Project CARS General Discussion Thread

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Heads up! Build notes from this week.
Build 817 (29/09/14, Team Member+)
Localisation:
* Added localised values for Single and Twin Engine
Online/Multiplayer:
* Fixes and more logging for errors during host migration on load
GUI:
* Tire temperature file checked in
* Updated HUD upper-right lap info
* Adjusted properties for end of weekend GUI screen
* Tire temperature gauge separated out into hud_tires data file
Career:
* Accolade states and progression added to CareerSave to allow per-save handling.
Vehicles:
* Formula Gulf: Added 10 more liveries
* Fixed faulty logos on several liveries
Tracks:
* Mount Panorama: Optimized / polished
* Silverstone GP: Latest placement update
* Derby Park: Fix of shader paths, fix of lightmap mtx
* Hockenheimring: Fixed pit entry, tyrewalls, updated CSM
* Azure Circuit: Removed some tents (crossection with new tribunes)

Build 818 (30/09/14, Team Member+)
Localisation:
* Localisation bug fixes
Audio:
* The AM Vantage GT3 gear wobble update. This is a testbed for gear wobble for cars in this class. It's subtle but still tad more wobble than the real thing. Opinions please?
Next-Gen:
* PS4: Updated render thread allocation to remove message passing if job is on the same processor, this stops a lot of issues with 'sending message to itself'.
Render:
* DX11: Fix for bad thread message data.
* Updated thread allocation to remove message passing across same processor.
* DX11: Updated render thread allocation to remove message passing if job is on the same processor, this stops a lot of issues with 'sending message to itself'.
Online/Multiplayer:
* Updated multiplayer invitation error messaging, to match recent Aries join flow changes. Moved per-platform error textid defines to OnlineSupport.
* Multiplayer in-game invitations fixes: Global invitation processing no longer sends forced quit events to the game. Implemented in-race invitation handling, in the same way as when leaving via the in-game menu. Implemented post-race screen invitation handling
GUI:
* End of Round/Weekend results screen fixes
* Fix for page buttons (up/down) jira bug: WMD-231
* Added text for TEXTID_MainMenu_Weightdistribution
* Fixed crash when selecting Create Game from the "Create" online menu.
* Engine fix for WMD-2074, in such cases the time will not be invalidated
* Made start for Time Attack a bit longer so it does not result in automated falsestart.
Characters/Animations:
* Adding Props_fueltank_arm_hose2
* Fixed by pressing pivot to all elements.
* Adding rig for Fuel_towe_armr and Fuel_hose2
* Fixed crowds place + untickd rotate face to track
AI/Pitstops:
* Fix garage exit aiming straigth in some tracks
* Fix a bug where cars could get stuck in garages on restart ( Practice or Qualif )
* Fix bad lap calculation in damage processing for pit decisions when the career event was time based rather then lap based
* Pit Engineer: Updated low fuel reporting. Disabled start report comments. Removed obsolete good pace comments. Fixed qualifying results comments.
Vehicles:
* McLaren 12C: LODA Smooth
* Ford Mustang Boss 302R1: Cpit materials updated by Gustavo. Fixed damage deformation. Source texture update (specular update), texture update, CPIT specular textures update.
