Project CARS.
+80
RW26 BLAZE
SVR Solar
AdamWatson99
F4H Spartan
TechnologicMau5
Michengigan
JAMIE ANDERS0N
LMP Dragon
Diablo 29x
F4H Xyloto
MaynardMK4
CreamyTastey
skyshadow5
JVanEssen
F4H Button
ATR DAN
paul299
DonatedSatyr227
ShrinkingSteven
TG Wormburner
Freheliaz
BG Wingnut396
LMR Deftone MX
CredibleWizard
henkymetcola
Mrbrown33
Ax4x Chaddy
II AntR II
Zeta0085
Joito04
Turbo Power 77
v Hurricane v
LastNewtStandin
DR PiiHB
LMR Sahara
SVR Yamagura
GLR mar B ond
AMR of the Apex
Texaspotatolord
TLR Scrublord
TheAngryPudding
FSR Groves
CQR Myles
Ax4x Bandit
xVampirAx
SnippetyOggy86
Mr Akina
F4H Bullet
Ax4x Cowboy
LMR Zakspeed
F4H Drake
XPR Roadrunner
CQR NEON
RumbleBee 392
F4H Lotterer
PLOW tubbi
The Posimosh
F4H Carrera
Ax4x Kane
theboomeranga
BG Wumba
Hainesy
Beanz
CQR Jono
Standaman94
Ax4x Mikey J
narboza22
CQR HABURi
Duke of Bruno
LMR DarthMario
Biggsy tv
Stonewall458
HCR generaltso
Richy59
JeffH16
nickyf1
ckBrenneke
Matt
CQR Rogue
CQR Aero
84 posters
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Re: Project CARS.
Well they did it with the Megane I think, they did the 2012 model and are updating it to the 2014 version
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Re: Project CARS.
I guess if it means getting the all new R18 with added "lasers" that's no bad thing
Re: Project CARS.
What I said was the ultimate best case senario, for now I'm going to go for the worst, which will mean that PCARS would still have the same ammount of LMP1 cars as Forza 5 and ∞ more DTM cars, now more pretty/interesting picturesMatt wrote:I guess if it means getting the all new R18 with added "lasers" that's no bad thing
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Re: Project CARS.
Physics are finnnneCQR Aero wrote:I tried it about a month ago. That's one reason I'm concerned! If that is "pretty much finished" then they may as well just call a spade a spade and launch the game as Shift 3.
Gotta love Pre Alpha
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Re: Project CARS.
Radicals Coming To Project CARS! (I know I put them in the car list but now their official)
Radical SR3 RS
Radical SR8 RX
Radical RXC Turbo
Radical SR3 RS
Radical SR8 RX
Radical RXC Turbo
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Re: Project CARS.
Lost interest in this a bit. I've seen enough videos & screenshots, I want to start hearing about important information, potential release date, planned console demo/beta, price etc.
Ax4x Kane-
Number of posts : 3148
Location : United Kingdom
Registration date : 2011-05-30
Reputation : 109
Re: Project CARS.
Anything specific?
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Re: Project CARS.
Only SMS has access to console footage right now all I can see are the weekly development notes.
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Re: Project CARS.
O...M...G The sound!!!! And graphically it's looking really good too.
Seen quite a few user vids recently and have to say the handling looks fine in terms of wheel input and movement on the track. I think this really could be something special.
Re: Project CARS.
Ooh pretty Still lacking a sense of speed from the cockpit view though, especially down the back straight, but other than that it looks really solid, sounds pretty sweet too
Re: Project CARS.
Standaman94 wrote:Ooh pretty Still lacking a sense of speed from the cockpit view though, especially down the back straight, but other than that it looks really solid, sounds pretty sweet too
Which is surprising, because they absolutely nailed it in the Shift series.
Ax4x Kane-
Number of posts : 3148
Location : United Kingdom
Registration date : 2011-05-30
Reputation : 109
Re: Project CARS.
There is that effect where things go in and out of focus depending on where the G force is acting.
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Re: Project CARS.
Latest build for PCARS (think I can post this everyone else seems to)
- Spoiler:
- Build 668 (21/02/14,
Next-Gen:
* Fix for compiler error
x64:
* Added 64-bit debug
Render:
* More control variables based on Feedback for the screen drops
Audio:
* New scrub and skid sounds. A new model with separate sets for both slicks and semi-slicks, shuffled event play mode so we don’t always hear the same scrub and skid sounds everytime!
GUI:
* Adding select to kick player callback to the ingame lobby players list.
