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Project CARS – Weekly Build Recap

Another busy week at World of Mass Development has passed as five new Project CARS builds have been released.

Another busy week at World of Mass Development has passed as five new Project CARS builds have been released.

Among the changes introduced this week is TrackIR support for Project CARS as covered in this posting.

Furthermore, rarely a week goes by without a new car addition to Project CARS. This week, players are being introduced to the Oreca 03 LMP2 car that is now available for a test drive.

Development on the car’s physics will continue in the coming weeks, helped by plenty of feedback from race driver Oli Webb who’ll be driving the Alpine-version of the Oreca 03 in the European Le Mans Series this season.

Friday’s build also adds a first pass of another brand new feature as working KERS technology for the Formula A open wheeler is introduced alongside lots of other changes as listed below:

Build 693 (28/03/14, Team Member+) – 624.9 MB
Next-Gen:
* XB1: Fix compile error (shadow backing store)
Render:
* Disabled global constant buffer in materials temporarily – fixes bugs with wheels not appearing to rotate, incorrect lights coming on, and white areas of texture on grass
* Fix for bug in AppPakFile::LoadTick where if a pak file size was greater than the size of a streaming buffers it would fail to load.
* Added render context remove call to match recently added context, to prevent leak on exit
* DX11: Global Material Constant Buffers bug-fixed and now enabled.
* Omni-directional ambient lighting (6 directions) implemented for particles – It’s enabled by OMNIDIR_AMBIENT_LIGHTING_6WAY specialisation parameter. Works only with _AMBIENT_IRRADIANCE_MAP_
* Extra switch to allow coloured detail map added to primary road shader – allows greater variation where needed
GUI:
* Fix so that weather descriptions return null string if the decription being requested does not exist.
* Adding new GUIPageHandler for load screen, fixing bugs in vehicle selection screen so correct vehicle logos show up.
* Fixing the vehicle selection menu so you can preview vehicles, change liveries and select vehciles without bugs.
* Fixing vehicle selection and adding list registration for the career load screen.
* Oreca logo added
Audio:
* The Audi R8 Plus new incar and external engine sets, plus an AI version. Tweaks to tranny, gears, wobble & backfires, distant roll-offs and trajectory.
* The Audi R18 incar and external engine sets, plus an AI version. Tweaks to tranny, gears, wobble & backfires, distant roll-offs and trajectory.
Physics:
* KERS
* Oreca 03: Initial placeholder physics. Decent engine and roughly correct aerodynamics
* Formula A: First pass at KERS system
Career:
* Small improvements to career simulate option
* Added quick simulation functionality for aries career mode (note that this is 1st pass and not yet functioning fully as per design)
* Console command to award career accolades for testing
* Unlock requirements added to the motorsports data, so they’re now unlocked by winning accolades, then contracts are offered when new motorsports are unlocked. Current motorsport and accolade data updated with proper values, as per design (added SuperKart and removed ContractTest).
* Career TextDB updated with latest contract/motorsport names
* Reverting temporary “reset on complete” for career races, as it affects the new accolade/contract awarding.
* Fixed eligibility criteria to fix entry to Prototype1 events
* Fixing motorsports with missing UI events, Prototype1 will now offer contracts
Ai/Penalties/Pitstops:
* Added support for race-only track types, and adjusted recent game systems
* Fixed up the”PreRace Allowed” properties on all the tracks to be accurately representing whether that track supports garages/pit-lane.
* Fixed up RacingRules:isqualify so it can never be called when DQ is turned
Vehicles:
* Audi R8 Plus and Ultra: Driver anims alpha 2
* Sauber C9: Tweaked bonnet/roof cameras + lights textures, fixed bonnet issue, fixed missing rearwing, fixed RCF typo
* Ruf RGT-8: Added new road liveries, added road liveries names, adjusted materials for a glossy black rim result, added new road liveries, added new glossy black rims with red stripe lip, adjusted materials for a glossy black rim result, added new road liveries.
* Lotus 72D: UV mapping finished, fixed minor issues, calibrated gauges
* Ariel Atom V8: Fresh export against latest shaders
* Ariel Atom Mugen: Fresh export on latest shaders
* Ariel Atom 300: Fresh export on all latest shaders
Tracks:
* Eifelwald GP(All): New xshaped kerbs applied, fixed outer terrain, pitwall and pitlane updated with new textures and updated meshes, new slots for cars and bikes, fixes according to feedback applied, updated tree, instances and dynamic assets placements.
* Besos: Removed trees for new grandstand placement
* Dubai Autodrome: Adjusted floating objects to match new track/terrain heights, adding new Dubai gamefiles – export of daves changes and removed the lighting from some of the track buildings, fresh round of logo changes for Dubai Autodrome
* Snetterton: New Exports, textures changed
* Loire: Kerbs remapped.. added latest assets from jan and Tomas.. fixed csm issues and visual gaps..testure pass on kerbs… began fixing whitelines distances from kerbs, add txt a122 building set
Known issues:
– Replays in MP: Not working as they should
– P2P Tracks: Don’t press return to pitbox
– x64 temporarily disabled due to steam client issues.
– Oreca 03: In race mode the car will have a mechanical fault right after a few meters of driving.

The new build is now available to all WMD members with Team Member level and above via Steam.

