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  1. The 2015 Mustang GT is the newest addition to Ford’s iconic range of Mustang cars that started in 1964, having become a major automotive icon ever since. The car’s heritage is renewed with the all-new 2015 Mustang GT as Ford opens up a whole new chapter in the history of Mustang. Featuring a sleek, brand-new design, the car’s front end features the traditional and iconic Mustang grille, a power dome as well as LED headlight “gills”. The rear end follows the traditional hatchback design, including triple LED taillights, a body-colour diffuser and a set of twin tailpipes. The Mustang GT is powered by a massive 5-liter V8 engine, delivering more than 428hp of power and 528 Nm of torque. Buyers can choose between a full manual and automatic six-speed gearbox, the latter coming with genuine shifting paddles – A first in the long history of the Mustang. The 2015 Ford Mustang GT will be available in Project CARS that is due to be released this Fall. WMD members will be the first to test drive the Mustang as it is being developed and fine-tuned to offer the authentic Mustang experience. To shorten the waiting time, members also get to follow every aspect of the car development process on the WMD forums, from the first steps of development to the finished car out on track. Project CARS will be available for the PlayStation 4, Xbox One, Steam OS, PC, and Wii U starting Fall 2014.
  2. Nuova licenza ufficiale annunciata questa sera dal team Slightly Mad Studios, in arrivo per il suo Project CARS: sarà disponibile il prossimo autunno infatti la nuovissima e cattivissima Ford Mustang GT del 2015, che potete ammirare in queste spettacolari foto di presentazione del veicolo. Project CARS players will be among the first to drive Ford’s brand new 2015 Mustang GT as the sixth-generation pony car is making its way into the WMD-powered racing title! Adding to the 11 Ford models in Project CARS, the V8-powered Mustang GT will give players the chance to experience the latest instalment of Ford’s iconic sports car, fresh from the showroom floor straight onto the virtual track. The 2015 Mustang GT is the newest addition to Ford’s iconic range of Mustang cars that started in 1964, having become a major automotive icon ever since. The car’s heritage is renewed with the all-new 2015 Mustang GT as Ford opens up a whole new chapter in the history of Mustang. Featuring a sleek, brand-new design, the car’s front end features the traditional and iconic Mustang grille, a power dome as well as LED headlight “gills”. The rear end follows the traditional hatchback design, including triple LED taillights, a body-colour diffuser and a set of twin tailpipes. The Mustang GT is powered by a massive 5-liter V8 engine, delivering more than 428hp of power and 528 Nm of torque. Buyers can choose between a full manual and automatic six-speed gearbox, the latter coming with genuine shifting paddles – A first in the long history of the Mustang. The 2015 Ford Mustang GT will be available in Project CARS that is due to be released this Fall. WMD members will be the first to test drive the Mustang as it is being developed and fine-tuned to offer the authentic Mustang experience. To shorten the waiting time, members also get to follow every aspect of the car development process on the WMD forums, from the first steps of development to the finished car out on track. Project CARS will be available for the PlayStation 4, Xbox One, Steam OS, PC, and Wii U starting Fall 2014. This post has been promoted to an article