Tracks:
* Azure Coast: Fixed odd light on building
* Zolder: Industrial area polish, Marshal Huts tweaked, Texture updates
* Road America: Fixed floating/sinking fences, concrete walls, fixed moiree pattern, updated lowres maps
* Dubai Club: Updated AIW for changed track shap and elevation around last corner and pit entrance area. Also adjusted corridors around other parts of the track

Build 819 (01/10/14, Team Member+)
Render:
* CollectLights task split across multiple threads (performance)
* DX11 implemented creation of a texture from JPG in memory for PC DX11
Effects:
* Screen dirt test in hazy conditions
GUI:
* Trackmaps: Removed duplicities
* Updated solid hud shader to support shadows
* Motosport Logos: Updated with latest graphics
* Trackmaps: Monza GP & short - new trackmaps with latest csm & triggers
Characters/Animations:
* Pitcrew fuelman Leftside pitbox: initial files
Vehicles:
* Lotus 49: Disc UV fixes
* Lotus 72D: Material tweaks
* Kart02: Fixed cockpit display
* RWD P30 LMP1: Disc UV fixes, LCD material tweaks
* Ford Capri Group5: Fixed RCF typo (number of shown liveries)
* Alpine A450 LMP2: Separate bonnet/lightflares for Alpine variation, material changes
* Kart01: Added cockpit display, LCD material tweak, User flags fixed on various meshes
* Oreca 03: First pass on Alpine variation changes, fixed material/weight on collision shapes
* MAREK RP219D LMP2: Disc UV and mesh fixes , LCD material tweaks, Added floating lightflare polys
* RWD P20 LMP2: Disc UV fixes, Light UV fixes, LCD material tweaks, Added floating lightflare polys
* Aston Martin GT3: Added missing numberplate for livery01, fixed user flags, optimizations, added livery01 numberplate
Environment:
* Tyrewalls: Added variant mask
Tracks:
* Zolder: Track dressing optimized
* Silverstone: Latest updates & fixes
* Dubai Kartdrome: Tweaked AIW corridors to help AI in the tight corners.. Marked complete
* Eifelwald GP, Sprint, Sprint Short: New grid to align with painted grid spots. Per James K.
* Mount Panorama: Fixed grid size too large for supported garages. Reduced to 36 (was 40). JIRA WMD-340

Build 820 (02/10/14, Team Member+)
Next-Gen:
* PS4: Adds support for jpg texture loading.
Audio:
* Adding podium finish radio comms
* Adding podium placing finish radio calls
* AM Vantage GT4 incar and external engine sets, plus an AI version. Includes tranny, gears, backfires, distant roll-offs and trajectory.
* Audi R8 Plus quieter, can now hear other cars from cockpit. Improved the Audi R8 Plus limiter threshold. The limiter sound comes in a tad earlier than the physics cut out. It sounds less choppy.
Render:
* Screen dirt now uses quad list on consoles.
* DX11: Large Re-factor of DX11 InputLayout handling
* Glass uses low quality shadows (performance improvement)
* DX11: Bug fix for running out of shader input layouts.
* Fix for crash if you try to set velocity on a particle system that is not set to simulate.
* Dirt: Removes unused specular. Moves all lighting calcs to vertex shader. Gone from 1200uSec to 110uSec.
* Modified vehicle light pre-processing to not count a tail light on it's own as a brake light for purposes of dealing with lights which light up the world
Effects:
* Overcast test wtc added
* Update to racing line spray and drying logic.
* Min drying line value set to 15 percent in all wtcs
* Water effects specs and cloud behavior + texture improvements
* Tweaks to rainy condition, mainly balancing clouds and particles.
* Impostor reflections for rear lights corrected (when there are tail lights but not brake lights)
* Multiple wtc tweaks. spray balance, cloud lighting tweaks, cloud tweaks to make them appear less low res and less uniform. screen dirt applied to a couple of conditions/climates. screen drop lighting tweaks, rain fall lighting tweaks. Addition of overcast_test wip wtc which is only accessible via tweakit dropdown currently.
GUI:
* Sorting on email inbox
* Fixing badly named countries
* Fixing dialog attachment code
* Fixes missing engine type names
* Lite HUD now includes tire temperature info
* Added progress bar for launch chunk progress
* Career Posters: Original source files, 1st commit
* Tire info positioned to SouthSouthEast by default
* MotorsportLogos: Original source files, 1st commit
* End of race weekend career screen, fixes (2nd pass)
* Added debug cheat functionality to unlock any achievement
* Tutorial subtitles now don't roll off teh bottom of the screen
* Updated Eifelwald Muellenbach naming to Eifelwald M?llenbach
* Fix AR-2574 Build 816 - Chat - In-game chat can't be enable with publish exe
* Photo gallery, with thumbnails (work ongoing for console variants), also fixes going 'back' from career screens, and asserts on reentering the profile page
* Pit Stop menu popup fixes: Keeping the game unpaused when popping up the initial pit stop menu, Pausing the pit strategy edit screen if opened from the pit stop menu, Closing the pit stop menu automatically, when entering the pit box, or leaving the pits. Under simulation control : now all auto, never shows pit board, UnderAI team mate control : shows board, no pause, auto hides when car reaches pit box and continue with pit work, Under player control - shows board, no pause, waits for player to confirm (by hitting Close) before starting pit work, Fix for pit crew not being activated
Gameplay:
* Mark first lap as outlap in practice sessions (WMD-1205)
Multiplayer/Online:
* FIX WMD-2108, Host migration on load for PC
* Fix for one of the 'host disconnects during load' issues.
