VELOCIPEDE Posted February 29, 2012 Share Posted February 29, 2012 Build 162 (29/2/12, Senior Manager) Fixed bug with "day lights" implementation which prevented light glows from appearing on them if the headlights were set up with a lens flare Assign available custom liveries to AI. Removed all the old wdf files as they are no use anymore. Changed the cloud cover dds file to be clouds_shadow_heavy01 Set default weather clock speed to be 1 sec -> 1 min Live editing enabled for all configs Disable HUD vignette as it doesn't play nicely with night skies Shadows blurred by FXAA pass Time scale factor at 60x for now pending GUI additions Add start time and progression options Fix for failing to load sky ring mesh Fix for FXAA blurring shadows on DX11 Changed default race start time to 1pm Updated camera positions for Formula B and X4 Cloud shadow textures added Fix for sky dome not rendeirng hdr Leonus F68: default steering ratio lowered to 12.0:1 Gumpert: changed order of liveries/paint in RCF Ariel Atom 3 - cockpit glow texture. Doubled size TDX - cockpit glow texture. Doubled size TDX - Steering wheel glow texture. Doubled size Caterham Superlight R500. Cockpit texture. Resized to correct size Caterham Superlight R500. Cockpit glow texture. Doubled size Gumpert Apollo S - Cockpit glow texture. Doubled size Balanced AI tweakers so adjustments are not made based on race phase HUD: New HUD design Foliage shader conversion to fully alpha (with solid areas) Formula A: physics update Caterham - Stiffer tyres TDX - Fixed damper slow and fast swapped. Re-adjsuted to suit Fix shaders to stop DX11 suffering from dithered glass and trees Known Issue: As this is the first build to introduce the ToD feature, we have quite a few crashes. (We are working on them ) Build 161 (28/2/12, Manager+) Filter out liveries with missing textures and validate profile data Reset of custom DOF mode sets the camera focus to selected participant Updated AI defaults Fixed Ultra shadows back Tyre sound thresholds adjusted to suit new tyres HUD telemetry engine power and torque can show negative values Adjust dirt buildup for a bit of dirt at race start and a lot at the end Fixed bug in dirt generation Reduce magnitude of FFB gear change effect for G25 and G27 Torque limiter and bump amplification, so that road is more visible during other forces Racer car camera moved back and centered Formula A: Adding more custom livery slots Wheels shaders specular factor 1.0. Same diffuse reduction on both wheels shaders to fix evident blur transition Fixed reported floating trees at Bathurst Alterations to the chassis scrape sounds; using an additional bump sound and tamed scrape so that it's more of a hit than before with larger forces and just a scrape with lighter forces. Needs further tuning and per car setup Asano LM11: switched brake balance with fuel load on cockpit display Leonus F68: Updated physics New Bathurst export New Asano X4 export Build 160 (24/2/12, Team Member +) FFB: - Added the notion of 'fade level' to BForceEffect, used as a secondary gain control - Added the notion of 'boost' to AppInput::cForce. Used to promote one particular force above the others (0 = no boost - no change, 1 = max boost - completely silences all other forces). - cForceSteeringSpring modified to include a 'lock' mode where the effect params are switched to emulate a bump-stop when the wheel lock has been exceeded. - Removed cForceSteeringLock. Disabled legacy deadzone helpers. Removed ultra shadow option, until it can be properly debugged and reinstated taking into account the shadow changes New Loire export Known issue on the Racer cars, driver has been removed for now, also cockpit cam is a bit too close to the dash Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted March 1, 2012 Share Posted March 1, 2012 Build 163 (1/3/12, Senior Manager) Moved hard-coded GameAudioManager skid sound tweaking out into SurfaceSoundConfig.hrdf. Updated the data to use HRDF instead of RTTI XML and removed old RTTI code/data Widen race groove slightly Weather system , new sphere dome Reinstated phase 1 writing to trees, to block sun behind solid areas, plus increased phase 1 alpha test to prevent badly lit edges around trees Wtc conditions removed to save texture mem HUD: added generic Motec display HUD: changed 3D elements for new minimal HUD Temp sun disc stand in flare updated with proper one. new wtc added that uses hdr skydomes Balancing changes - engine levels, exhausts, transmission, wind etc for all cars Volume and 3D distance changes New Northampton export Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted March 2, 2012 Share Posted March 2, 2012 Build 164 (2/3/12, Junior Member+) MUST START A NEW PROFILE WITH THIS BUILD Reduced suspension forces linearly for AI at very low speeds FFB road noise and force balancing tweaks Remove custom printf hooks on exit to make sure they're not called during CRT cleanup Shadow improvements to work with time of day changing Add missing default for track order override property. Tweaked Logitech rumblestrip force Adding per-car tweakable values for the behaviour of the surface sounds Weather fix for dynamic particle lighting. Adjust shadow update threshold Tyre scrub effect for more capable wheels Fix for spot shadows Disabled cloud domes on a toggle Reduce jolt impact for player to vehicle