Project CARS – Junior Build 272 Available

Slightly Mad Studios have released a new Junior build of their Project CARS title, allowing all members from Junior level onwards to experience the latest developments made on the WMD-powered title.

The new build marks the first time Junior members get to experience plenty of the signifcant developments that have been added during the past month, including the spectacular fully dynamic cloud system.

Build 272 (3/8/12, Junior Member+)

  • Adding trd properties to allow use to be able to specify the center of the track
  • Now able to set the center of the tracks for clouds and skyring
  • Added logging to session message manager
  • Online:
  • - HttpApi now has a Unicode interface
  • - Changed services using HTTPAPI so that they use the Unicode http api, instead of each service doing its own conversions
  • Launcher:
  • - The error message in case of invalid username/password will be much clearer
  • - Added compile-time defines to point the launcher to the dev server
  • - Added configurations that define these defines
  • Belgian Forest – updated trees for paddock area
  • Eifelwald. Tweaked textures/PSD files
  • Badenring – add viewer lights and fix positions few static assets for new marshal huts
  • Tweaked lights around pitbuilding to avoid dark areas
  • Adding spotlights to Badenrings
  • Launcher: new executables
  • Integration to handle new speech data format
  • BFC Kerb texture updates
  • Badenring – add new and imrpove textures
  • Added new temp textures for Eifelwald, first revision
  • Bathurst 3D eucalyptus instances, statics and instances
  • Billboard bush instances for bathurst
  • Lotus 49: drag adjustment. top speed now back up around 190mph
  • BAC Mono: fix for tabs and spacing in the CDF (readability issue)
  • BAC Mono: re-balanced aero to factor in drag torque effects. Shift from 120% rear to ~85%. Small other setup tweaks to fit with this change. Wider tuning ranges
  • Eifelwald textures improvement
  • Connecticut Hill – Added Track Centre Data to all TRDs for Cloud rendering
  • Pagani Huayra: Added support for custom liveries
  • Caterham Classic: Fixed overlapping front fender UVs + custom livery support
  • New Badenring exports
  • New Belgian Forest export
  • New Eifelwald export
  • New Memphis export
  • New Test Track export

The new build is available for download via the Project CARS launcher available 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€.

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

Build 271 (2/8/12, Senior Manager)
Online logging cleanup:
- Removed Sabre’s implementation of LiveLog (conflicting with OneSock’s, missing features)
- Added category support to LiveLog. Logging levels (verbosity) can now be specified per-category in DevModeConfig
- Exposed OneSock’s LiveLog singleton to Sabre, which defines its own log categories
- Switched Awards code to use the global OneSock log
- Fixed potential buffer overwrite when logging long strings
- Non-Info logging levels now use the correct BLog call, they will now be correctly logged as [Warning] and [Error]
Storage: Implementation tweaks, const corrections.
Moved Storage module into Base namespace.
Moved Storage system from SaveGame to Base.
Added few OneSock lock safety checks.
Bathurst/Bologna – Track Centre data test for Kevin (To help with Cloud and Skyring development)
Pagani Huayra cockpit glow. Gauge reflection polishing.
pass3 3D eucalyptus trees (set shadow cast and shadow receive for 3D LODA)
mip and coloradjust for tree texturemap
Cameras: set up on-car cameras with new feature to ignore world movement
pass2 3D eucalyptus static instances
Eifelwald-Texture
Eifelwald – improved kerb texture
Changed default DevModeConfig settings to enable OneSock logging.
Updated DevModeConfig with new OneSock+Sabre logging categories.
Caterham classic: new expoprt

Build 270 (1/8/12, Senior Manager)
Added debug-only function to check if the OneSock lock is locked
Added online interface for session messaging
Hooked session networking’s callbacks when session members are joining/leaving and when a new game packet is received
Camera: Added new property that allows a certain camera to ignore the profile setting of world movement dampening, and use the full value
HttpApi:
- Moved construction of extra HTTP header fields from the downloader to each connection setup, to potentially allow each connection to use different headers.
- HTTP download parses and remembers the content-type and charset of the reply.
- Added getter to retrieve server response in an Unicode string.
Launcher: Fixed case-sensitive comparison of Content-Type charset header
Parameter type fix for stream close calls
Implemented handling of incoming packets:
- Send back ACKs when Guranteed message or Sequenced message part is received
- Store incoming Sequenced message parts and reassemble them once all parts are received ; ignore duplicate parts and parts of a sequence received after the sequence is finalized
- Turn incoming Event messages into App Events and send them to App for processing
Minor fixes/additions after testing with GamerProfile integration
Launcher:* Usernames and passwords are set correctly to the server, regardless of characters used
Updated Eifelwald textures
Memphis: New AIW for new geometry changes. New main and race path with corridors. Still needs pit lane path
Checking in WIP FDP for integration. Still needs lots of tweaks and balancing. Will probably require separate set for Formula A and 1 cars
WIP AI for Formula A based on new player car audio
Pagani Huayra cockpit glow texture. Gauge reflections minor fix
New Pagani Huayra export

