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  1. [headline]Expansion Pack #1: Audi's + New Track: Ruapuna[/headline] SMS have delivered the first big DLC for Project Cars for a surprisingly low price of $5.49/£4.39 available now on PC(shortly), PS4 and Xbox One. Sauce
  2. Some info here: The Project CARS Setup Database Is Open For Business! - Project CARS The site is here: P.CARS Setup Database Have a look and see if it helps. If you've found (or created) a really good one be sure to share a link in here.
  3. [headline]Project CARS 2 goes early[/headline] Well what do you think about this? Project CARS was only released in May remember and now we have an official announcement of the next one. Now of course this isn't a shut up shop on pCARS and let's get busy on pCARS 2 only but the timing of the news is very unlike the norm, even if we all know that a lot of sequels start their planning and pre-production shortly before a games release or a small time afterwards. What do you think of this and what do you want to see them bring to pCARS 2 that they didn't or won't with pCARS? No year for release for the next one, but with all the groundwork essentially done it could more than likely do a Forza Motorsport (maybe a Gran Turismo one? :lol:) sort of development turnaround. Sauce: Announcing Project CARS 2! - Project CARS
  4. 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)
  5. 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.
  6. Project CARS – PC Patch 2.5 – Release Notes 17 July 2015 Game Crashes We spent a lot of time working directly with a number of users who were struggling with game crashes, and resolved as many of these as we could. The various fixes in this patch should help a great deal in making the game more stable for those of you who were experiencing these instabilities. Pitting, tuning, setups * Fixed a case where the in-game tuning Setup was not being saved under certain conditions. * Fixed the issue with cold and current tyre pressure mismatches in pitstop strategy, as well as cold pressure not being correctly applied in the tyre system. * Ensure that the Default pitstop strategy is selected as the Active one when starting a new session. * Fixed an issue where the wrong vehicle setup would at times be applied to the player’s current vehicle. * Fixed another case of where cars would sometimes leave the pits with an invisible reattached wheel. * Fixed an issue with the Pit Strategy screen where the displayed values did not reflect the saved settings. * Fixed an issue in online races where the pit crew would ignore any changes made to the pit strategy once the player’s car was stationary in the pit box. * Reworked some tyre compound names as displayed in the setup screen to ensure that all compounds are named to be indicative of the type of compound it represents in the pit strategy screen. * Restrict the selectable pit strategy tyre compound types to only those available for the current vehicle. Online * Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session. * Fixed an issue where, when the player progressed from qualifying to the start of the race, the player’s car would sometimes begin moving without player, resulting in false jump-starts. Controls * New Feature – Implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain. * New Feature – The Force Feedback Calibration screen now features a multiple force feedback profile selection whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. This will then create a ‘Custom’ entry in the profile selection list in addition to the current options: "Default" (matches the FFB default settings in Patch 2.0) and "Classic” (matches the FFB settings in the original release). * Fixed an issue with sudden loss of FFB after a crash. * Reduced the strength of the menu spring for custom wheels. * Fixed an issue where Mouse controls were showing a deadzone in the centre regardless of deadzone setting. * Fixed an issue where rumble on the gamepad could at times cause the game to slow down. * Added support and profiles for the Logitech G29 and G920 on PC * Added accelerator slip vibration to the wheel rim of Fanatec wheels where available, and fixed brake rumble not working. Vehicles * Formula A – Added a new tire set which now includes two slick tires - soft and medium. Also rebalanced the heating and wear across all four tyre sets. Wear will now more closely match real-world Formula cars. Heating is more even front to rear also. Further rebalancing of the AI speed as was required, and tweaks to the base setup to accommodate the heat change. * Modern street cars - New stiffer tyres for improved drivability to more closely match the real world experience, making these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change. * Mclaren P1 - Stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe. * Free Car #2 - Audi A1 Quattro Project CARS PC-only Patch 2.5 Release notes ================================================================================================== Project