Project CARS – Nordschleife Added To Newest Build

Slightly Mad Studios have released a major new build of Project CARS, adding a first version of the Nürburgring Nordschleife to the title.

As with all aspects to the title, the Nordschleife is still very much work in progress as the development team will be putting a lot of work into making the track the most authentic virtual representation of the Green Hell available.

Until then, all members with Team Member status and above can enjoy the fully functional pre-alpha version to get their Nürburgring fix. Build 249 also introduces a new installer that changes the way the development download process is handled.

From now on, all new builds are automatically downloaded via the installer, based on the user’s membership level as members have to stop hassling with manual downloads. The installer also patches itself once a new version becomes available.

Build 249 is available for all members including Juniors, allowing everyone to experience the development process of the recent four weeks.

Build 249 (6/7/12, Junior Member+)

Please completely uninstall your current build before using the new auto patcher

  • Auto patcher implemented to the server
  • Fixed problem with BStrcpy parameters. – Added Fanatec SDK include paths
  • Initialise network systems on XBox and PS3. Enable DS manager on all platforms
  • Fix for inaccurate mouse pointer in 5:4 displays
  • Fix for enviroment time not reseting when when moving between tracks and frontend. Added in functions to clear the weather forecast
  • Fix for not reseting the timezone
  • Start of FrontEnd Garage overhaul
  • Clear exclusive GUI input when skipping login dialogue
  • Setting static emap camera to 30 meters in the air
  • Added in a SSAO Calculation before phase 2. This sorts out the shadows. Changes time rate in the FE to be 10 times realtime. Added in sky rendering to the forward render pass. Added in that everything thats marked to cast shadows casts shadows
  • FE time scaling set at real time.
  • Activate livery selection for car preview
  • Display correct car in preview on entering game
  • Keep ambient car shadows on all the time.
  • Bring car preview back once coming back from race
  • Fixed aspect ratio on garage scene
  • Reseting the date and the long an lat when entering the FE
  • Straighten front wheels in GUI scene
  • Ultra models in the gui
  • Reseting the track rotation offset. Setting time of day to midday from darrens suggestion
  • Gravel overspill sound now plays when leaving gravel traps (volume needs balanced). Added new parameters to the material audio mapping and surface config to help tweak the values
  • Adding Launcher (Patcher) ISS script template and updating main install one with changes required for content installer
  • Belgian Forest – update trees and crowds for new terrain
  • Lowered Lotus 49 default setup steering ratio (now 9.4:1)
  • FE garage cam clipping through scene fixed for 4:3
  • Belgium Forest: Changed woods to white
  • Belgium Forest: Repositioned crowds on KemmelBridge so as not to intersect with the ground
  • Belgium Forest: New textures for KemmelBridge asset
  • Removed garage scene movies as they are no longer used
  • Art-side fix for badenring 200m dynamic marker crash
  • HIDE MENU button added to Quick Solo page, Help moved to specific Info page which is where the Credits will ultimately go also
  • Adding Huyara turbo spool and dump sounds
  • Added Eifelwald track
  • New Belgium Forest export

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

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

Build 248 (5/7/12, Senior Manager)
Moved position and activation of the surface sound debug info
Generic bushes instances
Caterham SP300R: display static steering wheel when driver is turned off
Track textures- New wip textures for Loire, first revision
Formula Rookie: added new livery
FE cam paths tweaked to stop cams clipping through objects
New Loire export

