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  1. Note 2012 - (this first post is old and out of date, current builds are much more advanced) --- Looks like Slightly Mad Studios has released a BETA for it's shareholders. If you donate (minimum $10) you get access to the Beta and all future versions of the Beta until the final version is released (scheduled for November 2012). The amount you spend ends up being a discount on the final game as well. C.A.R.S. WMD Portal Details about the game and WMD concept http://www.nogripracing.com/forum/forumdisplay.php?f=87 -- OLD IMAGE REMOVED (imageshack) -- Skip to 3mins 30secs --- For the benefit of all those who haven't joined yet: You can upgrade from one level to the next at any time (until they stop accepting money) and pay the difference (upgrading from Junior to Team Member costs 15 Euro). Car List as at 24 Aug 2012 Track list as at 24 August 2012
  2. May aswell start a pCars Photothread. I take Requests ^Click to Enlarge^ Few questions... How do I get the images flush next to eachother? There seems to be a small underscore next to/under the images. Are there any Ford GT40 MKII Historical liveries floating about?
  3. Project CARS – PC Patch 6.0 – 2.3 GB Online * NEW – Host kick function. The host of an online game can now select to immediately kick a player from the server. Kicked players will be auto-kicked if they attempt to rejoin the same multiplayer session. * NEW – Mandatory pit stop option. The Lobby admin can opt to force a single pitstop during any race. * NEW – Option to set race length by time (also available in Quick Race). * NEW – ‘Allow Ghosted Vehicles’ option added so that the lobby admin can decide if he wants vehicles ghosted or not when they drive the wrong way. * NEW – Dynamic race-end timer feature. In public races, the timer is 50% of the slowest moving car's lap time. In private races, the timer is 75% of slowest moving car's lap time. * Fixed an exploit where a player could be awarded a win by jumping the start. * Fixed an issue where, if the host is forcing realistic driving assists, the player wasn’t able to toggle the allowed assists on or off while in-race. * Fixed a game crash issue if the client is kicked while typing in the chat box. * Fixed an issue where, if Forced Default Setup is used, the pit crew would not change tyres until they’re completely worn. The tyres will now be changed when at least one tyre is worn down by 25% or more. Career * Fixed a bug where drivers in a simulated series can all end up with ‘INVALID NAME!’ * Fixed a bug where AI opponents would attempt to use DLC cars that are not installed. * The player will no longer be offered a contract renewal for a DLC contract, if they've since uninstalled that DLC. * DLC Career contract emails earned while a DLC was installed, are no longer shown if DLC is then uninstalled. * If the player’s current contract is a DLC contract and the player uninstalls this DLC, the career season using this DLC contract will finish for the player when entering Dashboard and they will have to pick from valid contract offers to continue (or reinstall the uninstalled DLC). * Fixed an issue where the Modified Cars Pack and Limited Edition DLC Invitationals and Accolades were visible for players who do not own these DLC packs. Entering these invitational events would cause the player and AI to be in non-matching vehicles. * Fixed an issue where at times the pit crew wouldn’t change the tyre set to the one selected in pit-strategy. Controls * Fixed an issue where remapping KERS would stop it working. * Fixed an issue where changes made to Gamepad Advanced Options were not saved. * Added Thrustmaster T150 support. Tracks * Zolder – fixed a potential ‘landmine’ issue. * Le Mans – adjusted the 55th garage spot to correct an issue where the cars would hit the pit wall on exiting this spot. * Donington – all layouts – fixed an issue where cars would make contact with the left side wall when exiting some garages. * Road America – pre-race camera tweaked to prevent the camera from clipping with the ground. * Ruapuna Park – all layouts – fixed an issue with the last garage spot being outside garage area. * Mojave – all layouts – fixed an issue with floating tyre skid marks, fixed an issue with rain being visible inside tunnels, and placed visible barriers in areas where the player is not allowed to drive. Vehicles * Bentley Continental GT3 – fixed DLC livery windscreen banners. * Ruf CTR3 SMS-R – increased default tire pressure to work better with tire warmers. * Toyota GT86 Rocket Bunny – fixed an issue with the windscreen banner. Physics & AI * AI – improved awareness and look-ahead to help with situations in multi-class races, where AI in a fast car would fail to avoid the player and AI in much slower cars. * Tyre updates – fixed an issue on several tyres to prevent FFB buzz when tread becomes worn very thin, re-calibrated most tyres for a carcass heating fix when the tyres are underinflated, adjusted wear rates on GT3, Group C, Trans-Am/GTO, DTM, and LMP rubber. * Implemented support to remove detached wheels from the track after a certain amount of time. GUI & HUD * Vehicle selection – manufacturer page now orders icons alphabetically. * Improved the French translations for some of the items in the vehicle setup screens. * Minor updates to Career Dashboard – motorsports & DN Profile buttons are now tiles consistent with other tabs, Inbox is now full screen with clearer indication of highlighted mail, and initial Accept Contract Offer screen now has improved layout and clearer indication of signature button. * Improved Race Central screen – better balanced background image, removed gradient in top-right corner. * Track layout map images are now displayed on the quick track selection screens. * Fixed an issue where ‘Invert Camera Y Axis’ text was being displayed as ‘Automatic Clutch’. * Updated the Xbox One controller image to the new Elite Controller. * Fixed an issue where the UI stops responding on ghost selection when player enters the My Garage option. General * Fixed an issue during pit stops where the pit crew mistakes ratio was too high. * Driver name tags above cars can now be turned on for replays. * Entering the pits during a Time Trial will now invalidate that lap’s time. * Improved Helmet view exposure for historic drivers. Oculus Rift This update is primarily to improve the HUD position/rotation/scaling editor and the custom VR settings system. * All movement and rotation is now relative to the HUD’s local axis instead of world axis. * The HUD controls are now all located on the numeric keypad. Toggling between position and rotation modes are done by pressing the NUM-0 key. * HUD movement speeds are now reduced and we added controls for slow scale control. The movement speed will now also accelerate if you press and hold a key, limited to maximum 10x speed. * The movement amount per click of the HUD editing controls for placement and rotation are now scaled when you scale the HUD size up or down. This helps a lot as it gives much finer controls when positioning/rotating while the HUD is scaled down. * Changes to the HUD position/rotation/scale will now only be saved when you confirm to save the edited HUD settings; otherwise it restores the previous settings. New and improved Oculus HUD movement keys layout The HUD adjustment now runs in one of two modes - movement and rotation / scale. Num-Pad 0 toggles between these modes. In movement mode the controls are as follows (numpad) 4 & 6: move left and right 1 & 3: move left and right slowly 8 & 2: move up and down 7 & 9: move up and down slowly + & -: move back and forth / & *: move back and forth slowly 5: resets position to the default In rotation / scale mode the controls are as follows (numpad) 4 & 6: rotate left and right 8 & 2: rotate up and down 1 & 3: rotate anti-clockwise / clockwise + & -: scale the HUD bigger and smaller / & *: scale the HUD bigger and smaller slowly 5: resets rotation and scale to the default Custom VR settings system This file is located in your ‘My Documents\Project CARS’ folder, and is called ‘oculussettings.xml’ There are entries to control the position, rotation and scale for each of the following: * HUD (HUDSettings) * Main Menus (FrontEndSettings) * In-game Menus (InGameSettings) The format for each is identical and the data can be copied between them. While we currently only allow you to edit the HUD in-game using the system documented above, you can freely copy the saved values to the entries for the front-end and in-game menus settings, and these will then also appear at the repositioned placement/rotation/scale settings. FYI – the rotation part is a quaternion, if anyone wants to try and make sense of it (the names are intuitive, offsetX offsetY, offsetZ, scale, and rotation[WXYZ]). The other 3 entries are: * FullScreen – sets the full screen mirror mode. Default is ‘true’. Set to ‘false’ to disable full screen mirror mode. * HideCrowds – used to hide crowds (performance gain). Default is ‘true’. Set to ‘false’ to enable crowds again. * LimitCars – not yet used, future addition Source: Project CARS PC Patch 6.0 Release Notes