CARS – Patch 2.0 – Release Notes 25 June 2015 Performance Improvements * PC – up to 5% frame rate improvement when using Ultra settings * XB1 – up to 17% frame rate improvement in extreme conditions Online & Community Events * Multiplayer search filter 'Skill' now finds games based upon certain lobby game configuration criteria. For example, “Pro” setting now searches for Full Damage, Auto-start Engine, Forced Cockpit, Mechanical Failure, and so forth. * Community events page – when an event cannot be entered, it will now display the reason why: ‘Coming Soon’ along with a countdown, or ‘Expired’. * Online – Ensure that vehicle light repairs are synchronized in MP races so that repaired headlights are visible by other racers. * Xbox One - fix attempt for a hard-to-reproduce issue where the game would at times freeze or crash when 8 or more players joined a session all at once. * Xbox One – fixed an issue that at times would prevent a player from establishing full connectivity when leaving a lobby and trying to reconnect to it. * PS4 – fixed an issue where, after the PS4 resumes from Rest Mode, no network features can be used. Controls – All platforms * Adjustments made to the gears system, to prevent gears being skipped under certain conditions. This addresses an issue where gears would at times jump straight down to 1st, potentially causing engine blowouts. * Steering wheels – reduced the centering rate of the steering spring. This improves the feel of steering wheels at very low speeds. * Added support for the use of all active controllers for menu input. You can for example now use a steering wheel to race, and a gamepad to control the menus and photo mode. * Gear shifters – when using an H-shifter on a car that has a sequential gearbox, the gearbox will now switch through the gears until the gear selected on the H-shifter is reached. * Fixed an issue in Force Feedback calibration that would prevent a player from setting "Soft Clipping (Half Input)" back to 0 after modifying it from the original value. Controls – PS4 * Thrustmaster T100 Force Feedback improvements. * Fixed the Force Feedback dynamics for wheels with physical steering locks which were less than the steering lock of the vehicle in-game. This fixes the Force Feedback on the Thrustmaster T100 and similar wheels. * Added a Motion Sensor controller profile. * Fixed a crash issue when disconnecting and reconnecting Fanatec wheels. * Enable support for USB keyboards to be used for in-game controls. Controls – Xbox One * Built in protection to prevent unsupported controller devices from crashing the game. * Gear shifters – fixed an issue that prevented the selection of neutral when using an H-gate shifter add-on with a car that has an H-gate shifter in-game. * Implemented accelerator vibration on the gamepad right trigger to indicate when and how much the tyres slip under acceleration. * Madcatz wheel - fixed an issue where the switch on the wheel to change between 270 to 900 degree mode stopped functioning. Physics & AI * Slowed down the AI opponents in the rain when using racing tyres, to make racing against them better balanced. * Adjusted the AI tyre wear rate to better match the player’s tyre wear rate. * Adjusted wear of Slicks and Rain tires to more realistic levels where needed. Typically GT/LMP/Formula cars will get slightly more than a full fuel load on soft or default slicks (depending on fuel load amounts). * Adjusted the heating of slicks and rain tyres to more realistic levels. * Adjusted tyre temperature sensitivity on several cars. * Adjusted rain tyres to generally be more sensitive to overheating, and less efficient in the dry. * Improvements to AI navigation to lessen collisions during cramped race starts, improve detection of other cars during cornering, and improve clean overtaking * Improved the AI pitting logic during practice and qualifying so that the AI cars run more realistic stints before pitting. * Reworked the AI’s fuelling logic during qualifying sessions where no refuelling is allowed, so that they don’t always fill up the fuel tanks and negatively impact their qualifying ability. The AI will now deliver far more competitive lap times during qualifying. * Fixed an issue where the AI would set impossible lap times during races with pit stops. * The AI will now pit as soon as possible when low on fuel to prevent them running out of fuel and retiring from the race. * Reduced the effect of damage to the car’s cooling system when suffering aero damage. This prevents engines from overheating and blowing at an unrealistic rate. * Fixed an issue that prevented bump starts from working properly on some cars. An example case – with gears and clutch set to manual, take an Ariel Atom out on Brands Hatch. At the first right hander, stall the car, ignition on, 2nd gear, roll down the hill up to about 15kph and drop the clutch. The car will now bump start. Exact conditions for a successful bump start will vary slightly