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Community Assisted Race Simulator (CARS) WAS in Development


Ryzza5

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Devs are thinking of dropping the 360 and PS3 versions of pCARS, given that the release date is looking to be around Q2 2014 they'd rather be working more on the next gen consoles (that have a similar architecture to PC) instead of porting everything to the current-gen consoles which ultimately won't handle everything too well. If they drop old-gen consoles they'll also likely drop the DX9 PC mode and go with DX11 only (I think Assetto Corsa also doesn't support DX9 from memory).

 

There's a dev Q&A thread in progress, after which as always there will be a user poll. I'm still leaning towards no as part of me thinks there should still be plenty of profits from the old consoles, but part of me also thinks the adoption rate of the new consoles will be quicker this time around compared to last time (how many people these days are on top of the latest $600+ smartphone as soon as it's released?)

 

Originally WMD members would've had to invest more if they wanted next gen profits, but if they kill the two old platforms then we'd automatically get a 35% profit from the new consoles. I'm still trying to work out the maths on that one. At the moment I'm leaning towards voting No (keeping the old consoles), whilst planning on adding a little bit for the new consoles.

 

 

According to those in the know, however, the PS4 is going to "sell like hotcakes" and the Xbone is probably going to be bundled with cable TV providers.

 

I'll probably end up seeing what the senior managers think and may just go along with them.

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You're all welcome to relay news from the WMD forum here instead of always leaving it up to me, you know ;)

 

 

Dear WMD members,

 

As discussed in other threads, Steam has already been identified as a viable authentication & digital delivery platform. With this in mind, we're pretty excited to take exploratory steps with the Steamworks SDK by integrating it into Project CARS. Now as pCARS is within the WMD platform we won't be performing this work behind closed doors - we work openly which means you will be along for the ride and have the opportunity to test, suggest and feedback your experiences with these developments!

 

For those unaware, here are some of the benefits of the Steamworks platform:

 

  • Authentication
  • Friends system
  • Invitation system
  • Achievements
  • Matchmaking
  • Ranking system
  • Leaderboards
  • Ghost storage for all players
  • VOIP
  • DLC packages
  • DRM
  • Community portal
  • Digital delivery and automatic updates

 

You'll notice that a good few of the above we don't have yet within the WMD platform, notibly: Authentication (our current forum system is not viable for the final product), Friends, Invitations, Achievements, Matchmaking, Ranking, Ghost storage for all players, VOIP, DLC, DRM, and production-ready digital delivery of the game. The cost-savings for SMS to avoid reinventing these well-oiled wheels is significant. Additionally, Steamworks is a mature platform used successfully in thousands of games and has become to be widely accepted by the PC community.

 

How it will work:

 

In the beginning you will be need to install Steam and we will provide each member with a digital key. Within Steam, you will notice (when the structure is created) a number of download options available (configured as Steam "branches") from which you will select the one that matches your membership tier. The game will then download and furthermore will auto-update when new packages are uploaded.

 

Authentication will be the first feature to be ported over after which you will need to run Steam to launch the game. The standard WMD builds will cease and it will no longer be possible to authenticate via any other method.

 

Going forward, we will then migrate our existing features over such as leaderboards and ghost storage before touching on more advanced options such as friends, invitations, matchmaking and ranking (it is still TBD if advanced matchmaking/ranking is in scope for Project CARS).

 

We hope this direction is well received by you all. In summary, it is very good for the success and profitability of Project CARS, so it's good for us and good for you too.

 

There are bound to be many questions, so we will try to answer as many of them as possible (and an FAQ is already being prepared). For those of you wondering whether this will affect our title's multiplayer ambitions... it will not. We've examined Steamworks' capabilities very carefully and we strongly believe we can deliver large multiplayer fields via a Steamworks-integrated dedicated server app. :cool:

 

Quick FAQ, mostly about the technicalities of the switch to Steam. We will update this with frequent questions from the announcement thread.

 

Q: Will Steam be required to run the game?

A: Yes, you will need to install Steam and create an account if you do not have one already. You will need to have Steam running to be able to launch and run the game.

 

Q: Will I need to be always online/connected?

A: Initially yes, we will still have our servers verifying all users running the game, same as now. Only instead of using forum login we will verify the users with Steam servers. Later we would like to support Steam's offline mode for singleplayer gameplay. You will need to be online to download and install the game, then you can switch Steam to offline mode and still run the game. Multiplayer will not work in Steam offline mode of course. More details about offline mode are available here:

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Q: Will I need to download the whole game again?

A: Yes, we will be switching to Steam-based game updates. This means that everyone will have to download the game again via Steam after we migrate it to Steam.

 

Q: Will older builds of the game still work?

A: After we migrate to Steam, non-Steam builds of the game will no longer work. You won't be able to login from older builds anymore.

 

Q: How will I get access to the game on Steam?

A: We will distribute Steam keys to all current WMD members on the forums. The exact details have not been decided yet, but the game key will probably appear in your profile. Follow this howto to activate Steam game keys: 404 Not Found

 

Q: How will WMD tiers work on Steam?

A: All WMD members at tier above Junior will receive additional Steam key. Activating this after the game key will enable extra game features specific to your tier.

 

Q: How often will builds be released on Steam?

A: Standard updates of the game on Steam will happen at "Junior tier frequency", i.e. usually first Friday each month. We will still also have weekly, bi-weekly and daily builds available to members at higher tiers. These builds will be accessed by switching to weekly/bi-weekly/daily branch in the game's Steam properties. To switch to build that's updated more frequently than montly, right-click on the game in your library, select Properties, change to the BETAS tab and choose the build you want to use.

 

Q: I am a Junior member and I can see all build branches on the BETAS tab. Will anyone be able to use non-montly builds?

