Project CARS – Build 499 Available

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

The new build is available to all members with Team Member status and above and brings the following changes & improvements:

Build 499 (21/6/13, Team Member+)
WiiU:
* Set SDK to 2.08.13
* Fixed up all vsprops includes
* wip updates to link paths/libs
* Fixed PCH usage for majority of projects
* WiiU RenderTarget Implementation
* WiiU fix m_RTTI link errors in Driver/Team/Track/Vehicle lists
* Added stubbed version of WiiU Input module
Physics:
* Unfreeze AI vehicles when moving from on grid to reacting to start of race
Replays:
* Update instant replay menu option regardless of state
GUI:
* Separated Calendar event data from the Seasons event data (new placeholder Calendar data added), so they’re now loaded/handled independently, with ChampionshipManager load/unload made generic to handle both types. RaceCalendar extracted from ChampionshipManager and can now be accessed from app directly
* Fixed incorrect session name title for Time Trial games
* All manufacturer and track logos refined, missing ones added to splash screen
* Fort Felix track logo removed from splash screen
* Bannochbrae logo added to the game along with placeholder track map
* Save Replay button now has the correct ‘Save Available’ applink attached to it
Render: 
* Re-wrote a block of debug string output to ensure that it doesn’t produce spurious warnings with overly paranoid compilers
* Reduced angle that directional light has to move before the shadow projection direction gets updated – this gives much smoother updates, so that even at 240x real time the movement is smooth
Race Weekend:
* Return vehicle to garage on pressing (Return to Pit), and keep game unpaused
* Fixed no full-screen mouse when entering Race Overview screen for the first time
* Fixed session timer being reset upon clicking ‘Drive’
* Tweaks to car into garage to set gearing, and freeze the pose of the vehicle
Career:
* Separated Calendar event data from the Seasons event data (new placeholder Calendar data added), so they’re now loaded/handled independently, with ChampionshipManager load/unload made generic to handle both types. RaceCalendar extracted from ChampionshipManager and can now be accessed from app directly
* Updated the career calendar gui data with more applinks/appfuncs
* Calendar menus changed to List format in preparation for data to be auto-entered into it
Driver Liveries:
* Driver liveries GT 2010: Added material to export and MAT file
* Driver character liveries: Updated selection set
* Drivers RCF outfits: Fixed bug for outfit index
* Fixed number of livery options in driver replacement files, to prevent AI from selecting custom livery
Tracks:
* Derby: Fixed cameras, fixed csm issue in pit with tyrestacks, fixed draw distance issue, color adjusted kerbs
* Northampton Classic: New tyrebridge mesh and materials, new fences textures and position fixes, stiching and mapping fixes
* Bathurst: Fixed further small gaps and uvstretching on walls and terrain. Fixed small gaps in wall and fixed collision issue at last chicane on the right wall
Vehicles:
* Mercedes SLS: Assigned the default car paint to the car
* Pagani Huayra: revised, but not final, brake heating/cooling and other small changes to improve handling issues

Builds 499 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 498 (20/6/13, Senior Manager)
GUI:
* RaceCalendar functionality added for UI hookup – getting all events in a month, if any events exist on a given date, and player eligibility checking. Added debug code to verify the code/data, and show usage format for UI
* Save and SaveReplay buttons separated in functionality for PaulH
Render:
* Fixed a couple of pre-processor commands so that it is possible to enable mesh visualisation techniques in GOLD builds when required
Bug Fixes:
* Moved tyre indices setting up to per participant, fixes the changing tyres, then changing cars crash bug
WiiU:
* WiiU fix for SmallJobs external job declaration macro set not producing the correct name
* WiiU add missing CGameApp_WiiU.cpp
* Add Presence::Update() for WiiU
* WiiU fix for bad use of sqrt instead of sqrtf (Vehicle Dynamics link error)
* Fix recent graphics config changes causing a WiiU/console build error
* WiiU fix one sock linker errors
* WiiU fix some GraphicsEngine linker errors
* WiiU fix various Renderer linking issues
Race Weekend:
* Added interfaces and logic to teleport vehicle to pits / garage as well as hand control back and leave pits / garage
Characters:
* Driver: Added 4th entry livery variation in RCF and uploaded Textures
Physics:
* Ariel Atoms: tuned heating/cooling/wear of engine and brakes
* Lotus 98T, Lotus 78, Ford Capri, Ford GT40. All got new tire tweaks, rolling resitance/damping with top speed drag and gearing adjustemnts and chassis/aero balancing in the setups. Ford GT 40 added 9 final drives to cover all the track variations
Tracks:
* Bathurst: Tweaked kerbs along the whole track as suggested by Wmd members
Vehicles:
* Ford GT40: All exterior mapped&textured, new lights setup, lightglow billboards updated, some meshwork. CPIT chassis, LODC and LODD updated, temp LODA for export created etc
* Mercedes SLS: Added LODX, updated other LODs, fixed bugs, minor polishing
* Mercedes SLS: Updated textures for LODX