Build 269 (31/7/12, Manager+)
Setup default BDbgMetrics module configuration in BaseConfigure
Added Timer Test Manager with basic timer metrics
Added hybrid timer test
Enabled BDbgMetrics module in all configs
PC Session CPU Info now also contains strings for the Architecture, Processor Type and CPU Status, instead of just the OS int value
Updated BDbgMetrics macro so that objects can be Broadcast via either the default byte array method, a member function or a custom callback
Metrics file saving is now disabled by default
Added App title and build version to metrics session info
Metrics session platform now includes CPU details
Launcher: OK button will be disabled in the login dialog if username or password is empty
Launcher: Application now uses Unicode API
Ghost system:
- Added API for accessing save game ghosts to the ghost and cache manager.
- Implemented save and load ghost from/to saved game.
Implemented Storage system
Change to how we render the sky rings so that they can allow the clouds and moon to go behind them
Tweaks to audio levels
Further changes – new rumble layer, levels, dsp and pitch changes
Adding exhaust rumbles to Formula A engine set to test
Low and high pass filtering added for in car onloads

Build 268 (30/7/12, Senior Manager)
Session message manager WIP. Subtasks implemented:
- Management of free message pool, outgoing message queue and guaranteed message queue.
- Message sending – standard, guaranteed and sequenced
- Guaranteed message resending and handling or received ACK messages
- Outgoing queue throttling
Tweaked viewer lights to avoid dark areas on pit building
Tracks, Eifelwald. Tweaked textures – PSD files, 1st commit
Tracks, Eifelwald. Tweaked textures
New engine set for Formula A
Level and dsp tweaks
Switched to new engine based on the 98T with extensive dsp and car specific tweaks
Updates to levels
Formula A engine update new version (samples)
Adding updated FA interior sounds – more towards TV style interior shots
Fix for instance billboard trees
Eucalyptus statics 1st pass
Various cars: engine idle adjustment so they don’t drop too many rpm simply from dropping the clutch in neutral
Eifelwald: Logo Changed to Yirotires

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

    I ‘m still holding out for the changed tire and car physics , will be exciting to see how good it drives when they finally implement it. Though I suspect it will be a good few months until then.

  • http://www.facebook.com/profile.php?id=1711429307 Chris Wright

    There’s a long, long way to go with this title, so we’re going to have to be patient. Having said that it’s easier to be patient when you’re getting weekly updates – ISI please take note :-)

  • Mark

    ISI has a way smaller team and budget. And frankly, as physics are concerned, SMS is far behind.

  • http://www.facebook.com/profile.php?id=1711429307 Chris Wright

    Agreed, but equally ISI doesn’t charge less to be involved in their beta, in terms of entry level.

  • http://www.facebook.com/profile.php?id=651061014 Andy Bee

    It’s definitely coming along. ZondaR at Bathurst is a lot of fun. Keep up the good work.

  • Anonymous

    Far behind? light years behind you mean :)

  • http://www.facebook.com/people/Robert-Every/678881382 Robert Every

    They might not charge less, but there has been a vast improvement in the Beta since release, and charging less means you get less, an equivalent price in ISI gets you less builds yes, but online play and less hassle if you criticise. A junior membership gets you monthly builds and little else

  • Big Ron

    Yeah, and ISI needed far over ten years to be were they are with their physics engine ;) How old is the Madness Engine? 4 years?

  • Anonymous

    If its four years old, they will get their physics model right in another six years time, roll on 2017 ;)

  • Kendra Jacobs

    Vast improvement yes, still simcade though which boggles my mind even though I know its early development and I know there is a new tyre model comming out.