Build 247 (4/7/12, Senior Manager)
Stopped bridge log file being created when command line option is not used, and increased size of buffer by a factor of 60 to allow for cases with many AI
[WEATHERSYSTEM] fix for when timelines only have one key ..
Moved common audio debug function to draw ranged values into the app debug functions, to avoid it being duplicated again.
Fixed long-standing bug where marbles overlay sound would keep playing longer than it should (also not initiating when it should). Caused by the visual effect not updating parameters if marbles are not in range, but they were used by the audio. The parameters are now reset when invalidated this way.
Tweaked marbles overlay sound so the range is scaled better with the car velocity (controlled by a SurfaceSoundConfig value rather than hardcoded), it takes the marble density into account, and it fades out more quickly. Debug graphs were added for testing (disabled by default)
Moved constructor order around to fix PS3 compilation error
removing daytime and nighttime shader specialisations and replacing with dynamictimeofday. This removes several hundred unneeded shaders from the game. Removing any code that used nighttime lighting.
Disable the switch to wet surface sounds until appropriate sounds have been added. Fixes the bug where the surface sounds are coming out wrong when using the rainy weather option (exposed now wet weather has been enabled) http://forum.wmdportal.com/showthrea…l=1#post187220
Formula Rookie: added new livery
Belgian Forest Circuit – add new texture for tribune
First pass on the Pagani Huayra physics

Build 246 (3/7/12, Team Member+)

Fixed PS3 fog direction handling code, and added note to assist any later additions to the same set of shader parameters
[Online] Reexported latest DS constants. Send regular keepalive messages to DS.
[Renderer] Renaming the engine param from shadowRotationTexure to shadowRotationTex as this is the name of the param in the fx files ..
[GUI] Updated new Jin Ding map.
[GUI] Fixed the black quad that was appearing over the garage scene in the Main Menu
[GUI] New export of car garage scene
Formula Rookie: added new livery
Integrated change: corrected lightmap Max shader so that future exports will not mistakenly export the lightmap intensity as a float 4 vector, causing warning messages on PS3 TTY
Back out changelist that broke the cloud shadows in dx11

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

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

    Ladies and gentlemen, we just hit the AWESOME moment.

  • Anonymous

    Is it an advanced version or an early version without any trees/objects?

  • Alejandro Gorgal

    Right now it’s just the road floating in nothingness, kind of like Monaco or Barthust were on their first release.

  • Eric Zehnder

    I haven’t seen any videos of it yet (looking forward to downloading tonight) but I think it will be a very bare version. A saw a description of how they’ve got good reference material but will need to check and double-check all camber and bumps throughout the course before really finalizing other things.

    The EXTREMELY early version of Monaco released two weeks ago hasn’t stopped me from enjoying it any less, though. :)

  • Anonymous

    Why SMS is developing new Nords? They can upgrade a solid version from Shift 2.

  • http://twitter.com/Dillyracer Dylan H.

     They don’t have the rights from any asset of the Shift series.

  • http://www.facebook.com/people/Terrell-Olvera/100000514143201 Terrell Olvera

    Trying to download it now, probably going to take awhile.  I can’t wait to give the new track a try, it’s pretty cool seeing a track progress through different stages of development.  

  • http://www.facebook.com/Siggers Ross Siggers

    It’s a first loft of the track. Which means just the road surface and barriers on either side.

  • James Capper

    hope they do sixties versions of monaco nords and silverstone Now that would be awsome

  • http://profile.yahoo.com/TRGHYRCAMQ3XV4UUFU6DVOYC3Q Gerald

    The Shift version of the mesh is gutted anyway. Hopefully this will be more akin to the Simbin version which included the entire landmass within the track.

    If this is the most athentic version, I hope that also means they will include the multitude of paths and such along the side of the track, which are missing from the Simbin version. It certainly would make it feel more real and less “computer generated”.

  • Anonymous

    Downloading now, I like the fact they have gone to a launcher/updater to make updating easy

  • Anonymous

    So far at least, they don’t seem that interested in historical content,
    sadly it seems more of a token gesture. At least, Rouen is horribly
    inaccurate and far, far too wide (the back straight like a runway) and Monza seems too wide with loads of random wooden fences. That said,
    these ones seem direct rips from the Shift 2 dlc (and the Test Drive: Ferrari) – i
    would guess that the historic dlc falls under different rights so that
    they can re-use it.

    You could say that it’s work in progress but
    these issues have been noted ages ago and i haven’t really seen anything
    to state that they will work to improve them. I was hopeful when period
    source footage was posted that they might work on it, but there wasn’t
    even really any posts to acknowledge inaccuracies, and no real work to
    correct this on the historic tracks appears to have been done since
    their release.

