampton Classic: Added autograss and tracklights
Vehicles:
* Pagani Zonda R: Stiffer roll bars on Ben’s feedback, tuned engine and brake heating/wear, temporary increase in tire pressure until an STM heating model is done
* Formula Gulf FG1000: Revised setup on petrolhd’s initial feedback

Builds 480 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 479 (23/5/13, SM)
Audio:
* The GameAudioSettings now provide us with more volume headroom to allow a greater dynamic range.
* Implement Zonda R engine set with new dynamic amplitude, new _Ext gear shift and distance based filter (occulsion) and reverb and added more bass to lower RPM range and fattened up the thin sounding exterior high rpm samples.
* Remix ALL cars and every sonic event in the CSD files to suit new dynamic.
* Create new external gear shift sounds in a new category called Gt1, which requires further code support to get it working correctly.
* Added the Zonda R Ai engine and remixed the Ai engine volume globally.
* Further tweak of the thin sounding Zonda R exterior onhigh sample.
AppSupport:
* Moved ‘fill loadout ‘ functions to GUI helper to share with loading screen
* Added ‘slotType’ to filter data
Render:
* Build Script changes to create separate ShadersDX9.bff and ShadersDX11.bff pakfiles. Game App now loads ShadersDX11.bff or ShadersDX9.bff dependent on the DirectX version. (saves around 70MB of memory! also improves boot-time)
* remove ATI_SHADOWS from shader compiler combinations
GUI:
* Small fixes for list item update
* Adds callback ability to list item ‘fill’ calls
Tracks:
* Bathurst -fixed texture seam -fixed exclusion map which had issues rendering grass in later part of the track -fixed collision issue at end of the track on right side of the track as reported on forum
* fixed grassocclusion at Bathurst
* rebranded adverts around track with temp textures at Northampton classic

Build 0478 skipped

Build 477 (22/5/13, SM)
Base:
* Fixed a bug that caused stale threads to still collect messages sent to its queue, resulting in memory leak/fragmentation
Physics:
* AIW file for Northampton classic first revision
Render:
* Removed legacy shadow depth format support – saves approximately 20MB of memory with the appropriating shader combinations change
GUI:
* northampton classic related GUI files
Tools:
* TranslateIt
1.Basic importing of trasnlations.
2. Improvements to UI Lists to allow expandable items to any depth and to visually show an item as items to expand.
Tracks:
* northampton classic related trackfiles; added the track to teh game
* fixed material errors lod distances skyring fixed added track related stuff to p4

Build 476 (21/5/13, M+)
Physics:
* BMW M3 GT4: Repositioned tires to correct track width. Tests on both brake and engine wear. Revised front suspension geometry.
* Tires: heat model, although not completely connected to hdvehicle yet
GUI:
* Added accessors for in-place modification of list contents
Audio:
* adding Greg’s new external WIP gear change sounds for testing
* GameAudioSettings.xml unlocked for Greg’s updates
Tools:
* TweakIt – Added new mouse cursors
Vehicles:
* BMW_M3_GT4: Narrowed tires and repositioned for correct track width
* BMW M3 E30: fixed selection sets, separated LODX/LODA/CPIT meshes, started CPIT mesh reduction, various fixes

Project CARS is coming to the PC, Xbox 360, Playstation 3 and Wii U in 2014. More info can be found on the WMD website.

GTOmegaRacing.com

  • myvracelog

    indycars please or indy lights, sooner the better because they will take longer to get correct . Oval cars seem to be the impossible dream as only one group has ever done them good. Very difficult.

    • Big Ron

      Indycars are planned to be in the game. Not sure when they are coming.

      • myvracelog

        I watched Indycar’s 2 new top executives on speed channel last week. They are dying to expand exposure to new fans and very eager. Sms should strike before these guys get bogged down with offers. Indycar is very exciting to watch now more exciting then it has been in years. Indy lights do to get new car next year.

      • Anonymous

        Indy would be way more popular in Europe than Nascar. I also think both would be popular in Australia

      • myvracelog

        I agree 100%. Scary I agree with almost everything you say on here and on pcars. We should race sometime.

