Project C.A.R.S

  • Thread-Ersteller Thread-Ersteller Hacky
  • Erstellungsdatum Erstellungsdatum
Team Member... :)
Wenn ich bei Indypackages oder Alpha Founding locker soviel ausgebe, dann kann ich auch 25€ für dieses Projekt locker machen.
Schade das Senior keinerlei unterschiede hat, bis auf die Team Meetings, die mich Null interessieren, dann hätte ich vielleicht ein wenig mehr locker gemacht...
 
nach aktuelle angaben erscheint Project C.A.R.S für PC, PS3, Xbox 360 und Nidendo Wii U

bild von der internetseite

cars_banner1.png


Quelle

http://www.wmdportal.com/projects/cars/
 
steht auch schon im ersten posting ^^

mal gespannt ob die wii U version irgentwelche fetten extra features bringt
 
Project CARS DTM Silverstone mit 32 autos


[video=youtube;qjIE_bv3v30]http://www.youtube.com/watch?v=qjIE_bv3v30&feature=player_embedded[/video]
 
Vielversprechend, hab mich auch mal um ne Mitgliedschaft bemüht und hab für mich nach ein paar Runden das Gefühl, das gute Ansätze vorhanden sind, aber noch ein bisschen das Shift-Gefühl im Vordergrund steht. Aber sollte gut werden, habs jetzt auch nur mit Controller und noch nicht mit Lenkrad getestet. Mal sehen, vll kann man ja mit dem Fertigstellen des Multiplayer CW-intern ein paar Runden drehen :)
 
ULTRA HIGH DETAIL GLORY IN PROJECT CARS

Slightly Mad Studios have released a bunch of new preview screenshots today, showing off the new ultra high detail models on track.

The ultra high detail option allows players to check out their car in unmatched graphical detail that goes down to the smallest nuts and bolts as you can see below. Also included are first previews of the new historical driver model & helmet that is a perfect match for the historical Formula cars in Project CARS.

_lotus_49_cfjqto.jpg


http://www.wmdportal.com/projectnews/ultra-high-detail-glory-in-project-cars/


morgen ist der erste Freitag des Monats, also die Junior Member , wie ich es einer bin, kriegen die aktuellste Version. Und es scheint einiges an Updates zu geben. Fortschritte scheinbar beim Feeling der Wagen und der Vorhersehbarkeit des Verhaltens.


Build 139 (27/1/12)

Added shortcuts for pCARS_WipLag.exe
Tweak FFB self aligning torque algorithm
Added handling of some extreme cases in AI driver steering computation to avoid invalid float value results
Fix for debug rendering under DX11 - the internal shader was failing to compile, causing a crash when used with the input graph
Constant force balancing work
FFB updates to constant force
Further FFB self alignment work
Allow AI at Belgium Forest
New WDF file based off Bologna at Belgian Forest
Skinning and materials tweaks for driver
Increased the leaves density in one of the zones at CH
All LODs finished, minor polishing to the car, vertex AO baked on LODs Caterham
New Kart physics for the new low speed (<13 m/s) tyre model fix. The 126CC Kart was adjusted at Glencairn. The New 250CC Super Kart is a high speed track Kart so was created using Bologna to test. Both Karts were tested with 360 deg lock
Tweaked AI grip and slip angles to make it somewhat drivable for the AI. Super Kart tyre
New Caterham export
New Leonus F86 export
New Bathurst export
New Belgian Forrest export
New California Raceway export
New Northampton export



Build 138 (26/1/12)
Default ffb spring coefficient set to 1.0 on custom/TM wheels
Re-instate driving line support.
Get auto gear box metrics from the local driving aid data
Added pit speed limiter state override when in pit lane
Set initial vehicle path based on spawn location
FFB - centre spring increase
FFB pneumatic trail fix for constant force code
Bologna map checked in
Particle zones added for leaves in the CH GP
Dropped engine inertia per forum feedback. Ariel Atom, Mugen and Caterham 500
New liveries for the Caterham
Add textures for stands (California Raceway)
Asano LM11: fixed steeringwheel pivot
Superkart added to the game
Fixed thumb and skin on driver
New Bathurst export
New Ariel Atom V8
New Asano LM11 TDX export
Enabled E-brake to streetable cars. Set to 75% power. All 3 Ariel Atom versions, Caterham 500, Gumpert Apollo.
Change Ride height adjustment granularity from .25mm to .50 mm. Fixed ride height rake on a few cars. Cars changed: Asano TC, Asano LMP, Formula B, GP1977, GP1986, Racer 4, Racer 8.

