Project CARS
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paxsali
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PostPosted: Tue, 22nd Jul 2014 22:54    Post subject:
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LeoNatan
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PostPosted: Tue, 22nd Jul 2014 23:00    Post subject:
Pfft when were you unbanned? Embarassed
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PumpAction
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Posts: 26759

PostPosted: Tue, 22nd Jul 2014 23:20    Post subject:
Oh look itd california highway with the m1 procar xD


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paxsali
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PostPosted: Fri, 25th Jul 2014 00:07    Post subject:
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PumpAction
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Posts: 26759

PostPosted: Fri, 25th Jul 2014 02:17    Post subject:
Last second you demand me to reset my settings and I am driving with the wheel and ffb! I thought you were going to do that aswell!

But anyway, really good driving, am eager to look at the replay and how you took the curves Smile

I need glasses though, I sat too far away to see anything on my 47" Sad


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paxsali
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PostPosted: Fri, 25th Jul 2014 02:34    Post subject:
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ixigia
[Moderator] Consigliere



Posts: 65085
Location: Italy
PostPosted: Fri, 25th Jul 2014 02:36    Post subject:

That's what I call surprise buttsecks!

(I can't wait to play with you guys when it gets released. I'm slowly getting used to the nasty 360 controller after my old wheel died months ago, but you'll totally bash me anyway..literally also Very Happy Laughing)
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paxsali
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PostPosted: Fri, 25th Jul 2014 02:47    Post subject:
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paxsali
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PostPosted: Fri, 25th Jul 2014 08:57    Post subject:
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paxsali
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PostPosted: Fri, 25th Jul 2014 19:31    Post subject:
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paxsali
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PostPosted: Sun, 27th Jul 2014 02:59    Post subject:
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Fri, 1st Aug 2014 18:40    Post subject:
New UPDATE Smile also for Juniors..

Build Release Notes
Quote:
Build 779 (01/08/14, Junior Member+) - 772.4 MB
Audio:
* Formula B incar and external engine sets, plus an AI version. Includes other vehicle events tranny, gears, backfires, distant roll-offs and trajectory. Plus the new distant based reverb/echo effect.
Render:
* Processing of vehicle specific impostor reflections setup XML files in build scripts
* Water spray particles use faster shader that ignores shadows and does lighting calculations per-vertex
* Implemented wheel effet switching for rear/front wheels according to vehicle drive (rear/front/four) - TyreSmokeAnimated_PlayerFrontWheels is applied to free wheels, TyreSmokeAnimated_PlayerBackWheels is applied to powered wheels
Bugfixing:
* Fix rolling start player control on green light. - AR-2148
* Fix ensure lap time is invalidated when AI controlled (or 'simulating') -AR-2152
Controllers:
* Moved pad speed sensitive steering and fitering defaults out of base and into RAC
* Gamepad control updates: New default gamepad input values, F1 access to new gamepad tweakers, Steering wheel smoothing enabled for all gamepad modes, Updated gamepad movement rates depending on fraction of top speed, Added inverse dead zone, Added switchpoint tracking, Smoothed gamepad steering transitions, Gamepad specific speed sensitive steering system, Added soft steering around centre of joypad, Removed old dampening system for new updates
Multiplayer/Online:
* Test increase of ping rate for debugging
* Bumped global leaderboards version to 4 for Friday's global stat reset.
GUI:
* Fix for textdb header
* New raining background
* Changes to allow new weather ui.
* Minor tidying to the in-game menu
* Simulate race session on skip to end.
* Stop progression to next screen when the date is in the past
* Fix for career event panel -- now correctly scrolls through the days events
* Fixing calendar so it bumps you to first event for all new career saves. (AR-1988)
Cameras:
* Replay Cameras: Cadwell Woodland real-world-style cameras - First pass.
Career:
* Text id's updated to match the FIGS database checked in
* Stop progression to next screen when clicking on an empty calendar slot
* Reordered the Day View panel on the calendar to reflect how the event page is ordered.
* Fixed up a lap incrementing issue in physics & app regarding the way events are handled all at once.
* Link the "Skip to end of session" button to align with the "Simulate" buttons enabled/disabled status.
AI/Pitstops:
* Airjack mechanic: Changed jack up motion to linear motion
* Pitstop: Updated Locator RRW, LRW positions for most of the cars
* Pitstop: Chief mechanic: changed start/end position; chief moves away from vehicle way , no more colliding with vehicle
* Driver AI predictionlist optimisations: Removed AcceleratedWaypoint (superseded), Removed SimulateDefaultLap, Optimised pre-race PredictedTime parse
Physics:
* Process physics end of race session also processes player
* Ariel Atoms: AI tire model tuned in the wet, side aero force balance shift, safer bump stops. Evon CR500 tire updates
Vehicles:
* Audi R18: Bug fixes
* Ford Focus RS: Bug fixes
* Caterham Classic: Bug fixes
* Ford Escort Mk1: New export
* Caterham SP300R: New export
* Ford Capri Group5: New export
* Mercedes SLS: Added licence plates
* Caterham R500: Bug fixes, bug fixes
* Gumpert Apollo: Added licence plates
* Oreca 03: Suspension animations, damage fixes
* McLaren MP4-12C GT3: LODA/B/C Check and Smooth
* McLaren P1: Added licence plates, various small fixes
* McLaren F1: Added licence plates, fixed various issues
Tracks:
* Monterey: Added some dirty for fences
* Le Mans: Added ao for basement under tribunes
* Hockenheim: Updated all the placement to suit the new terrain from turn #4 down to the hairpin, scene updates (static placements)
* Silverstone: Fixes and colorupdates for armco, tyrewallcovers and concretewalls, fix for selectionset errors, fix for QA2069, QA2070, QA2093, fix for trunk-advertissue
Known issues:
- Replays: Working but you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Sometimes when you receive a game sync error message in MP this message keep appearing outside MP from time to time. (exit the game to "solve" it)
- Cars get propelled out of the pitstop at high speeds
- Speed sensitive camera option is missing from UI
- Missing icons on weather selection are clear, fog with rain and heavy fog with rain