* Connecting the new main menu lobby voting mechanisms for WillS to hook up.
* Backing out accidental changes to the InGame version of the lobby, to be moved to the Menu version of the lobby.
* New functionality and applinks for in-game lobby voting system to be hooked up by WillS.
* New Accolode Achieved popup added
* Fixed overlapping text on HUD
* Radical SR3/SR8: Added Radical badges and names
* Applink missing from the Resume button allows you to resume the start point of the last session you were in once again.
AI & Pitstops:
* AI can exit garage, using a feeler / raycast system to see walls and avoid hitting them
* Fixed up pit engineer final lap strings
* GT pitstop sequence re-ordered (1.Refueling, 2.Wheel maintenance)
Multiplayer:
* Added regular resync of synchronised race time and app timer in MP race.
* RestartSynchronization now remembers sync status if the node has been previously synchronized. If host then migrates to such node, it will revert back to previous timesync results, rather than completely disconnecting because the sync info has been forgotten.
* Fix for aries multiplayer crash
Physics:
* Fix to restrictor size setting and first pass at turbo wastegate
* Further multiplayer turbo fix
* BAC Mono: New brake fade tech, engine stalling, revised ARB and dampers, unique tire components for easy changes in the future
* Ginetta G40: Reduced engine braking
Vehicles:
* RUF CTR3: Preparations for first export, selection sets created, added countless features, etc.
* Sauber C9: New export with cockpit textured
* Caterham R500: Camber baked into suspension animations
* Caterham Classic: Baked in camber to suspension animations
Tracks:
* Eifelwald: Lofted missing armco, fixed various CSM issues, fixed floating cars, trees
* Loire: Added textures for a15 – small huts
* Oulton Park GP: New Export
Build 667 (20/02/14,
Render:
* Timer updates based on Feedback from Darren.
* Fixed detection of damage meshes by extension (not currently used, but would have been broken if it was)
Cameras:
* Mouse smoothing for attached freecamera.
GUI:
* New Online Lobby design in preparation for the in-game lobby to be created
* Added new pit-engineer strings for ‘one lap to go’
Career:
* Updated textIDs for new championship data
* Fixed FormulaB having missing AIs then crashing caused by it having more than 16 racers (due to differences in the participant generation). As part of the fix, career is now using/storing localised player names rather than getting them via driverDetails
Flags & Penalties:
* Fixed bug which left false start checking enabled, even for rolling starts
Pitstops:
* FA pitstop animations (not yet ingame)
Physics:
* Ginetta G40: Fixed an oversight which caused the suspension to be somewhat overdamped, added 3.92:1 final drive for Junior spec
* Added missing tire file
* Lotus 72D: Reworked the Flexi tread to get the grip lowered. Used the smaller tire widths and changes to the load sensitivity. Changed the heating to warm up slower. Chassis: Dropped the unsprung weights to reflect the inboard barkes. This required less rebound damping and a slight softening of the springs for balance. Tire feels more like a raceday tire than a qualifier now.
Vehicles:
* Ruf CTR3: Added Ruf CTR3, added support for custom liveries, added runtime files + collision export, texture fixes for 1st export (LIGHTS and WHEEL) – First export
* Ford Mustang Boss: Fixed cockpit texture typo
* Mercedes SLS GT3: WIP on LODs
* Ford GT40 MkIV: Rollback ULTRA file
* Sauber C9: Cockcpit DDS texture. Initial check in.
Tracks:
* Loire: Fixed mixing fencepoles around track, new texture maps, 1st commit, tweaked spec map, added textures for a11 – tribune set
* Belgium Forest: Changed grids objects to overlay shaders as requested required by Robert, added fences all areound track added latest assets from Jan and Tomas
* German Tracks: Textures for bigger ambulance for German tracks, fixed color on decals.
* Moravia: Textures for bigger Ambulance, new decals.
