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Project C.A.R.S. Anyone else part of it? Racing fans should definately take note. - Page 2

post #11 of 119
thanks for making me spend more money today lol

gonna give it a try
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post #12 of 119
its got some potential for sure
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post #13 of 119
Thread Starter 
Quote:
Originally Posted by manolith View Post

if they do use the base of the iracing model i will for sure buy the finish product.

That would probably the case for a load of people.

Only problem is that it sounds it would be almost too good to be true if they did it that way :\

Would satisfy the most dedicated sim racers. As far as the general gamer, it could end up scaring them away or end up creating some sim racing fanatics.

They are pushing for a driving school and career progression aspect for single player which could be a good way to ease people into the racing skills and etiquette needed for that kind of online ranking system.

I wonder how introducing an iRacing type system for single player would go down. Could help for when people go online, but would most probably just annoy casuals. Maybe introducing it for higher tiers of career progression could work.
Quote:
Originally Posted by Ganf View Post

I saw go-karts in the third trailer. I'm sold.

Not what I'd have thought would sell someone on this type of game but to each their own tongue.gif
Quote:
Originally Posted by ATISTANG View Post

thanks for making me spend more money today lol
gonna give it a try
Quote:
Originally Posted by ATISTANG View Post

its got some potential for sure

Haha sorry about that biggrin.gif

It does indeed have a lot of potential. Will be interesting to see how they implement the single player/multiplayer modes.
Edited by GrizzleBoy - 4/29/12 at 11:46am
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post #14 of 119
Thread Starter 
Also, new build for the junior members (juniors get monthly builds, team/full members get weekly, seniors/managers get bi-weekly etc). A lot of nice new stuff for the juniors today in build 0207.

All build notes since last month can be seen here (warning, it's a LOT of stuff):
Warning: Spoiler! (Click to show)
Build 207 (4/5/12, Junior Member+)

NEW PROFILE REQUIRED
Known Issues: Artifact appears on the steering wheel of the Zonda when in a high speed crash.

Updated Fanatec CSW device ID and flipped operation of RPM lights to match latest version of the wheel
Added adjustment of aerodynamics influence while vehicle is in the air
Update various new profile defaults
Added new Bathurst HUD map
Stockcar_1990: All exterior mapped&textured, CPIT windscreen created, normals flipped,UV2 mapped, reflections texture added, user flag set .Some materials updates
Leonus 68 more robust driver back in(GT_classic) , changing gear animation added, roof camera position modified to show more of driver hands
Pagani Zonda R: pushrod positions matched to CAD. Fixes broken weight jacking effect of caster changes
Palmer JPLM: new suspension geometry for physics based on the model and photo references
Stockcar_1990: springs (front, rear) added
Pagani Zonda R: added custom liveries
BAC MONO: new liveries added
Added Zonda R
Stockcar 90: checks/fixes + prepared export with finished chassis textures
Pagani logo added to splash screen
News ticker updated with Pagani info
Derby: Balanced textures to not look so washed out
New Stockcar export
New Derby exports

Build 206 (3/5/12, Senior Manager)
First pass tweaks of the updated FFB to reasonably fit most vehicles until params are surfaced to the GUI
Per car FFB scaling reactivated
Add small amount of steering trail back to FFB, to weighten up understeer dropoff, and overall weight, a little
Re-add GUI tyre force modifier to per-car FFB formula. Also set defaults for this for all wheels to 100 (1.0, so no effect)
Fix for track select menu defaulting to right most layout instead of left
FFB: reduce base drag a little. More chance of oscillation but a better (more detailed) feel overall
Updated Fanatec CSW device ID and flipped operation of RPM lights to match latest version of the wheel
Asano LM11: Added missing AO to LODB and LODC, fixed missing damage to some parts; New export posted
BAC MONO: new liveries checked in
BAC MONO: new white rim
Rockford - Added Placeholder Kerb Textures for the oval
New AIW. Fixes cut track problems. Besos National
BAC MONO: added gold label color for livery#05
BAC MONO: new gold wheel
Harrison Pike speedway - Added tower building textures
Gumpert Apollo: camera positions and adjustment limits set. Fixed border issue on ambient shadow texture
Renamed oval to Harrison Pike Raceway
Harrison Pike Raceway logo updated
Besos - new textures checked in
New Asano LM11 export
New Besos exports
New Loire exports
New Harrison Pike Raceway export

