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Ryzza5

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Everything posted by Ryzza5

  1. Maybe I can fire up the game and do something there; mix up a video.
  2. I notice more when walking down the street in my riding gear (i.e. got one at a lunch stop yesterday)
  3. From last week's ride to a random lighthouse
  4. Good news bringing their tech into the 201st decade :) I thought their cars were supposed to look a bit second hand from the off, so surprised to see the word 'showroom'
  5. I guess with that title they couldn't really expect you to pay for that update
  6. Because it kept crashing into everyone at the Bathurst 12hr and everyone was drooling over it? I'll take it and the McLaren; I'm not hugely into LMP cars.
  7. Recorded this many many months ago. Sped up and added music to keep it more interesting Here it is again for sale
  8. Fun fact, I don't have either subscription currently active. Fortunately Sony couldn't pull another sly auto-renew on me this year as my card number changed.
  9. Well if the DLC content is say 5% of the total game then why shouldn't the price be as well. Add in the lower cost of distribution (no discs). Just exposes some others I guess.
  10. Copying this information that has been loving compiled by WMD member apophis on the official game forums About the DS: The Project Cars Dedicated Server is not a standalone server where you select car and track directly in the dedicated server configuration. It is a rebroadcaster, collecting information from each player and sends the information to the other players. This reduces network load of each client drastically and helps reducing lags and adds stability. More features will be added over time. Make requests on the official forum. Requirements: Most important is a good internet connection with a low latency (ping) and a high bandwidth, especially a high upload speed. Minimum Network upload bandwidth you need depending on player count, but mind that the latency can drastically rise, if you are at the limit of your connection: [TABLE=class: grid, width: 550, align: left] [TR] [TD=align: center]Players[/TD] [TD=align: center]Download (MBit/s)[/TD] [TD=align: center]Upload (MBit/s)[/TD] [TD=align: center]Comment[/TD] [/TR] [TR] [TD=align: center]10[/TD] [TD=align: center]0.3[/TD] [TD=align: center]1[/TD] [TD=align: center][/TD] [/TR] [TR] [TD=align: center]16[/TD] [TD=align: center]0.5[/TD] [TD=align: center]3[/TD] [TD=align: center][/TD] [/TR] [TR] [TD=align: center]24[/TD] [TD=align: center]0.8[/TD] [TD=align: center]7[/TD] [TD=align: center][/TD] [/TR] [TR] [TD=align: center]32[/TD] [TD=align: center]1[/TD] [TD=align: center]12[/TD] [TD=align: center][/TD] [/TR] [TR] [TD=align: center]48[/TD] [TD=align: center]1.5[/TD] [TD=align: center]25[/TD] [TD=align: center]not supported by the game at the moment[/TD] [/TR] [TR] [TD=align: center]64[/TD] [TD=align: center]2[/TD] [TD=align: center]45[/TD] [TD=align: center]not supported by the game at the moment[/TD] [/TR] [/TABLE] On the hardware side (CPU, RAM) the requirements are not very high at the moment. Install/Update DS: You can download "Project CARS - Dedicated Server" from Steam in the Library-Tools category, or via SteamCMD. Infos about SteamCMD here. AppId: 332670 Steam Library tools: After installation the DS should be in this folder: {yourSteamLibraryfolder}\steamapps\common\Project CARS Dedicated Server Steamcmd (Linux): Switch to the steamcmd directory and run (maybe change "./pcars_ds" to the directory of your liking): ./steamcmd.sh +login anonymous +force_install_dir ./pcars_ds +app_update 332670 validate +exit Steamcmd (Windows): TODO Configuration: Switch to your DS installation directory and copy the server.cfg from config_sample folder to the DS installation directory. optional: With blacklist and whitelist: copy the blacklist.cfg whitelist.cfg to your DS installation directory. Also