* Bathurst: Fix of missing trackedge segment, fix of jira issue
* Oulton Park: New Export
Build DCLXVI (19/02/14,
Next-Gen:
* Added Debug Pool on PS4/Xbox One
* XB1: Added Xbox One helper files for grabbing dbgSession logs from the devkit
Render:
* Increase -WindowSize limits to allow 8k
Flags:
* Working behavior for Black and Blue flags
AI:
* Fix the restart AI stuck bug
GUI:
* Updated splash and ‘return to frontend’ loading screen
Online:
* Implemented cancellation of stat and leaderboard queries when the stat component shut downs while some queries are in progress
Multiplayer:
* Lobby voting mechanisms for MP in the Main Menu – to be hooked up by WillS
Physics:
* Ginetta G40: Initial physics set
Vehicles:
* Sauber C9: Added alpha 2 animations
* Ginetta G55 GT3: Cockpit2, alpha, DDS texture. Fixed spelling on a sticker
* Formula A: Driver animation: fixed in 3PV animation: elbow no longer cuts through side of the car
* Pagani Zonda Cinque: Fixed 1PV naming on the bank animation
Tracks:
* German Tracks: German texture version for Ambulance
* Brands Hatch: Fix of many mesh issues
* Oulton Park GP: Added static objects, ded dynamic objects, grass exclusion
Build 665 (18/02/14
Next-Gen:
* XB1: MSAA is now enabled as the default AA mode
* XB1: Stats & leaderboards work in progress – Implementing sending of TimeTrialTime events, which drive all TT stats and leaderboards,Implemented ranged and user leaderboard queries to overall TT leaderboards. Queries do not return all leaderboard details yet.
* XB1: Texture hadling fixes for MSAA (don’t use EQAA for the moment – since the non-standard sample pattern requires custom shaders to resolve)
* Fix for Scene Graph crash on XB1
* Implemented XB1 leaderboard secondary column stat queries. Overall track leaderboards now work and display correctly.
* Enabled LeaderboardsGUIHandler on consoles
TweakIT:
* Added in live edit tweakers for the Freecamera scalers based on Eds feedback.
BugFixes:
* Fixed game entry crash when > 24 players
Render:
* Adding in a new world lensflare on DaveF request.
* Screen Rain drop feedback changes.
Multiplayer/Online:
* Fix for issue when leaving MP races sometimes causes assert in voting system
* Fixed local ghost cache file name parsing.
* Fixing null dereference from career options.
GUI:
* Connecting the fuel use and tire wear gameplay options from the front end into the physics system.
* Updating career options applinks to move away form the modal dialog system. This fixes the missing AppLinks in Aries Realism->Authenticity options menu.
* Background track image now fades on to cover the load of the applink
* Updated Pause screen and Loading screen and Invitations screen, plus Please Wait holder
* Edit HUD button fixed on pause screen
* Profile Invitations screen updated
* Fixing missing TextDB app enum entry
* Career Options removed from the CareerDetail screen
Flags/Penalties:
* Driver side handling of flags such as the blue and black flag
Pitbox:
* GT pitstop mechanics animations
Physics:
* BMW Z4 GT3: AI suspension and tire model changes to try and improve stability
Vehicles:
* LMP RWD P30: Minor logos fix
* Lotus 72D: Added alpha 2 animations
* Ford Mustang Boss: Prepared for exporting, updated runtime files + data, texture updates, added new CPIT display variation, added missing LODC meshes, fully textured chassis/cpit with all LODs
* Pagani Zonda: Animatins exports alpha 2
* Ford GT40 MkIV: Fixed Ultra setup file
Tracks:
* Loire: New texture maps, 1st commit
* Eifelwald GP: Grass cover texture, brightness and colour tweaks
* Moravia: Textures for new czech ambulance trackside vehicle
Build 664 (17/02/14,
Next-Gen:
* Fix for AppLoader using incorrect 32BIT Game Pool Size on 64BIT Console platforms. (the difference made PS4 have 180MB more memory than XB1 available)
* Fixed assert during multiplayer match joining on Xbox One.
Render:
* New System for mapping physics material to Particles Effects.
* GaussianBlur: Corrected warning treated as error; disabled creation of own render targets
* GaussianBlur class implemented for applying 2 pass blur on current render target
GUI:
* Updated CareerDetails screen (still in progress) and updated Career Accolades screen (Invitation screen still in progress)
* Fix for bumper navigation on Dashboard, Quick Solo, and Profile screens
Penalties & Flags:
* Blue flags also now contain info of participant index of person lapping
* Moved flag event sending to physics from raise to send event so that both flag raise and lower are processed
* Added support for processing participant flags (blue and black) in physics and prepped code to send to AI systems
* Tidied flag event code
Physics:
* Turbo changes phase 1: Calculate boost pressure from turbine rpm and ambient conditions
* Turbos: Added data for next round of turbo code changes
* Fix the AI Assert firing too often + prep work on black flags and blue flags
Vehicles:
* LMP RWD P30: Minor logos fix, fixed number plate issue, added winning liveries, added new silver rims, black wheels switched as default rims, added new livery, initial check-in
* Ginetta G40: Prepared for 1st export, lots of feature setup, added placeholder LODs
* Mclaren 12C: Approval fixes, updated CPIT display
* BMW Z4 GT3: Added Panasonic new livery
Tracks:
* Fix null pointer exception in Oulton Park in Free Practice
* Old skool style lamp flares removed from Silverstone
* Eifelwald: Fixed flickering groove in Karrousell by setting alpha to zero for those waypoints, fixed CSM kicking out the car
* Oulton Park GP: New export
* California Highway: Updated various tunnels to add vertex darkening, updated light brightnesses in 2 tunnels.