  4. This is just for some fun, and my sums could be wrong, but I've made up this Excel profit calculator for you to play with. Just enter in how many million copies of the game you think will be sold, then enter the QTY for each tool pack you've purchased, then enter your exchange rate with the Euro and see what happens. Again if this moves you spend more money I won't be held responsible for the outcomes :) Feel free to share your estimations if you want Download here I sure hope it sells as good as NFS Shift did :lol:
  5. nahnana naaahhh! nahh nahh nahh Japanese Car Pack Now Available On Demand - Project CARS The Physics of Japanese Cars Expansion
  6. Patch 4.0 was released earlier this month: [spoiler=View Patch Notes]Feature Update 4.0 is now available on PS4 and PC (Xbox One forthcoming) adding support for forcing default setups in multiplayer, enhanced brake assistance, additional best line visualisation, stability enhancements, improved AI behaviour when pitting, and much more! NEW & ENHANCED FEATURE SUMMARY Online – added support for ‘Force Default Setups’ in Multiplayer restrictions screen. Online – players driving the wrong way will now have their collision disabled and their vehicles will display as ghost cars. Online – lobby search settings are now saved between sessions. Career – mandatory pitstop opening lap will now scale when the player scales the length of the race. For example, if the race was set to 5 laps, the pits would open for the mandatory stop on lap 2. If the player now scales the race length to 15 laps, the pits will open on lap 6 for the mandatory pitstop. HUD – when adjusting real-time settings, for example Brake Balance, the player will now see a HUD message to indicate what the setting has been changed to. The HUD will display “N/A” in the real-time settings HUD, messaging when a specific setting is not available due to it being disabled in MP session or not present on the vehicle. GUI – added a game version number display to the main menu. Assists – Enhanced Brake Assistance system so that people who are unable to use brake controllers at all can still play the game with this assist enabled. Assists – the Best Line assist now provides an option to only show the braking areas Tracks – Movable trackside objects and broken-off car parts will now be removed from the track after impacts. ONLINE New – added support for ‘Force Default Setups’ in Multiplayer restrictions screen. New – players driving the wrong way will now have their collision disabled and their vehicles will display as ghost cars. New – lobby search settings are now saved between sessions. Fixed an issue where the AI could remain stuck on the grid after the previous host left the session. Fixed an issue where the player was unable to select the Bentley GT3 in online races. Fixed an issue in Create Lobby where selecting Vehicle ‘view details’ would reset the class filter. Fixed an issue where the in-game chat box would scroll when the player pressed the accelerator and brake controls. Various tweaks to the behaviour of cars that are terminally damaged, and cars will no longer try to teleport to the garage if there are no pit lanes. Fixed an issue where the player could drive out of the garage again after retiring from a race. Further tweaks and improvements to the online lobby Car Class GUI – classes are now sorted alphabetically; changes are now only apply once the player accepts the new settings; ‘Create’ options defaults to ‘Any’ class; fixes an issue where the host would see only one vehicle in the quick vehicle chooser list if identical vehicles was set to ‘yes’. Fixed the rolling start option so that toggling the rolling start flag correctly updates MP game data. DRIVER NETWORK TIME TRIAL The standings info on the pause screen now shows real-time updated lap and standings info, and sorts the order of all active participants based on lap times. Fixed an issue where the player’s best of session ghost time didn’t always exactly match his actual best of session time. PITTING, TUNING, SETUPS, STRATEGY Fixed an issue where a selected tyre option saved to a setup prior to Patch 3.0 would cause a game crash after applying Patch 3.0 and using that saved setup. Fixed an issue where tyre pressures were not resetting properly when returning to pits. Fixed an issue where brake temperatures were being reset when the player entered the pits, leading to unexpected braking behaviour. Adjustments to fuel calculations when returning to pits during a practice session – when calculating the required fuel when the player returns to the pits, the estimated fuel levels are used for consistency. PHYSICS & AI Tyres – small adjustment to