Project CARS – Junior Build 144 Out Now!
Slightly Mad Studios have released the newest build of their Project CARS title and since it’s the first Friday of the month, Build 144 is available to all members including Juniors!
The new build includes all the vast improvements made to Project CARS in the past few weeks, including a completely revamped input & force feedback model and much improved physics based on feedback from professional race driver Ben Collins.
Furthermore, the new build introduces an all-new car as members get the first chance to drive a first version of the 2011 Formula A, a top-level open wheeler with state of the art aerodynamics and more than 700hp of engine power.
Other Important Features in This Build
- Race up to 64 AI cars
- Ultra high detail car models
- Fully-adjustable AI
- Improved UI including controller & setup screens
- New liveries for various cars
- Multi-class racing
- More powerful Leaderboards system with web access
- Driver animations including leg & fingers micromovement
- Improved versions of various tracks
- Track map added to HUD
- Physics & graphics updates for various cars
- New legends driver model & helmet
- …and much, much more
Click Here For The Full Release Notes
Build 144 (3/2/12, Junior Members +)
MUST START A NEW PROFILE WITH THIS BUILD
Increased threshold for engine vibe at high speed/revs
Updated run-time creation of wheel collision shape and wheel render mesh setup, so the corresponding actor can be created at wheel offset instead of vehicle origin.
Added wheel shapes (updated according to wheel pose) to vehicle actor to detect wheel-to-wheel contacts.
Added wheel helper shapes to vehicle actor to retain basic collision response for wheels.
Forces and damage resulting from wheel-to-wheel contacts are applied to vehicle.
Added support for factor (specified in data) to adjust the amount of effects applied on wheel-to-wheel contacts.
FFB impact force more authoritative (requires new profile)
Threshold for wheel detach caused by damage is now used also for detach caused by wheel-to-wheel contacts.
Fixed intermittent loss of control response (e.g. cycle hud/info).
Restored wheel-to-wheel contacts between AI vehicles.
Added tweakers for wheel contacts
Enable dev pause in all configs
Fix default livery not showing up in menu at first for new profiles.
Game server protocol changes:
- Added support for alternative game server port received from the redirector. This will allow us to switch to Java-only server easily in the future
- The game will now request replies to be in the formatted text format. This argument is ignored by the PHP server as it does not support any other format, but will be required once we switch to the Java server
- Added handling of free trial login replies
Game server protocol changes:
- The game will now request replies to be in the formatted text format. This argument is ignored by the PHP server as it does not support any other format, but will be required once we switch to the Java server.
FFB updates: subtle weight transfer force mixed in. Adjusted grip curve and logic to help with sudden step down of motor response
Stop car and sound effects audio from switching off post-race, since there’s no post-race sequence that requires them to be switched off
FFB: fix for spring force remaining active during locked wheels (bug introduced in my previous checkin)
First pass of code to support new track selection flow
Lowered soft surface roll tweaker to stop cars rolling as easily.
Optimized tyres for the bigger camber angles, Upped brake torque 5% and increaded brake heat to get them in the optimum range more consistently, Change brake glow temp to match 450-500C
Caterham R500: now includes INTERIOR_LADX in ultra detail
Leonus & Racer: add damage replacements for ultra detail
Changes for AI stabilty. Chnaged grips and slip splits for the AI tyres. Adjsuted the damper multi reduction and torque stabilty in the CDF
Dropped AI attempted corner grip usage to help AI.
Formula A tyres tweak.
Formula A lighter steering specular for Fresnel material
Formula A tyres material update, fresnel material added to steering wheel.
Mirror texture tweaked
HUD: Replaced mirror with a rectangular one, added glass over Formula A display
Belgian Forest trees first pass
Added the track maps to the xml and tested they work in game – updated the maps to get the improved green colour that was requested on the bologna map
Boosted the car-car collision sounds further, and dropped some damage ones correspondingly in the FDP
Fixed front right wheel offset for Formula A
Remainder of tyres set to 20C starting temp, Ariel Atoms, Radicals, Caterham, GP1977, Gumpert Apollo
Allow 64 cars at California.
New AIW with new cut tracks, corridors tweaking, and a new raceline recorded with the Formula A at Belgian Forest
Fixes for semi-transparent background, selection, and addition of Cancel button on UI
New Atom 300 export
New Formula A export
New Leonus 86 export
New Racer l4 and V8 export
New Bathurst export
New Begian Forest export
New California Raceway export
New Northampton export
Build 143 (2/2/12, Senior Manager)
FFB: bad var init causing wheel rotation on spawn
FFB oscillation fix
AI UI difficulty tweakers phase 1:
AI config panel and app links
Profile saving/loading of AI config variables
Accessors for AI config variables
Pass proile AI config variables to AI systems
Utilise overall difficulty and aggression in AI systems
Only autoload tuning setup upon entering tuning screen when requested from GUI data.
Improved low speed tyre model
Adjusted grip point debug screen to show correct state
Fixed CSM mesh rendering correctly with threading changes
Add menu option for controlling camera shake effects
Added LEGENDS driver + driver animations
64 car support at Spa – needs AI work :-)
Steering Lock changed to degrees (was previously percent)
Added Formula A digital HUD display
Formula A: tweaked roof cam position
Initial Pass of the Formula A physics. 740hp, 640kg, aprox 3000lbs downforce @ 150mph. 7 speeds.
Aries – default driving line changed and variations added for when new code is added later.
Formula A – LODX and CPIT tires have 60 segments now instead of 40
Aries – tweaked driving line 04 texture
Formula A – skinned LODC tires, made new CPIT from LODX
Placeholder FormulaA engine sounds are now scaled to match the physics rev range, so it sounds better. Scaling will be removed once the audio/physics match properly
Added placeholder AI engine sounds for the Formula_A. Also fixed R500 using excessive memory and the default settings for non-PC platforms.
1LM11: damage fixes for ultra detail
More changes to the Formula A for accuracy. Dialed in drag, gearing, tyres and blance.
Formula A : tighter grip 1pv, higher sitting driver from 3PV
Added AI sounds for Ariel Atom Mugen and ArielAtom 300
New Bathurst export
New Belgian Forest export
New X4 export
New LM11 export
New Formula A export
New Leonus 68 and 77 export
Build 142 (1/2/12, Senior Manager)
Added Formula A
Updated animations for 3PV/1PV for the Atoms
Added 64 start spot using the 24 hour (non F1) spots going up the hill and through La Source
BACK button now works on gamepad
ASSIGN control keys now on click/A rather than Square
F68 and F77: Ultra detail fixes
New liveries for the Superkart
Calibration menu tidied up, buttons added to Controls screen to avoid discrepancy betwen mouse and keyboard input
Fix wheel lock selection using mouse and add support for multipe sliders
Fixed ultra vehicle loading
Add jitter tweak GUI option
‘info’ type steering wheels are now static when the ‘wheel/driver in cockpit” option is set to off
Formula A export
Leonus 68 and 77 exports
Since this is a Junior build, all these improvements can be experienced for a one-time price of 10€.
Aside from monthly development builds like this one, Junior members also receive full access to the busy WMD forums where they can follow the development of Project CARS, talk to the developers and help shape the title as it progresses.
For more info on pricing and benefits of membership, check out the WMD website.