      • Anonymous

        The problem with Racing series and car manufactures. They’ve been spoiled into thinking some thing they should provide for free, is a cash cow, wind fall. Spoiled by the big gaming developers out bidding each other for exclusive rights.

      • Anonymous

        ISI seemed to have that deal allready. On consoles they probably go the solo indycar game route with EA I think.

      • myvracelog

        the codemasters dev for F1 Andy Grey mentioned last year he was interested in possibly doing a indy title.
        I could live with that. Something better then nothing. I would prefer them to do it instead of EA.

      • Anonymous

        I said EA but ment Codemasters offcourse :P

      • myvracelog

        lol i thought that’s what you meant :)

      • Anonymous

        ATM I do have to say that I am excited with the line of Indy cars proposed for rF2 going back to the Gasoline Alley style 1960 indy car. Id like to see the line of Indy cars go back further, Hmmm maybe DLC.

      • myvracelog

        I am counting on it! :)

        I have brochure printed and hanging on my wall lol.

        Gonna pass on grid2, I know I will just feel annoyed with it.

        At least there are 3 indy oval tracks (hopefully) slated for pcars.

        (not) Richmond
        (not) Dover
        (not) Indy

        I wish they did not waste time on bristol instead would have been way better off doing phoenix/ California / Pocono / Loudon New Hampshire or milwaukee mile (which would be easy to license). I was hoping for 6 oval racing to run real style league series. (assuming they get the physics drivable.)

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

        Your missing three ovals from there. pCARs has 6. Harrison Pike, Delaware, Concord, Henrico, Memphis and Volusia.

      • myvracelog

        Nope Steve I listed the correct tracks that indy cars AND nascar race on.
        They don’t race on the other ones. You will never see a real indy car race at Daytona oval or Bristol. Maybe concord/ lowes but I doubt it.
        I argued not to pick those tracks on the forums for that reason but logic.

        Seems like there are about 4 nascar or indy fans on wmd forums lol. Birdman, ont, Dusty, Neil, and one or 2 others.

        They are thinking as fans instead of thinking about how the series could work for league racing. Alos being able to advertise a full Indy Series 6 proper ovals and 6 road tracks would gain alot of attention tot he game from indy and North and South American open wheel race fans/gamers. (yes Brazilians love IndyCar)

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

        Ah i get you now. I think the idea is they’re just representing everything for the first game so they can include more cars and have a nice track variety. If its a success there’s no reason DLC couldn’t solve your problem. Same for the Historic F1 guys, GT fans, small cars, etc. They can’t win though – for example, they’ve got a better driving modern F1 car then codies ever had but won’t (i’d imagine) be able to get all the tracks. What they should really do is get a small breakaway group of modders to design the DLC circuits so they can concentrate on the next game. But they’d need paying. Thats the beauty of Rf2 really. They may not be even 90% accurate but it’ll be enough to at least fake some leagues.

      • myvracelog

        not rambling .. good post. thanks for the conversation

    • CodeWrestler

      Left turn…. so boring!!!

      • myvracelog

        yes I agree i’t would be boring for those that don’t know how to race close, or have total car control. Best lessons I have had in patience and car control in any game has been on on ovals. I love both types.

      • Anonymous

        Indy Series is not just Oval.

    • Anonymous

      One group? You don’t like ISI or Sim factory?

      • myvracelog

        Ya but it is all opinion based right? I cut my teeth on pole position on the 2600 and night driver lol. :)

        I prefer when someone like simbin takes rfactor and polishes it up (big fan of race 07/gtr so on). I also liked EA F1 back in the day which also was gmotor ISI engine. But not ovals lol.

        I don’t really want to bash ISI but it does not hold a candle to papy or iracing when comes to ovals. I ran and rented a rf1 server for almost a year running stock car revolution and all those tracks plus indy mods.

        It is a headache to deal with lot of people then you get stuck trouble shooting peoples mismatch issues so on. Just not user friendly.
        That’s not even mentioning indy cars frontwings disappearing into some of the tracks. eeeeekk. Plus most people could not even run the cars without using aids… even then they were bad. Sorry if sounds mean. Just it was my experience. Not that the iracing indycar experience was much better lol. IR indy car on road tracks is a great experience.

