Project CARS – Builds 446 & 447 Available

Slightly Mad Studios have released two new builds of their WMD-powered Project CARS title.

Both builds are available to all members with Team Member status and above and contain plenty of fixes and improvements as listed below.

The build also marks the first time WMD members can sample a very early version of the Formula Gulf FG1000 race car that is developed in close co-operation with Gulfsport.

Build 447 (12/4/13, Team Member+)
Render:
* Adding new render state alphatest_phase1_nowrite this basically allows us to be able to render the clouds in phase1 to the phase1 rendertargets while not rendering to the depth buffer
* Code change so that all sharedrender structures use the same CRenderablesProcessorManager for rendering
Track Cameras:
* Move centre camera pos to end of enum to fix problems with configs using hardcoded numbers
Enivronment:
* Remove unnecessary initialised variable from WeatherForecast and replaced by BArray::IsInitialised
Debug Menu:
* Debug menu modifications to provide improved interaction with envmaps, including ability to modify LOD scale and LOD range, and to snapshot each individual env map. Also protected against NULL pointer crash when exiting race with env map display enabled
Physics:
* BMW M1: New compound to help this car feel more convincing. Chassis, gearing,setup changes to suit. Dropped inertia of the main chassis
* GUMPERT apollo: Updated some physics data from Sport Auto test
* Terrain materials: Testing a mix of high collision friction and resistance in gravel
Tracks:
* Heusden: static emap position updated
* Rouen: static emap position updated

Build 446 (12/4/13, Team Member+)
GUI:
* Fixed scroll bar visibility for short lists
* Added TimeOfDay text to GUIHelpers
Renderer:
* DX11 Support for Colour ShadowMap Targets – needed for experimental Exponential Shadow Map shaders
* Fix for Shadow Cascade seam issue (white box near/around the car bug). Also removed cascade scale-down – this improves the shadow shimmer in the mid to far distance
Tracks:
* Lakeville Raceway: Changed some logos
* Lakeville Raceway: New textures for Building01:
* Azure Circuit: Static emap position updated
* Bologna: Static emap positions updated
* Connecticut Hill: Static emap positions updated
Vehicles:
* Zakspeed Capri, BMW M1: Removed exploit for the. Readjusted the tyre carcass that both these cars share. Some setup adjustements to suit. Capri got the front motion ratios set to a more typical strut at .85. Changed the spring and shock values to match
* Caterham SP300R: fixed typo in cockpit exposure
* M3 GT4 and Boss 302R: wider spring tuning range to allow softer, street/track types of stiffness

Builds 446 & 447 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 445 (11/4/13, Senior Manager)
3rd Party:
* Added Fanatec SDK v0.17.462
Common:
* Add camera centre pos per vehicle property
* Add centre pos
* Tell the car preview loader queue to use the game memory pool
Environment:
* Clouds now occulde lens flares
* Update to the Sun Lensflare so it puts its occulsion point close to the far clip plane
Render:
* App support for -Framelatency <x> command-line setting (DX11 only). For example, -dx11 -FrameLatency=2 reduces default from 3 frames to 2 frames for anti-lag
* DX11 support for DXIDevice1 FrameLatency setting.
* DX11 RenderContext state setting optimisation – reduces OMSetBlendState/RSSetState/OMSetDepthStencilState calls by 20%. DX11 StretchRect also now uses RenderContext state setting instead of direct API calls (There is now never any redundant state sent to DX11 with this optimisation – found using PerfStudio 2.12)
* Code so skyrings render at a fixed depth for Phase1
GUI:
* Apply changes for GUIDialog callback function
* Fix for popup mouse position calculation
Physics:
* Ctrl-D debug screen brake bias uses dynamic value
Vehicles:
* Motec brake bias shows dynamic value
* Driver anims Ford GT40 MkIV: alpha 2 anims (tweaked feet position)
* Driver animations: Ford capri – alpha 2 anims
* Added cockpit-adjustable roll bars and brake bias for appropriate cars
* BMW M3 GT: general refinement to the physics

