Project CARS – Junior Build 164 Now Available

Slightly Mad Studios has released the newest Junior build of their WMD-powered Project CARS title, giving all members the chance to enjoy the latest version of the simulation.

Build 164 continues the studio’s push in terms of physics & force feedback improvements and adds a first version of the new lighting engine to the title.

Other new features in this build include a redesigned HUD and a first take on night racing alongside plenty of other changes as listed below:

Build 164 (2/3/12, Junior Member+)
MUST START A NEW PROFILE WITH THIS BUILD

  • Reduced suspension forces linearly for AI at very low speeds
  • FFB road noise and force balancing tweaks
  • Remove custom printf hooks on exit to make sure they’re not called during CRT cleanup
  • Shadow improvements to work with time of day changing
  • Add missing default for track order override property.
  • Tweaked Logitech rumblestrip force
  • Adding per-car tweakable values for the behaviour of the surface sounds
  • Weather fix for dynamic particle lighting.
  • Adjust shadow update threshold
  • Tyre scrub effect for more capable wheels
  • Fix for spot shadows
  • Disabled cloud domes on a toggle
  • Reduce jolt impact for player to vehicle collisions
  • Fixed order of in game exit process to prevent the intermittent return to GUI crash caused by particle deletion order. Fixed particle manager cleanup to prevent multiple calls to Reset function
  • Updated adjustment of friction factors of contacts between vehicles
  • Computation of relative velocity between vehicles in contact now uses velocities at contact point
  • HUD: added new minimal HUD
  • HUD: backgrounds slightly darker
  • Wtc and sky texture tweaks
  • Headlights turn off later, wtc edit
  • Loire texture updates
  • Ariel Atom 3 – cockpit glow texture
  • Asano TDX – cockpit glow texture
  • Asano TDX – Steering wheel glow texture
  • Caterham R500 – cockpit glow texture
  • Gumpert Apollo – cockpit glow texture
  • HUD: fixed broken lap gadgets
  • HUD: adding laptimes to all HUD variants
  • Reduced bump amplitude for bumpyroads1 from 2cm to 1.4cm
  • Hide car when rear looking from roof cam
  • Reduced adrenalin, stamina and concentration effects on AI
  • Added new HUD fonts
  • Quick Race and Display screens updated
  • Updated the TRDs and tracklists to appear in the correct menu order
  • Fixed Motec display colour
  • Fix for START button, and support for Min/Max opponent difficulty
  • Added HUD Motec to a few cars
  • Reduced headlight range a little
  • 5-10% reduction in tyre force multiplier
  • Added 64 grid support to AIW. TRD also updated. Tracks: Bologna, Connecticut Hill, Connecticut Hill Short
  • Improved DX11 tree shaders – increased alpha cut-off to match DX9, and moved alpha test to before dither to ensure it makes best use of alpha to coverage
  • New Connecticut exports
  • New Loire exports

Click Here To View The Changelogs Of All Builds Released During The Week

Build 163 (1/3/12, Senior Manager)
Moved hard-coded GameAudioManager skid sound tweaking out into SurfaceSoundConfig.hrdf. Updated the data to use HRDF instead of RTTI XML and removed old RTTI code/data
Widen race groove slightly
Weather system , new sphere dome
Reinstated phase 1 writing to trees, to block sun behind solid areas, plus increased phase 1 alpha test to prevent badly lit edges around trees
Wtc conditions removed to save texture mem
HUD: added generic Motec display
HUD: changed 3D elements for new minimal HUD
Temp sun disc stand in flare updated with proper one. new wtc added that uses hdr skydomes
Balancing changes – engine levels, exhausts, transmission, wind etc for all cars
Volume and 3D distance changes
New Northampton export

Build 162 (29/2/12, Senior Manager)
Fixed bug with “day lights” implementation which prevented light glows from appearing on them if the headlights were set up with a lens flare
Assign available custom liveries to AI.
Removed all the old wdf files as they are no use anymore.
Changed the cloud cover dds file to be clouds_shadow_heavy01
Set default weather clock speed to be 1 sec -> 1 min
Live editing enabled for all configs
Disable HUD vignette as it doesn’t play nicely with night skies
Shadows blurred by FXAA pass
Time scale factor at 60x for now pending GUI additions
Add start time and progression options
Fix for failing to load sky ring mesh
Fix for FXAA blurring shadows on DX11
Changed default race start time to 1pm
Updated camera positions for Formula B and X4
Cloud shadow textures added
Fix for sky dome not rendeirng hdr
Leonus F68: default steering ratio lowered to 12.0:1
Gumpert: changed order of liveries/paint in RCF
Ariel Atom 3 – cockpit glow texture. Doubled size
TDX – cockpit glow texture. Doubled size
TDX – Steering wheel glow texture. Doubled size
Caterham Superlight R500. Cockpit texture. Resized to correct size
Caterham Superlight R500. Cockpit glow texture. Doubled size
Gumpert Apollo S – Cockpit glow texture. Doubled size
Balanced AI tweakers so adjustments are not made based on race phase
HUD: New HUD design
Foliage shader conversion to fully alpha (with solid areas)
Formula A: physics update
Caterham – Stiffer tyres
TDX – Fixed damper slow and fast swapped. Re-adjsuted to suit
Fix shaders to stop DX11 suffering from dithered glass and trees