Build 778 (31/07/14, Team Member+) - 902.5 MB
Next-Gen:
* PS4: Added Trophies
* XB1: Use per thread streaming constant buffer
Debug:
* Added simple simulated packet loss and lag to F1 debug Online WMD menu
Bugfixes:
* Fix for weather assert when launching an online game.
Audio:
* Adding new WIP music track.
* Switches on new music track (total=7)
Render:
* MotionBlur: Added support for separate blur mask.
* Rain performance improvment. Uses per-vertex lighting + no shadows.
* XB1/PC DX11 Renderer inlining pass + fix un-needed post shadow buffering rendering copies.
* DX11: Track rasterizer states with slopescale seperately (reduces dynamic state creation x4)
Weather:
* Wtc tweaks to sun intensity/emissive/light shint settings for optimisations
GUI:
* Reworked time of day and weather icons
* Missing texture for Event Selection screen
* Achievements system and game-wide metrics implementation
* Making the "skip to next race" button work on the calendar.
* Todays date now updates internally to the day you jumped to.
* Stopping the list from eating the input on the Go To Next Event calendar button.
* First visit to career calendar advances player to their first eligible race day. Subsequent visits to the calendar do not advance the date.
Cameras:
* Replay Cameras: Cadwell real-world-style cameras - First pass.
Career:
* Change the event sort order for the day event list
* Popping up the race overview screen on race start for career races
AI/Pitstops:
* Reworked throttling sytem for faster last times, reworked wall avoidance to be able to drive on tight maps
Physics:
* BMW Z4 GT3: Fixed rear calipers, detached until suspension animation is made
Vehicles:
* McLaren P1: Updated lights
* BMW 1M: Added licence plates
* McLaren F1: Added licence plates
* Ford Focus RS: Added licence plates
* Gumpert Apollo: Added licence plates
* BMW Z4 GT3: New export, fixed rear calipers
* Ford Mustang Trans-Am: Fixed rear wheel bone positions
Tracks:
* Zolder: Texture tweaks
* Cadwell: Jira bug WMD-147 & 265 fixed csm in front of ambulance
* Azure Coast: Resaved AIWs to align with slightly changed goemetry heights. Was causing car reset to fall through track.
* Silverstone: Better placement of pit boxes, reduced AI allowed to 20 to match the pit area (was 30 previously) . Fixes bad AI pitting form confused pit choices.
* Le Mans: Fixed jira bug with faulty collision at redwhite barriers, adding missing tyrewall file, dressing and collision related fixes, fixed lots of csm related issues. merged latest from TomT,started fixing issues with missing fences in front of spectators, Delete some reflector around new dunlop bridge, added new txt sign, concrete wall, big road sign.
* Hockenheim: Pit dressing backup, emm. night setup, showroom lights, continued polish pass - drag strip revamp , autograss setup , fixed a few bugs etc.., fixed a typo in the autograss folder name, added new override tree textures for the tree balance pass, updated the foliage texture to work with the new autograss, updated all the rules files to work with the new autograss, updated the TRDs for all 3 layouts to include the new track-specific autograss folders
Known issues:
- Replays: Working but you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- UI displays the keyboard key assignments as [0] (they are registered and functional thou)
- Sometimes when you receive a game sync error message in MP this message keep appearing outside MP from time to time. (exit the game to "solve" it)
- Cars get propelled out of the pitstop at high speeds
- Speed sensitive camera option is missing from UI