copy the server_with_lists.cfg and rename it to server.cfg. Also, the server can now run from different config file than server.cfg in the current folder. Use -c (or --conf or --config) command-line option to tell it a non-default location of the config file. The server provides cmdline help automatically if you run it with -h (or --help). There are no other command-line options available yet. To quickly run/test a server you only have to change the name. The password you can set will be needed to create and to join the dedicated server. You can't change this password when hosting the session ingame (it will be ignored). You should also set the maximum player count to a number your internet connection supports. See 'Requirements'. The ports selected in the configuration file must be accessible from the internet. Configure your firewalls or routers if needed. Settings of config file (server.cfg): [TABLE=class: grid, width: 750, align: left] [TR] [TD=align: center]Setting[/TD] [TD=align: center]Description[/TD] [TD=align: center]values[/TD] [TD=align: center]default values[/TD] [TD=align: center]comment[/TD] [/TR] [TR] [TD=align: center]loglevel[/TD] [TD=align: center]logging level of the server. Messages of this severity and more important will be logged.[/TD] [TD=align: center] debug/info/warning/error[/TD] [TD=align: center]"info"[/TD] [TD=align: center][/TD] [/TR] [TR] [TD=align: center]eventsLogSize[/TD] [TD=align: center]number of gameplay events stored on the server. Oldest ones will be discarded once the game logs more.[/TD] [TD=align: center]Number[/TD] [TD=align: center]10000[/TD] [TD=align: center][/TD] [/TR] [TR] [TD=align: center]name[/TD] [TD=align: center]the server's name, this will appear in server browser (when implemented) and will be also the default name of sessions hosted on the server.[/TD] [TD=align: center]Text[/TD] [TD=align: center]"Unconfigured local testing server"[/TD] [TD=align: center][/TD] [/TR] [TR] [TD=align: center]secure[/TD] [TD=align: center]authenticate users with Steam to check VAC ban when set to true.[/TD] [TD=align: center]true/false[/TD] [TD=align: center]true[/TD] [TD=align: center][/TD] [/TR] [TR] [TD=align: center]password[/TD] [TD=align: center]password required to create sessions on the server as well as to join the sessions. The password set in Create options (ingame) is ignored on DS.[/TD] [TD=align: center]Text[/TD] [TD=align: center]""[/TD] [TD=align: center][/TD] [/TR] [TR] [TD=align: center]maxPlayerCount[/TD] [TD=align: center]maximum player count that can connect to this server at the same time.[/TD] [TD=align: center]Number[/TD] [TD=align: center]64[/TD] [TD=align: center][/TD] [/TR] [TR] [TD=align: center]bindIP[/TD] [TD=align: center]IP address of network interface, where the server's sockets should be bound. Leave empty for 'all interfaces'.[/TD] [TD=align: center]Text (IP address)[/TD] [TD=align: center]""[/TD] [TD=align: center][/TD] [/TR] [TR] [TD=align: center]steamPort[/TD] [TD=align: center]Port used to communicate with Steam and game, they must all be accessible on the public IP of the server.[/TD] [TD=align: center]Number[/TD] [TD=align: center]8766[/TD] [TD=align: center][/TD] [/TR] [TR] [TD=align: center]hostPort[/TD] [TD=align: center]Port used to communicate with Steam and game, they must all be accessible on the public IP of the server.[/TD] [TD=align: center]Number[/TD] [TD=align: center]27015[/TD] [TD=align: center][/TD] [/TR] [TR] [TD=align: center]queryPort[/TD] [TD=align: center]Port used to communicate with Steam and game, they must all be accessible on the public IP of the server.