Build 161 (28/2/12, Manager+)
Filter out liveries with missing textures and validate profile data
Reset of custom DOF mode sets the camera focus to selected participant
Updated AI defaults
Fixed Ultra shadows back
Tyre sound thresholds adjusted to suit new tyres
HUD telemetry engine power and torque can show negative values
Adjust dirt buildup for a bit of dirt at race start and a lot at the end
Fixed bug in dirt generation
Reduce magnitude of FFB gear change effect for G25 and G27
Torque limiter and bump amplification, so that road is more visible during other forces
Racer car camera moved back and centered
Formula A: Adding more custom livery slots
Wheels shaders specular factor 1.0. Same diffuse reduction on both wheels shaders to fix evident blur transition
Fixed reported floating trees at Bathurst
Alterations to the chassis scrape sounds; using an additional bump sound and tamed scrape so that it’s more of a hit than before with larger forces and just a scrape with lighter forces. Needs further tuning and per car setup
Asano LM11: switched brake balance with fuel load on cockpit display
Leonus F68: Updated physics
New Bathurst export
New Asano X4 export

The new build is available for download on the WMD Downloads Page, new members can register here. 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.

GTOmegaRacing.com

  • Anonymous

    Screenshots look amazing, particularly that dusk one. 

  • Eric Zehnder

    I’ll head off the performance comments now: there were so many lighting changes and feature additions that they knowingly reduced the performance. The code is greatly unoptimized so FPS drops of 20-30% are to be expected. I’m sure they’ll be back to normal next week.

    For now I’m looking forward to my first tests at night!

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    Wow, exactly… Stunning.

    Where is that download page again ? Oh yes, click…

  • Ricoo

     Downloading now. :)

  • http://www.facebook.com/profile.php?id=557052351 Damon Clewlow

    Me too.

    Shame it won’t look so pretty on my antique mechanical computing machine. 

    Must save monies. 

  • Anonymous

    “Reduced suspension forces linearly for AI at very low speeds”
    Anyone know why? Was it too high before, or compensating for some other error?

  • Anonymous

    Maybe asking in the WMD forum will get you your answer as the devs hang out there.

  • http://www.facebook.com/people/Mark-Quigley/100002867982260 Mark Quigley

     lol
    How many things do you adjust while on your adventures in real life land?
    I just adjusted my chair so I could type, I’m not compensating for errors, nothing is wrong with my physics, could do with losing a few pounds but my physics are cool and I have no errors.
    What are you looking for? If its problems, things needing changed, fiddled with or completly redesigned, you will find them.
    The very nature of the software and what the folks involved are doing, you know finding bugs, reporting them etc…..

  • http://www.facebook.com/GCZPaulaD Paul Ad

     http://www.youtube.com/watch?v=SvivKQvwx_w

  • Anonymous

    I’m not trying to skewer them or anything. I’m a software dev and engineer myself, so these types of changes fascinate me.

  • Anonymous

    If I had an account I would ;)

  • Ricoo

     haha with so much invested in iRacing you don’t have 10 € left for the next big sim! :)

  • Anonymous

    I don’t have that much disposable income for iRacing either, let alone time to split between sims.

    I’m watching all of them, if any provide better online racing I’ll move again, I already did from Forza despite all my sunk costs there. Actually, I probably have spent more money on Forza still than iRacing.

  • http://www.facebook.com/people/Mat-Wake/592671037 Mat Wake

    you can sign up to the forum for free man..

  • Lemming asdfafh

    I getcha, it’s the sort of thing which doesn’t make sense without a fairly intimate understanding of the physics simulation SMS have running in pCARS right now. I’m curious aswell.

  • http://zerez86.blogspot.com/ zerez86

    I would love to convert the tracks of CARS to a proper sim :)

  • Big Ron

    Which proper sim? GTR2, rFactor, GT Legends? I laugh my ass off.

  • Anonymous

    This Sim is really coming along and this new build had a smile on my face when I jumped onto the track. As far as the jump in price of 10 euro for Jr. membership for monthly builds this is intended to wet your appetite for an upgraded tool pack and weekly builds but as a Jr you do get considerable content for the pack price. Also the forum may very well be the most active sim race related forum on the net where many different subjects are discussed and information shared. Oh and yes it is a proper sim but in Alpha State and the fine tuning that goes on as in any software development the elements can vary from build to build still I am not disappointed

  • Anonymous

    quit yer flame-baiting.

  • Anonymous

    They are proper sims BR so lets not start something here.

  • http://twitter.com/hsv45 Jann Dircks

    For some reason i have 20-30 FPS less than before…. :/ Same Graphic Settings….

  • Anonymous

    Didn’t know that. Can you post if you aren’t a member?

  • Anonymous

    I heard it’s due to the new lighting system being completely unoptimized. Something like a 30% performance hit.

  • http://www.facebook.com/people/Jorge-Araujo/100000064250617 Jorge Araujo

    Just astonishing for a software not even on alpha form.