* Loire: Add textures for a12(small building) and a13(big hall)
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Re: Project CARS.
The new LMP PM06A at Imola
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Re: Project CARS.
Sounds like the breaks need changing lolStandaman94 wrote:Ooh pretty :DStill lacking a sense of speed from the cockpit view though, especially down the back straight, but other than that it looks really solid, sounds pretty sweet too
Mrbrown33- TORA Race Number : 335
Number of posts : 187
Location : Birmingham
Registration date : 2013-01-20
Reputation : 2
Re: Project CARS.
- Project CARS build update:
- Build 673 (28/02/14
Next-Gen:
* Exclude PS4 movie player from Xbox One configs
* XB1: Switch presentation mode to immediate sequential (makes frame rate smoother)
* Adds MP4 player to PS4. Adds ‘renderthread’ pass through to render. Fixes all PS4 renderer shutdown issues.
* Fix thread crash exit issue in app worker. Removes benign assert from camera editor.
* Modify PS4 mem pools. Removes camera editor from consoles..
Render:
* DX11: Optimized use of reflection data during loading / removed device flush.
* DX11: Fixed a memory leak with common constant buffers.
Audio:
* Re-verb volume level fix for tunnels
* Tunnel volume fixes
Bugfixes:
* Fix for AI in P2P tracks
* Fix for pitlane crash
* Fix double events from GUI buttons
* Work on Practice / Qualifying and pit release ( fix pitbox option )
Career:
* Career Championships: Ginetta G40 Challenge series added.
* Career Championships: Configured first set of series specific point systems and updated relevant series.
Multiplayer:
* Resetting physics sync time for app timer sync (the multiplayer time synchronization)
GUI:
* New Monitor screen, updated Lobby screen
Physics:
* Engine stall behavior tweak for several cars
* FG1000: Handling update mainly for FFB feedback
Vehicles:
* Tileable Carbon fiber texture. Brown variation. Initial check in.
* Tileable cloth stitching texture. Black cloth with white stitching. Initial check in.
* Mercedes 300SEL AMG: Switched back to original livery colors
* Mercedes SLS GT3: WIP on LODs, LODA and LODB done
* LMP PM06A: Updated runtime files + added ambient shadow and placeholder liveries
* BMW Z4 GT3: Fixed offset LEDs on CPIT display
Tracks:
* Imola: Added collisions in the garages of the reverse track
* Euro Tracks: Textures for new Truck and Trailer.
* Loire: Added textures for a31 and a34 – camera pole and color hut door
Build 672 (27/02/14
Audio:
* Added train flyby sound for Azure
Render:
* Adding new explicit water shaders that use the reflection emap when rendering.
* Switch back to UpdateSubResource from Map for constant buffers (ATI cards don’t like this method)
* PC/XB1 – DX11 implementation of common constant buffers!
* Implemented impostor reflections using screen space 2D texture instead of cube map
* Impostor reflection render callback removed from main menu render
* Impostor reflections, replacing cube map approach by screen space texture approach in shaders
* Made the screen drops a bit less irregular in shape as the reapeating unique shapes were too noticeable
* Carbon Skinned shader fixed for common buffers
* Fix for the green windscreen bug – caused by solid_glass shaders using forward lighting in phase3 – the behaviour of the new common buffers did not replicate the (rather lucky) fact that this shader needs to re-use the last lighting values that were setup.
* Fix for backwards water
* New Reflective water shader
* Adding in shader variations for reflective_water_transulent so that it matches the lighting systems
* Fix for transmissive colouring
* Created version of screen drops that animate so that they change shape when moving
Bugfixes:
* Clamp driver character time passed to fix head rolling in replays.
