NoGripRacing.com

Go Back   NoGripRacing Forums > PC Racing > Project CARS

Reply
 
Thread Tools
Old 9 March 12, 19:51   #1
redi
Superator
 
redi's Avatar
 
Join Date: Oct 2006
Location: On a thin crust covering a huge ball of hot molten stone whizzing through space
Age: 41
Default Project CARS Builds Announcements

New Team Member build available (build 169).

Build 169 (9/3/12, Team Member +)
MUST START A NEW PROFILE WITH THIS BUILD
Adjust grid placement percentages to 80% performance, 20% random
Fix in weather system for restarting a race
Adjusted minimum AI defaults
Fixes for cockpit steering wheel/driver arms anims during AI control and replay playback
HUD display: Fixed rpm bar background colour, added fuel readout
Fixed up Badenring grids and opponent counts
Corrected opponent count for Derby and Wisconsin
Added overall AI difficultly range based on place on grid using 60% position and 40% random to bias the field to stronger drivers at the front.
Removed applinks and data from the profile for old AI sliders
Bumped version of all vehicles for Friday's stat reset
Reinstated use of phase 2 lighting data for trees - this allows headlights to cast onto them correctly
Caterham R500: LODA/B springs added
GUMPERT physics update
Constraint orientation of contact between vehicles is adjusted to help prevent scooping
Added a small range to AI driver minimum default sliders
New Caterham export
New Badenring historic export
New Belgium Forest export
New Loire exports
New Rouen export
Wisconsin Raceway added
Derby GP and National added

Last edited by redi; 16 March 12 at 16:30.
redi is offline   Reply With Quote
Old 16 March 12, 16:30   #2
redi
Superator
 
redi's Avatar
 
Join Date: Oct 2006
Location: On a thin crust covering a huge ball of hot molten stone whizzing through space
Age: 41
Default

Build 174 (16/3/12, Team Member +)

MUST START A NEW PROFILE WITH THIS BUILD

Shadowcontrol (DX11) multithreading fix
Bug fixes for missing forces and software effect mixer issues
Change default date to 22nd June
Fixed spawning on the grid from a practice/qualify session when no pit lane exists
App Support camera fix for crash when closing down the track camera manager
Readded rumble strip effect for gamepads and missing marble vibe
Added cockpit exposure interpolation factor to environment manager, to allow balancing between fully in-cockpit and fully external exposure settings
Debug menu functions added to allow in game control of cockpit exposure interpolation factor
Added in setup for Weather Descriptions
Fix for crash on exit, when exiting from in-game to desktop
Enable weather option
We now animate between weather conditions
Increased default gain for Logitech wheels
New setups for hazey and overcast. clear setup dusk tweaked
Added cam filesfor Jin Ding
Additional track logos/maps and login screen reverted back to the black diagonal background
Formula A: suspension animations
Formula A: Removed extra custom liveries
Racer: started CPIT optimization (10k polys cut), setup changes for display illumination
Cloud shadows slower
New Anhalt exports
New Badenring exports
New Besos exports
New Derby exports
New Florence exports
New Jin Din export
New Milan exports
redi is offline   Reply With Quote
Old 22 March 12, 23:13   #3
martinsalat
 
martinsalat's Avatar
 
Join Date: Apr 2008
Location: Vienna
Default

Build 179 (23/3/12, Team Member+)

Updated UI with news ticker added
Test flag wavers added to Bologna
Improved ocean shader
Added metallic effects to Racer cars
New exports of California Highway and Azure Coast
New exports of Ariel Atoms
Added Sakitto track

Build 178 (22/3/12, Senior Manager)
Add GUI/profile options to set race date
JPM Audio updates. Experimental settings to combat possible physics/audio disconnect
Quick Solo screen has now had a lick of paint to fit the extra options in
Connecticut Hill Textures updates for new materials
JPM New liveries, livery names
Reset car only allowed below 10mph
Moon cycle textures added; moon dome added
Environment audio for country road tracks added
Derby GP updated to support 64 car grid
Wisconsin Raceway updated to support 38 car grids
Added the extra environment sounds needed by the California Highway track
add tunnel verbs - further tweaks required
WIP Moon Movement. Code written to generate following information for the moon based on date
Track rotation offset is now setup, this means the tracks now orientate correctly to world space. i.e the sun should rise and fall exactly like google maps
Fix for car reset not working in practice mode on tracks with no pits yet
New GUMPERT export
New Leonus F86 export
Azure Coast added

Build 177 (21/3/12, Senior Manager)
Palmer: new cockpit display
Gumpert Apollo: WIP suspension animations and some minor bug fixing
New AIW. New raceline, 64 car grid and pits. Wisconsin Raceway
Tweaks to the brake power and heating. Trying to get the warm up about right Asano X4
Palmer: Merged in fixed tyres + UV mapped cockpit display
Asano LM11: fixed tread scrolling on all tyres
Leonus F77: fixed LODX tyre tread scrolling direction
Change to convolve shader to prevent bright sun from wiping out the whole thing - prevents odd flicker when sun comes in front of a wall etc
Fixed 1 errant cut track that was halfway across, causing some warnings at Besos
Fixed ugly popups of the trees in distance for the florence tracks
Prepared metallic effects for Palmer liveries
Palmer JPLM: cockpit exposure level set at 0.3
New Asano LM11 export
New Leonus F77 export
New Connecticut Hill exports
California Highway added

