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Posted: Thu, 19th Apr 2012 22:22 Post subject: |
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Does this mean they are including rally in the game ?
I was under the impression that they were going to do a rally game separately
Or are they going to a more Forza GT type game with a load of road cars rather than
one based on racing series. Which isnt really what they are advertising on their home page
http://www.wmdportal.com/projects/cars/
DarkRohirrim - Post on various forums say they are 12 months + away from release so I doubt there will be a demo till near release.
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Posted: Thu, 19th Apr 2012 22:42 Post subject: |
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Posted: Thu, 19th Apr 2012 22:58 Post subject: |
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Downloading now. Just a few quick questions:
1. So every friday i uninstall, delete folder, download new version and install? So every friday i have to set up everything?
2. Which is faster download usually, torrent or direct exe download link?
3. Is there a way to make race like 10 laps but with increased tyre wear so me and AI have to pit in for tyre change? I always played this way in rfactor...sure its unrealistic and tyres wear off in 3 or 5 laps, but i like pitstops....so, is it possible?
Now i pray that my 4850 will do the job...any suggestions what settings to turn on or off for performance boost?
Thanks
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Posted: Fri, 20th Apr 2012 00:06 Post subject: |
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Pipili wrote: | Downloading now. Just a few quick questions:
1. So every friday i uninstall, delete folder, download new version and install? So every friday i have to set up everything?
2. Which is faster download usually, torrent or direct exe download link?
3. Is there a way to make race like 10 laps but with increased tyre wear so me and AI have to pit in for tyre change? I always played this way in rfactor...sure its unrealistic and tyres wear off in 3 or 5 laps, but i like pitstops....so, is it possible?
Now i pray that my 4850 will do the job...any suggestions what settings to turn on or off for performance boost?
Thanks |
Every friday you download (preferable over torrent, it's MUCH faster for me, at least if you use a proper torrent program like f.e. vuze), start the installer and it will automatically suggest deleting the old game. Yes, you'll have to re-setup your shit.
And regarding number 3: Sorry, as of now the tire physics are still a joke. You can make 100 donuts and your tires won't get really hot And I'm not sure if there is any tire wear in the game at all. They get hot and they cool down again, that's it for now.
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Posted: Fri, 20th Apr 2012 01:10 Post subject: |
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OK, 2 more questions, thanks for answering:
1. Which shortcut is better to run the game from, normal or DX11?
2. I meesed my FOV up somehow. I know you set it up with [ and ], but you can also move seat with A and D, how do you set it up properly?
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Posted: Fri, 20th Apr 2012 01:37 Post subject: |
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1. If you have potent enough DX11 card, start with the DX11 shortcut.
2. Well there is actually no messing up. Set it up, as you think it is right for you 
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Posted: Fri, 20th Apr 2012 01:44 Post subject: |
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Pipili wrote: | OK, 2 more questions, thanks for answering:
1. Which shortcut is better to run the game from, normal or DX11?
2. I meesed my FOV up somehow. I know you set it up with [ and ], but you can also move seat with A and D, how do you set it up properly? |
1.
Well, your 4850 is DX10.1 so go with normal (DX9)
2.
As you said:
[ ]: decrease/increase FOV
W,A,S,D: move seat
Dunno, what you mean by properly ?
EDIT: Pumpy was faster 
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Posted: Fri, 20th Apr 2012 12:54 Post subject: |
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I get better performance with DX11, dunno why. Also, my car in straights is all over the place. I spent 3 hours setting up my wheel. If i set speed sensitive to 0, im all over the place, if i set it higher then turning is wierd, kinda car turns into corner too fast. There is no linearity. I have shitty logitech wheel. Also, setting sensitivity to 1 from 50 helped a lot, car is a lot calmer now, but still its kinda too sensitve, driving formula B in straight line is impossible, Formula A and 67 (the oldest one) is better but still.... 