  • Anonymous

    I thought I would do a Review  ! 

    Test rig
    Core I5 2500K  , 8GB Ram , Nvidia GTX 460   , 42″ 1080p tv , G25    I would say the test rig is in-line with an average pc at the moment.Graphics Graphics are fantastic I can have them on reasonably high , full car detail full textures 4X AA , shadows on low  ( even on these settings game looks nicer than all other driving games out at the moment  set to high)  I get 45-65FPS constant just me on the track doing laps and testing cars. Physics This is the main thing I want to cover as its the crux of the game and the point of a driving sim , The general handling is ok at the moment for an arcade game it feels very much like forza or a console driving game , It seems like the physics are designed around a joystick rather than a wheel, to try and explain this I will give two specific driving examples and try to explain them to convey the issues. Driving example 1)      THE CUSHION !If I am on a straight  and move the car from side to side its as if I hit an invisible cushion at the point at which the front wheels start to scrub, This is something I see in allot of console semi sim games (forza F12010 ,NFS shift) that are designed to be played with a joystick.    I think it is done because when you play with a joystick it is possible to go from full lock to full lock in an instant and its easy to do this by accident simply by knocking the joy pad. Obviously if the car had realistic physics  ( I racing , Netcar pro ) then the car would just spin off due to the front tires biting in.  But by having this cushion it stops a console gamer from losing it. With a wheel 
    its imposable to go from  +900 to -900 in under 0.02 seconds but the system is still in place so when i want to shift the car around to drive on the edge  on perpouse I am instead greeted with this Cushion that totaly dulls down the game play and depth found in driving a car on the edge. Another issue with this cushion is that if you really hammer it and push past the cushion then the car loses control with the back end sweeping around in a really sluggish and hard to recover way. This is compounded by the FFB turning into the the spin instead of away from it.   With a real car you can feel the back end creeping around and as a driver you can snap it back in line an instant using the steering and that’s one of the main skills of driving on the edge. Driving Example 2)   SHOPPING CART WHEELS 

    In general all the cars have massive understeer in C.A.R.S and this I believe is largely  a result of  THE CUSHION ! however there is an additional problem that if you go in to a corner with to much speed and have a slight lateral skid with all 4 wheels then its as if the wheels are all replaced with shopping cart wheels and you zoom of the track sideways. Of interest you can see this also happen in RF2 however the skid is far less pronounced in RF2 about 1/4th that of the C.A.R.S  skid , You can also achieve the same sort of sideways skid in Net car pro however that is 1/8th of what happens in C.A.R.S and half of what happens in RF2  ( in my opinion Net car pro has it spot on).  FFB

    The FFB in C.A.R.S seems like it could  potentially be decent one of the most notable differences with the FFB in C.A.R.S over allot of sim’s is that the wheel is stiff at slow speed and gradually gets less stiff as you speed up in the same way a real car works. This to me makes sense especially for a driving sim as its typically at low speed that you need the most FFB to tell if the back end is going to come out under braking or when pulling out of a slow corner. C.A.R.S FFB allso seems to be doing bumps and conveys track texture very well. Unfortunately the underlying physics are not good enough to properly evaluate the FFB You get no feeling of rear grip or rear wheel spin. The CUSHION is felt in the ffb so I have no way of knowing if the back end is actually coming out or if I am just hitting the CUSHION.  Under braking the back end ether stays in-line or we get SHOPPING CART WHEELS , Where as for example in RF2 and NKP I can feel the back end trying to come out under braking and then adjust steering or brake pressure to resolve it.On the subject of braking all the brakes feel very soft it seems overly hard to lock the back end up with all the cars even the single seat open tops. I think the pinnacle of braking can be found in ferrari virtual acadomy and some RF1 F1 mods where you can very precisely tap on the brake , lock or almost lock the back end up for a fraction of  a second to get a car to turn in or make a very very tiny adjustment mid corner and Its that kind of physics detail that makes me want to do lap after lap and put serious hours into a game/simulator.  It has to be said that C.A.R.S is nowhere close to that in its current state. FINAL THOUGHTS As a semi realistic arcade/simulator C.A.R.S is in the same league as Forza4  with all the fetures they plan to put in it I’m sure the game will sell well and could be the next console hit or one of the first Big hits for the next generation of console , I also think as a game with a game pad it has massive potential. As a simulator its just not there not even close They just need to get all there staff to play Netcar pro for a week and use that as a bench mark for how the cars handle.I pray to all gods and the spaghetti monster that they implement physics on a par with NKP or RF2 if they do then this game/sim could be the crazy dogs gonads.

  • Anonymous

    I don’t agree totally with alot of your thoughts but it was a good read and very constructive which is good to see for once on here.

  • http://twitter.com/Michael_42 Michael

    AIUI the forums are closed unless you’re a member.

    There might be some part of the forum that is open by registering, but I got the impression that you need to be a member to read, not just post.

  • Anonymous

    I think allot of the issue comes from trying to describe things with words , I’m not exactly a word smith. If I have time I might do a video review were I could demon-strait the specific physics in each game and show exactly what’s happening.