Build 176 (20/3/12, Manager+)
Removing static envMap location from the weather wtc files and moving it to be part of the track trd
Fixed cut tracks in first corner of Milan GP. Set grid sizes to 60 For both GP and short
New liveries for the Palmer
Fixed cut tracks where pulled onto track by recent corridor (left side only ) edits at Badenring
Palmer: New fonts + font fixes for CPIT display
martinsalat is offline   Reply With Quote
Old 30 March 12, 20:12   #4
redi
Superator
 
redi's Avatar
 
Join Date: Oct 2006
Location: On a thin crust covering a huge ball of hot molten stone whizzing through space
Age: 41
Default

Build 184 (30/3/12, Team Member+)
Fresh profile is required
fix for RenderContext blendstate 'over-optimisation' bug
Update profile defaults (meaning new profile needed for this build).
fixed black shadows bug under sx11
change to the setup of the weather forecast so that we always go from the first condition to the second one and back..
[Weather] day and night time building setup. i.e self illuminated buildings; weather system clamping values between 0.01 and 0.99 for emissive control; setting default emissivetexturecontrol to be 0.01; changing the name of the default sky texture.
Experimental: modify camera behaviour when world movement setting is fully off.
Fixes for console compilation errors
Audio:
Doppler setting changes for most cars (this heightens the effect).
Most cars have subtle filter effect for interior engine sets to emphasise higher rev ranges
Surface sounds received some balancing tweaks (wind effect is louder and jet stream enhanced for flybys)
Cosworth DFV cars have received some balancing changes and some pitch and crossfade tweaks
Reverb level settings adjusted.
Sakitto: Change main fence texture; brightnes tweaks
Monterey: new textures
AzureCoast: textures
Connecticut Hill: wtc and emissive control map tweaks so that windows come on at night; random factor added to CH lights coming on and off; rescaled nightcolor textures and reduced some of them in brightness; Textures update for fresnel road shader
Portaloos created and placed on Badenring variations
Fixed carbon shader not compiling with crumple damage and vinyls on (needed VS outputs to be packed into less items)
[Weather] day and night time building setup. i.e self illuminated buildings.
BAC Mono added to the game (placeholder physics)
New exports of Azure Coast; JPLM; Connecticut Hill; Monterey; Sakitto

Build 183 (29/3/12, Senior Manager)
AI sounds for the JPM; New AI sounds for the Racer L4; AI sounds rebalanced; BAC Mono setup; Racer V8 tweaks; Various balancing changes across the game.
Animations: kart_02: fix visor bone missing from export; driver had to be offset for animations to match current car.
new control map for Keins tests on Connecticut hill
Missing shared track textures such as the startlights etc
Jin Ding - added working pit lane, 21 pit spots and 42 garage spots. Updated grid size to support 42
Added Trees and bushes to all 3 Sakitto Variations; New exports
Added Monterey circuit
New Sakitto exports
Added/adjusted Time Trial starting points on following (non p2p/kart) circuits: Anhalt (all); Badenring (all); Bathurst; Besos (all); Bologna Reverse; California Raceway; Connecticut Hill (all); Derby (all); Florence (all); Milan (all); Northampton; Rouen (all); Sakitto (all); Wisconsin raceway

Build 182 (28/3/12, Senior Manager)
Asano LM11: reviewed all glass damage UVs; new car export
New shared tracks textures
Common/shared track textures updates
Added kart 2 360 steering animations
Added Palmer jplm 360 steering animations; New livery; Added livery names
moon glow textures added; sky texture seams removed and pixelated suns sorted, wtc edited for moon bug fix balancing
Asano TDX - 3d pan levels, subwave added to exterior
Asano x4 3d level change
Racer V8 - load curve update - plus subwave and exhaust resonation tweaks for more aggression.
Improved handling of Rendertarget write masks in the RenderContext/BlendState.
New Connecticut Hill exports

Build 181 (27/3/12, Manager+)
SR3 - More CPIT poly reductions, made CPIT brake disc and calipes
* Inreased version of Milan GP; * Reset leaderboards for Milan GP.
More Palmer Jaguar liveries/names
Tweaked car audio soundbank settings for consistency. Mainly sample-rate optimisations but a few new ones had incorrect format settings, or default console settings (for future use)
Jin Ding updated to support 40 car grid. no working pits yet as pit lane is blocked with a wall.
weather forecast WIP
Jin Ding new export
Known issue: shadows under Dx11 appear pitch black

