Discussion in 'Project CARS' started by SwiftyOne, May 27, 2015.
Great to see the crew continuing to make and keep this the best of the best!
Yeah, full marks to the Devs...There has been some negative feedback as of late, mostly it's people saying "yeah right, what devs keep there games up to date like that?....And now, these people are saying....Oh! Never seen this before in ANY game, so they ARE doing what they promised, Hmmm".........Some are stuck for words, and all are surprised, that the updates and new features keep coming!....Even had one guy say..."The amount of Fixes and new Features in this free update, others would have charged a fee and called it a Download Content (DLC)"
So yeah, that's real cool, making the game bigger and better, for FREE...Sounds like NR2003 in some ways, but more up to date.. ...AND we already have game modding with FREE content
"Negative feedback..." REALLY? I hadn't seen that, oh wait, I just don't read it...
So, how do you tell if it's negative or not?
Usually you'll find a + or - in there somewhere...
Project CARS PC Patch 5.0 Release Notes
Wow! and patch number 5 INCOMING!!!!
We plan to roll out the PC version of patch 5 over the course of today. In the meantime, here are the release notes.
Project CARS – PC Patch 5.0 – Release notes
* Enforce fixed (default) setups – fixed cases where enabling this would still allow players to use custom setups. Enabled the player's custom controller settings to still be used when using fixed setups.
* Mojave layouts – fixed an issue where, if the host were disqualified, it would force end-of-race for everyone.
* Fixed an issue with tyre choices being ignored during pit stops.
Physics & AI
* Improved AI behaviour in pit lanes to further reduce cars hitting the pit walls when driving out of the garages.
* Fixed an issue where cars under AI control would struggle to drive correctly on tracks with high banking.
* Fixed an issue where some car parts that were dislodged during a collision would not be removed when the track is cleared.
* Fixed an issue where the maximum amount of contract and invitation emails could be exceeded with DLC installed, resulting in the player not being notified of newly unlocked contract offers and invitational events.
* Fixed a bug on the splash screen where the controller used to press the A Button to start was not selected as the current controller.
* Logitech G29/G920 – updated default controller map sets for the layouts to be consistent between wheels and across platforms.
* Logitech G920 – fixed an issue with the gearshift mapping.
* Removed default assignments for wipers and lights, as this was disabling the wipers/lights turning on automatically when it started raining or got dark.
* Nürburgring GP, Sprint, Sprint Short – fixed an issue that caused issues for cars pitting in the first pit spot.
* Nordschleife – fixed an issue that caused cars to get stuck against the pit wall when driving in the pit lane.
* Nürburgring Sprint Short – fixed a cut track issue at the NGK Chicane.
* Barcelona GP – fixed cut track issue when entering the pit lane.
* Watkins Glen – improved overall track performance to address frame rate drops in certain areas.
* Aston Martin Vantage GTE – tweaked cockpit exposure to work better with rainy conditions.
* Aston Martin DBR 1-2 – set the car up so that the steering wheel remains in a static state when the user chooses the ‘hide wheel’ option, so that the user can still read the vital info displayed on the wheel.
* Aston Martin DBR1 1959 – fixed an issue where the wrong helmet was displayed when using Helmet View, tweaked inertia and roll stiffness to improve collision behaviour.
* Audi 90 IMSA GTO, Audi R8 V10 plus, Ruf Rt 12R – fixed an issue where the KERS bar would appear on the HUD of these cars, even though they don’t have KERS.
* BMW 320 Turbo – fixed an issue where the car would start 'wandering' in straight lines after a few laps.
* Bentley Continental GT3 – updated engine and minimum ride height to match latest; mapped real world balance of performance; updated gearbox ratios to current FIA specifications, putting it more in line with the other GT3 cars.
* Ford Mustang GT – improve braking power to better match the car's weight.
* Ginetta G40 – partial fix for front tires overheating if pressure goes over 1.8bar.
* Historic Lotus Formula cars – improved the Helmet View exposure settings
* Lotus 98T – fixed an issue with missing bodywork in the cockpit
* Mercedes C Class DTM – adjusted steering wheel shift lights to better match the engine's power band.
* Ruf CTR – changed to a more durable brake pad for track use and added an optional brake duct to help control temperatures at slow tracks.
GUI & HUD
* Display correct message when trying to toggle assists when assists are disabled.
* Fixed an issue with the Leaderboards navigation that prevented the user from changing the vehicle or location.
* Changed the displayed values for Lateral and Longitudinal weight bias, to make it more intuitive.
* Fixed an issue with bad Text spacing on the Telemetry screen.
* Fixed various issues with the HUD gearshift indicator during replays.