by car. * Fixed an issue where at times some AI drivers in a race would use much higher skill levels than the rest of the field. * Fixed an issue that prevented the AI from pitting within the final 3 laps of a race * Further tweaked the AI ability in wet races to more closely match the player car’s ability in the wet * Improved the AI’s efficiency in pit timing when needing to change tyres due to weather conditions. Pitting, tuning, setups * Fixed an issue where wet tyres were fitted too long before the rain starts, causing excessive overheating and wear on the tyres. * Fixed an issue where, when running low on fuel, the Pit Board would appear to tell the player to do a scheduled pit stop when the player did not schedule a pit stop. * Fixed an issue where flat tyres were fitted to the car during a pit stop, by ensuring that the tyres are correctly inflated. * Fixed an issue where the car’s bump-stop value decreased after leaving a race session and joining it again. * Reworked the brake bias display information so that changing the values is more intuitive. Tracks * Performance optimisation pass done on: Brands Hatch layouts, Cadwell layouts, Oulton Park layouts, Bathurst, Azure circuit, and Zolder. This helps improve the overall smoothness when racing on these tracks with large grids of cars. * Track cutting tolerances reduced on all tracks where it was too forgiving. * Fixed an issue where a pit crew character would at times appear floating above the race track on various tracks. * Silverstone Stowe – fixed render issues on some tyre stacks, and addressed an issue with cars driving through certain objects. * Road America – fixed an issue where a line of grass line appeared in the air near a concrete barrier. * Spa Francorchamps – fixed an issue where cars under AI control would bump into the pit wall when exiting the pit lane. Fixed an issue where the AI were running too wide over the exit curb at the Bus Stop Chicane. * Brno – fixed an issue where cars would at times start in the same grid positions, fixed garage six to prevent the AI from getting stuck on the right side wall when exiting the garage spot, fixed an issue when running more than 20 cars in a race would cause the car in 21st to slide into the pits. * Le Mans – fixed an issue that would at times cause the car to crash while in the pit lane, leading to a disqualification. Improved the AI race line for better speed, and improved the AI behaviour on curbs. * Laguna Seca – improved the AI performance as they were running too slow in some sections. * Imola – Improved the pit lane AI navigation, and fixed an issue with a section of the fence at the pit entrance that appear to float. * Bathurst - fixed a render issue with shimmering edges in parts of the track. Career * Added a new RUF RGT8 GT3 contract to ensure that the player can enter the RUF GT3 series on contract renewal and not just when starting a new career. * Fixed the unlock details for the Supercar Ardennes Club Day Invitational. * Fixed an issue where skipping the session during a race caused the player to move up in the session results. Vehicles * Group 5 cars – adjusted the gearshift timing tolerances to fix an issue with the gearing when pausing and restarting a session. * Gumpert Apollo – fixed an issue with the livery sets that caused the livery selection to display wrong liveries. * Aston Martin Vantage GT3 – tuned engine lifetime and brake cooling parameters for better accuracy. * Lotus 98T – tweaked turbo to improve AI estimation of top speed. * McLaren F1 GTR – modified the default setup and reduced front bump steer to improve straight line stability, fixed an issue to ensure that the car’s specific HUD motec display is used * McLaren F1 - Fixed an issue that caused the car to use the wrong default tyre compound. * Ford GT40 MK4 – Reworked in several areas to improve handling and match the real car closer - Bump stops settings exposed in setup with better tuned setup defaults, increased wrap around stiffness of the tire carcass, rebalanced base vs tear grip, rebalanced player vs AI rain performance against the AI. * All Formula vehicles – Stop brake light reflections appearing on cars that don’t have brake lights. General * Fixed an issue where the player position would at times change to last when player crosses the starting line during rolling starts. * Fixed an issue that could cause the game to crash when selecting the ‘Edit Tuning Setup’ option in the ‘PIT BOX’ screen. * Fixed an issue that could cause the game to crash while watching a saved replay. * Driver Network Profile – fixed an issue where entering Free Practice mode would count toward Races Entered. * PS4 – fixed an issue that required the game to first restart after installing an in-game DLC before the DLC would be available for use. * Audio – rebalanced the volume of skid sounds to make them a bit more audible. * PC, Oculus Rift – added Oculus 0.6.0.0 SDK support, enabled positional tracking in non-helmet player camera