Career:
* Code to generate an initial entry-level contract for the specified motorsport (not hooked into UI yet)
AI/Physics:
* Setup skeleton system for the Oval Driving behavior
* Work on Practice / Qualifying and pit release
Pitbox:
* Introduced “wheels_start” and “jack_down” triggers and wait event “car_gone” (waiting for signal that car left the pitstop, mechanics can return to garage safely)
GUI:
* Distinguishing between dialogs that have Bink videos in them and dialogs that do not. As dialogs are always loaded, we needed to introduce a dialog type that could be discarded in-game so they it could contain Bink video in menu. This removes Bink decoding during gameplay and will ultimately improve render performance, especially on console.
* First Career Team logos added
* Inbox, fan talk, manager names, fan talk names added to TextDB along with placeholder fan avatars
Tracks:
* Loire: New texture maps, 1st commit, fixed tertre rouge curve.. collision adjusted edges and colored asphalt areas cutted in, add textures for a28 – missing emmisive map for windows
* Imola: Added garage spots both tracks. New pit spot spacing and grid sizes. Set to 20 pits and 40 start spots, fixed floating wall after the hairpin turn and removed sub terrain building from export
* Brands Hatch: Fix for wavy roadloft at Howthorn and Derek Minter Straight, fix for streched curb at pilgrims
Vehicles:
* Mercedes 300SEL: Added members’ winning liveries names, added new chrome/black rims textures – initial check in
* Caterham SP300R: Camber baked into suspension animations
* RUF CTR3: Fixed flipped UV mapping at diffusor
* Pagani Zonda Cinque Roadster: Wheels dds texture, misc dds texture, lights dds texture, badges dds texture, lightglass dds texture, brake disc dds texture – new texture, initial check in
* LMP PM06A: First preAlpha export, minor collision update,
* Initial driver animations setup for Ginetta G40 and Ford Mustang Boss 302R
Build 671 (26/02/14
Render:
* Clean-Up DX9/DX11 detection to use ApiName rather than D3D9 device pointer
* Fix for DeferredRendering helper dx9/11 detection
* Update to allow road elements to have full tangent space input.
Bugfixes:
* Fix for lobby crash in Aries
* Fixed sequence restart
* Fixed Time Acceleration un-initialized variable
* Re-added sync time for the participant system
* Fix for driver floating in mid-air
Career:
* Contract/team name tweaks to remove spaces (easier for testing)
* Added console and debug menu functionality for contract testing
* Removed extra header qualification causing an error
* Added career contract accessors and functionality to accept, change and terminate them. Saving accepted contract to profile
Leaderboards:
* Added leaderboard capabilities structure and query, updated PC and XB1 implementations to fill the structure.
GUI:
* Connected vote infomation to GUI so you can now see who has voted for what (in both ingame lobby and frontend lobby)
* Vote flag support for lobby GUI Handlers to be hooked up by WillS.
* Traction control options in the front end is set to simply ON or OFF to make way for the per car traction slip tuning system.
* Added the race overview screen to free practice game mode
AI/Pitstop:
* Work on Practice / Qualifying and pit release
* Cleaning up pitstop obsolete data
* Default spawn in garage for qualification
Physics:
* Turbos Phase 2: Fuel Use and Reliability
* Turbo Wastegate data additions
Tracks:
* Loire: Tweaked texture maps, added textures for a17 – pitwall section and a1_ garage construction
* Oulton Park: New main path, raceline and pit lane path. Editied corridors in some obvious problem areas. Fully working. Used Louis start, pit and garage positions.
* Brands Hatch: Added overlays for stain-dirt-cracks on road, grass skids added, road broadmapping fixed, csm flattened for dented curb, gridskids added
* US Tracks: Textures for US TV Van, textures for US Ambulance.
* Euro Tracks: Textures for EU TV Van
Vehicles:
* Ginetta G55 GT3: Lods wip temp check-in
Build 670 (25/02/14
x64:
* x64: Refactored CalculateTrackDistance code to work around a compiler crash in x64 configs
* x64: Added 64 bit STM libs
Render:
* Code to allow us to attach a world flare to a dynamic actor and to turn it off when the world mesh its created with is turned off or switched off.
* Code to allow us to use the Reflection emaps in rivers.
* Added a definitions to the trd files to tell us if the track in question has a river.
* Fixes to BPCEM system. This improves the road reflections alot.
GUI:
* New flag sprites
* Activating Time Acceleration for all ingame systems
* Accelerate button now enabled and working on Session Overview screen
* Accelerate button now functional on Monitor screen
* Track Maps: Azure Coast – new trackmaps, trgs, sf lines
* Updated Session Overview screen
Career:
* Debug menu functions to help with contract handling
* Added initial HRDF and code to define and handle career contracts (using info from latest designs, including team updates)
* Adding initial text for career contracts and updated team names from updated design
Multiplayer:
* Hooked up track change vote system which forces host change track if enough votes are recieved
* Connected vote to kick and vote to start systems to mp races. Potential fix for spawn in pit bug. Incremented protocal version to eliminate chance of old build braking MP. Added lobby flow handler.