[toggle title=”Click Here for the full notes of all builds released during the past seven days”] Build 692 (27/03/14, Team Member+) – 406.4 MB
Next-Gen:
* PS4: Presence changes to all platforms. PS4 installed.
* PS4: Fixes for sRGB on normals on PS4. Fix for default params in material constant buffers.
* PS4: Adds cpu markers in reflection. Tweaks PS4 reflection settings.
Render:
* Leaf Shadow Effects Separated for per effect-tweaking
* Weather condition and trd updates: First pass of climates added. Now there will be less conditions in the Front and and all the visual variation will come from the climate specified for each track. Static emap positions reworked for several trds. Fixed additional trd issues with long lat and time zones
Audio:
* Audi R8 LMS Ultra: Incar and external engine sets, plus an AI version. Tweaks to tranny, gears, wobble & backfires, distant roll-offs and trajectory.
Online:
* Global storage and events refactor: GlobalStorage now remembers downloaded files, notifies App about them and keeps the data until processed by App. Removed all nofication objects fired while parsing event config in GlobalStorage (used to be one notification for each event and each event property, potentially overflowing notification queues). Removed event parsing logic from GlobalStorage per-platform classes, and moved it to common OnlineSupport code. Overalll this change cleans up handling of event configs, and prepares GlobalStorage to be easier to use for other data than event lists.
GUI:
* Fixed unlockables data property building, to be after the hrdf data file load
* Weather conditions names tweaked in text db
* Tutorial text, UI, and audio checked in
* Adding wastegate pressure to the car setup screens – both ingame and menu versions.
Physics:
* Added class for manipulation with object mass properties.
* Adding waste gate pressure to the car setup and physics tuning.
Vehicles:
* Oreca 03: Prepared for 1st export, added Motec display + HUD, adjusted tire positions/sizes, various fixes, added runtime files + collision export + placeholder liveries (NOT YET IN-GAME)
Tracks:
* TrackList: Added Snetterton 200
* US Tracks: Fixed mipmaps.
* Dubai Autodrome: Updated logo on Emirates Raceway crash pillows – now shows latest logo
* Snetterton: Ground cover texture, Grass exclusion and Grass cover, Changed textures,a new path in some sections, new kerbs, some new armcos, edges, lines, tirewalls
* Besos Club: Grass exclusion
* Belgian Forest Karting: Terrain updates,fences,kerbs,overlays added
* Loire: Added txt a120 building
IMPORTANT NOTES: Mandatory delete of all local wtc edits and profile!
Known issues:
– Replays in MP: Not working as they should
– P2P Tracks: Don’t press return to pitbox
– x64 temporarily disabled due to steam client issues.

Build 691 (26/03/14, Team Member+) – 666.1 MB
Next-Gen:
* Fix for PS4 shadow rotation texture
* Fix for compile error on non-PC platforms
Render:
* Fixes problem with shadow rotation texture not being set
* Removed parent override links from new tyre smoke effect definitions, to allow modifications to the supporting code without breaking the system entirely or causing a sudden drop in smoke quality
* Boost shadow detail for cinematic cameras: None => No change, Low => Medium, Medium => High, High => Ultra
* Fix for DeferredLighting shadowrotation texture crash on boot
VR/TrackIR:
* Added TrackIR test
* Enabled first version of TrackIR support
* Removed Oculus Rift SDK (now interfaced via SteamVR via Base)
GUI:
* Updated Driver Network Profile page
Physics:
* Caterham R500: Increased minimum ride height. Different LSD setup to prevent mid-corner understeer
* Ford Focus RS: Major physics update
* Caterham Classic: Reduced FFB multiplier to help clipping issues
AI/Pitstop:
* Pit sequence now has a reset function to reset the pit sequence when the player resets the session. : iainc
* Ensure that pit team ids are unique per participant
Career:
* Accolades now unlocked based on winning events via the event/accolade data : stuart
* Career Championships: Uk Rookie Proto3 Cup (Prototype LMP3 series) – First release.
* Accolades now unlocked based on winning events via the event/accolade data
Vehicles:
* Sauber C9 Mercedes: Vintage Michelin tires dds texture, badges dds texture, windscreen reflections dds texture, wheels dds texture, misc dds texture, lights dds texture, lightglass dds texture, brake disc dds texture, windscreen banner dds texture – new texture, initial check in
Tracks:
* All Tracks: Textures for trackside Ausa crane.
* Azure Coast: Added all new missing stuff, updated static items all around the new sections, updated crowds all around new sections
* Snetterton: Viewer assets changes
* Loire: Added txt a119 building
Known issues:
– Replays in MP: Not working as they should
– P2P Tracks: Don’t press return to pitbox
– x64 temporarily disabled due to steam client issues. [/toggle]

Project CARS will be available for the PC, PlayStation 4, Xbox One, Steam OS, and Wii U starting Fall 2014. More info can be found on the WMD website.

  • F1Racer

    Ooh KERS.

  • Brandon Miller

    Where are the regular updates for team members? Thought it was every Friday, but I’m only seeing Team Member+

    • Mark Quigley

      Need to select daily builds again in Steam, it reset a few days ago.

    • Neil

      In order to get more feedback on the pretty regular physics updates team member+ have getting daily builds, its probably going to stay that way for a while.

    • Brandon Miller

      Thank you gents, I’ll give it a whirl tonight.

  • Kendra Jacobs

    These graphics are so good damn gotta hand it to SMS I could stare at these pics all day. Are they edited at all? I cannot make it look like this when I play it.

    • Anonymous

      Some use the SweetFX injector and some use tweaked lighting settings (using the pCARS TweakIt tool), but all are real time and in game. BTW, the default lighting is not finalized, and subject to discussion on WMD. Of course, for those maxed out graphics settings, larger than HD, highly oversampled and AA injected images you’ll need a powerful PC if you want a high framerate.

      • Kendra Jacobs

        Ya sweetfx can even make old rfactor 1 stuff look pretty sweet that program is a blessing for so many games new and old. Ill look into the pcars tweakit tool thanks dude

  • Marienx

    Are those real pictures.. Daaaaaaaaaaaaaaaaaaaaaaamn!!! Better graphics and It will be a real picture from a real race.. God daaamn!!!!

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