Build 205 (2/5/12, Senior Manager)
Reinstate driver/wheel speed shake effects.
Integrated memory leak fix in Participant Gen
First pass tweaks of the updated FFB to reasonably fit most vehicles until params are surfaced to the GUI
Vehicles Materials Library. Fix for bodywork carbon matte materials
Added first Glencairn HUD map texture
Enabled all cockpit animations (only if present). Reduce steering shakes amount
Scaling direction vector to increase range of angles that are "front" versus "side", and also fixes shadow calculation to take account of LOCK_Z - fixes odd shadow intersection issue on slopes
Added new Summerton HUD map
Alpha tweak for HUD map
New track map for HUD
Kart01, Kart02: updated animations for modified pedals, better fitting dirver seat
Max Kart01, Kart02 files with updated vehicle meshes(pedals, seat) and animations
Eagle Creek - new textures Poles
Eagle Creek - new textures for fences and poles
Eagle Creek - New fences textures
Added Glencairn and Summerton co-ord's
BAC Mono: corrected default gear ratios for 4th, 5th and 6th to website spec
New Kart 1 and 2 exports

Build 204 (1/5/12, Manager+)
Caterham R500: fixed headlights AO, draworder issue, interior Ultra detail setting
Besos autograss files checked in
Besos texture colour correction
Leonus 68 initial gear to animation
Caterham r500 animation review + initial gear to animation
Gunmpert apollo : review changes 1PV and 3Pv driver animations
Helmetview - adapted changes from GT to Formula and KART. Disabled modern helmet geometry for CLASSIC drivers
Helmetview - top part moved lower slightly (to touch screen upper corners in 720p)
Fixed compile error in skinned bodywork carbon shader
Added new Rouen HUD map
Added Rouen Short HUD map
Fixed incorrect fresnel value on both skinned and non-skinned carbon bodywork shaders
Remove special cameras from player cycle list
UpdateTool : Used to clean out the profile during patching
Added carbon specific "paint properties" function to allow proper handling of clear-coat colour
Kart02 - Adjusted pedals, fuel tank and radiator hose to better fit driver
Kart01 - Adjusted seat size and shape, pedals and gearlever to better fit the driver
Added Rouen co-ord's into XML for HUD maps
Heusden - new texture
New Caterham export
New Besos exports
New Heusden

Build 203 (30/4/12, Senior Manager)
Remove code to mess with AI throttle on high speed ovals
Stockcar 90: animation pack2(steering 360, gear)
Ariel Atom,Mugen: added gear to animation
Asano x4: gear to, initial animation
Tweaked and tested California Highway Hud maps
Added California track map co-ord's into XML
Caterham R500 - Added damage deformation
BAC MONO: livery03.Initial check in
BAC MONO: new black + orange burnt stripe rim.Initial check in
BAC MONO: new black + orange burnt striped wheel.Initial check in
Besos racelines checked in
Belgian Forest - add new textures
MainMenu News Ticker updated, Version Number now present
Tweaked textures for Azure HUD maps
BAC Mono: Fixed HUD RPM range
Eagle Creek Speedway checked in
New Caterham R500 export
New Besos exports

Build 202 (27/4/12, Team Member+)
Update rolling start option accordingly when selected track forces rolling start
Fix AI throttle cap at 100%.
Adjusted helmet cam exposure to suit new art
Added the ability to submit flags with stats. In the future, the stats will be used to record information like whether or not driving aids were enabled during the record lap.
Removed obsolete API to submit records without sector times
In car view exhaust resonation layer enabled
New Azure Coast reverse HUD map added
Enabling helmet cam audio dampening
Bodywork_Carbon Max shaders. Changed specular settings for carbon to look the same as vehicles_basic
New Besos textures checked in
Bodywork_Carbon Max shaders. Specular settings for Matte option updated
Adjust LOD/CUL settings such that distant cars don't disappear so early
Belgian Forest - update trees for new terrain/new treewals and fixed few crowds intersections
Added the California HUD maps
New Palmer JPLM export
New Anhalt exports
New Bathurst export
New Belgian Forest export
New Besos exports
New Loire exports
New Sakitto exports