* Fixed an issue where making real time changes to the stability control would display incorrect information.
* Fixed an issue where the in-game Standings screen ‘Lap time’ was cleared too soon.
* Fixed an issue where the ‘Sync to Race’ option was unavailable when configuring Weather Progression.
* Fixed an issue where the Best Driving Line assist appeared in the rear view mirrors.
* Localisation – added ‘United Arab Emirates’ used by Lykan to non-English language sets.
* Fixed an issue with Quick Race Weekend, where running Qualifying and Race without a Practice session would cause the Qualifying session rules to not work correctly.
* Fixed a case where the ‘One more for the road’ achievement would not unlock correctly.
* Fixed an issue where the player could still toggle driving assists on via buttons, even when driving assists was disabled.
* Fixed an issue where the external driving camera would clip through the track on steep banking.
* Fixed an issue with random cloud ‘popping’ in and out of view.
* Fixed an issue with clouds disappearing when using time acceleration.
* Fixed a render timing issue that would at times cause a black screen when the processor is under heavy load.
* Fixed an issue that caused the player’s view to switch from helmet camera to cockpit camera during pit stops.
* Fixed an issue with Enhanced Mirror, where enabling it could at times cause occasional drop-outs of mirror content
* Improved support for Oculus Rift rendering to desktop and headset simultaneously.
* Added command line option -vrfullscreen for use when using second screen, to use whole screen instead of windowed mode.
* Amended driver head offset when in Oculus Rift mode – defaults to 0.0 but can be set using command line -vreyeoffset amount.
* Added HUD position editing control keys to the existing HUD editing setup: AD – left/right, WS – up/down, ZE – in/out. (Note that this doesn't save yet between game restarts. We have this working internally now but it missed this patch, so will be coming your way very soon)
* HUD and Menu system is now located in world and car space instead of attached to the player’s head.
* Updated to Oculus SDK 0.7.0.0.
- NOTE - If you experience a black flicker/flash in the right eye view when playing in VR, please ensure that you have VSync enabled.
Only noticed one of them during gameplay, but it's great that they keep after this stuff!
Project CARS PC Patch 6.0 Release Notes
The PC version is about to go live on Steam, and with that, here are the full release notes. Enjoy
Project CARS – PC Patch 6.0 – Release notes
* NEW – Host kick function. The host of an online game can now select to immediately kick a player from the server. Kicked players will be auto-kicked if they attempt to rejoin the same multiplayer session.
* NEW – Mandatory pit stop option. The Lobby admin can opt to force a single pitstop during any race.
* NEW – Option to set race length by time (also available in Quick Race).
* NEW – ‘Allow Ghosted Vehicles’ option added so that the lobby admin can decide if he wants vehicles ghosted or not when they drive the wrong way.
* NEW – Dynamic race-end timer feature. In public races, the timer is 50% of the slowest moving car's lap time. In private races, the timer is 75% of slowest moving car's lap time.
* Fixed an exploit where a player could be awarded a win by jumping the start.
* Fixed an issue where, if the host is forcing realistic driving assists, the player wasn’t able to toggle the allowed assists on or off while in-race.
* Fixed a game crash issue if the client is kicked while typing in the chat box.
* Fixed an issue where, if Forced Default Setup is used, the pit crew would not change tyres until they’re completely worn. The tyres will now be changed when at least one tyre is worn down by 25% or more.
* Fixed a bug where drivers in a simulated series can all end up with ‘INVALID NAME!’
* Fixed a bug where AI opponents would attempt to use DLC cars that are not installed.
* The player will no longer be offered a contract renewal for a DLC contract, if they've since uninstalled that DLC.
* DLC Career contract emails earned while a DLC was installed, are no longer shown if DLC is then uninstalled.
* If the player’s current contract is a DLC contract and the player uninstalls this DLC, the career season using this DLC contract will finish for the player when entering Dashboard and they will have to pick from valid contract offers to continue (or reinstall the uninstalled DLC).
* Fixed an issue where the Modified Cars Pack and Limited Edition DLC Invitationals and Accolades were visible for players who do not own these DLC packs. Entering these invitational events would cause the player and AI to be in non-matching vehicles.
* Fixed an issue where at times the pit crew wouldn’t change the tyre set to the one selected in pit-strategy.
* Fixed an issue where remapping KERS would stop it working.
* Fixed an issue where changes made to Gamepad Advanced Options were not saved.
* Added Thrustmaster T150 support.
* Zolder – fixed a potential ‘landmine’ issue.
* Le Mans – adjusted the 55th garage spot to correct an issue where the cars would hit the pit wall on exiting this spot.