Build 777 (30/07/14, Team Member+) - 541.7 MB
Next-Gen:
* XB1: Cancelling matchmaking ticket when a session member leaves or when the session is no longer joinable.
* XB1: Fix for flickering stuff (inadvertently enabled FAST SEMANTICS which is still WIP and requires other stuff not yet finished)
Render:
* Implemented support for track specific ground cover data
* Separate cloud environment map removed - the standard static env-map is used instead
* Straightened up the hdr alignment in front end scene. Added some alternate hdr textures for tests and videos of showroom.
* Changes to vehicle basic shader and all of it's skinned, translucent and alpha test versions. Gloss blends to matte on tight curves to get rid of visual artefacts on vehicle basic edges, seen mostly in FE environ on badges, bumpers, headlights etc. curvatureEnvFactor value of 16 applied to all.
Online/Multiplayer:
* Add more protection to vote event handler, WMD-154 Online - Peer crashes while waiting in the lobby
GUI:
* Updated Calendar screen
* Event Selection screen updated
* Adding race overview screen to the start of races.
* Pre-race camera sequence disabled when rolling start is selected in the race manager
Career:
* Added assert to pick up on career invitation authoring issues
* Accolade unlock checking moved to common code, so that Invitations can run the full checks
Vehicles:
* Audi R18: New export
* BMW M3 GT4: New export
* BMW M3 GT2: New export
* Ariel Atom V8: New export
* Ariel Atom 300: New export
* Ariel Atom Mugen: New export
* Audi R8 LMS Ultra: New export
* BMW 320 Turbo: Fixed various light issues
* BMW M1: New export, fixed LODA and LODB wheel mapping bug
* BMW M3 E30 GroupA: New export, adjusted rear wheel positions
* McLaren P1: All LOD levels updated, DRS animation, ultra file for GUI mesh, added DRS control
* LMP RWD P20: Fixed Bonnet Cpit animation. Added Extanim. Fixed and added elements to Intanim. Fixed Wiper Cpit animation.
Tracks:
* Eifelwald: Created vertical flags
* Oulton Park: Added missing csm to grey box room in pit lane
* Hockenheim: Animated logo, red flares, added animated Mercedes logo
* California Highway: New AIW for off track warnings caused by recent chnaged layout. new illuminated corner signage placements
* Silverstone: Foliage instances moved to child scenes for hwi and sti, replaced 3D ones with more optimized types and reduced base instance count, removed wrong ones and shared all childs among variations
Known issues:
- Replays: Working but you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- UI displays the keyboard key assignments as [0] (they are registered and functional thou)
- Sometimes when you receive a game sync error message in MP this message keep appearing outside MP from time to time. (exit the game to "solve" it)
- Cars get propelled out of the pitstop at high speeds
- Speed sensitive camera option is missing from UI


Smile


..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad
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outtanames




Posts: 1591

PostPosted: Sat, 2nd Aug 2014 14:44    Post subject:
B777 was causing me some crashes.. Laughing
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warriormax
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Posts: 3644

PostPosted: Sat, 2nd Aug 2014 15:11    Post subject:
paxsali wrote:
Hahahaha xD I DID IT AGAIN!

