Giuly Driver Posted April 20, 2012 Posted April 20, 2012 (edited) Puntuale come ogni venerdi gli SMS hanno rilasciato la nuova versione del loro ottimo Project CARS che è arrivato alla build 197. http://www.wmdportal.com/projectnews/lets-go-racing-boys-build-197-available/ A new weekly build of Slightly Mad Studios’ WMD-powered Project CARS title is out, introducing a whole new form of motorsport to the quickly-developing simulation.Alongside plenty of other fixes, improvements and features, the newest build adds the 1990 Caper Stock Car to Project CARS, allowing members to experience some good old fashioned American stock car racing. While Project CARS already offers a wide variety of cars from road-going sports cars to high tech formula machinery, the Caper Stock Car is the perfect toys for those who believe that rubbing is very much a part of good racing. Powered by a mighty V8 engine, the big & heavy stock car provides a very different driving experience compared to the much more nimble and downforce-dependent cars most members are used to. To provide a full field of colorful stock cars to race with, we`ve also kicked off a livery painting contest as everyone is invited to paint up his personal favorite design using the supplied painting template. Aside from the brand new stock car, Build 197 includes lots of other features and improvements such as: New versions of various cars & tracks Improved version of the new helmet cam that was introduced last week New version of the TweakIt tool Improved FSAA & SMAA support … and much more.. You want to experience the stunning Caper Stock Car today? Then join WMD and become a Team Member to start racing within minutes! Build 197 (20/4/12, Team Member+) Add menu options for helmet cam FOV and quick race rolling start. Helmet position adjustment for latest art Updated layout of Fanatec SDK Added in a new hdr scale for the cockpit bloom when using the helmet camera Helmet shadow fix - no more using modified cameras with dodgy depth values Add QR specific race manager files and limit rolling starts to tracks explicitly allowing it Support for SMAA S2X in DX11 FXAA and SMAA can now be toggled on and off TweakIt 1.0.0.13 : Fixes a problem when sliders/values are updated after a connect has been lost, on reconnecting the queued values were sent to the new game app causing invalid de-referencing Updated and improved textures and alphas for HUD maps Stockcar initial 240 steering , alpha 1 animation pack Added Badenring co-ords. Stock Car engine set enabled; 215465 updated surface sound level; 215466 altered subwave volume curve and audio compression settings Adding stock car AI sounds Stockcar: quick collision update for floor level, fix for auto gears. Differential configured as a Detroit Locker with option to be fully locked by increasing preload setting Belgian Forest - another fix for whitelines texture Add menu options for helmet cam FOV and quick race rolling start Gumpert Apollo: test headlight projection texture replaced with a detailed one Formula A: Engine idle adjusted to prevent stalling. Default gearing matched to onboard data from China GP BAC MONO: New livery Palmer JPLM: added support for ULTRA detail settings BAC Mono: added livery 01 name Palmer JPLM: checks/fixes + new WIP export Caterham R500 - improved AO on all LODs, darker CPIT AO on windscreen, bug fixes AI for Stock Car boosted with compression. Balancing adjustments to opponent car levels, plus other balancing changes Helmetview: visor textures/materials tweaks, reduced scratches about +-20%, flipped text Updated BAC Mono physics to data supplied by manufacturer Helmetview: top part lighting/specular fix, visor tweak to look acceptable inside dark cars + overall materials polish AC Mono: all exterior mapped&textured, brake disc glow setup, lights setup, user flags checked/set, discs, calipers cloned around, overlay polys set, materials checked/fixed,etc New map texture added for Belgian Forest Formula A: pedal positions changed to keep driver's feet within the car BAC Mono: show steering wheel when driver is turned off BAC Mono: Badges texture tweaks BAC Mono: more glossy exhaust BAC Mono - Reskinned LODC tires BAC Mono: fixed RPM redline in cockpit display Fixed typo in race strength which was causing AI to attept crazy cornering speeds and often flipping New BAC Mono export New Caterham export New Palmer export New Stockcar export New Bathurst export New Belgian Forest export New Bologna exports Known Issues: Helmet rendering is a little broken in DX9 This post has been promoted to an article Edited April 20, 2012 by VELOCIPEDE
luck21678 Posted April 20, 2012 Posted April 20, 2012 possibile che scarica cosi lento?!!?!?!?!?!?la provero domani:-(
delpinsky Posted April 20, 2012 Posted April 20, 2012 (edited) se può interessare io ho fatto un video al volo con la Formula A a Monza, helmet cam, gara... miglior tempo: 1:27.734 (che rimane per ora il secondo miglior tempo della leaderboard) Edited April 20, 2012 by delpinsky
Cosm1 Posted April 21, 2012 Posted April 21, 2012 non capisco perchè si ostinano a tenere i suoni esterni per l'interno
Cosm1 Posted April 21, 2012 Posted April 21, 2012 che tralaltro sono gli stessi di rfactor che sono stati a loro volta scelti da iracing...
Giuly Driver Posted April 21, 2012 Author Posted April 21, 2012 Si in effetti è vero, i suoni interni della formula A non sono proprio adeguati... Ma cmq mi sembra di aver letto sul forum che ci stanno lavorando e faranno dei suoni x gli interni con tanto di effetto ovattato per il casco...
zolillo Posted April 22, 2012 Posted April 22, 2012 a me non sembra cambiato nulla sul versante fanatec driver, è sempre una m***a! qualcuno può aggiungere qualcosa su questo fronte?
delpinsky Posted April 23, 2012 Posted April 23, 2012 (edited) Si in effetti è vero, i suoni interni della formula A non sono proprio adeguati... Ma cmq mi sembra di aver letto sul forum che ci stanno lavorando e faranno dei suoni x gli interni con tanto di effetto ovattato per il casco... Ecco cosa ha scritto oggi il moderatore: In helmet sound Stephen has mentioned that there is a facility in place for simulating 'in helmet' sounds, and that he'd like to go for gold by simulating the earplugs, nomex hood and helmet, which should mean an incredibly accurate sound! In the Audio Roadmap thread it was said that if there is the demand for it then it should be able to take place fairly soon. I'd like to pitch a few ideas and of course hear what other people would like to see (hear!) when this goes ahead. Of course the things you'd expect; attenuation of volume, a more pronounced rumble in the low end, caused by the helmet resonating, as well as the thick padding against your ears. The high end rolloff of is also obvious, again caused by heavy padding preventing the higher frequencies from getting through. But some other things I'd like to hear that I've experienced in my time under a crash helmet (Karting and Motorcross, as well as Downhill Mountain Biking - albeit the DH uses open faced helmets with goggles); The sound of things hitting the visor (Grit, debris, the steering wheel/handlebars if you really get it wrong ) Are surprisingly loud, they resonate through the material of the helmet and cause quite a bang sometimes. Hitting the back of the seat or the headrests, also a bit of a thud there which would be cool to have. Also Formula cars when you hit the head supports under heavy steering G's? If lifting the visor was an option, it'd be cool to hear the change in sound, less attenuation and more wind noise rushes through. Any input from you guys? - Perhaps there could be a switch or slider, for earplugs on/off? This would allow the user to decide whether they want the effect of earplugs on, separate from the rest of the helmet effects. Edited April 23, 2012 by delpinsky
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