* Donington – all layouts – fixed an issue where cars would make contact with the left side wall when exiting some garages.
* Road America – pre-race camera tweaked to prevent the camera from clipping with the ground.
* Ruapuna Park – all layouts – fixed an issue with the last garage spot being outside garage area.
* Mojave – all layouts – fixed an issue with floating tyre skid marks, fixed an issue with rain being visible inside tunnels, and placed visible barriers in areas where the player is not allowed to drive.
* Bentley Continental GT3 – fixed DLC livery windscreen banners.
* Ruf CTR3 SMS-R – increased default tire pressure to work better with tire warmers.
* Toyota GT86 Rocket Bunny – fixed an issue with the windscreen banner.
Physics & AI
* AI – improved awareness and look-ahead to help with situations in multi-class races, where AI in a fast car would fail to avoid the player and AI in much slower cars.
* Tyre updates – fixed an issue on several tyres to prevent FFB buzz when tread becomes worn very thin, re-calibrated most tyres for a carcass heating fix when the tyres are underinflated, adjusted wear rates on GT3, Group C, Trans-Am/GTO, DTM, and LMP rubber.
* Implemented support to remove detached wheels from the track after a certain amount of time.
GUI & HUD
* Vehicle selection – manufacturer page now orders icons alphabetically.
* Improved the French translations for some of the items in the vehicle setup screens.
* Minor updates to Career Dashboard – motorsports & DN Profile buttons are now tiles consistent with other tabs, Inbox is now full screen with clearer indication of highlighted mail, and initial Accept Contract Offer screen now has improved layout and clearer indication of signature button.
* Improved Race Central screen – better balanced background image, removed gradient in top-right corner.
* Track layout map images are now displayed on the quick track selection screens.
* Fixed an issue where ‘Invert Camera Y Axis’ text was being displayed as ‘Automatic Clutch’.
* Updated the Xbox One controller image to the new Elite Controller.
* Fixed an issue where the UI stops responding on ghost selection when player enters the My Garage option.
* Fixed an issue during pit stops where the pit crew mistakes ratio was too high.
* Driver name tags above cars can now be turned on for replays.
* Entering the pits during a Time Trial will now invalidate that lap’s time.
* Improved Helmet view exposure for historic drivers.
This update is primarily to improve the HUD position/rotation/scaling editor and the custom VR settings system.
* All movement and rotation is now relative to the HUD’s local axis instead of world axis.
* The HUD controls are now all located on the numeric keypad. Toggling between position and rotation modes are done by pressing the NUM-0 key.
* HUD movement speeds are now reduced and we added controls for slow scale control. The movement speed will now also accelerate if you press and hold a key, limited to maximum 10x speed.
* The movement amount per click of the HUD editing controls for placement and rotation are now scaled when you scale the HUD size up or down. This helps a lot as it gives much finer controls when positioning/rotating while the HUD is scaled down.
* Changes to the HUD position/rotation/scale will now only be saved when you confirm to save the edited HUD settings; otherwise it restores the previous settings.
New and improved Oculus HUD movement keys layout
The HUD adjustment now runs in one of two modes - movement and rotation / scale. Num-Pad 0 toggles between these modes.
In movement mode the controls are as follows (numpad)
4 & 6: move left and right
1 & 3: move left and right slowly
8 & 2: move up and down
7 & 9: move up and down slowly
+ & -: move back and forth
/ & *: move back and forth slowly
5: resets position to the default
In rotation / scale mode the controls are as follows (numpad)
4 & 6: rotate left and right
8 & 2: rotate up and down
1 & 3: rotate anti-clockwise / clockwise
+ & -: scale the HUD bigger and smaller
/ & *: scale the HUD bigger and smaller slowly
5: resets rotation and scale to the default
Custom VR settings system
This file is located in your ‘My Documents\Project CARS’ folder, and is called ‘oculussettings.xml’
There are entries to control the position, rotation and scale for each of the following:
* HUD (HUDSettings)
* Main Menus (FrontEndSettings)
* In-game Menus (InGameSettings)
The format for each is identical and the data can be copied between them. While we currently only allow you to edit the HUD in-game using the system documented above, you can freely copy the saved values to the entries for the front-end and in-game menus settings, and these will then also appear at the repositioned placement/rotation/scale settings.
FYI – the rotation part is a quaternion, if anyone wants to try and make sense of it (the names are intuitive, offsetX offsetY, offsetZ, scale, and rotation[WXYZ]).
The other 3 entries are:
* FullScreen – sets the full screen mirror mode. Default is ‘true’. Set to ‘false’ to disable full screen mirror mode.