  • http://profile.yahoo.com/IVTRDYOF5EUFPK557EW4Z25LRI Terry

    Speed sensitive steering and a proper steering lock makes for a blissful joystick experience in rfactor, gtr2, gt legends, etc.

  • Anonymous

    Can I have a go of the Infant build?

  • Anonymous

    demonstrate

  • Anonymous

    Thats the thing , I have played RF1 with a joy pad and it can work fine without braking the car physics  ( sure assists are fine as well so long as they can be all turned off ) I also played LFS with a mouse and keyboard that also worked fairly well.

    I think what we get with cars is due to the fact that its the NFSS engine and built on the controls and physics of that. Also from a commercial point of view forza 4 style car handling might not be a bad thing as its what most console gamers would expect or even think of as realistic.

    Obviously from a simulator point of view its depressing.

  • Anonymous

    I have the same system as you and it runs also very good, but it doesn’t help the FFB.

  • http://twitter.com/ipitydafool Andrew

    TROLOLOL

  • Anonymous

    I think the issues with the FFB are from the physics engine , Try driving without applying counter steer at the most return the wheel to centre and reduce throtel a tiny bit. 

    Also test just throwing the car left and right when driving along you will see this is when the FFB seems to lag/not match up with what the car is doing the most.

  • http://zerez86.blogspot.com/ zerez86

    Don’t take my comment too serious ;)

  • Big Ron

     Of course they are. But where would be the sense to convert the tracks into engines, that look ten times older than pCARS? On the other hand all tracks are already available for those sims.

  • Big Ron

    Comparing pCARS with sims like iRACING, which are completely off reality due to its over sensitive car behaviour isn´t a good place to start with.

    Reading all your words, I guess your slogan might be “the harder= the more realistic”.

  • Richard Hessels

    I hope you also posted this “review” on their forum.

    Otherwise nobody who is capable of doing something about it will ever read it.
    Seeing the enormous amount of weekly updates, i can hardly imagine the boys have time to look somewhere else that their own forum.

  • Ricoo

     Criticising physics when playing with helps… Are you serious about simracing!!!???

  • wojtas maday

    If I could save my thoughts on paper I would not do it better.

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

    “The general handling is ok at the moment for an arcade game it feels very much like forza…”

    I already stopped reading there as it was getting laughable right there. The comment section of VirtualR for such a wall of text is exactly the wrong place nevertheless. Post it to the WMD forum.

  • Anonymous

    I agree I don’t like i racing for the same reason , personally i think  Net car pro has the best feel to it . 

    “The harder = the more reolistic” 

    NOT AT ALL Its well known that real race cars in terms of raw handling are far easer to drive than sim games The difficulty should come from squeezing out the MS not the basic car handling. 

  • Anonymous

    My point was its not close to  NKP, i racing , Rf2  at the moment in the depth of how the cars move,  but if you look at it as an arcade sim along the lines of forza4 then its very good , if you evaluate it as a pc sim then its not so good. 

    though that’s not to say with later builds and changes to physics it wont be a good pc sim. 

    I was not intending to write such a large comment I don’t think it does much harm people can ignore it if they want to. 

  • Anonymous

    I didn’t have any helpers on , my point was it feels like there is something like spin control on when everything is off. 

  • http://www.facebook.com/profile.php?id=100001976747586 Radek Żywczyk

    how to download??

  • http://www.facebook.com/profile.php?id=1499839993 Konrad Czaczyk

    Wow those graphics are great! But still, I’ll wait and see when this game becomes a real sim, then I’ll think about buying it. Its not just that the game is unrealistic, but from what I’ve read it still has the weird pushing problem from NFS Shift, which makes the game damn near undrivable with a wheel. Still, I hope this gets fixed and the game will be great to drive! Till then, I’ll look at the eye candy and dream of what next generation Sims will look like….

  • Big Ron

     Sorry, but you are reading the wrong posts, man. Pushing from NFS Shift and undrivable with wheel?

    You should open your eyes and do not trust the wrong guys.

  • Ricoo

    Do not take your thought for the only truth.

    For some it’s a good sim.

    It’s not because you say it’s not that it’s the truth.

    You should learn the two words ”FOR ME”

    You are not the supreme authority in simracing.

  • Ricoo

     If you trust the first noob comment then of course better is waiting than trying by yourself.

  • Ricoo

    Lighting is superb in this build. :)

  • Ricoo

    Caterham is a lot harder in LFS than Project CARS… You loose any credibility.

  • wojtas maday
  • Anonymous

    The cars are very easy to drive in C.A.R.S so long as you are not hovering around the limit and testing the car on the edge , you will see with real race cars that you can overdrive the car without spinning off  you will however be losing allot of time watch those BTCC videos i linked you to or on-board when people are driving in the wet the drivers can go crazy with counter steering and the car will remain very stable.  

    look at this video and you can see the problem with C.A.R.S physics 
    http://www.youtube.com/watch?v=x6sa8_Jpg9s&feature=related 
    when losing grip the cars get locked into this weird drift.    ( this still happens in the last build ) 

    http://www.youtube.com/watch?v=Skc_m2HgTCA&feature=related  you can see from this video how the cars seem to pivot on there centre independent from the tires rather than on the tires. 

    http://youtu.be/1XnP4rVXjRg?t=1m0s ( notice how you can power out of a corner and use 
    counter steering   to allow you to keep the power down and not lose or have the back end step out to far)   This is also possible in NKP

  • Anonymous

    Surely, the people reading his review are smart enough to know that it’s based on his own experiences and opinions.