Build 180 (26/3/12, Senior Manager)
Asano X4 new export; updates according to review from 15.3.2012:driver moved up from 3PView to show full visor from front view, slightly altered left hand movement; setup glass damage + various fixes
gumpert APOLLO new export
Sakitto new exports; brightens tweaks
WTC updated with moon settings; moon rendering now in place.
Temporary fix for AI sliders; Disappearing button issue on Controller Calibration screen fixed, temporary fix for disappearing AI sliders in also (requires more time for dedicated solution though)
global volume adjustment and boost to level sounds; load curve adjustments, plus some level changes and 3 d panning; balancing changes
redi is offline   Reply With Quote
Old 5 April 12, 19:51   #5
edubz123
 
Join Date: Aug 2010
Location: Chicago USA
Default

New build 189 available for everyone right now! Get it while it's hot. I suggest torrent download.

Build 189 (6/4/12, Junior Member+)
Further tweak to camera behaviour when world movement is off
Fixed tire materials (wrong textures assigned)
Moravia autograss added
Formula A: added contest winning liveries
New Asano X4 export
New Monterey export
New Moravia export
New Sakitto exports

Build 188 (5/4/12, Senior Manager)
DX11 Commandlist state saving optimisation. (-dx11MT)
(the renderer now correctly tracks state between/during commandlist execution - meaning that we no longer need to save and restore DX11 state, which was adding overhead to each call)
Set G-Force effect default to 60
Add exit to desktop custom message handling to dialogues
All cars: tyre specular textures updated to go with shader changes
Palmer: fixed matellic liveries alpha channel
Palmer: checks/fixes, new light billboards, textured chassis meshes cloned for CPIT
Formula A - LODBs finished
Added track data files for Moravia
Leonus68: review changes + changed driver animations to work with F1_classic rig
HDR Mode text changed to fit column
Loading screen updated to match FE
Can now cycle through all options using TAB
Exit button tidied
New Formula A export
New Palmer JPLM export
New Moravia export
New Sakitto exports

Build 187 (4/4/12, Senior Manager)
Spotlights checked in for Connecticut hill tracks
Gumpert Apollo: damage replacements configured for Ultra detail
Add rgb components for emissive lighting
FormulaA - WIP LOD, A done B almost done
New lightmap setup for self illuminated objects
BAC Mono: enabled custom liveries
Lightmap for the night lighted advertboards
Added TweakIT tool installation/shortcuts
New Asano LM11 export
New BAC Mono export
New GUMPERT apollo export
New Connecticut exports
New Monterey export

Build 186 (3/4/12, Manager+)
Avoid crash when restoring lap section after going off-track when insufficient data points exist
Fix for sun rise and sun set being 180 degress out
Improved the color banding on the adverts
FFB: reduced vehicle tyre force multi and tyre grip multi params to between 10 and 15 % of original values as proposed by WMD members
Kart 1, Formula B animations
Kart 1 physics: Changes to load sensitivity and base grip : Less load sens, less base grip and some speed sens added.... Also some AI grip changes for better turn in
New Cheterfield AIW with new raceline and many corner tweaks to slow the AI karts to aviod going off track
New detail tweaks to the BAC Mono. Weight bias moved to 43/57 some grip increase with speed sensitivity added. Other chassis balance changes to suit the weight bias change
Tyre shaders and material updates on cars; modified tyres shader with fresnel and diffuse reduction
Asano TDX: fixed a typo in the rear slow rebound settings
Skyring texture and shader changes for emissive lights on skyrings at night
TweakIT tool added to the game
New Formula B export
New Leonus F68 export
New Azure Coast exports
New Bologna exports
New Connecticut Hill exports

Build 185 (2/4/12, Senior Manager)
BAC Mono: tire grip bias moves a few % to the rear
Fix for diffuse multipler being applied to opacity as well as colour
FormulaA - WIP LODs
added optional fresnel to overlay.fx
new skyrring textures for Bologna
Lock out tracks not supported based on server versions
Skyrings can now have tweakable emissive lighting
JPLM texture updates
California Highway: new exports
edubz123 is offline   Reply With Quote
Old 7 April 12, 06:39   #6
edubz123
 
Join Date: Aug 2010
Location: Chicago USA
Default

Quick note:

on post #78 of the Build 189 feedback thread, SMS has posted 7 patches for the FFB with varying behaviors for all of us to try out.

So much for the "SMS doesn't care about FFB, only graphics" argument.

Enjoy.
edubz123 is offline   Reply With Quote
Old 9 April 12, 14:34   #7
gears
Donated
 
gears's Avatar
 
Join Date: Jul 2008
Location: Higgs Boson
Age: 46
Default

Quote:
Originally Posted by edubz123 View Post
Quick note:

on post #78 of the Build 189 feedback thread, SMS has posted 7 patches for the FFB with varying behaviors for all of us to try out.

So much for the "SMS doesn't care about FFB, only graphics" argument.

Enjoy.
Sadly, there is no patch for the center spring bug which I've had for the last 4 builds.