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Posted: Fri, 20th Apr 2012 15:56 Post subject: |
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New build is up - 0197
Some release notes:
Spoiler: | 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
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 |
Will update a bit later..
edit: added 197 notes
Intel Q9550 @ 3.2GHz + CM Hyper 212+ | Gigabyte P35-DS3P | 6GB DDR2 OCZ 800mhz | ASUS GTX560Ti DirectCUII | Samsung SSD 840EVO 250GB + Seagate Barracuda 1TB | OCZ StealthXStream 500W
Last edited by Neo_McKane on Fri, 20th Apr 2012 16:46; edited 2 times in total
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Posted: Fri, 20th Apr 2012 16:09 Post subject: |
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Neo_McKane wrote: | New build is up - 0197
Some release notes:
Spoiler: | 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 |
Will update a bit later.. |
Thx !
Damn, I was about to click on the "I like" button of your post, and then I realized I wasn't on the WMD forum.

Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
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Posted: Sat, 21st Apr 2012 14:53 Post subject: |
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I can max it out, but since last couple of builds with VSync ON I get half the FPS. With VSync OFF its smooth as butter.
Anyone else ?
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Posted: Sat, 21st Apr 2012 16:05 Post subject: |
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Well you either are above the 60fps mark or you'll just drop down to 30. Even if you are at 58 fps, you'll just lose basically 50% of the frames
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Posted: Mon, 23rd Apr 2012 15:20 Post subject: |
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New community gallery is up:
Project CARS Community Gallery #16
Lots of stunning screenshots, be sure to check them out..
Intel Q9550 @ 3.2GHz + CM Hyper 212+ | Gigabyte P35-DS3P | 6GB DDR2 OCZ 800mhz | ASUS GTX560Ti DirectCUII | Samsung SSD 840EVO 250GB + Seagate Barracuda 1TB | OCZ StealthXStream 500W
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Posted: Mon, 23rd Apr 2012 17:17 Post subject: |
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So how do you like the physics of the stock car 
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Posted: Fri, 27th Apr 2012 11:06 Post subject: |
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Unfortunately, haven't manage to try it out yet
So much work, i haven't played any game in the last 10 days..
Have you tried it? Is it any good?
Anyways, new build is up - 202 - and after many updates, this time there is no new content, just fixes..
Notes:
Spoiler: | 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 Liore 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 |
Intel Q9550 @ 3.2GHz + CM Hyper 212+ | Gigabyte P35-DS3P | 6GB DDR2 OCZ 800mhz | ASUS GTX560Ti DirectCUII | Samsung SSD 840EVO 250GB + Seagate Barracuda 1TB | OCZ StealthXStream 500W
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Posted: Fri, 27th Apr 2012 11:20 Post subject: |
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OFFtopic
@PumpAction,your signiture Athlon II X4 640 (4x3.0GHz), written that way is wrong and incorect.
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Posted: Fri, 27th Apr 2012 13:03 Post subject: |
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Why? It is a quad core with each core at 3.0GHz.
@Neo_McKane: Sorry for the late response: The stock car is _extremely_ bugged! 
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Posted: Fri, 27th Apr 2012 22:17 Post subject: |
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Posted: Tue, 1st May 2012 12:51 Post subject: |
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Posted: Thu, 3rd May 2012 17:53 Post subject: |
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Fu*k yeah!
Slightly Mad Studios & Pagani Announce Partnership
Huayra and Zonda R are already been worked on, and they are in WIP and Beta1 stages atm, so we'll probably get them in the next build..
Intel Q9550 @ 3.2GHz + CM Hyper 212+ | Gigabyte P35-DS3P | 6GB DDR2 OCZ 800mhz | ASUS GTX560Ti DirectCUII | Samsung SSD 840EVO 250GB + Seagate Barracuda 1TB | OCZ StealthXStream 500W
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Posted: Fri, 4th May 2012 15:07 Post subject: |
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Build 207 is out, it's a full build this time (as it's a junior's day), so no patch available
Quote: | 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 |
Zonda R added 
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Posted: Fri, 4th May 2012 15:16 Post subject: |
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another bunch of cars that doesn't fit in with the others and seems pretty much useless at the moment.
their car selection seems completely random and focused on single-make-series, which is boring as hell.
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Posted: Fri, 4th May 2012 15:34 Post subject: |
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