peak slip ratio or P Zero Trofeo, Faretti Track, and other soft-track road tires for road cars. Various improvements to AI navigation when entering and leaving the pit boxes. Improved the transition from road to off-road as certain off-road surfaces caused too much jarring on the steering. CUT TRACK DETECTION SYSTEM Sakitto International – further tweaks to the downhill Esses, to keep the AI on track when attempting bad passes that were causing the AI to hit the exit barriers Various tracks – Nordschleife, Greenwood Karting, Silverstone National, Dubai GP, Barcelona National, Nurburgring Sprint Short – cut-track improvements based on latest community feedback. CAREER Fixed an issue where the player would be placed first on the grid of race two in a multi-race round, after being disqualified from the first race. Disqualified drivers will now be placed at the back of the grid. DLC Career Accolades are now only present if the appropriate DLC pack is installed. This fixes an issue where the player was unable to do 100% completion of accolades due to non-purchased DLCs accolades also being present. Fixed an issue where bonus points were not being awarded for Kart series and some invitational events. Fixed a bug where the invitational events that require winning team championships weren’t always unlocking. DLC Career Accolades – translated (non-English) strings added for Invitational Accolade – 320 Touring Challenge Fix to make sure player is placed last after skipping/simulating, in races where the second-best qualifying time is used for grid placement for the 2nd race (this was affecting Formula Rookie, LMP1-3, GT5 and Touring races). New – mandatory pitstop opening lap will now scale as well when the player scales the length of the race. For example, if the race was set to 5 laps, the pits would open for the mandatory stop on lap 2. If the player now scales the race length to 15 laps, the pits will open on lap 6 for the mandatory pitstop Improved Contract system to allow for extra entry level contract awards when progressing to a new motorsport, or when only being offered a renewal for the current motorsport. Improved the AI logic during races with Mandatory pit stops so that they will pick a more optimal time to stop when there is also changing weather at play. AUDIO Tweaks to the Ginetta GT3, Clio and Bentley Speed 8. GUI, HUD, TELEMETRY New – when adjusting real-time settings, for example Brake Balance, the player will now see a HUD message to indicate what the setting has been changed to. The HUD will display “N/A” in the real-time settings HUD messaging when a specific setting is not available due to it being disabled in MP session or not present on the vehicle. New – added a game version number display to the main menu. New – the Best Line assist now provides an option to only show the braking areas. Rebalanced the point at which Forecast weather becomes Current weather in the UI display so that the info display changeover better matches what the player is seeing in-game. Track temperature is now displayed on all in-game menus. Fixed an issue where the Time Progression slider skipped every 2nd option when moving the slider left or right. Track temperature will now display correctly based on the unit system and language selected by the player. Fixed an issue where the tyre wear meters on the HUD telemetry screen were flipped for the right front and left rear tyres. Track Temperature and Weather information are now positioned uniformly across all in-game screens. Removed redundant leading zeros from the KERS motec display. Fixed an issue where accessing the map or telemetry in the monitor screen would disable the player HUD in game. Enabled scrolling of the drivers list on the post race Standings screen. Vehicle Class icons – updated vintage F1 and vintage GT class icons. New GUI image with real-world livery for Ford Capri Group5. Fixed an issue where the menu borders would at times display unintended colours. REPLAYS Fixed an issue where vehicle damage would automatically be repaired when watching a replay. CONTROLS & FORCE FEEDBACK Steering wheel angle now reverted to always centering during pause / pits / menus / etc. An alternative fix is now implemented to prevent the jolting when un-pausing the game. Fixed an issue where force feedback was still active when an AI team mate was driving the player’s car. Fixed an issue where calibrating the pedals could at times cause the pedals to function incorrectly. Logitech – updated pedal mappings for the G29 to match the latest hardware revisions. Fanatec – added use of accelerator rumble on CSW Base v2. Fanatec – CSR Elite 2nd dpad removed (as per SDK change); handbrake now works when attached to pedals via wheel base; added support for CSP connected via USB. Fanatec – upgraded to SDK 1.6.1 – fixes reversing of the CSS shifter gear up / down sequential mode. Fixed an issue with the Fanatec CSS connected via USB to the PS4, the wheel paddles stopped functioning. VEHICLES Audi A1 Quattro – changed class to Road C1. Audi R18 e-tron – added hybrid/KERS readout to cockpit display. BAC Mono – fixed duplicate material name causing a problem on painted cockpit parts. BMW 2002 Turbo – tweaked default tyres and brake balance so that the default setup provides a better overall performance versus the other cars in its class. BMW 320TC – fixed the top speed statistic displayed in the front-end. Caterham SP300R – added push-to-pass boost gauge to cockpit display and enabled exhaust backfire. Ford Escort and Mustang 2+2 Fastback – tweaks to help reduce climbing other vehicles during side-to-side contact. Ford Mustang 2+2 Fastback – fix for shadow flicker on AI cars. Ford Capri Group5 – fixed offset rear fenders. Ford Mustang GT 2015 – reduced FFB tire force multiplier by 25%. Gumpert Apollo – re-added four exhausts. Marek/RWD LMP cars – improved the default view position. Ruf CTR – recalibrated engine boost and allow up to 1.4bar boost in setup to match original car. Stock boost of 1.1bar provides around 470hp as advertised. Added hybrid boost gauge to display for McLaren P1, Marek RP339h LMP1, RWD P30 LMP1. Ruf CTR – Fixed an issue where the external side mirrors were switched. Audi R18 e-tron – Rebalanced cockpit exposure/brightness. TRACKS Le Mans – lowered the entry part of the kerb in the Mulsanne corner to fix the issue where cars would register a collision with the kerb. GENERAL New – movable trackside objects and broken-off car parts will now be removed from the track after impacts. Enhanced Brake Assistance system so that people who are unable to use brake controllers at all can still play the game with this assist enabled. Reworked the stretched headlight reflections to be more accurate to real life. Fixed an issue where the Driving Line assist would become invisible when particles were set to off. Ensure that players cannot turn on assists using hotkeys in community events, when the assists have been explicitly disabled for the event in question. Fix further cases where the pre-race cameras would at times cut into the track surface. Fixed an issue where vehicle windows would at times not render correctly when using centre cockpit cam and helmet cam. Tweaks to gamma settings to closer match the PC and Xbox One platforms (PS4 only) Fixed a potential crash when returning from in-game to main menu. Fixed an issue with the rendering of shadow edges, improving overall shadow rendering. Improved general game stability. Project CARS was created by the community and via our ON DEMAND program we’re committed to continuing that conversation with players to ensure it has the features and functionality expected by them throughout the year and beyond. With ON DEMAND therefore, Project CARS players will continue to receive free game updates that include the following… Fixes for the highest priority issues identified by the community Improved balancing and defaults Additional functionality and expanded support for existing features Brand-new items that open up new possibilities within the game Support for new hardware released Already the community have been instrumental in giving us feedback on some key issues and areas for improvement so head over to our official forums and let your voice be heard on what features and improvements you’d like to see! The test track from WMD is back, polished and rebranded. The Mojave circuit comprises of five race layouts and a special open Test Track layout allowing players to freely practice, tweak their car setup, or just muck about via Banked Oval, Drag Strip, Hillclimb, Skid Pan, and Tight Corner sections. Accompanying it are four new cars covering a wide range of history. Here are a few notes on what were found during the physics development. [headline]Aston Martin DBR1[/headline] Working on these very old, very rare cars is always a fun experiment in research. A book by Anthony Pritchard on Aston Martin’s post-war cars proved incredibly useful in learning about the development and history of this Le Mans winner. We were able to find decent data for the engine and (terrible*) Dave Brown CG537 gearbox. The 2922cc straight-6 is good for over 250hp at 6000rpm, which isn’t half bad for 1959 and is really great for a car that weighs less