I can't even calibrate my wheel the center spring is so strong.
gears is offline   Reply With Quote
Old 10 April 12, 11:24   #8
Headsoup
 
Join Date: Dec 2009
Location: Melbourne
Default

What's your overall strength set to in the Logitech profiler?
Headsoup is offline   Reply With Quote
Old 10 April 12, 12:53   #9
Siggs
 
Siggs's Avatar
 
Join Date: Jun 2008
Location: Essex
Age: 24
Default

Quote:
Originally Posted by gears View Post
Sadly, there is no patch for the center spring bug which I've had for the last 4 builds.

I can't even calibrate my wheel the center spring is so strong.
You don't visit the forums much do you? Ingame, go to the F1 debug menu, and disable the centre spring there for the time being. Works wonders.
Siggs is offline   Reply With Quote
Old 10 April 12, 13:26   #10
triskele10
 
triskele10's Avatar
 
Join Date: Nov 2008
Age: 50
Default

Quote:
Originally Posted by edubz123 View Post
Quick note:

on post #78 of the Build 189 feedback thread, SMS has posted 7 patches for the FFB with varying behaviors for all of us to try out.

So much for the "SMS doesn't care about FFB, only graphics" argument.

Enjoy.
Those are not patches, only some different setting for the F1 menu.

Setting the speed sensivity to 75% is the only way for me to stop the heave spring and oscillation of the G27.
triskele10 is offline   Reply With Quote
Old 10 April 12, 13:49   #11
gears
Donated
 
gears's Avatar
 
Join Date: Jul 2008
Location: Higgs Boson
Age: 46
Default

Quote:
Originally Posted by Siggs View Post
You don't visit the forums much do you? Ingame, go to the F1 debug menu, and disable the centre spring there for the time being. Works wonders.
It's been 4 weeks mate. I've tried all the suggested remedies.

Your suggestion ^ causes my game to app crash.
gears is offline   Reply With Quote
Old 10 April 12, 14:11   #12
edubz123
 
Join Date: Aug 2010
Location: Chicago USA
Default

Didn't expect to see you posting here gears. My impression was that pCARS wasn't for you. Maybe I'm thinking of someone else.

Anyway, sorry to hear the heavy spring is still causing playability issues for you. Perhaps in a future build this will be sorted/fixed. Keep an eye on this thread, Remco and I (et. al.) will try to keep it updated for everyone (altought the info at WMDportal is much fresher). Just know that tires, FFB and physics are well on SMS' to-do list and are being actively worked on at this moment.

triskele is correct, they are not patches, but instead they are "patches"

Whatever you call them they change the FFB behavior so it's worth it for everyone to try them out.
edubz123 is offline   Reply With Quote
Old 11 April 12, 20:26   #13
Mahjik
 
Join Date: Dec 2006
Location: Kansas City, MO
Default

Quote:
Originally Posted by gears View Post
Sadly, there is no patch for the center spring bug which I've had for the last 4 builds.

I can't even calibrate my wheel the center spring is so strong.
gears, I use the 5.08 drivers for Logitech (G25) and I do not have the center spring during calibration unless I enable center spring and give it a value greater than 0 (which I do neither). That might be something to try with your G27 (as I assume you are using the 5.10 drivers).
Mahjik is offline   Reply With Quote
Old 11 April 12, 20:53   #14
redi
Superator
 
redi's Avatar
 
Join Date: Oct 2006
Location: On a thin crust covering a huge ball of hot molten stone whizzing through space
Age: 41
Default

Quote:
Originally Posted by gears View Post
Your suggestion ^ causes my game to app crash.
Does the F1 menu crash your game both when in the main menu and when in a car on a track?
redi is offline   Reply With Quote
Old 11 April 12, 21:11   #15
gears
Donated
 
gears's Avatar
 
Join Date: Jul 2008
Location: Higgs Boson
Age: 46
Default

Quote:
Originally Posted by redi View Post
Does the F1 menu crash your game both when in the main menu and when in a car on a track?
It's not the F1 menu that causes the crash, it's whenever I disable the center spring in the F1 menu. The game crashes soon after I close the F1 menu and then crashes before the login screen when I try to restart.

So I can't even get back into the game to change the setting back. I have to reinstall.
gears is offline   Reply With Quote
Old 12 April 12, 11:08   #16
redi
Superator
 
redi's Avatar
 
Join Date: Oct 2006
Location: On a thin crust covering a huge ball of hot molten stone whizzing through space
Age: 41
Default

Quote:
Originally Posted by gears View Post
It's not the F1 menu that causes the crash, it's whenever I disable the center spring in the F1 menu. The game crashes soon after I close the F1 menu and then crashes before the login screen when I try to restart.

So I can't even get back into the game to change the setting back. I have to reinstall.
You have a Logitech wheel, right? (Just making really, really sure ).

What do you mean with the game crashing when closing the F1 menu? Does it freeze or does it CTD?