  3. Questa news su VirtualR ci riporta alcuni dettagli interessanti sul funzionamento del modello delle gomme in pCARS.
  4. Uff

    Build 154

    Build 154 (17/2/12, Team Member +) MUST START A NEW PROFILE WITH THIS BUILD Changed Fanatec wheel default from 270 degree range to 900 degree range. This would be a problem if the player did not calibrate the wheel before driving Removed memtrace calls from System Pool header expansion due to deadlock issue until they can be sorted properly Fixed force effect thread crashes by implementing deferred creation/deletion of forces Removed loading code for obsolete tracksglobal pakfile Increased fidelity of replays for player and AI vehicles Aries: Fixed memory leaks in Timings::ExportBestLiveLapData due to incorrect mempool overries Ambient shadow height editing with F1 menu and reduced default to 5cm (from 25cm) to stop overlapping with bodywork Camera / replay updates: Physics tick and pause uses the same sync timer Update camera using new metrics from physics Physics sync timer uses app timer exclusively Deprecated SetPhysicsClock no longer required Detachable components and attached wheels are now regularly updated for AI vehicles Detachable components are updated only once per simulation step. Disabled automatic switch to "photomode" when pressing P - this stops the game pad right trigger from causing the camera to shoot into the ground if you hit P to pause the game Increased number of op user channels from 12 to 13 to avoid crash occuring when changing window focus with certain wheels and recently added deferred effects deletion code Corrected custom livery number for F68 Belgian Forest and Bathurst WDF edited and new textures added Formula A: quick fix for offset sidepod collision mesh. New livery for GUMPERTS Increased far clipping dist for all cameras Removed some understeer from the Kart. Increased front grip New Caterham export New California Raceway export Build 153 (16/2/12, Senior Manager) Removed all statics from HDR control, these were causing interference between the rear view mirror and the main scene. Hud now copies HDR params from main scene and from environment manager (otherwise mirror dims twice when in cockpit view). This stops the screen changing brightness if you turn the mirror on and off Fix for uninitialised var in HDR setup Fix for brake light glows Aries: Added placeholder files for ghost sources AI metrics updates: Added sub-tick metrics for AI vehicles to match the higher updated metrics for the player Adjustments to timestamping so subticks are marked appropriately Correct component index is now reported to cockpit render on wheel detach/repair Added some extra functionality for text merging to aid localisation process, for clearing out strings that change and writing out translations that have missing languages Updated RCF files to contain custom wheels as well Added physics tweakers for processing of vehicle contacts Fixed audio compression settings so that the FormulaB and Leonus don't use excessive disk space Increased smoke generation thresholds to make tyre smoke less likely. New skydome crossfade shader Tweak to exterior 3d pan levels Added classic belts and LODs & material WIP new skydome rendering .. allows cross fading Build 152 (15/2/12, Senior Manager) Increased thresholds before skid sounds start Revised FFB dead zone helper Updated max steering lock scalar to 4.0 FFB deadzone work FFB reduced over-aggressive bumps, causing problems in the kart Racer: Adjusted roof cam to show driver's helmet by default Ariel Atom Mugen: AO finished. Ultra detail now using INTERIOR_LODX model Formula A: merged in UV mapped body parts, lots of fixes, meshes cloned New textures and improve existing - Belgian Forest Added custom liveries for all cars Custom wheel textures added New Belgian Forest export New Formula A export New Ariel Atom Mugen export Build 151 (14/2/12, Manager+) Updated the game stat handling to automatically replace any personal bests stored locally in the profile by times received from the server when browsing leaderboards or when loading into a track. Also delete locally stored personal best if a personal best stat query returns nothing TM F430/RGT FFB config updated. Users of these wheels are required to delete their player profile <default.sav> Better graphics defaults. Increase the max clamp of the steering lock scalar created from the steering ratio to allow ratios greater than the natural steering wheel lock. Moved VM_STEER_RATIO enum to correct place FFB update: deadzone work, also a tweak to road noise with clamp Gumpert Apollo 3PV steering head fix Slightly improved Belgian Forest cameras Initial Kart driver setup Adjusted roof camera of Kart Increased the brake pressure +15%. Caterham 500 Upped AI fuel load estimates by 10-15% so they won't run out of fuel in a 3 lap or less race Locked chase cam behind car Turn off cockpit pertubation scaling Fixed drain Belgian Forest texture Build 150 (13/2/12, Senior Manager) Multi-turn wheels now default to maximum lock instead of 360 degrees. Old sprites removed and lower in memory now, SMS/WMD logos moved to login sprite container, Audio page updated, Video page temporarily fixed (still needs swapping to panel layout), steering lock tidied on Controls screen, Max Steering Ratio added on Setup screen (needs Geds Applink), Fast/Slow labels added on Setup screen, re-arrangement of logos on splash/login Added MaxSteeringRatio app link Hidden the max steering ratio value Gumpert Apollo 1pass animation set + fixed wrong car name in .CD Gumpert Apollo 3PV steering head fix This post has been promoted to an article
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