Build 497 (19/6/13, Senior Manager)
WiiU:
* Added eAlignDefaultBytes to all platforms that specifies default alignment in bytes rather than a tAlign enum value. This is useful for calls such as __basealign(eAlignDefaultBytes)
* WiiU: Added remaining sync file implementations (OpenRW/Write/Flush/Exists/Delete)
* WiiU: Implemented BDir module
* WiiU: Fixed buffer alignment issues in BLog
* WiiU: Removed debug breaks from save game module until implementation is done
* WiiU: Set default props to use -no-rtti in all configs
* Wii U minor fix for GUI not compiling
* WiiU full implementation of CRenderContext (renderstate setting)
* Add SMS Tools Helper injection process to post build process in WiiU configs
* Updated WiiU file ops to use FS_RET_ALL_ERROR return handling
* Fixed bug in WiiU Thread code where thread tId wasn’t being set
* Set main thread to (normal priority + 1) so that normal pri threads get cpu time as WiiU threads don’t time slice. This is a temp solution until proper thread balancing and core affinity is set
* Implemented WiiU BTimer module, BTimerMilli and BtimerMicro
* Updated legacy debug calls to new format in timer module
Render:
* Fix for missing DX9 particles
* Minor fix to allow 4k windowed rendering -WindowSize 3840,2160
Audio:
* ALL 3 Caterhams now have gear wobble, assigned int/ext gearshifts, backfires/splutters and a new distant echo curve
* The SP300 has a better engine rev range/pitch and sequential shift sounds
* The Formula A now has a high frequency gear wobble, a tweaked distant echo curve and occlusion filter curve
GUI:
* HUD messages and Replay Screen tidied slightly
* G forces and clutch pedal returned to the Telemetry screen, end of multiplayer race screen updated, minor tweaks to logo quality
Physics:
* Tires: Modal+Flash tire for Asano LM11, BAC Mono. Modal carcass for Caper Monterey. Reduced rotational damping on MRF-G
Tracks:
* New export of Bannochbrae varients
Vehicles:
* Gumpert Apollo: Damage deformations and cockpit animations added. Fixed wiper mask animation materials. Glass UV3 fixes

Build 496 (18/6/13, Manager+)
AI:
* Added basic support for AI telemetry
Options:
* Adding an option for helmet blur.. by default dof is on
Physics:
* Lotus 78, Lotus 98T, Cqapri GR5. New tires based off the curb fix casey dicoveed. Not using as much and blendin more conservatively with the other stick factors. Definitley works better overall. Better throttle steer on all three cars. Also all three cars got some top speed/gearing tweaks along with some aero/chassis balance changes. The 78 got a downforce reduction along with pitching the main underbody downforce forward for a more nimble on the edge feel
Audio: 
* Dropped all car category volumes by 30% to see if that fixes the distortion some members are getting with their soundcards
Shaders:
* Modified new_ground shaders to improve handling of normal mapping – this allows the artist to select a new option “Detail UVs from UV1?” which ensures that the normal map direction is correct in cases which previously were using another channel. Further work remains to be done on the transition version

Build 495 (17/6/13, Senior Manager)
Ignition:
* Added engine off when ignition off with new volumetric throttle system
Physics:
* Physics material update to sort out index problem with material pool materials
GUI:
* Added gui handler for career calendar, applinks, appfuncs and updated main menu gui file
WiiU:
* Mapped some WiiU FS error codes to Base types
* Added basic file loading support. Currently sync only and not all code paths but main Load works
* Added BFile WiiU specific helpers for managing FSCmdBlocks between multiple file ops
* Added support for platform specific sub-calls from BFile ctor/dtor
* Updated legacy debug calls to current BDbg macros
* Set default memory alignment on WiiU to be 64 bytes due to FS_IO_BUFFER_ALIGN requirement
Damage:
* Updated support for reset of damaged vehicle components:
* on reset of damaged vehicle components, mounting back demounted components is optional
* when single wheel is repaired, it is reattached in vehicle physics along with vehicle visuals
* impact pieces are not spawned for component, which has been reattached immediately after detach
* reattach of flapping component does not require the component to be completely detached first
Render:
* DX11 fix for darkened rendering when SSAO is turned off
* Fix DX9 debug metrics primitive count
* DX9 early Pre-Resolve primitive submission optimisation
Tracks:
* Bannochbrae: New exports

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

  • Francisco

    Since I had problems updating the builds in the past, I’m patiently waiting for Project Cars on steam, hoping that will work out better for keeping up-to-date. Looks like the progress is going along nicely though!