Last edited by redi; 12 April 12 at 11:58.
redi is offline   Reply With Quote
Old 12 April 12, 13:21   #17
Mahjik
 
Join Date: Dec 2006
Location: Kansas City, MO
Default

Quote:
Originally Posted by redi View Post
You have a Logitech wheel, right? (Just making really, really sure ).
Yea, he has a G27:

http://forum.wmdportal.com/showthrea...-bug-on-G27%29
Mahjik is offline   Reply With Quote
Old 12 April 12, 14:15   #18
gears
Donated
 
gears's Avatar
 
Join Date: Jul 2008
Location: Higgs Boson
Age: 46
Default

Quote:
Originally Posted by redi View Post
You have a Logitech wheel, right? (Just making really, really sure ).

What do you mean with the game crashing when closing the F1 menu? Does it freeze or does it CTD?
G27. It's CTD's with an "app crash" error message.
gears is offline   Reply With Quote
Old 12 April 12, 15:22   #19
redi
Superator
 
redi's Avatar
 
Join Date: Oct 2006
Location: On a thin crust covering a huge ball of hot molten stone whizzing through space
Age: 41
Default

Quote:
Originally Posted by gears View Post
G27. It's CTD's with an "app crash" error message.
And after that at game start-up, it also crashes like that, i.e. it doesn't freeze?
redi is offline   Reply With Quote
Old 12 April 12, 15:34   #20
Dufoe
 
Dufoe's Avatar
 
Join Date: Oct 2009
Default

Try running pcars without starting the Logitech profiler. I found that the game runs great with my G27 without the Logitech profiler. I also stop the LCore.exe process.
Dufoe is offline   Reply With Quote
Old 12 April 12, 16:51   #21
gears
Donated
 
gears's Avatar
 
Join Date: Jul 2008
Location: Higgs Boson
Age: 46
Default

Quote:
Originally Posted by redi View Post
And after that at game start-up, it also crashes like that, i.e. it doesn't freeze?
Yes, crash not freeze with same "app crash" error msg.
gears is offline   Reply With Quote
Old 12 April 12, 18:18   #22
edubz123
 
Join Date: Aug 2010
Location: Chicago USA
Default

new build available! (yup, a day early again)

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

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

Build 190 (11/4/12, Senior Manager)
Better MLAA settings
New console profiles use bonnet camera by default
Fixed double drawing of windscreen on non-open-topped cars
Fix for PS3 steering wheel not turning
Added runtime support for SMAA: Enhanced Subpixel Morphological Antialiasing
Default world movement to 30
Updated driving camera defaults
Added in m_windscreenReflectionScale values to weather conditions missing it. Added m_windscreenReflectionScale to currentstate info in tweak it
Fixed track-specific personal best received from the server when loading into an event race overwriting event-specific personal best. We display track-specific PBs on the loading screen for now, so they should be stored as those into the local profile.
(This bug prevented improved times set on an event from being uploaded to the server unless they also beat the track-specific personal best set on the event's track, in the event's car)
When a new personal best is set during an event race, also update the track-specific leaderboard with the same time.
Wisconsin Raceway - Fixed Carrousel AI running wide off into grass problem. Gradually moved corridors in and reduced attempted AI speed at the critical point by 10%
Florence - Added support for 40 Cars. added 20 pit spots and 40 start spots. Updated TRD's. (still need garages doors opened for garage support)
Activation button added on Gameplay SAVE button
GAMEPLAY screen now re-organized to work on consoles
Fixed splash screen UI data (removed activation keys from press start button)
Vehicles Materials Library. Added Flat Paint CPIT material
Dropped extra ambience/subwave channels from the X4 AI sounds on consoles, as the extra channels were causing dropouts
Updated windscreen reflection defaults
Updated night windscreen reflection settings for all conditions
Modified moon dome shader to scale the depth value down, as this is the "correct" way to do this. Fixing this stops the moon from flickering on 360. Tested on PC, looks fine, relevant code path is not used by PS3
Fixed grandstand placement at Chesterfield; added intial crowd sound
Added crowd env sound for: Belgian forest circuit and Bologna reverse
Added audio to Badenring tracks
Added brake duct setting to tuning menus
Removed colour scale from 360 if shader used on windscreens
Formula A: Livery name fixes
TweakIt Tool - Fix for international settings affecting parsing of data sent from the game
New Formula A and B exports
New Wisconsin export
edubz123 is offline   Reply With Quote
Old 13 April 12, 14:32   #23
gears
Donated
 
gears's Avatar
 
Join Date: Jul 2008
Location: Higgs Boson
Age: 46
Default

Build 192: Center spring bug still present. F1 menu no longer crashes, but disabling center spring seems to have no effect. Still can't turn wheel in calibration. All FFB gone on track.

Tried Dufoe's suggestion and ran without Profiler, no change.