Build 201 (26/4/12, Senior Manager)
Adding Chesterfield and California co-ord's
Updated HUD maps with correct T1/2 text
Build script update to add cumulative patching using RTPatch
Bathurst fix for floating instances issues
Bathurst test texturemaps for 3d trees
Belgian Forest - Add new textures
Stock car 1990 - Interior texture. Initial check in.
New Bathurst export

Build 200 (25/4/12, Senior Manager)
Fixed bodywork2 shader with bonnetcam envmap, protect against sampling NaNs
Tweak g-force effects on helmet mesh
Added missing remappable controls to UI
Animation update : paddle animations for GT driver, index finger and thumb now hold the same position
Added Chesterfield HUD map
Color adjust desaturated grass stuff
Helmetview: reverted geometry offset, blurred visor polish, bit of love and magic
Anhalt GP autograss initial version
Palmer JPLM: LODs polished, CPIT optimized, AO added to all LODs + new export
Palmer JPLM: full check + minor fix
Increased decell lock to 50-80% on the diff's of most cars to adress trailing throttle oversteer. Also tweaked the preload and most got a 30% increase. Some increases to acell side where needed to balance throttle oversteer. all cars changed except: Karts, Formula A and B
Set weight distribution non-adjustable on Formula A and B
Added new Azure Coast HUD map
New Palmer JPLM export
New Anhalt exports

Build 199 (24/4/12, Manager+)
Detection of short time after vehicle-to-vehicle contact is now done for all vehicles
Disabled adjustment of inertia tensor for AI vehicles
Re-position helmet mesh for better visibility and realism
Blur helmet mesh slightly (not working for visor yet, to be investigated)
SMAA (levels) runtime code for GUI options
Updated Fanatec SDK to fix runtime calling convention crash. Cleaner layout of libs also
Stockcar 90: new ambient shadow with improved borders
SMAA GUI options added + applinks
Jaguar JPLM - Interior texture. Initial check in.
BAC MONO: livery02.Initial check in.
BAC MONO: new silver wheel.Initial check in.
Derby track maps with new T1/2 text repositioned
California track map with new T1/2 text repositioned
BAC Mono: enabled liveries for black paint material on Livery 1+2
Helmetview - geometry offset and visor tweaks (logos out, texture blur, visual tweaks...)

Build 198 (23/4/12, Senior Manager)
Updated Fanatec CSW FFB defaults
Belgian Forest - add temporary terrain texture
Mitsubishi and Caper logos added
END OF RACE screen updated (as per WMD forum issue) and player can now click on the RWD/FWD buttons
Bologna textures. PSDs for new materials updated textures
F77, changed 3pv camera roof poosition, showing more of driver + animation review changes
BAC Mono: Improved front hoodlock resolution
New BAC Mono export

Build 197 (20/4/12, Team Member+)
NEW PROFILE REQUIRED
Known Issues: Helmet rendering is broken in DX9