[/TD] [TD=align: center]Number[/TD] [TD=align: center]27016[/TD] [TD=align: center][/TD] [/TR] [TR] [TD=align: center]sleepWaiting[/TD] [TD=align: center]delay between ticks in milliseconds, when in idle mode (no one joined)[/TD] [TD=align: center]Number[/TD] [TD=align: center]250[/TD] [TD=align: center][/TD] [/TR] [TR] [TD=align: center]sleepActive[/TD] [TD=align: center]delay between ticks in milliseconds, when active (players on server)[/TD] [TD=align: center]Number[/TD] [TD=align: center]10[/TD] [TD=align: center]lower values could reduce latency, but will increase CPU load[/TD] [/TR] [TR] [TD=align: center]enableHttpApi[/TD] [TD=align: center]enable/disable HTTP API[/TD] [TD=align: center]true/false[/TD] [TD=align: center]false[/TD] [TD=align: center]warning: not secured, so don't make this accessable to the public[/TD] [/TR] [TR] [TD=align: center]httpApiLogLevel[/TD] [TD=align: center]logLevel http-access. Note that all logging still goes through the main filter (loglevel), so you won't be able to use more verbose logging here than the main level[/TD] [TD=align: center]debug/info/warning/error[/TD] [TD=align: center]"warning"[/TD] [TD=align: center][/TD] [/TR] [TR] [TD=align: center]httpApiInterface[/TD] [TD=align: center]IP address of network interface,where to bind the local http server providing the API and web-based controls[/TD] [TD=align: center]Text (IP address)[/TD] [TD=align: center]"127.0.0.1"[/TD] [TD=align: center]default: only localhost "0.0.0.0": any interface[/TD] [/TR] [TR] [TD=align: center]httpApiPort[/TD] [TD=align: center]port where the local http server listens[/TD] [TD=align: center]Number[/TD] [TD=align: center]9000[/TD] [TD=align: center][/TD] [/TR] [/TABLE] Running the DS: The DS only has a commandline version until now and cannot run directly from steam. Linux: Switch to your DS installation directory and run: ./DedicatedServerCmd Windows: Switch to your DS installation directory and start DedicatedServerCmd.exe Using DS: The dedicated server will not automatically be shown in the Multiplayer browser list. To use the DS you have to host a Multiplayer session ingame the same way how you would host a session without DS. To select a server, the session host has to add a command line argument (or Launch option) to Project Cars in Steam. Howto add command line option to steam games: https://steamcommunity.com/sharedfiles/filedetails/?id=116794507 Possible commandline options Searching for dedicated server by name: -searchds "Servername" (or a part of the name) Searching for a free dedicated server: -autods Example: Your servername is: "My super DS #1" Launch option: -searchds "My super DS #1" or -searchds "My super DS" Other players can join the game like in a normal multiplayer session. They don't need to add the command line argument. HTTP API: You can inform yourself here: http://forum.projectcarsgame.com/showthread.php?26520-Dedicated-Server-API (I had no time to read it until now :)) Additional Tools: (from community) Windows DS Configuration GUI: http://forum.projectcarsgame.com/showthread.php?29870-Project-Cars-Dedicated-Server-Configuration-0-1 FAQ: Why can't I configure cars and tracklist in the dedicated server? - The Project Cars DS works as rebroadcaster only at the moment. He collects information from each driver and sends it to all other drivers. Someone must host a session ingame, descriped in 'Using DS'. Is the DS working and finished? - The DS is working and ready to use. Additional features will be added. I have selected 64 players, but I can only host sessions with max 32 players!? - The dedicated server supports up to 64 players, but the game itself only supports 32 players in Multiplayer at the moment. I started my DS, but it is not shown in the DS browser (steam)!? - It can take some minutes after starting the ts, until your server will be shown in the DS browser. If I want to set-up a dedicated server, shall I own the game? Or the dedicated server app is free? - You do not need to own the game. But you need the game to play on it ;) From: Dedicated Server HowTo (Work in Progress)
  11. Night at the Museum 3. You'll get the same amount of enjoyment from it as the first 2. Might have been Robin Williams' last movie, he was looking a tad more frail towards the end of the movie.