  • wojtas maday

     I personally think that Shift 2 is a pretty good racing game. It requires indeed good set of both cars and the steering wheel in the profile. pCARS so far is not even close to shift1 / 2 not to mention the RF2 and nkPro when it comes to page of feeling the car. I am hopeful that soon the SMS team will fix basic things such as the FFB and the whole physics. Without it, this game will be suitable only for taking nice pictures.

  • wojtas maday

     I personally think that Shift 2 is a pretty good racing game. It requires indeed good set of both cars and the steering wheel in the profile. pCARS so far is not even close to shift1 / 2 not to mention the RF2 and nkPro when it comes to page of feeling the car. I am hopeful that soon the SMS team will fix basic things such as the FFB and the whole physics. Without it, this game will be suitable only for taking nice pictures.

  • http://www.facebook.com/profile.php?id=1499839993 Konrad Czaczyk

    I’m reading many different comments, and a LOT of people are saying its still pushing and that it still feels like Shift 1 and 2. Thats great that you feel otherwise, but watching videos from pCARS also showed me that it still pushes and looks like Shift 1 and 2. If you disagree, thats fine, but I think that from what I’ve read/seen, this game is still not a sim. And as I said, till the day comes that it is a sim, I will sit and enjoy the pics, since this game really is beautiful.

  • http://pulse.yahoo.com/_HEJQFMZIIWS55MFDYTKUR2F5KI Firefox

    Looks are deceiving.

  • http://www.facebook.com/profile.php?id=1499839993 Konrad Czaczyk

    Please watch the way this car behaves going through Eau Rouge, and throughout the rest of the track….

    http://www.youtube.com/watch?v=YzD-EeJtETg&feature=related

    And compare it to this….

    http://www.youtube.com/watch?v=npG_idf5C8M

    The game has a weird that weird “floaty” feeling that Shift had. Notice that the real Radical doesn’t defy the laws of physics, while the pCARS one does.

    And I never said the game sucked, yet some fanboys on here are treating me like I did. I just said it wasn’t a sim. You can’t honestly tell me that at this moment, this build physics wise compares to iRacing or rFactor 2, can you? A lot of fanboys here push people like me away from this game since its obvious I can’t voice my own opinion.

    Cue the “FINE WE NEVER WANTED ANYONE LIKE YOU PLAYING OUR AMAZING GAME ANYWAY!!!!!111!!1!!!” comments….

  • http://www.facebook.com/profile.php?id=1499839993 Konrad Czaczyk

    Please watch the way this car behaves going through Eau Rouge, and throughout the rest of the track….

    http://www.youtube.com/watch?v=YzD-EeJtETg&feature=related

    And compare it to this….

    http://www.youtube.com/watch?v=npG_idf5C8M

    The game has a weird that weird “floaty” feeling that Shift had. Notice that the real Radical doesn’t defy the laws of physics, while the pCARS one does.

    And I never said the game sucked, yet some fanboys on here are treating me like I did. I just said it wasn’t a sim. You can’t honestly tell me that at this moment, this build physics wise compares to iRacing or rFactor 2, can you? A lot of fanboys here push people like me away from this game since its obvious I can’t voice my own opinion.

    Cue the “FINE WE NEVER WANTED ANYONE LIKE YOU PLAYING OUR AMAZING GAME ANYWAY!!!!!111!!1!!!” comments….

  • Anonymous

    that’s build 91 mate.. nice one

  • Anonymous

    The new build plays the same for the most part with he same “push” “cushion” when you try to turn the car in sharp or make quick movements/tight adjustments. 

    On the other hand The graphics and menu are bloody good. Also the sounds for allot of the cars are WAY better than allot of games and sims. 

    Id give them 10/10 for graphics and general software design if they can fix the console car movement  ( plays very much like forza , f12010 , NFSs ) then it will be ace !

  • Anonymous

    Couldnt find any other vid of the radical, so I chose that one. Please, show me another video that is more current that disproves me though, I’d be glad to see what it looks like now!

  • http://profile.yahoo.com/IVTRDYOF5EUFPK557EW4Z25LRI Terry

    I got used to rf1 with a controller and twin joysticks (I also resist using aids) and feel like I had less control over the Shift 2 cars when I first played it even after sorting the controls out. It is sort of like training wheels on a bicycle… they help you at first but restrict you later.

    Granted I may not be 100% competitive with a controller in rf1 but it’s still loads of fun. I just can’t find that fun in Shift 2 and the like these days… maybe when I was younger as I was a Gran Turismo 1-2 freak as a teenager.

    Great graphics are great but don’t make up for gameplay. I hope they sort this out fully as pCars seems very interesting. However I am waiting for the final build so I can see if I want to invest in some new computer components.