Add menu options for helmet cam FOV and quick race rolling start.
Helmet position adjustment for latest art
Updated layout of Fanatec SDK
Added in a new hdr scale for the cockpit bloom when using the helmet camera
Helmet shadow fix - no more using modified cameras with dodgy depth values
Add QR specific race manager files and limit rolling starts to tracks explicitly allowing it
Support for SMAA S2X in DX11
FXAA and SMAA can now be toggled on and off
TweakIt 1.0.0.13 : Fixes a problem when sliders/values are updated after a connect has been lost, on reconnecting the queued values were sent to the new game app causing invalid de-referencing
Updated and improved textures and alphas for HUD maps
Stockcar initial 240 steering , alpha 1 animation pack
Added Badenring co-ords.
Stock Car engine set enabled; 215465 updated surface sound level; 215466 altered subwave volume curve and audio compression settings
Adding stock car AI sounds
Stockcar: quick collision update for floor level, fix for auto gears. Differential configured as a Detroit Locker with option to be fully locked by increasing preload setting
Belgian Forest - another fix for whitelines texture
Add menu options for helmet cam FOV and quick race rolling start
Gumpert Apollo: test headlight projection texture replaced with a detailed one
Formula A: Engine idle adjusted to prevent stalling. Default gearing matched to onboard data from China GP
BAC MONO: New livery
Palmer JPLM: added support for ULTRA detail settings
BAC Mono: added livery 01 name
Palmer JPLM: checks/fixes + new WIP export
Caterham R500 - improved AO on all LODs, darker CPIT AO on windscreen, bug fixes
AI for Stock Car boosted with compression. Balancing adjustments to opponent car levels, plus other balancing changes
Helmetview: visor textures/materials tweaks, reduced scratches about +-20%, flipped text
Updated BAC Mono physics to data supplied by manufacturer
Helmetview: top part lighting/specular fix, visor tweak to look acceptable inside dark cars + overall materials polish
BAC Mono: all exterior mapped&textured, brake disc glow setup, lights setup, user flags checked/set, discs, calipers cloned around, overlay polys set, materials checked/fixed,etc
New map texture added for Belgian Forest
Formula A: pedal positions changed to keep driver's feet within the car
BAC Mono: show steering wheel when driver is turned off
BAC Mono: Badges texture tweaks
BAC Mono: more glossy exhaust
BAC Mono - Reskinned LODC tires
BAC Mono: fixed RPM redline in cockpit display
Fixed typo in race strength which was causing AI to attept crazy cornering speeds and often flipping
New BAC Mono export
New Caterham export
New Palmer export
New Stockcar export
New Bathurst export
New Belgian Forest export
New Bologna exports

Build 196 (19/4/12, Senior Manager)
Added 1990 Stockcar
Stockcar 90: adjusted CPIT seat to driver character, added CPIT wheels
Belgian Forest - fixed trees isues and one crowd issue
California Raceway: Fixed brightness, reduced it for the new lighting/weather system
Gumpert Apollo: basic, do-little projection texture to test new headlight attention
Stockcar90: added support for custom chassis colour
BAC mono, added animation pack2, 360 steering
Formula A: checks, optimizations + fixes
Formula A: reduced engine inertia
New 1990 Stockcar physics. Based around notNascar cars of that Era. Aprox 650hp. 3800lbs. Road course setup
TweakIt 1.0.0.13 : Fixes a problem when sliders/values are updated after a connect has been lost, on reconnecting the queued values were sent to the new game app causing invalid de-referencing
Latest helmet cam tweaks for latest mesh
Added Fanatec SDK as well as support for gear display and shift lights on CSW wheel
Fix for CSW LED and lights not clearing on exit
New Formula A export
New California raceway export
New Florence exports

Known Issues: Auto gearing is broken on the Stock Car

Build 195 (18/4/12, Senior Manager)
Helmet rendering tweaks
Added Tyre Force slider (default 0.5 for all controllers, 1.0f for CSW) to advanced controller panel, tweaker added to F1 Input menu. Hooked up to FFB
Extended the range of Tyre Force slider (1-200 mapping to 0.01 to 2.0 internally)
Belgian Forest - add new textures
Initial helmetview data for all driver types (KART,GT,Formula, CLASSIC)
X4: Camera adjustment limits set. Tire temperature, pressure and wear sensitivity experiment
X4: fuel tank size reduced to 70L
Ariel (Atom,mugen,500): animation review1 changes, camera position, driver pose, hands corrections
New HUD maps added for Badenring tracks.
Heusden - Converted the Tree placement
Asano X4, Asano LM11 : animation review1 changes, driver pose, hands, seatbelts corrections
Caterham r500, palmer jplm, Racer V4 : animation review1 changes, driver pose, hands & seatbelts corrections
Fix for visor drawing in front of helmet mesh
Bathurst: track offset rotation adjusted to match dawn from reference
Helmet view head physics adjustments
New Huesden export
New Sakitto exports

