Project CARS Build 339 (1/11/12 Team Member+) - Project CARS (ex C.A.R.S.) - DrivingItalia.NET simulatori di guida Jump to content

Project CARS Build 339 (1/11/12 Team Member+)


Recommended Posts

Posted

Build 339 (1/11/12, Team Member+)

Physics:

Fix for extra torque causing spinning in certain predicted situations. Now been damped if magnitude is above a certain level

Tracks:

Badenring Short: Added track start lights

Badenring National: Added track start lights

Badenring GP: Added track start lights

Lakeville Raceway GP: Track map added

Lakeville Raceway GP: Some cones move for a track further position

Derby GP: New security light added to static library, placed, and lighting scenes done

Derby National: New security light added to static library, placed, and lighting scenes done

Belgian Forest Circuit: Added new fences around the pit entry area, and added pit entry signs

Vehicles:

Droplet texture tweaks, uncompressed and half res to reduce dxt artefacts

Build 338 (31/10/12, Team Member+)

Physics:

* Added MP update of vehicles into AI buffers allowing drafting table to be set for MP races

Weather:

* New rain drop water level values now being used

* New rain drop water level controls for cars. We have decoupled these from the rain so we can use them for more interesting effects later (eg hazy fog leaves water drops on the car etc.. )

STM:

* Lowered FA load_stiffness_per_pressure

* Remove FB tyre for now until it is a little more refined

* Set default tyre to use FA tyre properties for now

FFB:

* Revert FFB to previous defaults following WMD feedback

Audio:

* Lotus 98T: CSD rebalanced for latest tech

* Adding vibration sample to Lotus 98t set

* Turbo levels (turbo2) boosted

* Levels of Sports1 boosted

Tracks:

* Belgian Forest Circuit: Add small pitsign texture

* Eifelwald GP: Fixed issues around the track and added night sky ring, added glowing poleslights

* Belgian Forest Karting: Track map added

* Wisconsin Raceway: Increase the intensity of the neonlamps/racecontrol building

* Wisconsin Raceway: Removed black line after the pit exit, fixed an asset lod distance and flags

* Wisconsin Raceway: Added raceline

Build 337 (31/10/12, Team Member+)

STM:

*Enabled tyre camber effect

GUI:

* Implemented automatic replication of global in-session state, similar to per-user variable replication. (To be used in the future for in-race and post-race state handling.)

Physics:

* Fix index table entries clamping for drafting

Tracks:

* Eifelwald: Added GUI/Track maps

* Eifelwald: Tweaked graffiti textures

* Eifelwald: Added graffiti textures

* Eifelwald: Tweaked road specular

* Eifelwald: Moved tree near Karussell

* Eifelwald: Fixed trees intersection with building

* Eifelwald GP: Added GUI/Track maps

* Eifelwald GP: Autograss added

* Derby National: New export with latest stuff (continue on wip terrain)

* Derby GP: New export with latest stuff (continue on wip terrain)

* Derby GP: Remove lightsolo assets (temporary)

* Wisconsin Raceway: Added a new asset, the small box after the last turn, fixed the terrain temporary around it + the lnggrass mesh,+ added the finish line + all missing grid spots

* Lakeville: New tree Placement

* Northampton: Autograss added

* Northampton: New CSM and glowing concrete fix

Vehicles:

* Zonda: Adjusted 3d settings

* BMW M1: updated engine set - more vibration layer; eq and filtering for 3D

* Formula A: updated crossfades and eq and filtering for 3D

* GUMPERT apollo:: updated 3d distance filtering and eq curves

* Asano X4: New default setup. Conservation of energy brake heating

Build 335/336 Discussion (30/10/12, Team Member+)

Build 336
(30/10/12, Team Member+)

Bug fixes:

* Change to GetOnPathWetness to actually factor in the current waterlevel, fix for slippery tracks in dry

Tracks:

* Belgian Forest Circuit: Updated emmisive map

* Belgian Forest Circuit: Create LODB and optimized oldstand

* Belgian Forest Circuit: Fix materials and save counts

* Belgian Forest Circuit: For some buildings check emmap setup and slightly change

* Belgian Forest Circuit: Polishing emmisive map for house02

Build 335
(30/10/12, Team Member+)

Physics:

* Fixed spawn orientation of vehicle's PhysX actor

Online:

* Added filtering of game controls when text chat window is active

* Added device filtering functionality to BInputSet/BInputEvent

* New secondary attributes now contain the mirrored setup data

* Session browser can access the data contained in the secondary attributes

* User ping time change callback no longer displays as unknown callback in logs

* User ping time change callback uses debug log level now

Season Mode:

* Vehicle eligibility for each Season can now be enforced (Season1 is set up as Supercars-only, Season 2 is set up as GT Cars only), so vehicle selection is limited to eligible cars, and the Start Race button is disabled until an eligible car is selected

Render:

* Rain drop updates now part of the weather states

Tracks:

* Eifelwald GP: Added static viewer lights

* Northampton: Added tracklight functionality

* Belgian Forest Karting Circuit: New pitbuilding

* Belgian Forest Circuit - Polishing textures and emm map

* Lakeville: Removed tree standing in the middle of the track

* Derby: New textures addition

* Derby National: Updated track map with latest changes

* Lakeville Raceway GP: Updates on terrain slopes smoothing, bad tesselated roadmesh fixed, optimized tyrewalls from Luis merged, invisible collisions added, 50% of inner terrain mesh cleanup, outer terrain resolution increased

* First round of increasing grid sizes to max of pit support. See WMD forum for list 0f 8 tracks

Vehicles:

* Expose control over wiper animation playback mode to vehicle properties file

* BMW Z4 GT3: Interior paint for custom livery added

* Asano X4: Wiper animation added. mesh glow intensity adjusted

Build 334 (29/10/12, Team Member+)

Physics:

* Increased draft aero effect for player

* Fixed wrap around issue with drafting table and vehicles behind player

* Updated FFB defaults (details in WMD forum).

Tools:

* Updated handling of transforms of dynamic objects in Tools library.

* Updated handling for ignoring failed injection

* Viewer updates for new dlls and some config changes

Online:

* Disallow manual reset in MP mode (pending host option).

* Updated attribute descriptor to match latest server sources - added attributes for:

- Id of identical vehicle forced by the session, if any.

- Race date

- Race time + weather

- Race length

[OneSock] Updated DS protocol defs from latest server sources:

- Optional BYE message type added.

Tracks:

Wisconsin_Raceway - added a new asset, the gearbox food stand, and fixed the terrain around it. Fixed also the lng grass mesh

new textures for wisconsin raceway, first revision, wip

Lakeville - changed textures, added New textures; texturemap for terrain; terrain texturemap; Replace and recollocate some trees.

Northampton - Tweaked textures; Pit buildings complex - part2

Vehicles:

bmw_z4_gt3 -

* Various fixes, detachable doors, tyres fixed

* better reflections for CPIT display, fixed tyre rotation, lots of other fixes

* Updated Z4 cockpit exposure now it has a proper cockpit.

Audio:

* upated Gumpoert engine set

* pdated Gumpert engine set plus experimental 3d settings

* adding vibration and rattle layers

263513981t.jpg408741363t.png

Posted

Provato il multi! divertentissimo! ma ho disponibili sono le lobby online e non le race. Perche?

Posted

Build 335/336 Discussion (30/10/12, Team Member+)

Build 336
(30/10/12, Team Member+)

Bug fixes:

* Change to GetOnPathWetness to actually factor in the current waterlevel, fix for slippery tracks in dry

Tracks:

* Belgian Forest Circuit: Updated emmisive map

* Belgian Forest Circuit: Create LODB and optimized oldstand

* Belgian Forest Circuit: Fix materials and save counts

* Belgian Forest Circuit: For some buildings check emmap setup and slightly change

* Belgian Forest Circuit: Polishing emmisive map for house02

Build 335
(30/10/12, Team Member+)

Physics:

* Fixed spawn orientation of vehicle's PhysX actor

Online:

* Added filtering of game controls when text chat window is active

* Added device filtering functionality to BInputSet/BInputEvent

* New secondary attributes now contain the mirrored setup data

* Session browser can access the data contained in the secondary attributes

* User ping time change callback no longer displays as unknown callback in logs

* User ping time change callback uses debug log level now

Season Mode:

* Vehicle eligibility for each Season can now be enforced (Season1 is set up as Supercars-only, Season 2 is set up as GT Cars only), so vehicle selection is limited to eligible cars, and the Start Race button is disabled until an eligible car is selected

Render:

* Rain drop updates now part of the weather states

Tracks:

* Eifelwald GP: Added static viewer lights

* Northampton: Added tracklight functionality

* Belgian Forest Karting Circuit: New pitbuilding

* Belgian Forest Circuit - Polishing textures and emm map

* Lakeville: Removed tree standing in the middle of the track

* Derby: New textures addition

* Derby National: Updated track map with latest changes

* Lakeville Raceway GP: Updates on terrain slopes smoothing, bad tesselated roadmesh fixed, optimized tyrewalls from Luis merged, invisible collisions added, 50% of inner terrain mesh cleanup, outer terrain resolution increased

* First round of increasing grid sizes to max of pit support. See WMD forum for list 0f 8 tracks

Vehicles:

* Expose control over wiper animation playback mode to vehicle properties file

* BMW Z4 GT3: Interior paint for custom livery added

* Asano X4: Wiper animation added. mesh glow intensity adjusted

Posted

Sto dimenticando rFactor!