Build 444 (10/4/13, Senior Manager)
Physics:
* Report scrape start/end event even without contact points
* Pass pit speed limiter to player vars on pit limiter key, fixes an issue starting on track and trying to enable the pit limiter
* Added LiveInput systems to allow live onboard vehicle tweaks
* Seperated roll bar calculations from HD vehicle precompute stage
* Implemented brake bias onboard adjustments
* Implemented speed limiter onboard enable / disable
* Implemented anti-roll bar onboard adjustments (currently disabled until vehicles have onBoardAntiRollBars data flag set up)
* Added local to vehicle space calculations for orientation to use with shared memory systems
Audio:
* CollisionSoundManager only processes scrape events with valid contact points
Environment:
* New key enable lensflares
* Sun flare texture optimisations
Render:
* Fix for moon rendering in front of the sky ring
Shaders:
* New Moon shader
Tracks:
* Lakeville: Added normalmap texturemaps, terrain texturemap tweak, updated assets merged, instance scene updated, new textures for racing school asset
Vehicles:
* Lotus 98T added “B” tyre as Doug’s previous original tyre. need to use -b from command line
* -A compound option for M3 GT4 and Boss 302R1
* Formula Gulf FG1000: Initial setup for physics test export. Includes sharper falloff to slick_white slip curves and road-legal
* Formula Gulf FG1000: Placeholder model for physics testing added

Build 443 (9/4/13, Manager+)
GUI:
* Added “ALL” to vehicle list filtering
* Adds naming methods for list items
* Adds second object passing for GUIMsgData, to help withdrag drop receiving
Freecam:
* Changed handling of custom DoF controls to make them reset original DoF settings fully even when in freecam
Environment:
* Different horizon settings for the emaps
Physics:
* Added ModalCarcass
* Added -a version of 98T, which is the reference version on old FA tires
* New FB A/B/C test
Crowds:
* Polished meterials for sitting crowds
Tracks: 
* Solitude: New basic AIW for the latest layout changes. Starting grid retained
* Bathurst: Fixed wetroadeffects which were broken before
* Bathurst: Added pitentry whitelines, added pitlines, fixd/corrected pit exit, added brick like placed tyres and arch before last trun, placed and added tyrewalls and tyrestacks after arch auntil pit entry, adjusted csm meshes, added start line string (still not as in RL as for license reasons)
* Lakeville Raceway: Updated mesh and materials of curbs, roads, sideroadedges, racingline, vertexcolors added for road
Vehicles:
* Caterham Classic and R500: Upped tireforcemulti to 0.6
* Mitsubishi Lancer Evo X: LODX Engine WIP
* Lotus 98T: Changes to go with latest tire. Upped Tireforcemutli (.6 to .65), steer ratio 1 notch, lowered ride height 10mm , added a small amount of bumpstop for bottomming
* Lotus 98T: New defualt tire. Stiffer springrate, a bit less slip angle, slightly more grip to help drivabilty with those changes. overall more direct

Build 442 (8/4/13, Senior Manager)
Console:
* Fix for ps3 compile warnings and errors
Render:
* Fix for Ultra cars
Characters:
* Drivers: fixed meshes arms export/skinning issue

