Project CARS – Builds 412 & 413 Available

Slightly Mad Studios has released two new builds of their WMD-powered Project CARS simulation.

Both builds are available for all WMD members with Team Member level and above, bringing all the developments and improvements made during the past week to the simulation:

Build 413 (22/2/13, Team Member+)
GUI:
* Remove extra dialogue helper (fixes assign control bug)
Audio:
* Added filtering for distance and experimental reverb settings
* Changes to pitch behaviour at low RPM speeds
Tracks:
* Bathurst: Replacement/update for foliage
* Bathurst: New 3D trees/bushes with selfshadowing for leaves, trunk, branches, volumetric shaded leavesclusters, transmissive effect added, new meshes, updated leaves texturemap, replaced bug-shader of billboard version, new LODB baked
Vehicles:
* Ford Focus RS: fixed ID
* BMW M3 GT: Added 9 of the 10 remaining liveries + added black rims
* BMW M3 E30: Fixed clipping interior element
* BMW M3 GT: Changed tire textures to fictional ones + minor UV fixes

*Known Issue* Alt tabbing in a lobby will cause a crash once the race has been launched.

Build 412 (22/2/13, Team Member+)
Render:
* Fixed scrambled rendering when ghost was used in time trial
* Fix DEFAULT_MEMORY_POOLS compiler warning
* Fix for DX11 black dots on glass bug
Shaders:
* Fix for tyres/wheel shader causing frame-buffer NaNs (yet more black dots)
Command Lines:
* Modified -skipcrowds option to prevent it also skipping other animations
* Additional change to go with -skipcrowds switch, to fix assert when running second race
Physics:
* BMW M1 Procar and Ford Capri: switched over to RBA-G tire carcass. Revised slick_purple to keep similar grip level
Tracks:
* Azure Circuit: New rascasse restaurant textures
* Azure Circuit: Reworked building 17 maps
* Azure Circuit: Moved blue17 maps to common
* Azure Circuit: Added lights near Rascasse
* Sakitto GP: Fine tuned the cut tracks futher in Spoon and 130R. Mostly made running wide in both corners more punishing

Builds 412 + 413 are 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 411 (21/2/13, Senior Manager)
Command Line:
* Added -skipcrowds command line to allow people with lower performance machines to handle the tracks which have lots of crowds
Render:
* Fix for phase3 envmap shared target, missing clear.
* Fix for Rear View Mirror flickering bug (affected modes without MSAAA and also DS2X/DS4X)
* Avoiding BONNETCAM_ENVMAP specialisation param to be used when ShaderSpecModFlags::SkipBonnetCamEnvmap() is true
* ShaderSpecModFlags implemented, added into CShaderSpec – used for bonnetcam envmap / std. envmap switching
* Fix for another shadow-map issue that caused motherships on steep hills in the far cascade
Cameras:
* Fixes erroneus telemetry display on one of the cinematic camera views
Shaders:
* Converted vehicles_basic_translucent.fx shader to use pre-multiplied alpha (thereby allowing better combination of diffuse light and reflections on translucent parts such as light covers) and implemented dynamic opacity to better handle the visual effects necessary when light levels vary
Tracks:
* Azure Circuit: Tweaked outline edges, updated sidewalk around new JanP resized assets, fixed gaps, fixed issues with duplicate texturemaps, merged in latest JanP assets, marine centre.rar, updated sel sets
Vehicles:
* BMW M3 E30: Light fixes
* BMW M3 E30: Fixed tyre rotation, new taillights

Build 410 (20/2/13, Senior Manager)
Enviroment:
* Overcast fog fixed back to how it was previously
Tracks:
* Azure Circuit: Created new missing sec road “avenue de la Costa”, added sidewalk, terracing wall,added missing public garage, new textures created, added ao, added dedicated trees/bushes, merged in latest reworked assets from Janp, deleted some old stuff around my new reworked part, there are some big gaps that will be fixed when we will have new buildings in place
* Azure Circuit: New textures for sainte devote garage, wip first revision
* Azure circuit: New texture map
Vehicles:
* Common tread specular texture updated to latest specs