La vera svolta è nella semplicità di gara. clicki e corri, what else

Posted

Provato il multi! divertentissimo! ma ho disponibili sono le lobby online e non le race. Perche?

Se intendi quelle con la scritta "racing", vuol dire che in quelle Lobby stanno gareggiando e chiaramente non ci puoi entrare :dente: ..ehehe se ti aggrada correre con un determinato "Host", devi aspettare che finisca e ri-hosti una gara.

Posted

Scusate una domanda, ma in futuro, visto che utlizzo il volante SteelSeries Srw 1 moddato da me , faranno funzionare i leds marce?

Cmq Online e' uno spasso e le macchine preferite sono la lotus 79\ Bmw Gt3

Posted (edited)

Mi dispiace di avere il posto sbagliato.

un saluto

Edited by digiprost
Posted

Build 337 (31/10/12, Team Member+)

STM:

*Enabled tyre camber effect

GUI:

* Implemented automatic replication of global in-session state, similar to per-user variable replication. (To be used in the future for in-race and post-race state handling.)

Physics:

* Fix index table entries clamping for drafting

Tracks:

* Eifelwald: Added GUI/Track maps

* Eifelwald: Tweaked graffiti textures

* Eifelwald: Added graffiti textures

* Eifelwald: Tweaked road specular

* Eifelwald: Moved tree near Karussell

* Eifelwald: Fixed trees intersection with building

* Eifelwald GP: Added GUI/Track maps

* Eifelwald GP: Autograss added

* Derby National: New export with latest stuff (continue on wip terrain)

* Derby GP: New export with latest stuff (continue on wip terrain)

* Derby GP: Remove lightsolo assets (temporary)

* Wisconsin Raceway: Added a new asset, the small box after the last turn, fixed the terrain temporary around it + the lnggrass mesh,+ added the finish line + all missing grid spots

* Lakeville: New tree Placement

* Northampton: Autograss added

* Northampton: New CSM and glowing concrete fix

Vehicles:

* Zonda: Adjusted 3d settings

* BMW M1: updated engine set - more vibration layer; eq and filtering for 3D

* Formula A: updated crossfades and eq and filtering for 3D

* GUMPERT apollo:: updated 3d distance filtering and eq curves

* Asano X4: New default setup. Conservation of energy brake heating

Posted (edited)

A quanto pare, con l'upgrade del nuovo modello di gomme ...

STM:

*Enabled tyre camber effect

Tutte le altre auto che non sono ottimizzate ancora per il "seta", si girano a manetta anche alle basse velocità.

Quindi si suggerisce di NON USARE l'opzione -seta a meno che non si voglia testare la Formula A.

http://forum.wmdport...2-Team-Member-)

Nothing wrong with STM. Only the Formula A is set up for STM at the moment, so testing other cars with STM is quite useless at this time (even if they were drivable with STM in builds before).

Edited by delpinsky
Posted (edited)

quote_icon.png Originally Posted by Andy Garton viewpost-right.png

We're working on the grip issue guys. While it's true that the current target car is the FA, it doesn't make sense that the others are so negatively affected. The FA itself is too slippy now at slow speed also.

Ok fix is on the way for the non-FA cars, they're now correctly set to use the FA tyres again rather than some internal "no bloody grip at all" default smile.png

The FA itself won't be changed in the new build and we're interested in detailed feedback. AJ has added a ton of new parameters and the way the old parameters work has changed too, leading to a very different feel, especially at lower speeds. Please give it a proper run before leaping to conclusions. Having said that nobody but AJ has played with the parameters yet so will almost certainly be more changes coming soon anyway.

The fact the FA tyres have changed so much means the other cars will feel different too of course, but at least now not undriveable.

Sorry for the cockup.

Correction, I did just make one small change to tyre stiffness which I think improves things a bit (I won't say how!).

Quindi entro oggi dovremmo avere una nuova build.

The other good news btw guys is that we now have the ability to create separate tyres for every car. It's going to be a fairly long process but it brings the time closer when we can set STM as the default (which is important from a general testing point of view, it's not ideal having the testers "split" as they are now).

For 338 also I've reverted the recent FFB update following the underwhelming reaction. It was worth a try smile.png

Edited by delpinsky

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.