    I hope they will get around to it but so far my
    impression is that historic tracks are a token gesture and accuracy is
    seen as “good enough” rather than the kind of in-depth research you
    would get from community made releases (the upcoming spa67 for GPL for
    example).

    In contrast, the historic tracks for rf2 really do seem
    quite nicely made, with a lot of effort put into them, especially in
    regards to feeling and historical accuracy. Compare pCars Monza to RF2 Monza for example.

  • http://twitter.com/Dillyracer Dylan H.

     There are a lot of tracks which haven’t really been updated since including them in the game, not only historical ones.

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

    As every week passes, so we seem to get more positive news from SMS. Eifelwald is, of course, the one many of us have waited for. The only minor disappointment is that this doesn’t appear to be a laser scanned track(?), which will definitely be a coup for the first developer that achieves that milestone. Nonetheless, the circuit modelling to date in PCars has been pretty impressive. Their version of Road America is superb, as one example. Spa is very good also and it will be interesting to see  how it updates in this week’s build. Already loads of fun to play around in, and providing we get some serious physics and AI tweaking down the road, this is going to be one of the best, and certainly the best looking, sims of all time.

  • http://racingrenders.com/ F1Racer

    Anyone else installed it and got no desktop icons or seperate DX11 version this time ?   Had to manually navigate to c:\program files(x86)WMD etc etc  to run the .exe

  • Alejandro Gorgal

    I cant tell for sure but I remember reading on the forums that historical versions of both Spa and Monaco where planned.

  • http://www.facebook.com/jan.c.larsen Jan Cato Larsen

    I believe I got the shortcut, but you can also start the game from the Launcher and choos dx11 version in the drop down menu and sign in straight there. I like that way :)

  • Eric Zehnder

    Pretty much no sims can afford to laser scan and develop the Nordschleife as it’s easily the most expensive to license and get laser scanned. The best we can do is use all the reference data and real world experience to hone it. I don’t enjoy a well made track any less because it’s not laser scanned. I DO enjoy more content due to saving money, though!

    ;)

  • pez2k .

    The launcher has replaced them. As Jan says, you now just choose DX11 in the launcher.

    It’ll also pass any command line parameters through to the game, so there’s no need for a direct shortcut to the game exe any more.

  • http://racingrenders.com/ F1Racer

     I must be missing something.  I can see no launcher.

  • Anonymous

    well at least it looks bumpy enough… but the corners… the angles, elevation and banking on many of them look so wrong, i don’t even know if that can be fixed without doing it all again from scratch.

    if this is supposed to become the most authentic version they have a lot of work to do.

  • Marco Conti

    Love it! Now I have an excuse to drive pCARS exclusively (well, that and GSC2012). 

    Of course, until the surroundings are rendered, it’s going to be the most surreal ‘ring experience there is.

  • Anonymous

     I see what you are saying. My concern mainly comes from the fact that when the issues with Rouen and Monza (historic) were pointed out in the forums, there was no real response or even acknowledgement of the issues from the developers.

    A simple “we understand these concerns but don’t have time to look into it now” would have sufficed.
    Lack of communication is the problem really, and with that, one can’t help but draw conclusions.

    Hopefully something positive will happen though ! :)

  • http://www.facebook.com/Siggers Ross Siggers

    What do you think is the best version of the track?

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

     Don’t let yourself fool by your eyes. All the trackside objects are missing which are a major factor in recognizing curves and elevations. I found it strange at first, too. But we have to wait until all objects are implemented.

  • http://twitter.com/Trux1 Trux1

    Looks like GT5 will still have the best Norschleife

  • Anonymous

    Got lots of people on the forum living near the nordschleife and driving there too.. shouldn’t be a problem getting it right :)

    It’s an early build from gps data.. They’ll probably have to change every curve one by one from now.. 

  • Marco Conti

    Neither do I. I see a reference to it in the download page, but when I click on it I get a network error.