    They had Eero Piitulainen working for them (I heard he isnt anymore), he was the brilliant guy behind Richard Burns Rally and Drivers Republic Beta which had freaking outstanding physics. That game came out as Beta back in I think 2006, the guy was a master, then he gets hired to work for Project Cars and this is what he can come up with? What the…????? From his mastery physics of Drivers Republic in 2006 to this simcade physics? Clearly he was either being SUPER restrained on just how good/real he could make his physics, or its the core physics of the game engine itself that just isnt up to the task, because Drivers Republic BETA from freaking 2006 was about 835 times better than PCars, it was BACK THEN in BETA on par or around what rFactor 2, Game Stock Car and Netkar Pro are.

    Clearly something very wrong is going on there in the physics department when this guy can do a masterfull job with Richard Burns Rally and Drivers republic in the early to mid 2000′s, but then comes up with crap (relatively speaking) when he gets hired by some big company looking to sell and make money.

  • Anonymous

    So
    Piitulainen is not working for WMD/SMS any more? Can you verify that?

  • Anonymous

    Formula A now sounds like what we had in a 1990′s console .

  • Anonymous

    It’s still an improvement over the previous ones.

  • pez2k .

    He seems to have left during or after Shift 2. His replacement is ‘AJ’. This has been mentioned by one of the higher-ups at SMS, probably Andy Garton or Ian Bell, in one of the physics threads.

  • Skytrill .

    Hi Kandra.. did Driver’s Repuplic BETA needed an online activation to work or we can still try it today? I’ve always wanted to try this simulation as it looked so promising back then but I’ve been unsuccessful finding it.

  • http://twitter.com/clivelomax Clive Lomax

    Weird, whenever I pick the Badenring, (hockenheim) Im in the garage with the shutters down and cant drive out….. Strangely, doesnt happen with the Historical circuit.. This happen to anyone else??? Hmmmm…..

  • Eric Zehnder

    So, what I gather from this post is that you don’t know who developed the physics and although nothing about the physics engine has been set in stone including an entirely new tire model – your mind has been boggled with its ‘simcade’ physics.

    Sounds like most criticism so far. A new sim with a vastly unfinished physics engine takes time. You all gave sims of the past time to be great. Please do the same here and then judge when it’s complete.

  • Eric Zehnder

    I’m really not a fan of the new sounds for the Formula A. I wasn’t in love with the previous sounds but these ones sound quite bad so far.

    Like everything, I’ll give the devs time to finish it.

  • Eric Zehnder

    Light years? More like a universe away, amirite?

    ಠ__ಠ

  • Anonymous

    I think you can drive through them ;)
    All those garages will get reworked with equipment in it etc anyway so just placeholder stuff right now..

  • http://twitter.com/clivelomax Clive Lomax

    no, tried that, just crash into it ah well, strange though..

  • Anonymous

    I don’t think the sounds are actual samples from a real f1 car,

  • http://racingrenders.com/ F1Racer

    Yep, same here. I just reverse a little and exit through the open garage door on the right.

  • http://racingrenders.com/ F1Racer

    Agreed.

  • Anonymous

    Someone correct me if I’m wrong, but I think that there are no real samples in the game. It’s all synthetic (of course it’s “based on” some real samples, but I’m talking about recording sessions with real counterparts of the cars in game here). The first cars to get the real samples will be (maybe already are?) the Pagani cars. SMS did a recording sesson with those. Not sure about the others. Anyway, all the sound samples and sound systems are still very WIP (and by that I mean the audio todo list is huge), latest improvement should be new backfires added in following builds.

  • http://www.facebook.com/profile.php?id=100003712360365 Lachlan Salter

    my frame rate has taken a big hit in the last couple of junior builds, im now hanging in the 20s, probably the clouds :(

  • Big Ron

    Stupid comment. People comparing apples and oranges. Nobody seems (wants) to remember that ISI didn´t build their physics engine from yesterday to today. But funnily every other sim developers seems to have to to be accepted by the deferential and respectful hardcore simracing community.

  • Anonymous

    Well I think the cars drive pretty darn good right now there surely is a lot worse out there so with that said any improvement is like icing on the cake.

  • Anonymous

    Sorry I do not agree and yes it is personal opinion. I don’t really care for the physics in rF2 at the moment. Just me. It’s like GTR2 and rF1 I thought GTR2 was a much better game and has the award to prove it.