Brand new Windows install between builds.
gears is offline   Reply With Quote
Old 13 April 12, 15:03   #24
redi
Superator
 
redi's Avatar
 
Join Date: Oct 2006
Location: On a thin crust covering a huge ball of hot molten stone whizzing through space
Age: 41
Default

Quote:
Originally Posted by gears View Post
Build 192: Center spring bug still present. F1 menu no longer crashes, but disabling center spring seems to have no effect. Still can't turn wheel in calibration. All FFB gone on track.

Tried Dufoe's suggestion and ran without Profiler, no change.

Brand new Windows install between builds.
You'll need to disable the Menu spring, it's at the bottom of the Input submenu when you call up the dev menu in the main menu.
redi is offline   Reply With Quote
Old 13 April 12, 20:43   #25
gears
Donated
 
gears's Avatar
 
Join Date: Jul 2008
Location: Higgs Boson
Age: 46
Default

Quote:
Originally Posted by redi View Post
You'll need to disable the Menu spring, it's at the bottom of the Input submenu when you call up the dev menu in the main menu.
Ok did that, and I could feel it worked, but before I could get to a track, it crashed again. This time, unhandled exception.

I haven't been able to test anything in 5 builds (weekly). If I mess with F1 menu, it crashes. If I don't mess with it, I can't drive anyway because of center spring.

Thanks for you help. I guess I'll have to wait.
gears is offline   Reply With Quote
Old 13 April 12, 20:57   #26
redi
Superator
 
redi's Avatar
 
Join Date: Oct 2006
Location: On a thin crust covering a huge ball of hot molten stone whizzing through space
Age: 41
Default

Quote:
Originally Posted by gears View Post
Ok did that, and I could feel it worked, but before I could get to a track, it crashed again. This time, unhandled exception.

I haven't been able to test anything in 5 builds (weekly). If I mess with F1 menu, it crashes. If I don't mess with it, I can't drive anyway because of center spring.

Thanks for you help. I guess I'll have to wait.
Hmpf, that's rather unusual. What OS are you using again? Have you installed and do you run the game as Administrator? Sorry if you told us already ten times, but threads are rather long here
redi is offline   Reply With Quote
Old 14 April 12, 15:08   #27
gears
Donated
 
gears's Avatar
 
Join Date: Jul 2008
Location: Higgs Boson
Age: 46
Default

Quote:
Originally Posted by redi View Post
Hmpf, that's rather unusual. What OS are you using again? Have you installed and do you run the game as Administrator? Sorry if you told us already ten times, but threads are rather long here
Yeah it's weird. Everyone else seems to playing just fine.

Windows 7 x64 (fresh install 4 days ago - no image, manual install). I use the hidden, built-in Administrator account as my personal account so everything is run as Admin.

I'm fairly good at troubleshooting and I've tried everything I can think of
gears is offline   Reply With Quote
Old 14 April 12, 15:32   #28
redi
Superator
 
redi's Avatar
 
Join Date: Oct 2006
Location: On a thin crust covering a huge ball of hot molten stone whizzing through space
Age: 41
Default

In what folder do you have pCARS installed?
redi is offline   Reply With Quote
Old 14 April 12, 16:54   #29
gears
Donated
 
gears's Avatar
 
Join Date: Jul 2008
Location: Higgs Boson
Age: 46
Default

The default folder that installation creates. And I always completely uninstall before a new build, including the entire CARS folder in Documents.
gears is offline   Reply With Quote
Old 15 April 12, 12:08   #30
redi
Superator
 
redi's Avatar
 
Join Date: Oct 2006
Location: On a thin crust covering a huge ball of hot molten stone whizzing through space
Age: 41
Default

Quote:
Originally Posted by gears View Post
The default folder that installation creates. And I always completely uninstall before a new build, including the entire CARS folder in Documents.
That's in Program Files, right? Could you try installing the game in another folder like C:\games\pCARS, or on another disk?
redi is offline   Reply With Quote
Old 15 April 12, 21:57   #31
50ftElvis
 
50ftElvis's Avatar
 
Join Date: Aug 2006
Location: So Cal, U.S.A.
Default

Look into this program, Revo Uninstaller.
Those of course, are aware that Win 7 places the pCARS profile in the documents folder.
( start/documents/CARS)
Revo Uninstaller is pretty good at deleting everything. (make sure you're deleting the right program or... bye bye program )

http://download.cnet.com/Revo-Uninst...-10687648.html

Here is a query for the program via YouTube:
http://www.youtube.com/results?searc...194.0j10.10.0.

Hopefully, that will help and give you a fresh pCARS Build to enjoy.
Cheers,
50
50ftElvis is offline   Reply With Quote
Old 16 April 12, 01:33   #32
SwiftyOne
 
SwiftyOne's Avatar
 
Join Date: Aug 2006
Location: Norwich (England)
Age: 57
Default

+1 ...Can recommend Revo Uninstaller too, had it a bout six months Removes EVERY thing left over ...Great program

Swifty
SwiftyOne is offline   Reply With Quote
Old 16 April 12, 08:49   #33
redi
Superator
 
redi's Avatar
 
Join Date: Oct 2006
Location: On a thin crust covering a huge ball of hot molten stone whizzing through space
Age: 41
Default

Quote:
Originally Posted by 50ftElvis View Post
Look into this program, Revo Uninstaller.
Those of course, are aware that Win 7 places the pCARS profile in the documents folder.
( start/documents/CARS)
Revo Uninstaller is pretty good at deleting everything. (make sure you're deleting the right program or... bye bye program )

http://download.cnet.com/Revo-Uninst...-10687648.html

Here is a query for the program via YouTube:
http://www.youtube.com/results?searc...194.0j10.10.0.