  • http://profile.yahoo.com/IVTRDYOF5EUFPK557EW4Z25LRI Terry

    I got used to rf1 with a controller and twin joysticks (I also resist using aids) and feel like I had less control over the Shift 2 cars when I first played it even after sorting the controls out. It is sort of like training wheels on a bicycle… they help you at first but restrict you later.

    Granted I may not be 100% competitive with a controller in rf1 but it’s still loads of fun. I just can’t find that fun in Shift 2 and the like these days… maybe when I was younger as I was a Gran Turismo 1-2 freak as a teenager.

    Great graphics are great but don’t make up for gameplay. I hope they sort this out fully as pCars seems very interesting. However I am waiting for the final build so I can see if I want to invest in some new computer components.

  • Ricoo

    You know for some people rFactor is not a sim or iRacing has faulty physics. If you wait for the perfect sim, can wait until the end of your life.

  • Ricoo

    Maybe you should try to use words with their true meaning.

    ”Push” is not a fault is simracing, and ”cushion”, wait… that means nothing.

  • Ricoo

     In fact my remark was not for the readers, but for the writer who should learn modesty before claiming what he says has any value.

  • Anonymous

    I’m sorry but the latest builds are vastly different to any of the stuff you have posted so far. Is it perfect, no. But it’s miles better than those old builds were. I have looked on the forum and can’t  see any of your posts here over there. That’s the whole point of the project in that you should voice you opinion over there instead of posting essays here and then argueing with pCARS fanboys. If you feel strongly then post it there where it will be seen and answered.

    Seriously though if you think pCARS is ever gonna be like IceRacing then you are wasting your time with the project. It will never be like the old sims as it wants to be a realistic sim. Note i left NKP out there as i agree i would like pCARS to eventually offer the same fidelity and realism as NKP. The R18 and DTM are the only cars so far for me that are close to NKP, the rest need alot of work still, It’s the main reason i only race the above two atm but man there is over 12 months left for them to get them all like the R18 and DTM

    The SHIFT comparisons are a complete joke IMO.

    When someone mentions physics being bad and then mentions iRacing as being good then the post becomes obsolete for me. iRacing is the most unrealistic sim on the market today

  • http://twitter.com/Pascalwb Pascal Warboard

    Very good post, I agree i have same feeling with physics

  • http://www.facebook.com/profile.php?id=1499839993 Konrad Czaczyk

    Ricoo, can’t you atleast try to hide your fanboyism? Its really annoying….

    And you know why I can’t find any videos? Cause there aren’t any good ones out there. If you think there are, please, POST THEM. Until someone posts a video showing that the weird floatiness and push is gone, I can’t think any other way than that it is still there today. So instead of using your own words, get on youtube or get fraps and show me some kind of footage that proves me wrong!

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    Man, burden of proof of anything is on you…

    Instead of losing all this time searching for pointless proofs and accusing everybody who likes the project of fanboyism, why don’t you spend 10 little euros to join the development effort and help SMS steer pCARS in the direction that would please you, by democratically voicing your opinion where it really matters ? (WMD forums)

  • http://www.facebook.com/profile.php?id=1499839993 Konrad Czaczyk

    Nice strategy :P Because, I don’t feel like paying “10 little euros” for a product that I’m not sure about. And there are plenty of people saying the same thing as me, so I’m sure one person won’t change anything. I’m not saying that its impossible to make the game a real sim, I’m just saying that as things are at the moment, it just isn’t a sim.

    And here is footage from Build 164. Yes, it seems a little better, but again, floaty throughout the circuit. Although, I will say that it is better than the previous vid.

    http://www.youtube.com/watch?v=kAAQGtG-VPY

  • Anonymous

    Wasn’t gonna bother replying with videos but it seems people either choose to link old builds or cameras that never do any sim favours. Both of mine are from build 160 and 164, nothing whatsoever like the SHIFT games, if you think it does i suggest you go back and watch that Tommy Milner SHIFT2 video that was released of his hotlap

    http://www.youtube.com/watch?v=b9gJQoQjYHk 

    http://www.youtube.com/watch?v=1r2K1CsT0Qs

  • Anonymous

    Konrad, What part aren’t you sure about ?  What is there for any of the members to be sure about ?   10 Euros for a chance at shaping a sim is a bargain. What crap can you spend 10 euros these days ?  Take a chance in life.
    About 1 person changing anything…..  imagine if everyone thought that way – the forum would be empty.
    Let me tell you in two words how things are with pCARS at the moment…. Pre Alpha !

    Lastly if you remove all the understeer from a racing games, then you WILL have an arcade game.  Real racing cars have understeer.  I ca’t count how many times I’ve heard F1 drivers complain about it.

    You don’t really have much credance in your posts if you haven’t even tried pCARS and are going off videos and what other people say.   Understeer can be down to controller setup, car setup etc.  Also the physics are hardly finished.   If you want a voice, then join WMD and put your point of view across AFTER you’ve tried the sim and got things set up right.