collisions Fixed order of in game exit process to prevent the intermittent return to GUI crash caused by particle deletion order. Fixed particle manager cleanup to prevent multiple calls to Reset function Updated adjustment of friction factors of contacts between vehicles Computation of relative velocity between vehicles in contact now uses velocities at contact point HUD: added new minimal HUD HUD: backgrounds slightly darker Wtc and sky texture tweaks Headlights turn off later, wtc edit Loire texture updates Ariel Atom 3 - cockpit glow texture Asano TDX - cockpit glow texture Asano TDX - Steering wheel glow texture Caterham R500 - cockpit glow texture Gumpert Apollo - cockpit glow texture HUD: fixed broken lap gadgets HUD: adding laptimes to all HUD variants Reduced bump amplitude for bumpyroads1 from 2cm to 1.4cm Hide car when rear looking from roof cam Reduced adrenalin, stamina and concentration effects on AI Added new HUD fonts Quick Race and Display screens updated Updated the TRDs and tracklists to appear in the correct menu order Fixed Motec display colour Fix for START button, and support for Min/Max opponent difficulty Added HUD Motec to a few cars Reduced headlight range a little 5-10% reduction in tyre force multiplier Added 64 grid support to AIW. TRD also updated. Tracks: Bologna, Connecticut Hill, Connecticut Hill Short Improved DX11 tree shaders - increased alpha cut-off to match DX9, and moved alpha test to before dither to ensure it makes best use of alpha to coverage New Connecticut exports New Loire exports Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted March 7, 2012 Share Posted March 7, 2012 Build 167 (7/3/12, Senior Manager) Update tyre noise code defaults to match latest data Remove HUD leading zero on lap time minutes and remove minutes from +/- times when zero AI and Player Headlight mapping, default mapping is numpad 3. This can be changed in the controller config page AI used random number to work when it should turn on its lights Fix for bug with lights on restart and beams during the day Shadows fix for black/clear patches appearing when shadows are very long Static envmap convolve is now done on a seperate frame to the render, distributing the cost (gains about 8-10% overall fps) Complete overhaul of UI centering spring implementation Shadow FXAA only applied in high or ultra shadows Build script : Added support for split installer ziping for patches Asano X4: new LIGHTS material/textures for fully lit headlight case Default day changed to june 22nd, daylight saving, location venice (nearest to bologna), new textures added for skies with higher sun Reduced headlight spread a little. Updates with 54 angles garage spots in theAIW. Set TRD to maxim of 53 AI at California Raceway Added West Glencairn crowd placemt Added new & up-to-date TRDs for the Badenring (GP, NAT, Short, Historic) F68: more physics changes for stability Badenring logo/temp map added Formula A: Physics changes New Asano X4 export New Gumpert Apollo export New Connecticut Hill exports Badenring added to the game Known Issue: Modern driver in the F68 Build 166 (6/3/12, Manager+) HUD: fixed overlapping on laptimes element Added 46 grage spots. Reset TRDs to suport 46 car grid at Connecticut Hill Reset max participants to 32 until garage spots can be set at Bologna Increase amount and volume of tyre noise Bug fixing on ToD Build 165 (5/3/12, Senior Manager) Code to spread the generation of the emvmaps over time Add ability to override gearstick animation use per view Switch CNM driver mode to use 3PV animation but with gear-changes enabled Fixes for spot shadow filtering (and directional shadow filtering on ATI) Gumpert Apollo: physics update Gumpert Apollo: skid multiplier adjusted for new tires. lowered turbo volume as it was overpowering the scene Formula A: physics changes to improve low speed stability New Belgian Forest export New Bologna exports Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted March 11, 2012 Share Posted March 11, 2012 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 Build 168 (8/3/12, Senior Manager) Input: Default menu centering spring strength reduced to 0.15 for Fanatec CSRE. Random settings for AI settings based on min/max ranges New ranges for AI character tweakers to allow a larger set of characterisations AI opponents max set to 35 for new AIW. New AIW with working pitlane, 18 pit spots and 36 garage spots. New Line and corridor tweaking for AI at Bathurst Belgian forest - performance update Added updated tracklist and xmls for Rouen (raceline and trees) New Badenring exports New Bathurst exports Rouen added Badenring Historic added Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted March 14, 2012 Share Posted March 14, 2012 Build 172 (14/3/12, Senior Manager) Latest FFB deadzone updates Updating default gain for Logitech wheels. Copied some settings from G27 to Momo Reworked DX11 MSAA handling of resolves - fixes MSAA 2x DX11 corruption - 4% perf increase in MSAA 4x - 2% perf increase in MSAA 2x Support for -1.0 -> 2.0 in AI min/max sliders to help extend range Adjusted defaults for AI min/max sliders New midday sky textures less cyan UV seam in sky textures removed Classic Driver back in the F68 New AIW with grid size of 36, 18 pit spots.. Calcualted fueluse, checked lines and corridors. TRD updated for new grid size at Badenring