Build 409 (19/2/13, Manager+)
Render:
* Sharpen FXAA a little more
* Fix SLI/Crossfire convergence (dark cockputs/strobing bugs)
* Fix for horrible flickering in Crossfire/SLI due to partial envmap rendering
* Fix for DX11 green/yellow corruption screen bug when down-sampling is enabled
* Various shadow-map lookup bugs fixed, included the infamous mother-ship shadow bug
Screenshots:
* Improved screenshot handling – filenames now have 0 instead of spaces, main menu accepts control key to get jpeg image. Screenshots now work for DX11 as well as DX9
* New screenshot support – creates DX11 or DX9 screenshot interface dependiong on active renderer
GUI:
* Valentine’s banner removed until Cupid returns once again next year!
Tracks:
* Eifelwald: Further loft changes at Brunnchen entry and exit -sawtooth kerb added -end of kerb concrete added – “drop addd at brunnchen entry – drop added at brunnchen exit -raised kerb at entry and narrowed fixed loft curve at entry
* Heusden: Fixed whitelines, remove barriers around pitexit, remove cones around pit entrance and exit
* Bologna, Heusden, Lakeville: Cut track tweaking per WMD forum feed back
Vehicles:
* Ford Focus RS: Fixed tyre setup

Build 408 (18/2/13, Senior Manager)
Bug Fixes:
* Fixed non-PC compile errors
Render:
* Fix for bodywork not reflecting when rain support enabled and no rain is falling, also includes a change to improve raindrop fade (making it the same as windscreen)
* Fix for DX11 black/grey/white dots on all car bodywork types (normal and carbon)
Cameras:
* Adding camera lists for internal and external
* Adding ‘center’ cam
Common:
* Changes to support multiple in-race camera states
Input:
* Added assignable key for ‘change in-race camera set’
Physics:
* Kart A/B/C test set: a study in tread resolution
Tracks:
* Connecticut Hill: Added wet settings, materials
* Heusden: Deleted some cones around pitstart and pitexit area
* Azure circuit: Tweaked maps, added details

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

  • Lemming77

    Why are both builds available? Why not just the latest?

  • Ricardo Moreira

    “* Remove extra dialogue helper (fixes assign control bug)” – b413 is mainly a quickfix for this problem that appeared with b412 and some extra stuff

  • Lemming77

    Ah, makes sense. :)

  • Anonymous

    The Zakspeed Ford Capri is amazing in this build. Tried it @Bathurst.
    The FFB is really comunicative with this one i think, even after playing AC beforehand. :)

  • Anonymous

    oooo – one physics change! amazing.

    20 gfx changes.

  • http://racingrenders.com/ F1Racer

    It’s probably easier or quicker to make gfx changes/additions/improvements than physics ones.
    I can still feel progress in some of these cars though and some feel pretty good at this stage. At least as good as many mods in rFactor.

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

    Makes at least 21 changes in one week

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

    This game is getting better and better!!! The physics and FFB are startint to feel just right, congrats SMS!!!

  • pez2k .

    One summary of changes. The M1 and Capri both got a new tyre carcass, the tread was revised, and they had setup changes, that’s a lot more than one change.

  • Anonymous

    The Radical cars feel FANTASTIC on Conn..!!!! This is one of the older car/track combo’s. I usually always go back to this V4/V6 racer and find it very well done to date.

  • Anonymous

    Oooh – one troll post from a trolling poster! Amazing.

    If you want to troll go to RaceDepartment, please.

  • Me

    Sounds goofy but I had a TON of fun in some multiplayer races in the karts (not the 250cc version, it’s not driveable yet). Try the lower powered kart at Glencairn, the elevation changes on that tight little kart track feel really really good. Great FFB through the wheel.

    Hey Zach Griffin, how’s Kartsim coming? You ever going to finish that thing?!

  • Anonymous

    The number of truly enjoyable cars is growing each week it seems like. I have to agree with ibbybn that the FFB holds its own or even surpasses AC (for some cars) when played back to back.

    Really enjoying Zakspeed Ford Capri, BMW Z4 GT3, M3 GT2, Ariel Atom Mugen/300, Racer L4 and Gumpert Apollo. The list is growing.

  • Name

    Are you kidding? Z4 GT3 and M3 GT2 are totally arcade. Any good feeling, they are too early build.

  • Big Ron

    The M3 GT is a blast. What is arcade at this car?

  • Anonymous

    So what’s with the driving view change options 3 different views are in one set with the internal views and another with the external views? I like it but was surprised at first. This game I feel will be the clear winner when it comes to options and features.

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