  • Anonymous

    Konrad, What part aren’t you sure about ?  What is there for any of the members to be sure about ?   10 Euros for a chance at shaping a sim is a bargain. What crap can you spend 10 euros these days ?  Take a chance in life.
    About 1 person changing anything…..  imagine if everyone thought that way – the forum would be empty.
    Let me tell you in two words how things are with pCARS at the moment…. Pre Alpha !

    Lastly if you remove all the understeer from a racing games, then you WILL have an arcade game.  Real racing cars have understeer.  I ca’t count how many times I’ve heard F1 drivers complain about it.

    You don’t really have much credance in your posts if you haven’t even tried pCARS and are going off videos and what other people say.   Understeer can be down to controller setup, car setup etc.  Also the physics are hardly finished.   If you want a voice, then join WMD and put your point of view across AFTER you’ve tried the sim and got things set up right.

  • http://www.facebook.com/profile.php?id=1499839993 Konrad Czaczyk

    Just bought it, 19 minutes before I make up my own mind. I hope you aren’t wrong, since unlike you, I don’t enjoy spending 10 euros on a product that sucks…. But maybe thats just me

  • http://www.facebook.com/profile.php?id=1499839993 Konrad Czaczyk

    Just bought it, 19 minutes before I make up my own mind. I hope you aren’t wrong, since unlike you, I don’t enjoy spending 10 euros on a product that sucks…. But maybe thats just me

  • http://openid.wp.pl/knifesedge Knifesedge

     Wow, and they call this a sim?

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    Man is it gorgeous, it’s unbelievable ! Thanks for the vids.

  • http://www.facebook.com/profile.php?id=1499839993 Konrad Czaczyk

    First, I’ll start this off with an apology. The game is VERY different from NFS Shift. Yes, I admit, I was wrong about the physics (well with the cars that I tested). This game is not only BEAUTIFUL but its also a shit ton of fun to play! There are a few glitches but it is a “pre-alpha” so I can’t really complain too much. Very much pleased with my decision to buy it lol

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    You’re not spending money on a “product”, but investing in the development of a game. It IS NOT FINISHED. And for those 10€, you’ll be able to test it and follow the development for the next year and more ! 
    If you think that something “sucks”, then please do tell that on the WMD forums, but in a polite way, and I’m sure if your issue is valid, it WILL be heard. 
    If you’re not interested in helping the development and think the game isn’t finished enough for your enjoyment, just wait for the next monthly build to see how much has been accomplished until it’s released. 
    It’s hardly 10€ thrown out the window, if only for the opportunity of watching an amazing team of developers work under your own eyes…

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    “Although, I will say that it is better than the previous vid.”
    And that’s exactly what pCARS is all about. It’s really exciting to see the evolution every month (or week depending on your investment) !

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    “Although, I will say that it is better than the previous vid.”
    And that’s exactly what pCARS is all about. It’s really exciting to see the evolution every month (or week depending on your investment) !

  • pez2k .

    Glad to see you’ve changed your mind, I hope that eventually all of the skeptics can be convinced to at least give it a try. It’s also good to see someone honest enough to admit that they’d misjudged it at first sight, makes a nice change from the really hardline pro/anti-pCARS comments people post on these articles.

  • pez2k .

    Glad to see you’ve changed your mind, I hope that eventually all of the skeptics can be convinced to at least give it a try. It’s also good to see someone honest enough to admit that they’d misjudged it at first sight, makes a nice change from the really hardline pro/anti-pCARS comments people post on these articles.

  • Anonymous

    Nice going Konrad. Glad you like it.  You`ll definitely get your moneys worth.

  • http://www.facebook.com/people/David-HH/645564313 David HH

    Still Leo Bodnar Sli-pro not supported? That’s why I not gone buy it. Real sim with no sim hardware supported.

  • http://www.facebook.com/people/David-HH/645564313 David HH

    Still Leo Bodnar Sli-pro not supported? That’s why I not gone buy it. Real sim with no sim hardware supported.

  • http://www.facebook.com/scala.giovanni Giovanni Scala

    LOL, go to eksimracing instead to complain at sms…

  • Anonymous

    What made you change your mind Konrad into buying it? And i really respect you for coming on and admitting you were too quick to judge. Yes it has it faults but it’s 4 months old with an awful long way to go. Kudos though man.

  • Richard Hessels

    pCars it’s not even an alpha…

    So if somebody manages to write plugin..
    It could be that in a week in won’t work anymore.
    Because big parts of the code changed.

  • Big Ron

    Sorry, mate. We are in build 164 and not 91. But nice try. In conclusion you have no idea what you are talking about.

  • Big Ron

     Sorry, but now you show a video played with controller, where several tweaks and aids are in to make controller steering possible.

    Just take videos by BNismo and you see how good (not perfect) it drives.

  • Big Ron

     Yes, there are glitches and not just a few. But you will see that from build to build, how great it is to see improvments made in the development.

  • Big Ron

    Try to understand, that they are in pre-alpha build. You know what that mean? Building up the content and features, complete coding and including content. They not even have support for all wheels and drivers, yet.

    It´s annoying always seeing people expecting a complete game in this stage. This clearly shows me, that most people don´t have any clue about game development.