and Anhalt Palmer JPLM: UV mapping fixes at the rear New AIW's with grid size of 36. Twekaed AI corridors and driving lines. Editied TRD's for grid size of 36 at Badenring Historic and Besos Fixed cut tracks being 1/3 the way across the track at the 3 waypoints near the end of the esses at Bathurst New Ariel Atom 3 export New Asano X4 export New Asano LM11 export New Northampton export New Wisconsin Raceway export Known Issue: Game asserts when exiting from the GUI Build 171 (13/3/12, Manager+) Bug fixes regarding wheel lock and circular deadzone Windscreen reflection strength scaled up and made dynamic, so that as time of day changes it can adjust to match Fix for 'looking back' camera incorrectly using the cockpit settings (when in the cockpit) Fix leaking shadow rotation textures Added cobbles terrain to cut track valid test Added lods for kart tracks Vehicles: ambient shadow update on all cars for larger projection area and set texture to read as linear instead of sRGB Leonus F68 full 360 steering. Palmer JPLM pass1 animations New physics pass on the Leonus 68 Updated all TRD's with Longitude, Latitude and Timezone data Fix for Dark Cockpit bug! Skyrings now properly occlude the sun. (this means that as the sun dips behind this horizon it will fade off nicely) Aries: New HUD Mini element Formula A: added livery names Palmer JPLM updated: animations, driver position, camera position Racer: updated unlit display textures, new lit display textures added Changed the intro background and top bar in preparation for further improvements New Racer exports New Palmer export Annhalt GP and National added Besos GP and National added Florence GP and Short added Build 170 (12/3/12, Senior Manager) Removed two code asserts which were not necessary as they kicked in when loading cockpit meshes Added support for concurrent competitions with different start/end times. Events are sorted into end time order and default view to the first available 'open' competition. Competitions are described by the server and can be locked down by car, track and forced default setup flag at this time. Basic work complete, refinement of GUI required, and car select system needs to be made available to the Events screen. Competitions/Events: when the required content is not installed, allow the player to view the event details but display DLC text and disable relevant buttons to prevent participation. Fixed bugs in PC session volume query to avoid disk space check on CDROM drives and avoid duplicate drive names New liveries for Forumla A Crowds/billboards and track textures updates Fix for external cameras Racer engine audio Added Palmer Jaguar to the game Bologna Long Lat and Timezone settings adjustments New modern Badenring exports Link to comment Share on other sites More sharing options...
RickyGT Posted March 15, 2012 Share Posted March 15, 2012 Ciao a tutti, sono nuovo (se ho infranto qualche regola scusatemi, non l'ho fatto apposta) Volevo chiedervi se questi requisiti bastano a far girare Project CARS, dato che mi interessa assai. Processore Intel Core 2 Duo CPU E8400 @ 3.00 Ghz 3.01 Ghz 2.00 GB di RAM Scheda Video: Ati Radeon HD 4600 Grazie Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted March 16, 2012 Share Posted March 16, 2012 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 Build 173 (15/3/12, Senior Manager) MUST START A NEW PROFILE WITH THIS BUILD FFB : Major update to integrate AJ's Mz algorithm Restored spawning of particle effects on impacts DX11 core StretchRect helper made multithreading safe Fix pit lane limiter enabing in free practice when the track does not have a pit lane FFB stationary spring rewritten. Vehicle sets updated with stationary spring tweaker (new profile required) Switched ROOF CAM to use higher res driver model Changes to the dynamic weather system: Enviroment Manager now takes inputs such as long , lat and date. From this we now work out the suns Azmulth and Elevation from any place on Earth at any time. The suns information now feeds into the Weather system to give us our weather state. Our weather data keys are now keyed against the suns elevation based on if its rising or falling. Note the date will tick when clock goes past midnight. Milan and Rouen Short logos/maps added Add grid position option to profile and GUI. Added environment sounds to Bologna track Activated patch profile deletion for 0173 New Atom exports New Rouen exports Milan GP and Short added Link to comment Share on other sites More sharing options...
RickyGT Posted March 18, 2012 Share Posted March 18, 2012 Ciao a tutti, sono nuovo (se ho infranto qualche regola scusatemi, non l'ho fatto apposta) Volevo chiedervi se questi requisiti bastano a far girare Project CARS, dato che mi interessa assai. Processore Intel Core 2 Duo CPU E8400 @ 3.00 Ghz 3.01 Ghz 2.00 GB di RAM Scheda Video: Ati Radeon HD 4600 Grazie C'è qualcuno che mi può rispondere per cortesia? Link to comment Share on other sites More sharing options...
Taranta Posted March 18, 2012 Share Posted March 18, 2012 Gira male, devi abbassare i dettagli e quindi non vale la pena perdersi il meglio del titolo wip, che uscendo in versione definitiva nel 2013 ti da il tempo di aggiornare il pc, anche se provare costa poco. Link to comment Share on other sites More sharing options...
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