Build 441 (5/4/13, Junior Member+)
Bug Fixes:
* Car Preview fix for cars that have paks named different to their names
HUD:
* Edit HUD screen – Added mouse drag & drop
Render:
* DX11 enable primitive topology shadow state setting – reduces total DX11 API call count by approximately 4%.
* DX11 Shader inline optimisations (flatten various functions that were showing up in the profile on my MacBook)
* Runtime fix for SMAA S2X everything goes Rainbow bug + HDRControl support for MSAA 2x and 8x tonemapped downsampling
* Add HDRMethods MSAA 8x custom tonemapped resolve techniques
* HDRMethods Combine – add MSAA 2x custom resolve techniques – these are needed to fix the SMAA S2X ‘rainbow’ corruption bug
Physics:
* Updated handling of PhysX constraint objects to consider different constraint types
Environment:
* Fix member alignment
GUI:
* Added ‘OnPopupActivated’ and ‘OnPopupDeactivated’ messages
* Added popup handling to GUIListItem
Physics:
* Lotus 78, BMW M1, Ford Zakspeed Capri – adjusted Slick_purple compound with lower grip. Lotus 78 rebalanced aero and some mechanical balance. BMW M1 added some rear roll stiffness to move more towards neutral. No changes to the Ford Capri otherwise
Helmet View:
* Rebuild alpha channel to fix transparency issues
Tracks:
* Bathurst: Fixed position of skyring
* Bathurst: Further fixings on minigaps on the the barriers, fixed the ultra dar looking walls in shadowed areas, began balancing out the textures, began correcting and adding missing assets at the pitentry, fixed the non working wetroad fxs
* Lakeville Raceway GP: Dirtedges at curbs, fixed mesh issues found around some curbs, fixes on inner terrain/barriers, updated sideroads…WIP. New textures for Position Tower
Vehicles:
* Mitsubishi Lancer Evo X: Added shadow offset up to fix ambient shadow
* Mitsubishi Lancer Evo X: Alpha 2 driver animation
* Lotus 98T: Changed turbo mapping for a more power in the 7000-9000 rpm area (aprox). Moves diffuser COP slightly forward. Upped engine idle to 3000rpms
* BMW M3 GT4: fixed small bug on taillight lighting
* Bumped version of all vehicles for Friday’s stat reset

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

  • http://www.facebook.com/profile.php?id=562060798 Timpie Claessens

    The gulf thing (the formula ford thing right?) has been in the game for like 2 months no?

    • http://twitter.com/WallyMasterson Wally Masterson

      That’s the formula rookie. this is a new car.

      • http://www.facebook.com/profile.php?id=562060798 Timpie Claessens

        Ow ok thx for clearing that up :)

      • pez2k .

        The FG1000 is a licensed car that’s closer to a Formula BMW, with a Suzuki motorcycle engine and wings. It has been made available now as one of the WMD members is associated with Gulfsport and will be driving the real thing fairly soon in order to do back to back testing with pCARS.

      • Anonymous

        In fact, I’ve seen GulfSport as a user in the community and I have heard several people in the forums drive these things on a regular basis. I saw a Formula Suzuki (probably the same thing as a F Gulf) at my local small track and it was pretty cool. The track isn’t fast enough to really use the aero, though.

  • http://twitter.com/WallyMasterson Wally Masterson

    Having some good fun with this build. The cars still feel a bit stiff, but fun nonetheless.

    • Anonymous

      Well since some of your comments in the past have been a bit stiff I say thanks for this one a good compliment and a good sign of progress.(an added Thumbs up symbol)

  • Big Ron

    The changed physics for the Ariel Atoms are pretty nice. Great fun.

  • Anonymous

    wow have all the pCARS haters vanished because there only seems to be positive posts here today

    • carson

      yeap, just fanboys ;) excluding me

      • Anonymous

        Nothing wrong with being a fan, Personally I’m loving pCARS more and more with each build.
        This Formula Gulf perfectly fills the gap between rookie and Formula A & B.
        Looking forward to seeing it progress. This game is going to be something special when it finally hits the road.

    • http://twitter.com/verteru Piotr Parys

      Yeah, all haters have been banned from WMD, so it’s only circlejerk now ;) Anyway i want so much that it’ll be good game, but on videos physx still looks very, very bad.

  • Anonymous

    Sounds are still taking the fun out of it for me atm..Losing hope…

    • Anonymous

      Perhaps you could ‘suspend’ hope? The vast majority of the sounds aren’t samples from the actual cars but generic stuff from NFS:Shift. They know how generic these sounds are and are fully intending on tackling them when the time is right.

      • carson

        Actually shift 2 sounds better than pcars atm.