  12. Project CARS announces that you can now buy an icon in a reasonably priced car... pack. Yes for just $2.99 on Steam you get these 5 new cars: [subhead]BMW V12 LMR[/subhead] In the final seasons of the 1990s, GT1 racing was fading away. After success as an engine supplier, BMW announced that for the 1998 season they would move up to Le Mans Prototypes with their own V12 LM roadster. After initial issues, the car was thoroughly redesigned for 1999 as the V12 LMR, and won its debut at the Sebring 12 Hours. At Le Mans, despite an accident for the #17 car and fast opposition, the #15 V12 LMR and its drivers hung on through the early morning hours and claimed overall victory by a single lap. The BMW claimed another three wins in the American endurance series that year, and another two victories during the 2000 season before being retired as BMW stepped up again, this time to Grand Prix racing. [subhead]BENTLEY SPEED8 LMGTP[/subhead] For the third year of their return to Le Mans, Bentley evolved their EXP coupe prototype into the Speed 8. Built in Norfolk in the UK, the Bentley was powered by a twin-turbo 4-litre V8 bolted to the back of a carbon-fibre tub and clothed in a sleek British Racing Green bodyshell. The 2003 Speed 8 made its debut at the 12 Hours of Sebring where it started at the back of the field yet managed to storm past all but two of its competitors to take a podium finish. For Le Mans, the Bentley team started on pole, and between their two #7 and #8 entries led almost every lap to give Bentley their first win since 1930. Mission accomplished, the five Speed 8 chassis were retired and now only make appearances at festivals and shows. [subhead]1998 MERCEDES-BENZ CLK-LM[/subhead] Despite a passing resemblance to the CLK production car, the 1997 Mercedes-Benz CLK GTR was a true prototype with only a limited run built to satisfy the GT1 ruleset. After six wins in 1997 and a further two in early 1998, the car was revised as the CLK LM, replacing the high-strung V12 engine with a venerable racing V8 based on the unit in the Sauber C9. Despite missing out on success at Le Mans, the CLK LM went on to win every other race that it was ever entered for. Such a show of dominance effectively ended the GT1 class though as nobody else could compete against it. [subhead]1997 MCLAREN F1 GTR[/subhead] With an outright win at Le Mans in 1995, the McLaren F1 immediately proved to be as competent on the race track as it was on the road. By 1997, the competition had evolved sufficiently for McLaren to introduce a new 'long-tail' body for the F1 GTR. With five wins in its first international championship season, the longtail GTR was an immediate success with wins in Spain, Italy, Britain and Belgium. The GTR kept racing in Japan for several seasons before finally becoming eligible for historic GT events. [subhead]BENTLEY CONTINENTAL GT3[/subhead] In 1994, Bentley previewed a small and sporty new addition to their lineup. After a change of ownership and years of development, the Continental GT was launched in 2003. With an unusual W12 engine layout boosted by twin turbochargers, the near-200mph performance put most sportscars to shame while still offering superlative luxury. In 2013, after the launch of the new V8-powered Continental GT, Bentley announced their intention to develop a GT3 racing version. Stripped of its four-wheel-drive system and its wood and leather interior, the lightweight GT3 hit the track by the end of the year. Placing fourth on its debut in the Gulf 12 Hours, for 2014 Bentley entered two cars in the main European endurance series to demonstrate their reliability. https://www.youtube.com/watch?v=GsLd39Zch_k If you are a Senior WMD member or higher (and you can hang ten), you should be able to get this DLC free or discounted on Steam shortly. Then again, it's only 2.99. Free Car #2 will be on its way SMSoon.
  13. Jimmy Fallon cameos in Jurassic World. I'm not a big movie buff so that's probably my contribution to this thread for the next 6 months :lol:
  14. Really makes the $12 you pay for just one RUF in iRacing stand out as a terrible rip-off.
  15. If you follow tduck twitter you'll see that Jezza, Jim, and Richo are filming something with an independant production company this week. Chris Evans is involved.
  16. It did, which is partly why it was incredibly boring (track-list/feature wise) I speculate
  17. Maybe. We always expected these features given the frosty reception FM5 got. T10 have previously confirmed they're sticking with locked 60FPS (good) so that may be what locks out other features. Possibly they're leveraging DX12 code-fu this time. Will we also get larger Ai grids and pit stops?
  18. Mistakes were made but that = more intense online racing trying to get positions back
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