Build 194 (17/4/12, Manager+)
SMAA (Enhanced Subpixel Morphological Antialiasing) support implemented for DX9
Fix crash on exit (SMAA effect was released twice) + default SMAA quality to high
WIP check-in for helmet head physics
Apply world movement and camera shake options to helmet cam
Helmet camera tweaks based on WMD feedback, mainly to have it take account of GUI camera settings
Another helmet cam tweak - slow down look to apex a little
Add DX11 render-target support for custom resolves (required for SMAA S2X)
Add DX11 SMAA NeighbourBlending5050 technique
Added possible fix workaround to allow Fanatec wheel firmware 722+ to boot
Fixed alphatest issues on Crowds that caused them to have nasty fringeing (the phase1/3 deferred alphatest threshold functions were mismatched)
Derby track map image added

Build 193 (16/4/12, Senior Manager)
SMAA DX11 is now 15% faster.
Cam roof position modifed to show more of driver
X4: LODC damage and AO. Cockpit optimizing
Reinstated "all samplers are aniso" but only for PC, so that console builds will not be broken, but still allow the sharper aniso versions on PC
Anims: Updated all textures: sitting and crowd
New Asano X4 export

Build 192 (12/4/12, Team Member+)
Fix for app worker thread not waiting for jobs to finish
Added helmet camera plus a few fancy wheel cams
Helmet Cam: Added look into yaw effect
Allow seat adjustment in helmet view
Allow FOV change in helmet view
Fix for the transmission whine not working properly from some cameras until you cycled through the other cameras
Added a tweaker to optionally disable the helmet cam muffling effect
Sakitto texture updates
Heusden track added to the game
BAC Mono: added redline to RPM bar; BAC Mono: cockpit display changes
Racer: Added AO to all LOD
New Racer exports
New Sakitto exports
New Heusden export

Build 191 (12/4/12, Senior Manager)
Monterey AIW - New raceline recorded for better AI speed. Fixes all problem corners
Asano x4 - increaded brake torque under peak temp
Characters - updated topology for crowds
Sakitto - added cameras, updated textures, grass and materials
Formula A: wider range of gear tuning options
New Sakitto exports

Build 190 (11/4/12, Senior Manager)
Better MLAA settings
New console profiles use bonnet camera by default
Fixed double drawing of windscreen on non-open-topped cars
Fix for PS3 steering wheel not turning
Added runtime support for SMAA: Enhanced Subpixel Morphological Antialiasing (DX11-only command line switch "-smaa_xxxx" with xxxx=low/medium/high/ultra)
Default world movement to 30
Updated driving camera defaults
Added in m_windscreenReflectionScale values to weather conditions missing it. Added m_windscreenReflectionScale to currentstate info in tweak it
Fixed track-specific personal best received from the server when loading into an event race overwriting event-specific personal best. We display track-specific PBs on the loading screen for now, so they should be stored as those into the local profile.
(This bug prevented improved times set on an event from being uploaded to the server unless they also beat the track-specific personal best set on the event's track, in the event's car)
When a new personal best is set during an event race, also update the track-specific leaderboard with the same time.
Wisconsin Raceway - Fixed Carrousel AI running wide off into grass problem. Gradually moved corridors in and reduced attempted AI speed at the critical point by 10%
Florence - Added support for 40 Cars. added 20 pit spots and 40 start spots. Updated TRD's. (still need garages doors opened for garage support)
Activation button added on Gameplay SAVE button
GAMEPLAY screen now re-organized to work on consoles
Fixed splash screen UI data (removed activation keys from press start button)
Vehicles Materials Library. Added Flat Paint CPIT material
Dropped extra ambience/subwave channels from the X4 AI sounds on consoles, as the extra channels were causing dropouts
Updated windscreen reflection defaults
Updated night windscreen reflection settings for all conditions
Modified moon dome shader to scale the depth value down, as this is the "correct" way to do this. Fixing this stops the moon from flickering on 360. Tested on PC, looks fine, relevant code path is not used by PS3
Fixed grandstand placement at Chesterfield; added intial crowd sound
Added crowd env sound for: Belgian forest circuit and Bologna reverse
Added audio to Badenring tracks
Added brake duct setting to tuning menus
Removed colour scale from 360 if shader used on windscreens
Formula A: Livery name fixes
TweakIt Tool - Fix for international settings affecting parsing of data sent from the game
New Formula A and B exports
New Wisconsin export

