VELOCIPEDE Posted March 2, 2012 Posted March 2, 2012 Slightly Mad Studios have released a new Junior build of their WMD-powered Project CARS title, giving all members the chance to try the newest version of the quickly-evolving simulation. The new build introduces several new features and gives all Junior members that don’t have access to the weekly builds the chance to catch up with the all the exciting new features & improvements that have been added during the past month. Build 164 brings a first version of the all-new lighting system that also allows night racing, vast improvements of physics and force feedback as well as new versions of various tracks. Speaking of tracks, the new build also gives Juniors the first chance to try the Loire 24 track that Team Members have been enjoying since a few weeks. Other features that Juniors will be trying for the first time today include: Custom Paints – Paint your own cars and download liveries from our download database New sounds for several cars New versions of various tracks New HUD design Improved support for Fanatec wheels New cameras for various tracks http://forum.wmdport...m/downloads.php There are some very large changes to the lighting engine which may result in a decrease in FPS. This is a known issue and will be addressed in the coming weeks. Build 164 - Setting Expectations I touched upon this elsewhere but it may get read by more people here. This build is the first weekly build with the new lighting engine. This is a major update, with a ton of code changing. If you don't want to live on the bleeding edge, stick with 160, because the downsides of 164 are: 1. Stability - a known issue with intermittent crashes returning to the front end. We've battled with this one for days and got really close to sorting it, but not quite there yet. In addition there will more than likely be other crashes specific to certain systems/configs that we haven't found. Please just report these calmly with the usual info attached and we'll fix them. 2. Performance - the exact impact varies very much per system, but it could be as much as a 30% drop. The code is completely unoptimized so far so this will quickly change. In the meantime the approximate biggest wins for improving FPS via options are: resolution, AA, reflections, shadows, detailed grass, bloom (the topic of how best to configure the game for performance could could fill several pages alone though). On the upside we have made significant improvements in performance in races, i.e. with opponent cars enabled. I'm enjoying pretty smooth performance now with relatively high numbers of cars (so much so that it's actually better for me in this build in races compared to 160). 3. Night racing - this is a very very early first pass only. Pretty much the only feature is that it's dark Loads more to come here going forward. 4. Pause menu FFB - quite a specific note this one, we've made an interim fix to the DirectInput hang which many people were seeing when pausing in-game. The downside to this is that the current FFB state remains active, which can be annoying if you pause mid-corner or mid-crash. Best thing is to pause when going straight (!). FFB does reset when going back to the front end so the weirdness doesn't last for long. That's about it. I hope you enjoy the build otherwise because it's bloody great 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 This post has been promoted to an article
luck21678 Posted March 3, 2012 Posted March 3, 2012 ragazzi dopo averlo criticato incomincio ad apprezzarlo,la grafica fa sempre piu paura,di notte luci accese e spettacolo assicurato.anche se adesso cala un po di frame si riesce a giocare bene lo stesso.volevo chiedere se si puo giocare anche online?
vcorp Posted March 3, 2012 Posted March 3, 2012 Oggi finalmente riesco a provarlo così vi dico come si comporta con il GT2
serbaggio Posted March 3, 2012 Posted March 3, 2012 ragazzi solo una cosa ma è da un paio di build che il mio g27 è diventato sensibilissimo nel girare a destra e sinistra.. prima si potevano settare i gradi dall'interno del gioco... e adesso no... io penso che sia sicuramente quello il motivo.. potete aiutarmi? grazie!!!!!
MAXIGEPPO2 Posted March 3, 2012 Posted March 3, 2012 ragazzi dopo averlo criticato incomincio ad apprezzarlo,la grafica fa sempre piu paura,di notte luci accese e spettacolo assicurato.anche se adesso cala un po di frame si riesce a giocare bene lo stesso.volevo chiedere se si puo giocare anche online? ..i frame bassi sono stati segnalati dal team nel rilascio della build, è tutto molto vip e da ottimizzare. No online ancora è presto...ci vorrà ancora un pò. Ciao.
MAXIGEPPO2 Posted March 3, 2012 Posted March 3, 2012 (edited) ragazzi solo una cosa ma è da un paio di build che il mio g27 è diventato sensibilissimo nel girare a destra e sinistra.. prima si potevano settare i gradi dall'interno del gioco... e adesso no... io penso che sia sicuramente quello il motivo.. potete aiutarmi? grazie!!!!! Ci dovrebbe essere una voce nella sezione del setup della macchina, ora non ho la schermata a portata di'occhio appena arrivo a casa vedo di postartela, li si può regolare un po la risposta dello sterzo. Ciao Edited March 3, 2012 by MAXIGEPPO2
serbaggio Posted March 3, 2012 Posted March 3, 2012 ok ok perche è troppo veloce la risposta dello sterzo.... per attutire ho messo la sensibilità a 30......
Guest Uff Posted March 3, 2012 Posted March 3, 2012 ok ok perche è troppo veloce la risposta dello sterzo.... per attutire ho messo la sensibilità a 30...... Ti sei ricordato di cancellare il profilo precedente prima di avviare questa build e rifare la calibrazione del volante?
serbaggio Posted March 4, 2012 Posted March 4, 2012 si certo è la prima cosa che faccio.... cmq forse ho risolto perche quando fai il setup c'è una voce fast e low del volante.....
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