        Most did not understand the draft or aero push. But IR’s indy tracks in a different universe compared to RF. I can only hope for a better ISI future… would be good for everyone for them to make a fantastic product.

      • Anonymous

        Hmmm we found something we disagree on. iRacing really does not work for me(the road racing). I won’t go into details. I am fine with NR2K3 and like the modular system since NT 2004 was not very mod friendly. IMO ARCA sim is the best for me still waiting for patch X

    • Matt Orr

      The biggest problem with oval racing in general is it requires good AI. So far only Geoff Crammond and Papy have made AI that isn’t crap and can actually handle close quarters racing reliably. The pCars AI shows promise, but isn’t there. We’ll see when it’s finished.

      • myvracelog

        Quite a few Road Track games do AI decent. (I say decent because there is a lot room for improvement)

        Race On/gtr2
        LFS
        ea f1 98 -2002
        codemasters

        Nice thing about pappy AI with a lot of work you can adjust them if your not afraid to mess with code. When I look at rfactors code I get completely confused so I don’t mess with those. Would like to learn though.

      • bduddy

        LFS’s AI is pretty bad, especially on ovals. Race ON/GTR 2 is OK, but no rFactor-based game will ever have really good AI.

      • Anonymous

        Not true NT 2004 had great AI. ARCA has good AI only complaint there is AI turning into pit road from the outside groove when they should be on the bottom, Some rF1 based stockcar mods have good AI as well.

  • Giovanni Scala

    Fantastic R sounds! Very realistic!!!

  • Anonymous

    Glad the audio team catching up quickly. I’m sure there are more works to be done, but at this point R sounds are more detailed than RRE. Thumbs up!

    • Mar Mar

      RRE sounds are bad (Except M3 Judd). I can’t hear the engine revving up smoothly.

      pCars have been using some sounds from Shift and finally they started catching up as you mentioned :D

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

    … boring builds … really … the basis is bad … maybe 1 year later …

    • hondaa

      not flame, just true

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

        ok… pretty good :)

    • http://twitter.com/TheRoggan Roger

      On the other hand its one every week so they dont need to be amazing every time.

      Im giving this a go once every few weeks and there is always some noticeable and sometime significant improvements!

      In a years time for the release im sure it will be seriously good!

      That Zonda R engine sounds is pretty darn good!

      • hondaa

        dont act blind… Zonda is half good half weird and not real

      • Anonymous

        I keep up to date and I do not see it as boring. Still wish we would get a Ginetta pretty soon.

  • Mazda Mps

    Returned to pCars after a long break with it due to frustration and it’s actually starting to show some promise. The Lotus 49 feels good and believable. The Zonda R sounds good and handled ok. The BMW Z4 felt nice and put in a fair few laps. Hopefully SMS continue in the right direction.

  • Paul Todd

    Wish I had the chance to of joined this before they locked it off.

    • Anonymous

      Keep your eyes peeled something may happen in regards to new memberships in new phases.

      • Paul Todd

        Let’s hope so, at the time of them closing it I had to move home a few times so joining up was not an option. It’s starting to look really good.

      • Anonymous

        It’s fairly demanding of your PC graphics capabilities and needs a bit of system resource. You mentioned stuttering with rF2. At one point the stuttering in rF2 did not matter in regards to your graphics capabilities but I thought they had that ironed out?

      • Marco Hooghuis

        If you have stuttering in rf2, get ready for some more stuttering in pCars, which is more demanding.

      • Paul Todd

        But I can play games way beyond the needs of rfactor 2 yet It stutters

      • Marco Hooghuis

        Obviously I can’t look into your computer, but mine has much more trouble running pCars than rFactor 2.
        But do remember that both tiltles are nowhere near completion, so it might be more efficient later on.

      • Anonymous

        I get around 80fps average in pCARS but well over 100 in rF2

      • Paul Todd

        For sure, I’m not going to give up on rfactor2

    • Hugo Stiglitz

      Yea I know. What were they thinking shutting it down. rF2 has the right idea keeping it open

      • Anonymous

        It’s about a watering down of the investment pool and the fact that they simply didn’t need more money to complete it.

