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Project CARS build 174 + patch 175 (Junior Member+)

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http://forum.wmdport...m/downloads.php

Slightly Mad Studios have released the newest Team Member build of their WMD-powered Project CARS title, continuing the push for new content in the quickly-developing simulation title.

Following last week’s release that added five new tracks to the title, this weeks build introduces another five new tracks as well as a brand new car.

Build 174 introduces the Palmer Jaguar JP-LM, adding a lightweight prototype racer to the stable of cars already available in Project CARS.

Powered by a 3 liter Jaguar V6 engine putting out 265hp, the JP-LM is a open-top prototype racer comparable to those that compete for glory in international sports car races. The car reaches top speeds of 167 miles per hour and sprints from 0 to 60 in just 3.4 seconds.

The new wheels can be experienced at four different venues, including the Spanish Besos track, a popular German touring car venue named Anhalt and the Chinese Jin Ding track.

Furthermore, the track list is enriched by the Italian Florence and Milan circuits, the latter is also available as high-speed historical version without any chicanes.

The new build offers much more than just new content though, including:

  • Major new Force Feedback improvements
  • Several graphic fixes & improvements
  • New versions of various cars & tracks
  • Improved time of day settings now include overcast & hazy conditions
  • ..and much, much more…

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 175 (19/3/12, Team Member +)

Implemented basic interpolation of physics actors to smooth out their visual movement

Fixed extreme case in computation of actor interpolation factor

Adjusted several places in code to use common instance of identity transform instead of creating a temporary new one

Disabled delayed switch off of actor modify bit.

DX11 multi-threaded deferred context rendering is now available with the command-line switch -dx11MT

Load/Save removed from F1 menu

Formula B 360 steering added

Formula B using paddle shifting

Cloud speeds reverted to 0.02

ToD bug fixing

Formula A: fixed custom liveries

Asano LM11: tweaked interior lighting

Gumpert: Fixed CPIT shift lights setup

Racer SR3/SR8 360 steering

Palmer: Added custom livery support

Overcast cockpit exposure upped a touch

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Il mugello è fatto abbastanza bene, ma i cordoli sono ridicoli...sono troppo alti non si possono usare completamente.

Monza 2012 mi sembra troppo larga, sopratutto all'uscita dell'Ascari e della Parabolica...tralaltro manca la modifica della prima variante per la Superbike.

Per quanto mi riguarda sono un po perplesso...

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vabbe' che siamo nella versione alpha etc etc, ma ho la sensazione che non puntano al realismo della guida (v iracing e netkapro) ma ad un pseudo simul-arcade (In stile f1 2011 codemaster) anche se ho provato solo le formulazze di vario genere riscontrando esagerati grip anche nelle formule storiche e un ffb che assomiglia molto a rfactor che ai vari Nektarpro o Iracing , che considero i miei punti di riferimento !Spero di essere smentito ma chi vivra' vedra' :thumbsup:

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nono, io penso invece che Ian Bell punti proprio alla simulazione vera e propria (leggendo le sue esternazioni...) !

Come quando spiegava ad esempio che le auto quando vanno in sovrasterzo di potenza, non vanno in testacoda grazie al limitatore che fa da traction control, come sulla sua Ferrari. :doh:

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io per ora mi trovo abbastanza bene, ieri mi sono fatto una bella gara con la formula turbo e mi sono divertito da morire!!!!!

secondo me è moooooooolto meglio di f1 2011 (non che ci voglia un gran che...) che a confronto con cars risulta una mezza ciofeca!

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Volevo fare una precisazione sull'articolo.Ultimamente le ultime release sono solo (TEAM MEMBER+) e non (JUNIOR+), quindi quest'ultimi non possono scaricare niente , infatti la release è ferma alla 164.

Lo dico più che altro a chi posta l'articolo in home page, altrimenti poi uno poi va a scaricare e rimane deluso.

Extreme

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c'e' uno dello staff del PCars che m'ha consigliato di diminuire il tyre Grip in game nel ffb e devo dire che finalmente s'avvertono in pesi in frenata quando le gomme entrano in temperatura e pure i freni ; il FFB di default e' na ciofeca con un effetto molla spaventoso, e per renderlo godibile al massimo devo ognivolta premere f1 in pista e diminuire quel parametro a 0.2 ma cambia in meglio ma molto meglio le sensazioni al volante tanto che assomiglia a iracing (usando la formula A) ora speriamo che non rilascino altre macchine ma perfezionano per bene quelle gia' esistenti :)

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