views, implemented initial menus and HUD support, auto reset player view position at the start of a race, and disabled all non-VR-friendly scripted pre-race camera sequences. * PC, D-BOX – fixed an issue that caused cars to lose power when playing with D-BOX connected. * Updated the achievement "I am the 5%" to ensure that it can be achieved in non-Pro-modes as well. * Fixed a game crash issue caused by an overflow of the email inbox when the player received above a certain amount of invitational emails. * GUI – fixed an issue where the controls configuration arrows in Options would not respond correctly to mouse input when attempting fine adjustment. Project CARS - All Platforms - Upcoming Patch 2.0 - Release notes ================================================================================================== Project CARS – Patch 1.4 – Release Notes 2 June 2015 General * Pagani Monza Clubday invitational event - No longer causes the game to crash when using a specific livery on the Pagani Huayra. * PC - Fixed an issue that would cause the game to crash while watching saved replays, when shared memory is enabled. * PS4 - Anisotropic filtering has been increased to help reduce blurry textures. * PS4 - Temporal anti-aliasing has been further optimized. This reduces the ghosting effect and additionaly gives the player full control via a slider to tweak the resulting image according to personal preference. Performance improvements * Xbox One - Various performance optimizations, adding up to an average of 5-6% performance improvement. This results in an overall smoother experience. * PS4 - All shaders have been rebuilt using new shader compiler, giving a significant performance boost in some areas. * PS4 - CPU performance gains due to new more aggressive code optimisations. Physics & AI * The AI loss of grip that results from tyre degradation as a result of wear is now more noticeable. * The AI will now show much more realistic grip loss when running on slick tyres in the rain. * First pass improvements on various tracks to enhance the AI performance and ability (Azure Circuit, Donington GP, Watkins Glen, Bathurst, Nordschliefe) Pitting, tuning, setups * Fixed an issue where certain street cars would pit for tyre change during rain when they already had the correct tyres fitted. * Fixed an issue where custom vehicle setups were lost when progressing through sessions. * Improved the system used to select the most appropriate tyres based on current and predicted weather conditions. * Ensure that the AI always pit when they need to change tyres based on the weather conditions. * The Default strategy will now correctly show the tyres that will be fitted on the player vehicle during a pit stop. * The pit stop routine will no longer start during online races until the player closes the pit stop menu. This ensures that the player has enough time to select or configure an appropriate set of actions before the pit crew start working on the car. * Tyre pressures will now be correctly set when the player changes to a new set of tyres. * The currently-active Pit strategy will now remain in action when advancing through race sessions. Online * Fixed an issue where the player was sometimes given a large time penalty when exiting the pit lane. * Fixed an issue where the remaining session time displayed an incorrect value in the Tuning screen. * Fixed an issue that at times would prevent a player from entering a race, after joining a second online lobby. * Fixed and issue where the Track Location popup would at times appear on some screens. * PS4 – The lobby browser now displays random lobbies instead of always the oldest lobbies. * PS4 – Fixed an issue where network features could not be used after resuming from rest mode. * PC - The lobby browser now automatically extends the search distance for lobbies when not enough of them are found using the default filter. Lobbies that are hosted further away (and therefore have potentially worse latency to all peers) appear at the bottom of the browser, and are colour coded with yellow or orange icons do indicate the quality of the connection. * PC - The session host now regularly sets the current timestamp into a session attribute, so that sessions with too old timestamps are not displayed in the browser. This prevents stale sessions with no active host from appearing in the session browser. * PC - When joining a session, the client now attempts to request the member details multiple times before giving up. This helps to improve the success rate of joining online sessions. * Xbox One – Fixed an issue where matchmaking was not filtering the race length correctly. Controls – All platforms * Fixed pedals and triggers that vibrates during replays. * Fixed an issue that causes the wheel centring spring to be active during driving. * Improved force feedback strength and tweaked the default force feedback parameters for all supported wheels based on community feedback. * Further enhancements to the steering feeling – Improved blending between the tyre force spring and the steering lock spring. * Improved behaviour of the wheel force springs while navigating the menu system. Controls – PS4 * Fixed an issue where the player got stuck on the career screen when entering driver name using a wheel controller. * Improved the support implementation of several older Fanatec wheels, such as the GT2, GT3, and CSR. * Fixed the Fanatec CSS so that it works correctly in sequential mode. * Fixed the Fanatec CSP pedals to save the calibration correctly if player calibrated only pedals. * Fixed the Fanatec CSP ABS rumble. * Fixed the Fanatec CSW handbrake. * Game Pad - Tilt Control support implemented to allow controller tilt to be used to control the vehicles. Vehicles * Adjusted handbrake strength on vehicles which are equipped with handbrakes. Fixed an issue where the rain wipers’ state did not reset correctly when restarting a session. Fixed an issue where light glows from a vehicle behind the player would sometimes appear in front of the player. * Fixed fuel pressure gauge calibration in several cars. * Fixed an issue where a white border would at times appear around the brake light glow of certain cars. * Ford Mk.IV – Improved the collision model to prevent vehicles wedging in under other vehicles. * Formula Gulf, Gumper Apollo, Formula Rookie - Fixed and issue with the livery sets that caused the livery selection to display wrong liveries. * Lykan Hypersport -Statistics updated to latest manufacturer specification. * Lotus 72D - Improved handing characteristics, exposed bump stops to be adjustable in the vehicle setup, reduced cold sensitivities of the slick tyres, adjusted the AI speed, wear and rain tires to match the player’s experience. * Karts - Reworked the Karts optimization to help address performance drops with a lot of Karts on track. * McLaren 12C GT3 - Adjusted the vehicle pose to more closely match the real car. * BMW M3 GT4 – Improved the accuracy of the levels at which the oil and water temperature warning lights will activate. * Ford Escort RS1600 - Improved the collision and wheel contact model to prevent climbing over other cars in collisions. * 250cc Superkart – Improved the default setup to address controller issues on higher speed tracks, and improved the AI handling. * Lotus 49 – Improved the AI handling of the vehicle in corners and in close racing. * Pagani Huayra - Reduced fuel consumption to around 3mpg in hard track use, and improved cooling to prevent engine overheating. Tracks * Bathurst – Removed cones in the pit lane that was causing cars to get stuck. * Watkins Glen – Fixed a number of accuracy issues around the track. * Lemans 24h – Improved the race line at a few corners to keep the LMP cars off the curbs as this was causing the cars to lean over on two wheels. * Silverstone National – Vehicle grid placement reworked to more closely align with the painted start boxes. * Hockenheim (various layouts) – Reworked the wet weather reflection mapping to address incorrect object reflections. * Willow Springs – Fixed an issue where the vehicle could drive through the barriers when exiting the pits. GUI * Driver Network Profile - Visual tidy up to improve usability. * Fixed an issue where very thin lines would not always appear. * Added support for better info display on the Community Events page. * Fixed the issue where HUD customization was not saved on exiting a session. * Fixed an issue where the Potential Lap time display on the Lap Info board would be inconsistent with the sector times being displayed. * Monitor/Spectate mode - Fixed an issue where the vehicle being viewed would automatically reset to the player’s vehicle on leaving the monitor screen. Project CARS - All Platforms - Upcoming Patch 1.4 - Release notes
  7. [headline]Xbox One Issues Resolved?[/headline] The 1.3 patch just for the Xbox One is being rolled out today. The main improvements are to fix the steering issues, no longer will your car get stuck on full lock. The rumble feature for the triggers has also been activated along with analogue stick input tweaks. Sawce Please SMS, bring the input improvements to the PC and PS4 versions. :panic:
  8. With some lucky console players already in-game and the global digital release just hours away, here's a thread to use for your thoughts, questions, tips, etc. Quick preview from Darin Gangi; TL:DW = so far so impressed. In case you didn't know, the UK Kart Nationals artwork was created by yours truly.
  9. [headline]Project CARS Launch Trailer[/headline] It's been a long time coming but we are finally here and the reveal of this Project CARS Launch Trailer proves just that. Accompanied by music from Deadmau5 the trailer shows several key features of the game including the gorgeous visuals, fantastic weather system, great tracks and of course the variety of cars and motorsport disciplines on offer. Watch the trailer closely and you may just see something that looks familiar. Are you ready for this game?