      • steve30x

        No they had to shut down the membership legally

      • Anonymous

        Prior to that, new memberships were closed anyway, because the project was fully funded. Then SMS opened for existing member’s upgrades by pulling out some of their own stake. Eventually the FSA came in, and SMS has agreed to not take on more members or selling more toolpacks, and they have put back their own stake.

        In the end it doesn’t make any difference since we’re fully funded. WMD is very different from the rF2 open beta which is just a pre-purchase arrangement.

    • http://racingrenders.com/ F1Racer

      But you did have a chance. How come you didn’t take it when the memberships were open ?

      • pez2k .

        Maybe he didn’t have any spare cash, or simply didn’t learn about the game until too late. Not everybody was aware about it on day one!

        edit: in fact he explains in a comment below.

      • http://racingrenders.com/ F1Racer

        Maybe so. But there was more that one day :)

      • Paul Todd

        I found out it was open but had to move home a few times, it was costly and having children we had to be cautious with how I spent money.

      • http://racingrenders.com/ F1Racer

        Come on man, get your priorities right ! Sim racing first, then the family ! hehe :)

        Well hopefully some opportunity will come in the future (as mentioned below) that allows more people to get involved. Keep an eye out for it.

    • Anonymous

      It was again confirmed that funding for additional phases will more than likely be put into place soon. The details will be interesting to see when released even for me since I have plans to increase my stake in the project.

  • yorch sinclair

    I still find the handling…uncomfortable and not as precise as i wish.

    • steve30x

      Just because the handling isnt to your liking doesnt mean its not how the real car drives

      • yorch sinclair

        I didn’t say that.

  • Anonymous

    “Pagani Zonda R: Stiffer roll bars on Ben’s feedback”

    Did Ben’s feedback reveal a mistake in translating the information they had, or do they not have data on the Zonda’s roll bars?

    • pez2k .

      I believe that’s a default setup adjustment within the car’s range rather than changing the available range, if you know what I mean.

      • Anonymous

        Got it, that makes a lot more sense. Default setup.

  • Anonymous
    • REALsimRACER1

      Troll

      • Anonymous

        What a load of tosh. While it was off topic, Birddog is about as far away from a troll as you can come.
        (I’ll refrain from transferring your attribution to a more fitting subject here… ;-))

      • Anonymous

        You would go into someone’s living room and kick their dog and your calling me a troll.

  • Anonymous

    To me, the biggest problem is not the physics themselves, but rather how to car translates what its doing to the driver. In other words, the force feedback is still lacking. I know there are custom profiles and all that, but no matter what I try, I still can’t tell when the back end is coming around. There is nothing that lets me know when I put the power down to fast and break the rear grip (like rF1 or iRacing through FFB for example), and nothing that tells me that the front is pushing. I have to do it all bye eye.

    Thats the worst part, because it has a pretty solid base (and killer graphics). Hopefully they fix the FFB, because if that gets better, then this game may be good in the end.

    • Anonymous

      I was mentioning something to this effect in the forum with example in AC you can actually feel tire chatter from the front end pushing but agree it’s small subtle things that will add the polish as time goes on because the biggest part of the FFB core is really good and only could use some additions to enhance the feeling behind the wheel.

    • Anonymous

      I don’t feel losing grip @ the back in iRacing or rF2 at all. I hear it and see it, but how do you feel it there ? In FVA i felt it very strongly though.
      That said, if you try the Formula B car in pCars with default, A and C tyres you’ll feel way more from the front tyres ( they got the more advanced but not quite properly set Tyre Model stuff switched on no other cars have yet )

      • Anonymous

        I IMO feel that while subtle in comparison to like Race 07 the backend breaking loose is both felt and natural reaction correctable like would be expected. IMO and is one of the newer cars the FFB on the Formula Gulf is quite good indeed as well as many others

    • Racing jason

      interesting you mentioning exactly my main concern about this game…
      huge potential but the FFB gives you back very little information.
      on default the FFB strength is WAY to low…i turned it up to 200%
      for my fanatec GT3 wheel. asseto corsa just prooved in its techdemo
      what PERFECT FFB control should be like…you literally feel every single
      pound of weight when cornering…

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