than 900kg. Gear ratios are very close between 4th and 5th, I think to keep it near the top of the power band during the shift on Mulsanne alone. Suspension is trailing link front and de Dion rear. The trailing link front gives no recovery of camber loss in roll and also induces a fair amount of bump steer because the motion of linkages is in different directions. Very different front end to all our other cars; feels weird and definitely comes across as old fashioned when you drive. Could also be that a full fuel tank hangs 150kg of liquid way out behind the rear axle! It definitely changes balance by more than a little as the fuel burns off. *If Stirling Moss is on record complaining about it constantly sticking in gear and being very difficult to downshift, you know it's bad. We’ve represented this in game by increasing in each gear the damage acquired from a bad shift. Take care of it if you are going for a long run or it might become increasingly difficult to get a working gear. A new tire is available for use on this car and the Mercedes 300SL. There would have been a ton of tire development from 1952 to 1959, but letting them use the same rubber helps equalize the two (a bit) so matchups could be done at the right tracks with the right drivers. Should be fun stuff. Motion ratio = 1.0 all around (torsion bars on the trailing links. Using wheel rate keeps it simple) Damper transition speed = 70mm/s all around [headline]Aston Martin DBR1-2 LMP1[/headline] 50 year after the DBR1, the folks at AMR decided to build a car to celebrate their win and the DBR1-2 LMP1 was the result. What started life as a fairly traditional LMP1 chassis took advantage of a rule which allowed use of a ‘production’ GT1 engine with a larger air restrictor to compensate for the weight disadvantage. And a very impressive engine they did use. It was based on a unit from the DBR9 GT1 car but with a restrictor 15% larger, which meant it was good for 670hp or more in race spec. By our usual calculations, this unit unrestricted would be good for over 960hp! All that power means a medium-high downforce aero package made sense to use even at Le Mans; something which hasn't really been practical since 2009 as restrictor and boost reductions cut power quite a lot. You can run downforce levels in the middle and still pull near 340kph in a draft while feeling very nice and stable through the Porsche Curves. The default setup is good for over 4000lbf of downforce at 200mph. Impressive stuff. Rest of the car is pretty standard LMP1, but man that engine...Overall performance is very similar to the Audi R18 TDI. Motion ratio = 1.0 all around Damper transition speed, bump/rebound (mm/s) = 30/60 front, 40/80 rear [headline]Aston Martin Vantage GTE[/headline] A lot could come from the V12 GT3 version as they aren't hugely different under the skin apart from the drivetrain differences. The 4.5L V8 is quite evolved over the road model’s 4.7L and would be good for 620hp unrestricted. It is also mounted much lower and further back than the V12, giving a weight distribution sitting right around the ideal 50:50. ACO balance of performance has it breathing through two 29.1mm restrictors which cut it down to about 450hp. It has run anywhere from 2x28.3mm to 2x29.4mm in the last couple of years, so we entered that as the range of adjustment a player can fiddle with. End result is output from 435-460hp. Surprisingly low for a car of this class, but it finds speed in other ways by being much lighter, more fuel efficient, and having a very efficient aero package. Low drag setup is good for 290kph and just under 14 laps at Le Mans on a 95L fuel tank - all consistent with data from this year's race - and lower top speeds around 255 and 240 at Spa and Silverstone, respectively, as you put downforce on. Good car to drive. Feels much more composed than the GT3 version thanks to being 80kg lighter with the smaller engine mounted so much lower in the car. Makes a nice contrast in that it is down maybe 70hp but overall is faster around nearly every track. Motion ratio = 0.71 front, 0.77 rear Damper transition speed, bump/rebound (mm/s) = 30/60 front, 50/95 rear [headline]Mercedes 300SL W194[/headline] Engine is strong from 4000-6000rpm, peaking at 180hp near 5200rpm. Quite impressive for 1952. Rest of the car, maybe not so much. Very low drag bodywork, but that comes with a fair amount of aero lift. Like the DBR1, there is a big fuel tank slung way out back, so handling balance changes dramatically over the course of a fuel stint. Weight distribution changes by something like 10% rear to front as that burns off. Huge