  10. Project CARS on Xbox One is about to be shown on twitch by Xbox UK, and Namco Bandai UK's very own Lee 'Pizza & Games' Kirton. The Xbox One version hasn't had much showing so this should be a real good demonstration and display of the game on it. Lee has promised not be too crap but hey if he is at least we will get to see the damage engine! :D Project CARS Xbox One twitch stream
  11. Bamco made another trailer: Watch above or click here for the HQ version on Gamersyde. Online - Project CARS And Alan has his final preview: I haven't seen any of this content yet; hopefully it's all good. :)
  12. Ok so it's now time to announce that turboduck has digital copy of Project CARS Limited Edition to give away to our community! :excited: Only problem is that I can't think of a good competition to find a winner. So what you need to do is suggest an awesome competition in a post below. The person who submits the best competition wins the PC Steam key. What we're looking for: * Detail * Something that could actually be actioned in future. * Just that little touch of zaniness that turboduck is famous for * Inclusion of smileys * Members would love to compete in your competition even without a prize because it's so amazing. * You should ideally be an active member of the turboduck community. It's not too late to start now! (but don't spam). You've got time to think about this one. We'll be announcing a winner on Friday May 1st (so get your entry in by Thursday 30/4/15 to be safe). You must be online and available to activate the awarded key as soon as possible, as it might not work after release. :bparty: :bparty: :bparty:
  13. It appears that there may be a few giveaways for Project CARS. If you see any in your travels feel free to post them here! Renault Sport are giving away 60 copies of Project CARS via a competition on their Facebook page. Red Bull have 10 Steam keys to giveaway.
  14. The most exclusive car... ... in the world has just been revealed as the first DLC to be added to Project CARS. The Lykan Hypersport features in Fast & Furious 7 and costs a nose-watering $3,400,000.00. So you'd expect it to cost a pretty bitcoin in virtual form? Nope. It's free. Only 7 cars exist in real life, embellished with precious stones normally associated with Minecraft, instead of racing games. 100kph is achieved in 2.8 seconds. Home - Project CARS *May not actually be the most exclusive car in the world
  15. [headline]Fanatec support coming to the PS4 & Xbox One[/headline] Slightly Mad Studios via the official Project CARS website have revealed that support for selected Fanatec hardware including wheels, pedals and bases is coming to the PlayStation 4 (PS4) and Xbox One. The update to be rolled out with a day one (whenever that is!) patch will enable selected support for past and current Fanatec devices such as the ClubSport Wheel Base/ClubSport Wheel Base V2, with core Wheel and Pedal support coming to the PS4 *cue Twilight Zone music* including the exclusive Forza Motorsport branded CSR and CSR Elite. :oook: [subhead]PC & PLAYSTATION®4[/subhead] Porsche 911 Turbo S Porsche 911 GT2 Porsche 911 GT3 RS V2 CSR CSR Elite [subhead]PC, PLAYSTATION®4 & XBOX ONE[/subhead] ClubSport Wheel Base ClubSport Wheel Base v2 A full listing of compatible devices can be found here. The wait for being able to use your Logitech G25/G27/etc on PS4 or Xbox One is still on-going and we will likely not see anything until 2016 if the rumours about waiting for the Immersion patents to expire are true. Sauce: Project CARS website
  16. [headline]pCARS Delayed till Mid-May[/headline] It was getting to that point in time again, just a few weeks from the announced release date of the game. Then we are given the news that there has been another short-ish delay to pCARS. We can now expect to see the game in mid-May as long as all goes well and there are no more delays. Source I'm not all that surprised or fussed by the delay as I somewhat expected it. What are your thoughts(excluding hassan :p)?