  • Anonymous

    I am a big fan of ISI titles it’s basicly where I got my start so they were pretty good years ago. The whole thing is there is a lot more that goes into a game than just car physics and at the moment ISI is a Universe behind in those areas. Like I said in my above post both GTR2 and rF1 are great titles but GTR2 gave me much more enjoyment in many aspects and I think that will be true with pCARS as compared to rF2. No comparrison really pCARS is much better overall.

  • Norman B

    Your not alone, I’m thinking the same…

  • Mark

    There’s no way to turn them down/off individually?

  • http://www.facebook.com/profile.php?id=720446041 Nazirull Safry Paijo

    When it says PS3 and xbox, u already know the kinna ‘sim’ that u gonna get

  • Anonymous

    Richard Burns Rally was so “bad”, it even came out for PS2 and Xbox.

  • Eric Zehnder

    A console is a PC that you can’t upgrade. You can take any game that is made for PC and port it to console without changing much. Usually the limiting factors are how easy it is to patch and video card performance.

    Physics aren’t usually CPU limited and FFB is down to getting a PS3/Xbox 360 compatible wheel.

  • http://twitter.com/sigmatc24 Sigmatc

    Have you noticed an improvement in Road FFB. It feels much alive now.

    But the physics still needs a big improvement. I drove the historic Lotus. Well no comparison with the Brabham in rfactor2. A way to go

    But It is going the right way I think and I hope. We’ll have surely nice things to come

  • http://www.facebook.com/profile.php?id=720446041 Nazirull Safry Paijo

    really says wut kinna brain u have…no one says its gonna be ‘bad’. Pls read carefully.

  • Anonymous

    Wow.

  • C4

    Doesn’t work anymore.

    Never
    heard of beta version though, the first and last closed / public version
    was pre-alpha as far as I know.

  • C4

    There’s a difference between building a complete physics engine and having influece on the actual game / sim and supplying some physics assets and then relying on some devs to build the actual cars and parameters. Obviously it’s the game the devs want to build see Shift, Shift 2, Ferrari and pCars (to be fair, they ironed out a lot of weirdnesses in the latter) . I don’t know if there ever was a major overhaul to physics after his work for Shift 1. I don’t see him involved in any of the games development and cars’ handling / parameters. RBR handling is quite easy to f… up with modding if you don’t know what to do. And so is rFactor – thankfully a lot of guys gained extensive knowledge of that engine, like the guys that did GSC (Reiza) ! :)

  • http://www.facebook.com/alan.dallas.1 Alan Dallas

    The Pagani’s use actual sound Samples already. I’m not sure about any of the others other than the Apollo I think is using a real sound sample for interior.

  • http://www.facebook.com/alan.dallas.1 Alan Dallas

    How about this… reserve your judgement and mini-reviews for when the game is complete. They’re not even near 50% of the way into setting up graphic assets, cars and tracks. Which is were the main focus is right now. If you are a Member of pCARS you would know this already but a guy named A.J.(who doesn’t post on WMD forums) and Andrew Weber are still working on the new Dynamic brush tire physics system. Search for “A.J.’s Thread” on the WMD forums and all will be revealed.

    Peter Arbet is working on World, general car physics and Weather System Physics.

    S2U’s physics was a Static Brush Tire model BTW and was directed by EA to be that way for player accessibility reasons. It was never meant to be a dead on balls accurate Simulator(S2U that is). You can’t blame Eero for what he was directed to do by the upper ups.

  • http://www.facebook.com/alan.dallas.1 Alan Dallas

    Correct, he is not there anymore. A.J. is Physics lead.

  • Eric Zehnder

    Correct. Piitulainen, the man behind the RBR tire model, is behind the current tire model in Project CARS which he said was the best he could produce. Ian Bell has reiterated that he believes Piitulainen as far as the tire model is concerned but they obviously are looking to come up with something better – hence AJ’s work.

    Tire models are THE hardest thing with racing sims and no sim is perfect. No sim comes close to what F1 teams use as even the ones using rFactor Pro as a graphical base are using entirely different physics models.

    Looking forward to seeing what Assetto Corsa, GTR3, and the NTM for PCars can bring to the scene as far as tire models! Sim progress: ever forward!

  • http://www.facebook.com/profile.php?id=720446041 Nazirull Safry Paijo

    They r bz with clouds more than cars lol

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