change! Suspension design is very old fashioned. Zero caster, camber or steer axis inclination at the front means steering often feels quite vague, and the swing axle rear is responsible for some spooky handling. It combines the fun of very high camber change with a very high rear roll center. Not exactly a recipe for the most stable rear end. The designer made lots of notes on this and the very late prototype W194/11 was switched over to a low pivot swing axle which, while still suffering the extreme camber change, at least brings the roll center down and improves rear stability. Same idea works amazingly well in our model, and it's tempting to use that setup, even if not strictly accurate. Shame it never raced as they shifted focus to F1; the notes out there on W194/11 make it sound quite impressive and it probably would have been a strong contender for a second Le Mans win. 90kg lighter than before, 35hp more from direct fuel injection, less aero drag and the improved rear suspension design. Hard to argue against the success they had in the W196 F1 car though. Motion ratio = 0.59 front, 0.72 rear spring, 0.55 rear damper Damper transition speed = 150mm/s all around Free Car #4 [headline]Also,[/headline] Some good news for console players! Tim has been in discussions/negations with Sony and Microsoft and has got the OK to enable the broadcasting of Shared Memory across the local network, possibly a first (at least in the racing genre). This will enable those mobile dashboard apps, etc. One new app that's still WIP but possibly worth a look if you're on PC is the Crew Chief alternative. It uses shared memory data to tell you various things at the push of a button, and even features some speech recognition so that you can ask what the gap to the next car is. Details here: Clicky Another member has published his work in creating a bespoke Arduino dashboard: Clicky An update on triple screen support: Clicky
  7. [headline]Project CARS Old vs New Car Pack[/headline] Project CARS continues with its brilliant ON DEMAND release campaign with the latest release of the 'Old vs New' Car Pack. This car pack contains six cars of which you can probably tell are of the same pedigree but from different eras. RUF entails the absolutely insane CTR 'Yellowbird', greatly shown in the video below recreating some of the infamous 'Faszination' video that propelled the brand into the minds of many, due to the incredible car control and speed shown by the unreal driving ability of test driver Stefan Roser. The modern compatriot of this is the RT 12 R, also the FREE car of the pack. The next duo are arguably the most famous of the muscle car breed, yep it's the Mustang. The old dog horse of these being the Mustang Fastback 2+2 and the new menace in the stable, the 2015 Mustang GT. And last but certainly not least is a couple of more BMW's; the BMW 2002 Turbo, a car that was praised for driving fun and handling and one of the best BMW's not to wear an M badge and its modern companion the race focussed BMW 320TC WTCC. Are any of you going to try to do your own version of Faszination? :nuts: [subhead]Project CARS Old vs New Car Pack Trailer[/subhead]
  8. [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
  9. 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
  10. Fan-made video trailers will be posted here [media=vimeo]49717388[/media] [media=vimeo]46406757[/media] [media=vimeo]47730294[/media] [media=vimeo]47012065[/media] [media=vimeo]49895210[/media] Will start off with these and add more later
  11. 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.
  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. 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)
  14. [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:
  15. Thats it :) Keep em comming il start off! https://www.youtube.com/watch?v=3kP8fpgoIj8
  16. [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?
  17. [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)?
  18. 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:
  19. 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
  20. 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. :)
  21. 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.
  22. 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
  23. [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
  24. Unfortunately for Ben's career as the Stig, 'shooting is illegal'. Check out this video interview with him and play 'guess what the dutch questions are' For about the 5th time a Ferrari license is again hinted at.
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