* HideCrowds – used to hide crowds (performance gain). Default is ‘true’. Set to ‘false’ to enable crowds again.
* LimitCars – not yet used, future addition
More attention given to a great game er sim...I meant sim
Haha! Call whatever you like Is it a game? Or Sim?..It's whatever you feel it is when your playing it
PS Not had a chance for a chat (family stuff) You OK?
Project CARS PC Patch 6.1 Release Notes
We just rolled out a patch on the PC with the following content:
PC Patch 6.1 Release notes
Online - Implemented a work-around that should fix the issue where at times only two peer-to-peer lobbies would appear in the browser.
Online - Reworked the dynamic race-end timer feature. In public races, the timer is 75% of the slowest moving car's lap time. In private races and passworded public races, the timer is 150% of slowest moving car's lap time.
Other - UDP integration (Tim will post further details in his dedicated thread covering this topic)
Well, what can I say?...What other game/s offer this much Dev support after release? Answers on a post card please Just keeps improving all the time
Project CARS PC Patch 7.0 Release Notes
The PC patch is going live any moment now, and with that, here are the release notes.
Project CARS – PC Patch 7.0 – Release Notes
Physics & Tyres
• Neutralized the top speed advantage of running zero camber on many tires.
• Reduced flash layer temperature cap for GT3/LMP and other slick tires to make them less prone to overheating.
• Classic Lotus cars: Disabled patch-to-hub on several tyre carcass models as it was creating a strong low-speed FFB buzz.
• Update to latest Fanatec SDK
• Corrected the German name for the LMP3 UK Semi-Pro Championship
• Rouen Short – Reworked the AI paths around the hairpin area to try and keep the historic cars from running up the hill on exit when in tight packs.
• Repositioned the cockpit camera view to a proper center point for a number of vehicles that were reported to be incorrectly positioned.
• Lotus 40 and 49 - Rebalanced the AI vehicle volume.
• Antialiasing mode DS2M fixed for AMD GPUs.
UDP streaming support
Fixed a bug where the streaming rate option in the GUI was not working correctly. The option is enabled via the ‘Game play’ menu ‘UDP mode’. This can be selected between off and 1-9. The number represents the UDP streaming data rate as follows:
UDP 1 60/sec (16ms)
UDP 2 50/sec (20ms)
UDP 3 40/sec (25ms)
UDP 4 30/sec (32ms)
UDP 5 20/sec (50ms)
UDP 6 15/sec (66ms)
UDP 7 10/sec (100ms)
UDP 8 05/sec (200ms)
UDP 9 01/sec (1000ms)
The stream is sent to a broadcast address (255.255.255.255) on port 5606.
All UI screens are now correctly mirrored on the main monitor.
The following entries refer to fields in the OculusSettings.xml file located in your Documents/Project CARS folder. This file is auto-generated the first time you run the game with the headset active.
VSync – "false" will ignore any user setting and use the code default (currently set to off). "true" will use whatever vsync is set to in the "graphicsconfigoculusdx11.xml" file in your Documents/Project CARS folder.
ResetVR - Changed automatic camera position reset at race start to be user controlled, providing 4 options:
0 – Always use Oculus system default position
1 - Reset view once at boot-up only
2 - Reset at start of race, but only once per execution of the game
4 - Reset at start of every race (supersedes case above)
These values can be combined by adding up, for example:
3 – Reset at boot and at start of the first race
NearZ – Overrides the game’s default NearZ value for player cameras (0.1). This value determines how close to the camera the 3D world will stop drawing. Setting this override to a value less than the default will allow for less clipping of objects close to the camera. Too low values may cause some texture flickering on objects in the game world. Try values around 0.05 as a starting point. Setting it to 0 will use the default game value.
GForce – Overrides the Camera Movement value that simulates G-force effects on the player’s head. Valid range is 0-1. Setting it to -1 will use the value set in the game options.
WorldMovement – Overrides the Camera Movement value that controls how the visible movement is balanced between the world vs the car. Valid range is 0-100. Setting it to -1 will use the value set in the game options.
exposureFOV – This field allows you to control the FOV that’s used to calculate the HDR exposure. This is very useful for closed-cockpit cars where the default VR FOV of 120 typically causes the outside view to be extremely bright. Setting it to 0 will use the default FOV.
Stay after it boys! These little tweeks just make it better and better!
Thing being, when you start patching games that have been released, it's more than likely you release a fix, or add a feature, the game gets broken somewhere else.....Hence with patch 7.0, while using TrackIR, or any head tracking device when you cycle through the camera's all cam views(except the one that head tracking uses, in this case helmet cam view)all others views will send you under the track in a free fall.