  17. All the Achievements/Trophies in Project CARS were inspired by you - the community who helped dream them up and name them! Categorized by our four pillars of Career, Solo, Online, and Community in order to ensure an even spread across the game, they were then sub-divided into a range of difficulties from easy ones you may get simply by trying something out to fiendish ones that may take particular skill or time. We've also included some secret ones to so you'll have to do some exploring to find out how to unlock these ;-) So take a look below and start planning how you're going to get them all and guessing what the secret ones may be! Who's going to be the first to unlock One More For The Road!! One More For The Road (0G/Platinum) Earned all other Achievements Zero To Hero (30G/Gold) Won the LMP1 World Championship within ten seasons Defending Champ (30G/Gold) Defended a Career Championship for three consecutive years Triple Crown (30G/Gold) Won three Career Championships in three different motorsport disciplines Hall Of Fame (50G/Bronze) Completed three Historic Goals and became a racing legend! Fully Loaded (30G/Bronze) Signed 8 Endorsement deals VIP (30G/Bronze) Received 12 Invitations Meticulous (30G/Bronze) Completed every Practice, Qualifying, and Race session in every round in a Career Championship Conquered. All. Races. Seriously. (30G/Bronze) Won every race in a Career Championship Double Rainbow (30G/Bronze) Won the same Career Championship two years consecutively No "I" In Team (30G/Bronze) Won a Team Championship two years consecutively Twerkin' (10G/Bronze) Won your first Accolade Taylor Would Be Proud (30G/Bronze) Won 22 Accolades Mailbox Full (20G/Bronze) Received more than 500 messages from your fans Pit Boss (5G/Bronze) Created and saved a Pit Strategy Requesting Flyby (10G/Bronze) Entered and exited the pit lane without losing a position (cannot be in last place) Consistency Is King (30G/Silver) Performed 3 consecutive laps within 0.1 sec of each other My Little Friend (10G/Bronze) Overtook a car using KERS Grand Chelem (20G/Bronze) Got pole position in qualifying, fastest lap in the race and won whilst leading every lap A Day In The Life (45G/Silver) Completed a 24 hour race using only realtime progression (and why not stream it?!) Emergency Stop (10G/Bronze) Braked to a standstill from 100-0 km/h within 2 secs Reversa Corsa (20G/Bronze) Completed a Quick Race Weekend lap of Azure Circuit in reverse from cockpit view without collisions Gladiator (10G/Bronze) Won a Quick Race Weekend with Full Damage, Mechanical Failures, and Tire Wear (must be 5+ laps) Sunday Driver (20G/Bronze) Driven the speed limit (50 km/h) in an Italian car and appreciated the Azure coastal scenery Eastbound & Down (20G/Bronze) Ran the California Highway in under 9 mins in a US car Player 1 Versus The World (20G/Bronze) Entered and completed more than 25 Online races Pentapodia (30G/Bronze) Finished on the podium more than 50 times in an Online Public race I Am The 5% (30G/Silver) Won an Online Public race using Pro handling, manual gears, and no driving aids, from cockpit view Clean As A Whistle (20G/Silver) Won three Online Public races in a row without being involved in a major collision Pristine Paintwork (30G/Bronze) Completed more than 3 Online races with 50% of them avoiding a major collision Speed Racer (30G/Bronze) Set a Pole Position time in an Online Public qualifying session Petrolicious Love (20G/Bronze) Won more than 50 events with your Signature Car To Affinity & Beyond (30G/Bronze) Have an Affinity greater than 50% in all car classes Home Field Advantage (20G/Bronze) Won more than 20 events on your Favorite Location Selfie (10G/Bronze) Took a photo of your Signature Car on your Favorite Location Exorcist (10G/Bronze) Beat a Ghost from the Time Trial Leaderboards Lap Time Wizard (50G/Silver) Set a record at 50 locations (variations and reverse layouts not necessary) Community Ambassador (20G/Bronze) Participated in 20 Driver Network Community Events Half Racer, Half Demon (20G/Bronze) SECRET Ready To Pounce (10G/Bronze) SECRET Keep Calm And Race On (20G/Bronze) SECRET No Roads Needed (10G/Bronze) SECRET Do You Smell Somethin'? (10G/Bronze) SECRET On Your Left 20G/Bronze) SECRET Credit Where Credit's Due (10G/Bronze) SECRET
  18. I haven't seen this yet (as always) but I've heard it was a good watch: pCARS at 21:13:12s Linky.
  19. [headline]Project CARS now due in April[/headline] Project CARS has just had a second delay announced with it now due to come out In April, PC will be out first on April 2nd followed by the PS4 and Xbox One on the 7th with Wii U due before 2020. Sauce: gamesindustry.biz
  20. Stumbled across the following video Low settings aren't all that ugly imo but those ultra rain effects are looking pretty speshul.