A: While anyone can see all build branches and select any of them, only members with corresponding tier unlocked via Steam key provided to them will be allowed to run that build.

 

Q: Will I still be able to opt-out from pCARS WMD?

A: Yes those rules won't change. We still offer refunds to people who want to leave the project. The game will be removed from your Steam library if you decide to do so.

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"You're all welcome to relay news from the WMD forum here instead of always leaving it up to me, you know" Done :)

Lots of very important very big & small things have been going on at WMD during the past few days. You weren't around for all of it? Then make sure to catch up on the most important topics below!

 

 

Development News

 

Project CARS will soon be switching to Steam for authentication & build delivery alongside a lot of other features, check out the full announcement for more details - Click Here

 

A major discussion is being discussed within the community regarding whether work on the Xbox 360 & PS3 versions of Project CARS should be stopped in favor of the next-gen versions - Click Here

 

Members also got to vote on which DRM method should be used for the PC version of Project CARS, cast your vote if you haven't done so yet - Click Here

 

A brand new & highly-sophisiticated throttle system has been introduced with the latest build - Click Here

 

Matt Griffiths has done some great progress on the WiiU renderer that is part of the WiiU version work for Project CARS - Click Here

 

Our sound designer Greg Hill has posted a quite extensive audio update on various cars - Click here

 

Paul Hudak has made lots of progress on the Race Weekend Design work as shown in his progress reports - Click Here

 

Our Handling Consultants Nic Hamilton & Ben Collins have been as busy as ever, make sure to check out their latest feedback blogs - Click Here & Here

 

Content Previews

 

Lots of work has been going on at Project CARS' recent track addition: Fort Felix - Click Here

 

Ralph Hummerich is making splendid progress on texturing the 1967 Ford Mk IV - Click Here

 

Daniel Karlsson has been working his texturing magic on the cockpit of the 1980 Ford Capri Zakspeed Group 5 - Click Here

 

Our Vehicle Artist Matt Clark has continued his great work on the 2009 Ford Focus RS - Click Here

 

New details & fixes have been added to Azure Circuit - Click Here

 

Ivo Franic has been plugging away on the 2012 Formula Gulf 1000 - Click Here

 

The 2011 Mercedes-Benz SLS AMG has received plenty of new details - Click Here

 

Lots of work has been done to Northampton Classic, another recent addition to Project CARS - Click Here

 

Fixes & Updates

 

A critical update for the Project CARS API has been released - Click Here

 

Improved tire models for the Lotus 49 & Ford GT40 have been checked in - Click Here & Here

 

Furthermore, the Lotus 98T & Lotus 78 have received updated tires as well - Click Here

 

Meanwhile, the Formula B has received a new tire version with a very early version of tire wear enabled, allowing flat spotting of the tires - Click Here

 

Several changes for the Race Weekend UI have been checked in - Click Here

 

Test & Report Feedback

 

Help us collect all current graphic bugs that need fixing - Click Here

 

Help test us test the physics of various cars and report your feedback in the testing forum - Click Here

 

Other

 

Our prototype design contest is still going on! Make sure to check out all the neat designs and maybe submit one yourself! - Click Here

 

Looking for an event to race in? The check out the Weekly Events list and the Multiplayer Race Calendar

 

Did you create an application for pCARS using the new API? Make sure to post it in our gallery - Click Here

 

 

 

That's it for this time, have fun checking out all the material and make sure to join the discussions yourself!

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  • 3 weeks later...

Haven't seen or heard of any focus on gamepad playability at this stage (would come after the tyre model and physics are nailed down), but here's a good video showing where it's at currently:

 

 

Also interesting is seeing all the Force Feedback events being detected top left in the telemetry view

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If your pCARS build is super out of date and you've been wanting to play, now's a good time since pCARS is now on Steam

 

Basically just go to your user page on the WMD forums, and about half way down it lists your Steam key, then just open your Steam library and add the key.

 

Go to the game properties, Beta tab and select what Toolpack you have. You can theoretically download Senior Manager builds but then you won't be able to play the game, so don't do that :)

 

 

See here: WMD Forum

 

Both Steam and traditional launchers will work together for now, with the launcher being phased out soon. Everyone will download a new build from scratch when they first switch to Steam, so let it go overnight, or download it somewhere else with a faster connection and back it up to DVD for transfer to your gaming PC if necessary.

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  • 2 weeks later...

If you care about physics and handling in games now is a good time to show it. Andy is changing the weekly hotlap event to use cars and tracks selected by the physics staff instead of community voted, with a view to all of us testing the same car that they're working on, and reporting our findings on how the cars behave and feel (includes FFB). If you find a setup that improves the car, also post a screenshot of it.

 

WMD Forum

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  • 3 months later...
  • 2 weeks later...

Guess what we'll get to drive soon :excited:

 

 

mclaren-f1-002b.jpg?psid=1

 

mclaren-f1-003b.jpg?psid=1

 

mclaren-f1-005b.jpg?psid=1

 

 

mp4-12c-gt3-006b.jpg?psid=1

 

mp4-12c-gt3-010b.jpg?psid=1

 

mp4-12c-gt3-019b.jpg?psid=1

 

mp4-12c-gt3-021b.jpg?psid=1

 

^Dev pics - currently at LOD A (medium quality)... LOD X yet to come.

 

 

- 1994 McLaren F1

- 1997 McLaren F1 GTR

- 2013 McLaren 12C

- 2013 McLaren 12C GT3

- 2013 McLaren P1

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You haven't heard Ian say that they will be releasing the game with at least 100 cars (not counting DLC)?

 

They'll be hiring considerably more staff next year to that, and as evidenced by today's release, they are capable of working on new cars secretly without us knowing until all the contracts are signed.

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  • 2 weeks later...

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