Build 137 (25/1/12)
Removed old slider code specific for ride height, fixes inverted ride height display
Front and rear tyre slip FFB work
Front and rear wing invert display in setup screen
Disable fake particles thrown at player car when it is behind an AI car, as they look crap currently
FFB updates: fixed loss of spring resulting from rear wheel longitudal slip, increased spring during forward weight shift, increased power to constant resulting from vehicle yaw, also modify constant based upon terrain type. Tested with Formula B and Caterham at Connecticut Short with G27.
Minor tweak to FFB weight shift code. Also default average weight to 1.0f
Ariel Atom: updated collision for all three with better fitting shapes. Wheel-tire shapes will be removed once wheel to wheel collisions are enabled.
Updated hands pose, steering(±120º)
-latest rig/skinning updates merged
New physics for the Leonus Cars. Changes made along the line of the latest direction in tyres.
GT driver checked in for the TDX
Full liveries for the Kart

Build 136 (24/1/12)
Added caching of old leaderboard ranks. Once GUI files are updated, the ingame leaderboards will automatically start displaying rank delta since 24 hours ago below the current rank.
Update patch number to be available for team members
Enable HUD track map tech for future track maps
Ariel Atom: New ambient shadows and Ultra detail settings for Mugen and V8
Paint UV mapping update on the Kart
Ariel Atoms: reduced max steering lock to prevent suspension from exploding
Northampton texture update
Changes to the base cooling of race slicks. Dropped the initial temps to 20c and the sensitivity to being under temp by 3x. Also removed some grip and downforce of the Formula B along balance to suit.
Cars affected:
Formula_B, Asano LMP, Asano TC
Removed profile deletion from the patch

Build 135 (20/1/12)
FFB updates. New spring code, revised rumble strip effects, effects can now be modified by F1 menu.
Expose opponent type selection to GUI.
T500RS wheel spring forces enabled and functional (may require some tuning)
Ariel Atom: All suspension animations finished
Reduced motion blur a little.
Caterham: New liveries added
New physics on Racer cars based on the new tyre direction. Dropped main grip / increased sliding grip. Also even out front and rear base grips and staggered the load sensitivites. Misc chassis balance changes to suit.
Darkened race groove a little.
New export of California Raceway
 
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Lad ich mir auch mal, die letze Version war leider unspielbar weil FpS im einstelligen Bereich, trotz Mittelklasse Rechner.

Hab ebenfalls Team Member genommen, denn eure Berichte über die Physik waren sehr positiv (Shift der Sim Racer :lol2:) und das war das einzige an dem ich gezweifelt hab.
 
Hab jetzt die 141, die lief auch ganz gut bei mir, wobei sie auch mal gecrashed ist. Bis nach einem Dreher die Reifen wieder Grip entwickeln... lange... zumindest wenn man wie ich gerne mal nen Burnout macht^^

Ich mach mal den Vorschlag einer Hotlap-Challenge hier im Forum, das motiviert mich immer dazu, etwas mehr zu pushen oder sich mehr damit zu beschäftigen. Hat irgendjemand ne gute Strecken-Auto-Kombi, die sich dafür eignen würde?

Edit: Ich mach mal nen Start. Das Formel B Auto is ein wenig schwierig zu handlen, aber die Kombi Northampton (Silverstone) und Racer L4-RS fuhr sich schon sehr ansprechend. Ich bin in nem 10 Runden-Rennen auf ne 2:04,015 gekommen. Da geht auch noch mehr, aber soviel mal für den Anfang.
 
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Hi Hacky,

Yesterday was the first Friday of the month and that means a brand new Junior Build of Project CARS is waiting for to be downloaded!

The new build is packed with all the improvements our development team has released in the weekly builds during the last month, including vast improvements with the force feedback, major physics updates and a first version of our new lighting system.

The build also gives Juniors the first chance to try out the brand new Loire 24 track that has been added to the title last month.

Furthermore, the build also includes plenty of other features you`ve been missing out on so far:

•Custom Paints – Paint your own cars and download liveries from our download database
•New sounds for several cars
•New versions of various tracks
•New HUD design
•Improved support for Fanatec wheels
•New cameras for various tracks

nur so als kurzer reminder an alle Junior member hier, neue Version steht bereit
 
Die Entwickler haben nun das Tag/Nachtsystem integriert!

Hier ein gameplayvideo:

[video=youtube;DM_09vC5U-E]http://www.youtube.com/watch?v=DM_09vC5U-E&feature=related[/video]

PS: Die Cockpitansicht mit den neu animieten Fahrern sieht schon mal fantastisch aus!:o
 
sehr geil, aber leider völlig falsche autos die für mich interessant wären.
 
..pics nicht angezeigt.. Aber hab gelesen, dass Straßenstrecken nu in die neue Version kommen.. very nice
 
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