  21. Are you a WMD member who is feeling just a teensy bit guilty for not contributing much to the development of the game? No need to break out in a cold sweat, there's plenty to do right now and you can chomp off as much or as little as you like. 1. Test car/track combinations and report bugs: WMD Forum 2. Make a Renault video trailer WMD Forum 3. Design a BAC Mono livery: WMD Forum 4. Help test out the career flow: WMD Forum WMD Forum 5. Post audio/radio bugs: WMD Forum WMD Forum WMD Forum 6. Test the X360 gamepad feel: WMD Forum < 3 months to go!
  22. UPDATE: Scary Nighttime Racing Halloween Trailer Released!! The Nurburgring-Nordschleife is one of the best tracks in the world for car fans due to not only it's length but also how tricky and testing it is of not only the driver, but also of the car. And if you can't get to run a few laps yourself then games are the next best thing and Project CARS is another where you will be able to do this and this small teaser trailer gives you small glimpse of what to expect. The brief teaser is part of a full trailer that will air tomorrow during the Golden Joystick Awards.
  23. [headline]Project CARS delayed until March 2015[/headline] On the official WMD forums yesterday a post was made to inform the backers and its community that the game will be delayed until March 2015 with a press release going out the following day. Unfortunately as is the nature of the internet and the need to be first someone leaked this, not long after the main gaming media got a sniff and ran with the story based on a screengrab of the post by 'Development Director' Andy Garton detailing this news. Now though it's official and the proper release has gone out of which you can see below. Going up against the behemoth of GTA V was bad enough but then you throw in the many other big name releases coming out in November and you can see why this decision has been made. Not forgetting that more time and polish spent on the game can only be a good thing and result in the delivery of an even more immense final product! :cool: [subhead]Project CARS delayed PR Release[/subhead] PROJECT CARS RE-SCHEDULED FOR MARCH 2015 Slightly Mad Studios and BANDAI NAMCO Games Europe S.A.S today announced they will be moving the release of Project CARS for the PlayStation 4, Xbox One and PC to March 17th 2015 in the US and March 20th 2015 in Europe. The move positions the title away from the competitive holiday scene dominated by household names whilst also affords the team at Slightly Mad Studios additional time to extend and polish their ground-breaking and accomplished next-gen racing experience that’s been created alongside a community of over 85,000 racing fans and real-life professional drivers. “Our goal has always been to deliver a landmark title that encompasses the wishes and desires of racing fans from all around the world; something with features and content powered by the community that provide a truly unforgettable and pioneering experience” said Ian Bell, Head of Studio at SMS. “Whilst a tough decision to make, the change in release date allows the game the greatest chance of success and visibility, and the opportunity to polish the game even further to the high standards that both ourselves and our community demand and expect. We’re eager for you all to see what we’ve been working on in just a few months.” Project CARS aims to deliver the most authentic, beautiful, intense, and technically-advanced racing game on the planet. Crowd-funded by a passionate community that has been involved in the development process from day-one to create their ultimate racing experience, Project CARS includes the largest track roster of any recent racing game, a huge variety of motorsports to play, a freeform and authentic career mode, world-class graphics and handling, dynamic time of day & weather, and a suite of community features and connectivity that leave the competition behind in the dust.
  24. Pistonheads, those car-crazy nutters who love their virtual driving as well as the real thing have gotten their hands on Project CARS and have posted up a Preview. Being true enthusiasts in the core sense of the word it is very easy to read what they have to say and know that if you are of the same mentality that you will find the game in the same vein as they did. The author mentions that he is more a casual than a hardcore racer but don't let that have you dismiss his opinion as he talks about the handling and how it probably feels 'even more of a handful' when everything is off. Project Cars: Preview - PistonHeads
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