Build 189 (6/4/12, Junior Member+)
Further tweak to camera behaviour when world movement is off
Fixed tire materials (wrong textures assigned)
Moravia autograss added
Formula A: added contest winning liveries]
Back out CL 212069 (tyre force multi and tyre grip multi reductions) and reinstate previous values
New Asano X4 export
New Monterey export
New Moravia export
New Sakitto exports

They just added the Pagani Zonda R and the Pagani Huayra! Once again, the level of detail on the cars from the dashboard, to the body work, to the modelling of the engine, suspension, exhausts, gearbox cover, drive shafts........EVERYTHING.

It's really a shame you cant see the pics of the models as they build them up without logging in and I dont think I cant link to the pics either as I just tried. However, I'll leave you with this at least:

pcarsmodeldetail.jpg

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post #15 of 119
I simple refuse to ever play any racing game on console. So really looking forward to this. Imo these in game screens look better than the GT5 CG advertising ones-the ones that had 0 to do with the actual gameplay.
Still shift 2 on PC has decent city details & night visuals when in motion. Good headlights with what look like HID's, nice shadows. Still needs more realistic night lighting imo, headlights go out after collision & you can still make out the whole track.
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post #16 of 119
Thread Starter 
Quote:
Originally Posted by Dan_9 View Post

I simple refuse to ever play any racing game on console. So really looking forward to this. Imo these in game screens look better than the GT5 CG advertising ones-the ones that had 0 to do with the actual gameplay.
Still shift 2 on PC has decent city details & night visuals when in motion. Good headlights with what look like HID's, nice shadows. Still needs more realistic night lighting imo, headlights go out after collision & you can still make out the whole track.

I've been thinking the same in regards to the GT5 visuals.

I'm happy that they've decided to make visuals a part of the sim too. Seems too many companies these days just don't care about it at all, although iRacing have literally just put out some visual upgrades.

Nothing in comparison to this though.
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post #17 of 119
Quote:
Originally Posted by GrizzleBoy View Post

Quote:
Originally Posted by Dan_9 View Post

I simple refuse to ever play any racing game on console. So really looking forward to this. Imo these in game screens look better than the GT5 CG advertising ones-the ones that had 0 to do with the actual gameplay.
Still shift 2 on PC has decent city details & night visuals when in motion. Good headlights with what look like HID's, nice shadows. Still needs more realistic night lighting imo, headlights go out after collision & you can still make out the whole track.

I've been thinking the same in regards to the GT5 visuals.

I'm happy that they've decided to make visuals a part of the sim too. Seems too many companies these days just don't care about it at all, although iRacing have literally just put out some visual upgrades.

Nothing in comparison to this though.

 i racing has done small visual updates but the heart of iracing is not at its graphics but the level of racing and physics. this game does look incredible tho. shift 2 looks really good i just didnt like the way the cars felt.

    
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win 10 64bit XB280HK razer black widow ultimate Corsair 850W 
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post #18 of 119
What is your username on their forum so I can use you as a referrer GrizzleBoy?
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post #19 of 119
They added the Zonda R in this weeks build. It is absolutely gorgeous and the interior modeling is second to none. The audio is descent; but is merely a place holder until their recording session. It drives extremely well.

I am really looking forward to the Cinque Roadster. That cars exhaust note is in my top 5 so I am excited to see what they do with it. It is EXCELLENT in Forza 4. I can only expect better in pCARS.

pCARS has the best car models period. Nothing comes close. And this is still in pre-ALPHA stage.
post #20 of 119
This looks fantastic and I am definitely looking into buying access, probably only a junior level though.

I loved LFS and am now looking for an upgrade, in terms of physics, graphics and sound... This looks to be the one!
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Overclock.net › Forums › Video Games › PC Gaming › Project C.A.R.S. Anyone else part of it? Racing fans should definately take note.