    Edit: Never mind, it works now. You have to click on the large button to get it. 
    the link is: http://download.wmdportal.com/wmd/pcars-patch/pCarsInstaller.exe

  • daz

    Ross Siggers asked – What do you think is the best version of the track?

    A.

    The one that is in Germany, lol

  • http://racingrenders.com/ F1Racer

     Thanks Marco !

  • Anonymous

    ISI laser scanned it for rFactor Pro, or at least they have a laser scanned version that they licensed from somewhere.
    Unfortunately it’s too expensive to do it for a game.

  • Anonymous

    They only seem to focus on a few tracks at a time. And it seems the historical tracks are behind tracks like Suzuka and Imola in terms of overall progress, in fact it seems they have hardly been touched since they were added, they were probably done ages ago for another project and were sitting in their asset library. 
    So I’m sure they will get around to it.

  • Anonymous

    You can’t expect the first draft to be perfect already, really.

  • Anonymous

    ring 2007 2.2a by com8/team nordschleife for rfactor. it has 3 or 4 corners very wrong but the rest is pretty good. if you drive that a while you will feel very much at home at the real track.but of course markus is right. it depends very much on the angle and field of view how you perceive the track. but i’m pretty sure some corners like the one prior to bergwerk or kesselchen need to be worked on. other parts like the caroussel look very good though.i hope i can give it a try today, the patch downloader takes forever…

  • Marco Conti

    Just did a couple of laps. I wasn’t able to set any time because I found that in some parts of the track, the distance between the turn exit and the next turn is a lot shorter than what I am used to (Simbin version)  and invariably I got to the next turn way too hot and crashed against the barrier.

    I don;t know if Simbin or pCARS has the correct measurements, but it would be nice if they both double checked or it’s going to be hard to go from one version to the other and keep up consistent lap times or just not crashing at all.

  • http://pulse.yahoo.com/_B6ZGJ4F7WTJVK3UZ5FV2NK5C6Y Joe

     It took me about 10 attempts to finally set a lap of 6:42:765 which is very slow. I quickly realized that I don’t know the track itself well at all. I thought I knew it well but without the buildings, landmarks and visual clues outside the track, I really get lost on the later portion of the track before the straight. I find myself slowing down to a virtual crawl before the last 15 turns before the straight because I don’t know which way to turn. I have probably driven this track (in sim racing) about 5 thousand laps but I get lost without the landmarks.

  • Anonymous

    Download is faster if you use the Torrent. Then you just need to pop the file you downloaded in DocumentsCARSPatches and run the launcher.

  • http://www.facebook.com/SaFalken Tom Coombs

    Well, the same would apply for any real racer too. Landmarks are a very handy thing to have. Aim for the apex when you see a tree, start braking when you pass a post etc.

    Even though we don’t stare at the scenery when setting a lap, our brains still take in the visual information.

  • Andrew McP

    GT5 is a bit of a mess as both a game and a sim, but the AMG Challenge at the Nordschleife is one of my very favourite sim experiences of all time. I really do think it’s the best and most enjoyable version of that track in any sim, even NKPro.

    However if you could ignore all the silly stuff added to the track in Shift2, in the right car you could have a lot of satisfying fun there too. So there’s hope for the pCARS version.

  • Anonymous

    The one annoying thing about thhe launcher is the need to type in your password every time, please make a tick box to remember it in the next release please!

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

     Just use the pCARS.exe and not the launcher

  • doc d

    Finally. Nords is in.. Ive been lukewarm with CARS the last few months waiting for nords to finally make it. Great news!

  • James Capper

    I use the Pcars.exe you only need to use the launcher if there’s a new build available it will then download and install and install the said update at least thats the theory????????

  • Chris Allen

    My favorite track.  Hopefully they get the physics sorted soon and then I might be in ;)
    They definitely have the content, and the eyecandy down, but that doesn’t mean anything to me until the physics are good.

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

    Many people buy EA games and many people think Blizzard is the best game developer.
    Better try it out yourself.