So expect another patch very soon to fix this issue
ya so that's just an issue for the rich kids with their fancy TrackIR units right?
Rich, with a TrackIR? .....Na, TrackIR, are for poor kids...Now, if you'd had said the "Oculus Rift" That's a different kettle of fish all together
I had one of my games I think GTR2 set for eye movement to follow the wheel and it gave me a vertigo kinda feeling...ya I can't even tap the "Look Left" and "Look Right" buttons without driving into something...or somebody...
I'm sure it's different with three screens or OR, bet that's fun...maybe one day...but Golf is kinda fun out doors and all....so that box gets checked for the money a little more often...
If you take Sim racing more seriously, then having 3 screens is a must, and it cost less than you think to setup...But having said that, the Oculus Rift and VR could change all that, where the PC monitors get kicked out, and all you'll need is a VR headset
But it's good having an outdoor sport like golf, that alone must keep you active
Project CARS PC Patch 8.0 Release Notes
Hello....It's Patch time again
The PC patch 8.0 will be rolling out today.
Project CARS – PC Patch 8.0 – Release Notes
• McLaren F1 GTR - adjusted cockpit exposure, fixed visual clipping issues.
• Radical RXC Turbo - Fixed typo in statistics file. Engine now correctly displays as V6 not V8, Fixed asymmetry typo in default setup spring rates.
• Lotus 51 - Fixed a typo giving 100 steps to rear fast rebound damper settings instead of 10. Default values were unaffected.
• Renault Megane RS265 - Fixed typo causing asymmetry in default setup springs.
• KTM X-Bow - Fixed clipping on the roof camera.
• Cadwell Park – Fixed an issue where cars while on the main straight would hit the pit wall at a certain spot and be disqualified.
• Ruapuna all layouts - updated the position of the pit exit trigger so it's after the start line trigger. Full optimisation pass done on all the layouts to improve performance.
Physics, Tires and Setups
• Further adjustment of heating on under-inflated tires where it was reduced as part of the discontinuity fix.
• Fixed issues with players not being able to save setups to DLC tracks, if they started their profile with older versions of the game.
• Fixed OSW / DIY sim wheel driver crash in PID.DLL.
• DLC cars and tracks will now remain selected between game sessions.
• Fixed a bug where some tracks with forced rolling starts was locking out the rolling start option after moving to a different track.
• Extended joypad and dpad bitfields to include some extra buttons on steering wheels. Added 'same class as player' flag in participant info mSector field. Fixed a couple of issues with packet types 1/2 not sending at the correct rate.
• Fixed bloom not working correctly on any MSAA mode on PC.
• Updated to Oculus SDK 0.8 SDK
Project CARS PC Patch 9.0 Release Notes: http://forum.projectcarsgame.com/sh...elease-Notes&p=1231969&viewfull=1#post1231969
We'll be rolling out the next PC patch today. Here is the list of changes.
Project CARS – PC Patch 9.0 – Release Notes
• Aston Martin GTE - adjusted the AI suspension damper rates down to better handle curbs
• BMW 2002 SW - Adjusted default setup for better drivability. Adjusted optimum temperatures and heating to move the optimum running temp closer to 180F. Adjusted cockpit camera position.
• BMW 1M SW - Changed transmission to sequential, paddle shift to match the 3D model
• BMW 2002 Turbo - Speed adjustments for player and AI for better match in the Vintage racing class.
• Formula Renault 3.5 - Raised collision mesh and adjusted default setup for better curb behaviour. Adjusted various other setup items to make player drivability better. Upped tire temperature build-up to get the tires more in the optimum range to use more of the intended grip with the default tire pressures and setup.
• Ford Escort, Mercedes 300SEL - Balanced the speeds better against the new BMW Stance Works car for the same class. Slight improvements in available grip through moving them into better optimum heat/grip range. AI speeds changed to match.
• McLaren F1 GTR - Fixed an issue where parts of the car would clip through other parts when damaged.
• Road America - New race line and corridor tweaking. The main goal was to keep the AI off the curbs so heavily, as with the massive alligator teeth here cause the stiffer car fits and lifting off the throttle.
• Silverstone Classic – Fixed an issue that caused the game to dramatically slow down and at times crash during pitting in a multiplayer race.
• Reworked some vintage tires to get a better average temperatures increase, resolve severe flat spotting, localized overheating and too-easy punctures which were being reported.
• Ford Falcon – Reworked the vehicle sounds to a closer match of the real car.
• UDP - fix for PC joypad and steering wheel buttons not registering.
Separate names with a comma.