  • Brandon Miller

    Had such a good time last night in the BMW M3 GT and the Ford Capri. Both sound great and are a lot of fun to drive. I have no problem saying that Project Cars is one of the best sims out right now. It really has it’s moments and shines.

    It’s been evolving nicely. Can’t say it’s always been all that enjoyable in the past.

    Looking forward to more cars, more tracks and more physics!

  • myvracelog

    ””””’Lotus 98T, Lotus 78”””””””””’, Ford Capri, Ford GT40. All got new tire tweaks,
    rolling resitance/damping with top speed drag and gearing adjustemnts
    and chassis/aero balancing in the setups. Ford GT 40 added 9 final
    drives to cover all the track variations”

    looking foward to this weekend :)

  • Skytrill

    Doors are open all of a sudden! That looks quite original.

  • Markus Ott

    Too much positive feedback. I miss the hate :/

  • http://racingrenders.com/ F1Racer

    You know what, I believe you too. Have you tried other forums if that is what you crave ? :/

  • Markus Ott

    There are other forums?

  • http://racingrenders.com/ F1Racer

    Nope.

  • Anonymous

    I’d like to see the Capri want to try jumping out of it’s own skin at launch but yes is a good car. I would like to see that Power Band effect in acceleration as well. Just icing on the cake

  • Anonymous

    If you get behind in the builds in can take forever to update so it’s always good to install each available build

  • Anonymous

    Finish Le Mans !

  • LogiForce

    Icing on the cake? You mean that real-time Turbo pluging for the Throttle System Casey has started working on?
    It should spring to life any of the turbo charged cars when we talk bringing to life. ;)

  • Nicolas Grignon

    I agree 1000000000000 times!

  • Nicolas Grignon

    Ben Collins seems to have a ball with the new Formula A. He’s is raving about it all over his feedback thread! Good news!

  • Jeroen de Wit

    Played the latest build this morning…. Has it improved? Yes, but it still feels fundamentally wrong in the cars movement which ruins the experience for me.
    It has reached a simcade level, which is good, because it was pure rubbish physics wise until now.
    Hopefully they can address the general feel of the car in the next 100x builds. Would make it much more fun to play!

  • Anonymous

    If you have problems updating the game just post your issue to the build thread. The devs and mods are very quick to help out with people that have issues updating.

  • Anonymous

    Yeah, I’m curious to try out the cars he called out as being amazing. He was brutally honest the last couple weeks but obviously the new stuff they added to the fancier tire models has obviously done wonders.

  • Anonymous

    So what’s Simcade about it? Don’t just throw words out there elaborate a bit. You did say fundamentally wrong in the cars movement. How?
    As for me I see some of the Cars as excellent at this stage of the game once all elements planned to be added to the cars are in I am sure that is when the true polishing process will take place and comes down to add a little bit of this here and remove a little bit of this there but I see a very solid base to work from being created.

  • Anonymous

    Well I say power band when the engine reaches the ranges of perfect mixture in acceleration

  • Anonymous

    Our Token down voter has arrived I can feel the hatred,

  • myvracelog

    pcar every bit as sim as rf2,IR, RF1, race 07, IR, and looks better. don’t believe the bs. Not to mention the UI in pcars is 100x better then anything in rf’s and it is not even done. (there all good but pcars just as sim like)

    I have all of these games and played them all EXTENSIVELY with ”’aids off”’ in HD.

  • LogiForce

    I see what you mean there.

    Glad to see the Stig is ecstatic with the current build, apart from brake heating balance causing minor trail braking issues.

    He loves the new throttle system it seems and so do I. Still need to try this build, but will do after dinner in a moment.

  • Big Ron

    I don´t feel any fundamental wrong with a lot of cars. I agree, some cars are still pretty strange. But at least the GT-cars, some road cars and some of the track day cars are pretty nice now with the latest build.

    I felt especially car movements and suspension work getting better and better now.

  • Big Ron

    I am not sure why he loves the Formula A of all. In my opinion the F A feels like a person who can´t decide what he wants to do next.

  • Anonymous

    Indeed, the claims of it not being a simulation are ridiculous at best.

    pCARS is not similar to e.g. R07, as R07 is not similar to iR, as iR is not similar to RF etc., but a simulation it is. Many aspects of it is already equal to, or better than, some in other sims which have been on the market for a while, and has had much post release polishing and patching. When pCARS is fully developed and ready for release (in a year or so), I suspect it will beat or match most current sims in almost all aspects. One may discuss and compare the various aspect of sims, but dismissing pCARS as not being one is beyond silly and only precludes sensible discussion.