WOOOOHOOOOOOOOO...


Fuck Yeah


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Phil2003




Posts: 1336
Location: Austria
PostPosted: Sat, 2nd Aug 2014 16:35    Post subject:
Just bought the G27 out of curiosity and now im glad i bought that junior license hehe... also bought GT6 for PS3 but it just looks so ugly. Neutral
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paxsali
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Posts: 18352

PostPosted: Sat, 2nd Aug 2014 18:02    Post subject:
⁢⁢


Last edited by paxsali on Thu, 4th Jul 2024 21:59; edited 1 time in total
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Phil2003




Posts: 1336
Location: Austria
PostPosted: Sat, 2nd Aug 2014 18:38    Post subject:
wohoo just tried a bit Gran Turismo 6 and then Project Cars... the gfx is of course much better, but the SOUND! Way more fun. Though im not sure if theres much to do with a junior license, and upgrading isnt possible any more, is it?

Edit: nope. Guess have to wait till november... GT6 is it then Very Happy
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Bob Barnsen




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Location: Germoney
PostPosted: Sat, 2nd Aug 2014 19:17    Post subject:
Count me in my friend


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PumpAction
[Schmadmin]



Posts: 26759

PostPosted: Sat, 2nd Aug 2014 22:05    Post subject:
Yeah lets organize a race!


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paxsali
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Posts: 18352

PostPosted: Sat, 2nd Aug 2014 22:48    Post subject:
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Last edited by paxsali on Thu, 4th Jul 2024 21:59; edited 1 time in total
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sat, 2nd Aug 2014 23:58    Post subject:
I was just joking, hoping that you would insult me Sad
But sadly i don't have the game Crying or Very sad
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paxsali
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Posts: 18352

PostPosted: Sun, 3rd Aug 2014 00:18    Post subject:
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Last edited by paxsali on Thu, 4th Jul 2024 21:59; edited 1 time in total
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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Sun, 3rd Aug 2014 00:42    Post subject:
I am all in Wink Timezone Parisssssss Frankreich Smile

Tomorrow : all free (not the morning though Very Happy )



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
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Phil2003




Posts: 1336
Location: Austria
PostPosted: Sun, 3rd Aug 2014 08:39    Post subject:
Does it make sense to actually use the h shift? I mean, why is it part of some racing wheels when its much easier to use the pedals? I like the idea of driving like in a real car, but i suck so much Rolling Eyes
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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Sun, 3rd Aug 2014 09:05    Post subject:
Same here, I mostly use only shift pedals in racing games (In my reallife car as well btw ^^ )

But in ETS2 or when driving with certain cars (old cars, Caterham S7, ...) H shifter is a must Wink


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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Phil2003




Posts: 1336
Location: Austria
PostPosted: Sun, 3rd Aug 2014 09:17    Post subject:
Silent_Lurker wrote:
(In my reallife car as well btw ^^ )


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DeadByDawn




Posts: 271
Location: Australia
PostPosted: Sun, 3rd Aug 2014 11:32    Post subject:
Is there anyway to get this game at the moment? Legitimately I mean
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JBeckman
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Posts: 34994
Location: Sweden
PostPosted: Sun, 3rd Aug 2014 12:31    Post subject:
They closed all the backer tiers some time ago so I don't think you can buy the game until it's released.
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Morphineus
VIP Member



Posts: 24883
Location: Sweden
PostPosted: Sun, 3rd Aug 2014 12:37    Post subject:
Nope you can't... I'm waiting for a long while, just when I was about to get me a copy they got investigated and since then it never opened up again Sad


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DeadByDawn




Posts: 271
Location: Australia
PostPosted: Sun, 3rd Aug 2014 13:59    Post subject:
weird that they wouldn't want my money but I guess I'll have to wait and see how I feel when it's released
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