      • Anonymous

        As well it should since it’s a finished game…

      • http://twitter.com/verteru Piotr Parys

        That’s bulshit it’s not placeholders from Shift 2. That’s audio director style simply.

      • Anonymous

        I’m very active on the forums and they’ve said multiple times that almost all the engine sounds are simply placeholders. They’re reworking the audio engine itself and will then work on getting the real engine noises. They know the community isn’t happy with the stock stuff so they’ll change it.

        No conspiracy, just simple game development timelines…

    • carson

      This might sound a little harsh but imo this is a matter of sound engineer. I mean Stephen Baysted. Look at few firstly added cars (asano and lotus), they sound a noticeable better than rest of cars. Is it a coincidence? Doubt it… Infos from official forum says that at the begining of pcars there have been working some one else. When you look at Baysted previous jobs you may think he is more musician/artist than sound engineer with real “engineer’s approach”. Ofc i could be wrong. I hope he is going to improve pcars interior sounds.

      • Anonymous

        Agreed…its a matter of artistic stance to sounds, the way Simbins audio tech takes it. Pcars doesn’t appear to have currently.

      • Anonymous

        ” Infos from official forum says that at the begining of pcars there have been working some one else.”

        References please.

        Dr. Stephen Baysted’s first posting on the WMD forum is from 02-11-2011, a week before WMD opened. He has been with SMS from the very beginning. He did the sound work on GTR, GT Legends, GTR2, BMW M3 Challenge, Shift 1, Shift 2 and of course Project CARS…

      • carson

        as you wish. The guy that im talking about is Greg Hill. Look at topic named “car audio” on wmd forum ;)

        “Engine Sound Updates…
        I’ve added the Asano LM11 TDX engine sets for incar and exteriors.
        Fixed turbo and general SFX amplitudes for the Asano LM11 TDX.
        Added the Asano LM11 TDX AI engine set to the AI.FDP.
        Rebuilt the whole AI.FDP and thankfully this fixed the missing Asano X4 Touring AI engine set.
        Remixed the volumes of the Player and AI engines to achieve a more realistic amplitude for all camera views.

        So the new onboard and exterior engines to check out in the next build are:

        Leonus F77 Cromwell
        Leonus F68 Cromwell
        Formula B
        Asano LM11 TDX
        Asano X4 Touring”

        Do i really have to add something else? Its Greg Hill’s work

      • Anonymous

        “Do i really have to add something else?”

        No, that’s very good, thank you. Greg Hill was indeed with the project at the beginning, submitting good sound samples. MA
        any of the current sounds are said to be just placeholders (some obviously are), waiting for the actual sounds. Hopefully we’ll see (hear!) marked improvements in the sounds in general (I want that too).

      • pez2k .

        Greg Hill is still with SMS, he’s just been working on a sound project for another company recently (iRacing, rumour says).

      • Anonymous

        Greg Hill works for EVERYONE. He has been doing work for iRacing as well, he’s just the go-to audio engineering contractor for racing games.

      • Anonymous

        Well, I suppose the technically correct term is “back” with SMS – today Stephen Baysted posted that Greg Hill is back after an absence of 18 months. Ref: http://forum.wmdportal.com/showthread.php?14015-Please-welcome-Greg-Hill-back-to-the-pCARS-team.

        Stephen says this will free him up for more UI, pit-radio and music work. I take that to mean that Greg Hill will get back to work on car sounds. Apparently Greg and Stephen have been working together on all of GTR, GTL, GTR2, Shift, Shift 2 and FRL. Strengthening the sound team can only be good! :-)

  • Big Ron

    Same procedure as every week….one oddball went around and disliked every post. He must love the internet: doing exciting stuff without giving account for it.

    • Anonymous

      I’ve noticed the phenomenon. Your post was spared though! We’ll see how long that lasts now… :-p

      • Anonymous

        Oh no! We made the vermin angry! :- ))

  • honda

    I love this game MORE and MOOOOREEEe

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