Physics:
* Added new PhysicsSyncTime class which determines elapsed + delta times from 600hz physics stamped time
* Wastegate pressure now a setup item
* Turbos: Wastegate data and calibrated gauge for Ariel, Caterham and Ford cars
Tracks:
* Brands Hatch: Added overlays for stain-dirt-cracks on road, grass skids added, road broadmapping fixed, csm flattened for dented curb, gridskids added
* Loire: New texture maps, 1st commit, tweaked colors, 3dtrees added at first turn
* Azure Coast: Added latest things from all/new tunnel stuff added/reworked eze area/fixed csm road/walls/grass/updated sel sets, updated grid to 32 (Stage1-was 16), Stage 1 – fixed AIW line being under the track surfcace in last corner
* Badenring: Fixed trds to match start postions . Fixed no pit spots the National circuit. Move first garage spot off pit lane and into the first ope garage
* Oulton Park: New Export, AIW changed – starting positions – pit positions – Garage Positions – no pitlane was made due to error crossing the pit-in
* Silverstone: Fixed panasonic logo on gantry before pitentry
Vehicles:
* McLaren 12C: More approval fixes
* Formula Rookie: Camber baked into suspension animations
* FG1000: Baked camber into suspension animations
* Ford Mustang Boss: Taillights more glossy
Build 669 (24/02/14
Career:
* Added initial TextIDs for career teams
* Added initial HRDF and code to define and handle career teams
GUI:
* Fixing result ‘prev/next list item’
* New in-game lobby design and code fixes.
* Updated HUD shift light color, fix for driver behind not animating, new background movie from JonZ
* Career Inbox screen updated, fix for A button on gamepad not working on some dialog boxes
Physics:
* Improved turbo wastegate code
* Ford Capri Gr.5: Initial pass at wastegate and calibrated gauge
* Lotus 98T: Calibrated boost gauges
Pitstops:
* FA pitstop prototype sequence (not yet implemented)
Vehicles:
* RUF CTR3: Fixed UV mapping issues
* McLaren 12C: More approval fixes
* Better distance attenuation function for spotlights. Adjusted car headlight angles.
Tracks:
* Oulton Park: New export, Static file updated, grass cover files
* Loire: Added latest, further outer terrain detailing, added textures for a16 and a16 – tunnels
* Brands Hatch: Improved roaddetail, add vertexcolors, added additional skidmarks, added dirtedges and fixed errors in trackedges, new whitelines, material tweaks on different roadsurfaces, updated pitconcrete
* French Tracks: Fixed delac and tweaked nm, textures for French ambulance version.
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Re: Project CARS.
Nothing yet but the PS4 version has 180Mb advantage over the X1, it's targeted 1080/60 fps on both and X1 will use the cloud for "top secret" ideas so it could be drivatars again, some talk of a feature when you can do a design on your PC and upload it to the X1.SelectiveRogue wrote:it does look good anything confirmed ref xbox 1 Quality Vs PS4 Quality
Last edited by MYLES PR0WER on Tue 4 Mar 2014 - 9:06; edited 1 time in total
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Re: Project CARS.
Only thing with that vid when I got deeper into it was the guy's anti-console stance.
A bit annoying but overlooked it to focus on the visuals and physics elements of the game. Certainly the different types of cars do seem to drive very differently. That in itself is very impressive. Then of course there's the audio which is right up there with the best. The Corvette on Shift 2 was the best sounding car I have ever heard in a game. So close to reality is was unreal.
A bit annoying but overlooked it to focus on the visuals and physics elements of the game. Certainly the different types of cars do seem to drive very differently. That in itself is very impressive. Then of course there's the audio which is right up there with the best. The Corvette on Shift 2 was the best sounding car I have ever heard in a game. So close to reality is was unreal.
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
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Mon 22 Apr 2024 - 16:59 by EZT Neo 45
» Nasal8405 Bout Me
Sun 21 Apr 2024 - 10:12 by EZT MAKO 6669
» New to League Racing!
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» Returning driver IBlueIJaBBRexI
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» Hello
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» NAFFCAR Enduro - Stints
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» NAFFCAR Enduro - Qualifying
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» NAFFCAR Enduro - Carlist and Build Rules
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