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Requisiti minimi e info utili + Build notes


Uff

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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 wink.png)

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

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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

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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

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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

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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

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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

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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

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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

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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?

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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.

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