Hopefully, that will help and give you a fresh pCARS Build to enjoy.
Cheers,
50
Does Revo Uninstaller to be running in the background all the time?
redi is offline   Reply With Quote
Old 16 April 12, 18:09   #34
dingledangle
 
dingledangle's Avatar
 
Join Date: Jun 2009
Location: leicester uk
Age: 59
Default

Quote:
Originally Posted by redi View Post
Does Revo Uninstaller to be running in the background all the time?
No mate,i use it,have done for a couple of years or so,cracking programme,if used carefully of course,though its pretty straightforward.
dingledangle is offline   Reply With Quote
Old 16 April 12, 21:17   #35
50ftElvis
 
50ftElvis's Avatar
 
Join Date: Aug 2006
Location: So Cal, U.S.A.
Default

Here is a program to check for your background programs, if you haven't seen it... CCleaner.

goto tools/startup/(disable any background programs you don't want running)

For registry stuff, follow steps. (pretty simple and doesn't goof up your registry as one would go deep into windows to find)
In order of appearance: goto registry/scan for issues/fix issues/No on "do you want backup"/fix all selected issues/close. That cleans up a lot of stuff from previous program deletions, etc...

http://www.piriform.com/ccleaner

50
50ftElvis is offline   Reply With Quote
Old 19 April 12, 02:37   #36
SwiftyOne
 
SwiftyOne's Avatar
 
Join Date: Aug 2006
Location: Norwich (England)
Age: 57
Default

Quote:
Originally Posted by redi View Post
Does Revo Uninstaller to be running in the background all the time?
Think of it as an "Add and Remove Programs" under "Control Panel" You only need use it when you need to uninstall, but it goes though a series of dialog boxes to remove Everything, left over by programs, down to Registry level (you don't have to guess, what to remove, it tells you!)Great bit a kit

Swifty
SwiftyOne is offline   Reply With Quote
Old 20 April 12, 14:43   #37
edubz123
 
Join Date: Aug 2010
Location: Chicago USA
Default

New Build 197 available. (Hint: Use the torrent!)

Some highlights since last week:
AF/AA love, A new FFB slider, more asset (cars/tracks) work including new notNASCAR 90's stock car (with 'road' setup). If you got a high end DX11 GPU give Griff's new SMAA S2X a whirl, supposed to be a jaggie-Terminator. Also some experimental physics punishment (grip penalty) ONLY on the Asano X4 (notAudi DTM) if you cook the tires, should be interesting.

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

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

Known Issues: Helmet rendering is a little broken in DX9
Build 196 (19/4/12, Senior Manager)
Added 1990 Stockcar
Stockcar 90: adjusted CPIT seat to driver character, added CPIT wheels
Belgian Forest - fixed trees isues and one crowd issue
California Raceway: Fixed brightness, reduced it for the new lighting/weather system
Gumpert Apollo: basic, do-little projection texture to test new headlight attention
Stockcar90: added support for custom chassis colour
BAC mono, added animation pack2, 360 steering
Formula A: checks, optimizations + fixes
Formula A: reduced engine inertia
New 1990 Stockcar physics. Based around notNascar cars of that Era. Aprox 650hp. 3800lbs. Road course setup
TweakIt 1.0.0.13 : Fixes a problem when sliders/values are updated after a connect has been lost, on reconnecting the queued values were sent to the new game app causing invalid de-referencing
Latest helmet cam tweaks for latest mesh
Added Fanatec SDK as well as support for gear display and shift lights on CSW wheel
Fix for CSW LED and lights not clearing on exit
New Formula A export
New California raceway export
New Florence exports

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

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

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

Last edited by edubz123; 20 April 12 at 15:19.
edubz123 is offline   Reply With Quote
Old 20 April 12, 15:43   #38
Siggs
 
Siggs's Avatar
 
Join Date: Jun 2008
Location: Essex
Age: 24
Default

Users who like this post: Ross Siggers
Siggs is offline   Reply With Quote
Old 27 April 12, 12:08   #39
redi
Superator
 
redi's Avatar
 
Join Date: Oct 2006
Location: On a thin crust covering a huge ball of hot molten stone whizzing through space
Age: 41
Default