    The people shouting a****e, or even s*****e, just lose credibility IMO. Some could do well with revisiting Aesop’s fable “The Boy Who Cried Wolf” ( http://www.storyarts.org/library/aesops/stories/boy.html )

  • Anonymous

    Well I feel bad for the people who got out because a lot of changes have gone into this build and it seems that the teams focus is being implemented in a very positive way and I feel they are getting very close to the levels they have always intended and everything really seems to be falling into place. The more I shake down this build the more changes I see in the right direction. The team has been very busy. It’s really giving me that almost there or right around the corner feeling. Could a number of Cars be released tomorrow and be seen as very good to excellent levels yes I think so. The Capri for one is great and with what’s planned could very much end up better than DRM revival’s version of the car it’s close the way it is.
    If you are playing this title and still feel negatively about it I just have no understanding for the way your feeling cause I only see positive things happening.

  • Christopher Knaak

    More Memberships PLS

  • Mario Strada

    Anybody knows what happened to the formula B car? Used to be a nice car to drive, but I took it for a spin at silverstone today and it drove like I was on ice. It felt like the tires were made of hard plastic. FA and FC drove just fine. But the B was undrivable. Maybe something at my end?

  • suttcliffe

    A vid from the latest builds: http://www.youtube.com/watch?v=vvTMNME_Op0

  • suttcliffe

    Which tire did you use?

  • Levi McIntyre

    Has the physics been made more realistic/challenging yet? Last build I tried was around 218 I think. What I mean is you couldn’t really lose traction in the F1 Turbo Renault once in 3rd or even in 2nd gear which made driving too easy/less enjoyable. Has the tire model been improved? Has the sound been improved?

  • Anonymous

    Yes, yes and yes.

    And there are more improvements to come, of course :-)

    Why don’t you give build 499 a spin. Allegedly, according to the ancient Mayans, the world will end on build 500, so hurry up!

  • Anonymous

    Watch out for when the PS4 and XB1 investment opens! That will give you access to testing the PC version.

  • Christopher Knaak

    i hope for the investment :(

  • Anonymous

    If you can redownload the whole thing and reinstall it that may be your best bet because in your case just updating may take a considerable amount of time. Once on Steam the update process will be much smoother.

  • Anonymous

    Oh as for difficulty I believe it has always been the intent to offer difficulty levels that will suit all ranges of player experience. What many are concerned with is the difficulty at the hardest levels and yes I believe the software will offer a challenge even to the best of us within the frame of realism.

  • Anonymous

    The tyre model has actually been completely replaced with a newer and more advanced design. Work on sounds is ongoing, have a look at some videos of the Capri and Zonda R from recent builds, they’re the lead test cars.
    If you’re coming from a build as old as 218, it’ll pretty much be an entirely new game to you.

  • Anonymous

    FB tends to be used to test experimental tyres at the moment, it can be rather quirky depending on which settings are being tweaked by the devs – recently there was a tyre for it just to test flatspotting and overheating for example.

  • Anonymous

    I only found a brake locking problem on the car and grip seemed fine to me with defaults.

  • Humberto Roca

    I must say that I totally stopped using Pcars a few builds ago becaue it wasnt enjoyable but I have to be honest and say that you guys have made a GREAT improvement on every aspect. I have enjoyed racing the capri and for the first time I spent more than 3 hours lapping whilst before I could only do 1 to 2 laps.

    Thanks for the improvements!!

  • myvracelog

    LOL ya .. I do think all race games made better then none. Whether I like them or not. It’s good for the hobby.

    I compare a car I have driven extensively in 3 games. The 79 lotus.

    This car is a SIM car in every possible way in Pcars, it slides in corners and has some give like a real car. Opposed to the IR version which kicks out in the back and you don’t get the down-force feel in corners that it should.

    The 79 mod in rf is the best mod ever made in rf1, I love it and has complete set of cars in f1 for that year, just fantastic sense day it was released. I hope Pcars can do the rest of the cars to complete the year of GP rather then have 1 car like IR.

    Out of the 3 games Pcars looks the best, has best UI. User friendly UI.

    Between the RF1 79 mod and Pcars i would say the Rf 79 AI better but Pcars not finished with AI and problem will be one of last details to be done.
    Overall Pcars very very SIM LIKE compared to the other Sims where this car is represented.
    (while I like R07 a lot .. I don’t put it on same level of these 3 Sims.. but i do endorse Race 07 if you race a lot it is a must have. )

  • myvracelog

    I would like to know your wheel settings and type of wheel you use and your in game wheel setting please.

    Also a list of cars you use and the tracks you used them on. Please humor me. Play along.

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