  • Chris Allen

     Well, I wasted money on Shift, and I should have gone with my gut instinct, the videos looked arcadish and I wasted $ on it.  I still haven’t seen the level of physics on Pcars that I would like from the videos, and I have seen alot of video’s, so until I see some better ones I am holding off.  I am not just basing this off of what others say.  Physics imho come first, the rest makes it enjoyable and gives it longevity.

  • Anonymous

    Shift looked arcade from the straight on, you couldn’t expect a NFS game to have realistic/sim-like physics. If you did, you were foolish/naive on doing so (no offense).

    However, I agree that Shift games were a waste of cash not because they failed to be realistic, but because they failed to be fun. One of the worst AAA arcade racers i’ve ever played.

  • Chris Allen

     Yea I had some time and money to blow at the time, and I thought it might have some redeeming qualities, which it didn’t.  Learned my lesson though.

  • pez2k .

    The other project being, more than likely, ‘Gemini’. I presume the publishing agreement allows SMS to reuse its assets, which I would guess is where tracks like ‘Besos’ have come from.

  • Anonymous

    Well bottom line the game is enjoyable to play while some may say arcade many others say simulation and as we all know there is more than 1 flavor of simulation and most of us have our favorite. No this may not be exactly like your favorite flavor of sim that’s preferential but believe me pCARS is a very well done piece of software that anyone can enjoy if they allow themselves to.

  • Anonymous

    Well Targa Florio would be way more expensive to scan IMO.

  • http://www.facebook.com/people/Jongseong-Kim/100000007641306 Jongseong Kim

    OH GOD. The engine sound of Zonda R in this video is horrible. I hate it. This is why i don’t drive Zonda R in SHIFT 2. Please get rid of the whining sound!!!! I’m sick of hearing the noise!!!!

  • Anonymous

    He is referring to there being an exclusive laser scan license, the only way to get scan data of the Ring is to buy it from the exclusive provider. Presumably for a very large sum.

  • Big Ron

     No landmarks and environment like you are used to. So of course there is a difference between driving the complete track or just following a simple track path.

  • Chris Allen

    Really I wish them the best, and I hope those changes do come, I don’t wish anyone bad.  It just seems if someone says its not sim enough that they get shut down quick and its defended, and I think many are afraid to say it honestly.  I would just like to see it head more in the sim direction, or maybe the “pro” mode where its full on sim no aids built in, and putting my opinion out there.  I hope its a hit, if so it means better stuff for us all.

  • pez2k .

    All of the Zonda’s sounds are purely placeholders, SMS have some pretty good recordings they took of the car but the focus seems to be on the Huayra’s sounds first.

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

    Is it just me but I’m getting frame rates round the 20-30 where as last build I’m around 40fps, any one else getting this or is it just the way I set up the graphics settings

  • Anonymous

    the version in GT5 is horrible imo. some parts are so different from the real track that i dont even know where i am.

  • http://twitter.com/Martin_Keets Martin Keets
  • Anonymous

    Yeah, I agree.  The amazing thing is though that the devs of Shift 2 also stated that it was state of the art sim with realistic physics.  Time will tell.

  • Mark

    What annoyed me the most was the Forza/GT5 bashing by some Shift 2 dev/producer near the game’s release. I remember one quote wich the dev said that GT5 had too many cars (wich is something I kinda agree on, especially regarding the unncessary standard vehicles) and that “Shift 2 will have the cars that matter”. 

    Also, not sure if other guy or the same, said that the graphics from Forza/GT5 were “bland and dull”, something along those lines. For starters, I honestly prefer both games graphics (wich are good enough, especially GT5) over Shift 2 anyday, especially because Shift 2 runs terrible in consoles in comparison. And even so, for what they aimed Forza/GT succeeds and are actually fun games, unlike Shift 2.

  • Big Ron

     There are always aids build in like in most other sims. You can turn them off.

  • Mark

    Can’t say how the final game will be, but at this stage looks like a pretty enjoyable physics model, I would have fun on this game (regardless of being sim/simcade/whatever). 

    But Its hard to not be skpetical about SMS products.

  • Charlie Runkles

    the track is not even 5% complete and you already know that? damn, you must be a smart guy.

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