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

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

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

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

Build 198 (23/4/12, Senior Manager)
Updated Fanatec CSW FFB defaults
Belgian Forest - add temporary terrain texture
Mitsubishi and Caper logos added
END OF RACE screen updated (as per WMD forum issue) and player can now click on the RWD/FWD buttons
Bologna textures. PSDs for new materials updated textures
F77, changed 3pv camera roof poosition, showing more of driver + animation review changes
BAC Mono: Improved front hoodlock resolution
New BAC Mono export
redi is offline   Reply With Quote
Old 27 April 12, 12:09   #40
redi
Superator
 
redi's Avatar
 
Join Date: Oct 2006
Location: On a thin crust covering a huge ball of hot molten stone whizzing through space
Age: 41
Default

From now on the new patch system will be used, reducing build download sizes drastically!
redi is offline   Reply With Quote
Old 27 April 12, 18:26   #41
zaril
 
zaril's Avatar
 
Join Date: Dec 2006
Location: Italy
Age: 49
Thumbs up

Excellent progress, the work continues to grow, very promising. OK is a pre-alpha, but if this continues will be a top-level heading.
At some point we hoped more, but I see the light
zaril is offline   Reply With Quote
Old 27 April 12, 18:29   #42
edubz123
 
Join Date: Aug 2010
Location: Chicago USA
Default

Today's diff changes are gonna make it drive like a new game. Helmet cam is insane immersive.
edubz123 is offline   Reply With Quote
Old 28 April 12, 01:24   #43
50ftElvis
 
50ftElvis's Avatar
 
Join Date: Aug 2006
Location: So Cal, U.S.A.
Default

Anxiously waiting for the TrackIR code to be written in. Builds keep getting better!
50ftElvis is offline   Reply With Quote
Old 2 May 12, 22:08   #44
SwiftyOne
 
SwiftyOne's Avatar
 
Join Date: Aug 2006
Location: Norwich (England)
Age: 57
Default

Quote:
Originally Posted by 50ftElvis View Post
Anxiously waiting for the TrackIR code to be written in. Builds keep getting better!
Hey!!

+1 on that

Swifty
SwiftyOne is offline   Reply With Quote
Old 4 May 12, 18:10   #45
edubz123
 
Join Date: Aug 2010
Location: Chicago USA
Default

Zonda R, some FFB love, our first oval...you know where to find the notes.

Epic build today.
edubz123 is offline   Reply With Quote
Old 4 May 12, 19:04   #46
redi
Superator
 
redi's Avatar
 
Join Date: Oct 2006
Location: On a thin crust covering a huge ball of hot molten stone whizzing through space
Age: 41
Default

Build 207 (4/5/12, Junior Member+)

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

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

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

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

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

Build 203 (30/4/12, Senior Manager)
Remove code to mess with AI throttle on high speed ovals
Stockcar 90: animation pack2(steering 360, gear)
Ariel Atom,Mugen: added gear to animation
Asano x4: gear to, initial animation
Tweaked and tested California Highway Hud maps
Added California track map co-ord's into XML
Caterham R500 - Added damage deformation
BAC MONO: livery03.Initial check in
BAC MONO: new black + orange burnt stripe rim.Initial check in
BAC MONO: new black + orange burnt striped wheel.Initial check in
Besos racelines checked in
Belgian Forest - add new textures
MainMenu News Ticker updated, Version Number now present
Tweaked textures for Azure HUD maps
BAC Mono: Fixed HUD RPM range
Eagle Creek Speedway checked in
New Caterham R500 export
New Besos exports
redi is offline   Reply With Quote
Old 6 May 12, 02:03   #47
boons4
 
Join Date: May 2011
Default

Hi guys all seems so quiet. This built 207 is amazing and the zonda ffb is great! I also set my aa to 8x since now the fps improve as I read, suddenly my graphic is so much better without those terrible horrible jaggies line.. I can turn down other eye candy just to have 8x aa smoothness. The more I try this alpha the more I give up playing gtr2 haha. But some car ffb is good while some have loose ffb n light ffb regards to centering I feel.
boons4 is offline   Reply With Quote
Old 6 May 12, 05:31   #48
pistoncup
 
pistoncup's Avatar
 
Join Date: Apr 2012
Location: Australia
Default

one thing that could do with fixing is the wheels or tyre graphics. If you drive in a full steering lock circle the wheels spin faster than they should and smoke streams of the front tyres.
pistoncup is offline   Reply With Quote
Old 8 May 12, 16:59   #49
bazza_racer
 
bazza_racer's Avatar
 
Join Date: Apr 2007
Location: Northants
Default

Hey guys, not posted on the Project cars bit before. I've been following though keeping an eye on what's happening. One car that stands out is the Palmer Jaguar JPLM. I work there, and credit to whoever made the model it looks really good!
bazza_racer is offline   Reply With Quote
Old 8 May 12, 17:00   #50
Pierre61
 
Pierre61's Avatar
 
Join Date: Jul 2006
Location: Manchester UK
Default

Any thoughts on how it sounds/drives in relation to the real deal Bazza?
Pierre61 is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 05:45.


Powered by vBulletin® - Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.

www.nogripracing.com 2003 - 2014
Page generated in 0.15291 seconds with 10 queries