  • Big Ron

    Try to understand, that they are in pre-alpha build. You know what that mean? Building up the content and features, complete coding and including content. They not even have support for all wheels and drivers, yet.

    It´s annoying always seeing people expecting a complete game in this stage. This clearly shows me, that most people don´t have any clue about game development.

  • yorch sincla

     I still think the FFB and the handling needs a lot of work, i don’t find them comfortable.

  • yorch sincla

     I still think the FFB and the handling needs a lot of work, i don’t find them comfortable.

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    Respect for the attitude, very cool of you !

    Glad my strategy worked ! (just kidding ;)

    It’s true that viewed from “outside”, it is not easy to understand how early in the development pCARS is due to the already amazing graphics… Imagine what we’ll get when the game will be as advanced in the other departments ! 
    Also the graphics is the most obvious thing to program, everyone can see how better looking a technology is, but the input (wheels) and physics is something much more subjective so SMS really needs OUR input about it. Usually, game input is the last thing developers work on (even SMS on Shift implemented the wheels very late) so the fact they’re VERY actively working on that aspect from the start is a VERY good sign.

    Anyways, welcome to project CARS, fellow member :D

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    Some take longer than others, that’s why we have to keep explaining…

    We’ll get there, eventually, don’t despair Big Ron ;)

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    Me neither, but it’s changing so fast for the moment I don’t despair. When I really want some good FFB and handling, I have rF2 ;)

    If you have a Fanatec wheel, there’s still a bug in Fanatec’s driver that SMS can’t do anything about, things will settle in the next few weeks I’m sure. Thomas is beta testing the CSW, probably doesn’t have much time to go back to the driver for the moment.

  • Anonymous

    FFB and handling is much improved, lighting is awesome and night racing  and LM24 track will be the best when finished great elevation and road markings,( drop the hills in the background not real and spoil the track for me) can’t wait for the trees to be added .

    10 euros for a new monthly build is outstanding value, and seeing a racer get built in real time is satisfying…keep up the good work SMS and don’t listen to the haters, there’s people posting negative  comments on here and have not even played the game !

  • Ricoo

     Don’t praise too much the game or you will soon be accused of fanboyism… if you see what I mean. ;)

  • http://profile.yahoo.com/MKC7KDLWBR67UXZJF6A7GYPFPE Todd

    This is a very good build.  To me the handling has improved.  But there is one little problem.  Has any one had a replay problem after this recent build.  My replays stop after about 10 seconds. This has never happen before. Is anyone else having this problem, or is just my crazy computer.

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    For technical issues, you better ask directly on WMD forums… Check out this thread : 
    http://forum.wmdportal.com/showthread.php?3751-Build-164-Replays-freeze-within-a-few-seconds.

  • Anonymous

    Yes they do.  You should learn to deal with it.

  • Anonymous

    I’d say at this rate the game is 10 builds off from having  simulation type car control , as it is it plays like forza 4  

    they have gradually improved it but the core control and physics issues still remain , thing stopping them from changing the tire code totaly , or tweaking it to the point that it becomes good as a simulation. 

  • http://www.facebook.com/profile.php?id=100001061294656 Rhys Gardiner

    That second video you referred to has nothing to do with car physics – it’s already been said by the devs that the current orientation of the swingman camera is making it appear as if the cars are pivoting on a centre point when they really aren’t.

  • http://twitter.com/feels3 feels3

    You should learn to deal with that for someone C.A.R.S isn’t a sim.

  • Anonymous

    Yes it does ,  I am fully aware that the rear cam makes the car look like its moving different than it actually is , the wind shake effect they have on the cam does this as well. 

    Its still a fact that the cars have strange grip in drifting situation or situations where you would be driving on the edge. 
    play Netcarpro and then go into C.A.R.S and compare the amount of depth / feel / stability NetcarPro has over C.A.R.S   granted cars is in early alpha so it will probably get better over time and if they fix the physics or get it close to a simulation level then the game will be fantastic. CARS has fantastic visuals and its one of the few games to have on-board camera shake that’s imersive but not distracting , the lighting and in car shadows are also amazing and the sounds for most the cars are way above other sim’s on the market. 

  • http://openid.wp.pl/knifesedge Knifesedge

     This approach of constant defending such unquestionable flaws and bashing/banning people who expose them is what in my opinion hurts the development of this game the most. Why? Because it makes me think that they don’t/don’t want to see anything wrong with these flaws and they won’t do anything to fix them.

    BTW: if you look closely, you can notice that there is not even a tiny bit of counter steering in this second video.

  • http://www.facebook.com/people/Alex-White/655487760 Alex White

    I wonder if i can get closer to the right hand edge? :)

  • http://www.wiflba.com/ mc2w

     Exactly this, apparently the next builds will have optimizations that will bring that framerate back up.

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    Hahahahaha you troll ;)
    Good idea, let’s check it out :P

  • http://www.facebook.com/profile.php?id=100001061294656 Rhys Gardiner

    What I referenced was not a flaw, but a misconception. 

    And the video is of build 139. There have been many improvements in the physics since then, with the race cars being a tad more oversteery. I should know, I’ve had to countersteer quite a bit when driving the open-wheelers…

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