Characters/Animations:
* Helmet: Fixed LODA,B,C mirrored logo on back.
* Rollback change to activate pit crew in more scenarios
* Pitcrew exports: Updated helmet mesh with fixed back logo
* Pitcrew exports: Updated helmet logos textures on texports
* Driver exports: Fixed fliped bake helmet logo + skin issues on hanssystem
* Driver LODs fixed: JIRA WMD-1561: Kart drivers vanishing after traveling far ahead from the user
* Driver anims: Lotus 72 updated seatbelt hanssytem positions, fixed arms penetration and body posture
AI/Pitstops:
* Fix AI being stuck on grid in Qualification events that do not contain any pits
Career:
* Career Invitationals: Updated poster and icon for McLaren F1 Trackmasters event.
* Added new flag to improve tracking for series that have been started, to fix problems with single-session series. CareerSeriesStatus flags now stored efficiently
Physics:
* Tires: Better wet grip for GT3/LMP/DTM tires. New tire set for Escort RS1600
* Added tests for racing line wetness values. Updated racing line lateral wetness computation to ensure the result is in expected range.
Vehicles:
* Formula A: Light billboards tweak
* Formula B: Light billboards tweak
* Lotus 72D: Light billboards tweak
* Vehicles: Fixed various livery issues
* Ginetta G55 GT4: Added Gulf Sport livery
* Lotus 78: Disc UV fixes, added light billboards
* Lotus 98T: Disc UV fixes, added light billboards
* Mercedes 300SEL: Disc UV fixes, Added floating lightflare polys
* Aston Martin Vantage GT4: Added placholders for 2 real liveries
* Formula Gulf: Added driver names to liveries, light billboards tweak
* BMW V12 LMR: Added collision placeholder, added runtime/srcdata files (NOT IN-GAME YET)
* McLaren F1: LCD material tweaks, Made LODB discs, Added floating lightflare polys
* Mercedes A45 AMG: LCD material tweak, Light UV fixes, Added floating lightflare polys
* McLaren P1: LCD material tweaks, Disc UV fixes, Made LODB discs, Added floating lightflare polys
* McLaren MP4-12C GT3: Disc UV fixes, Light UV fixes, Made LODB discs, Added floating lightflare polys
* Ginetta G55 GT3: Fixed Body/Interior Cpit clipping. Updated Bonnet Cpit deformation to avoid Backface clipping.
* Aston Martin Vantage GT3: Fixed incorrect Light IDs on LODA mesh, updated collisions and detachable wing mirrors
* McLaren 12C: Disc UV fixes, Light UV fixes, Made LODB discs, Mesh fixes on CPIT interior, Fixed gauge glass reflection
* Mercedes 190 Evo2 DTM: Light UV fixes, LCD material tweaks, Made LODB discs, Added floating lightflare polys, Closed a few cockpit micro gaps
* Ginetta G40: Added Wheels/Tires user flags. Fixed LODX mirrors damage deformation. Updated Cockpit2 material. Welded Body LODX duplicated vertex.
Environment:
* Pine cluster variations added to the pool
Tracks:
* Brands Hatch: Fixed spacing issue in name
* Eifelwald GP: Updated TRDs for new autograss
* Hockenheim: Optimized / polished crow position
* Besos: Tweaked red channel to increase wetness levels in game
* Glencairn East: Moved dry/best line off grass in area where cut track keep occuring. Tried moving the cut tracks off but that didn't work, so moved the line instead.
* Azure Circuit: Added textures for missing big tribunes, merged latest work, tweaked textures, added details for new building etc., removed some tents under the tribunes
* Mount Panorama: Optimizations for 3D foliage, LOD A B C, shadow impostors, optimizations for placement and count, child scenes setup, fixed all puddles and reflections, adding new items into reflections that were missing
* Lakeville GP, Lakeville Short: Adjusted corridors in last hairpin to keep AI off tires. Cut tracks also re-adjusted. Helps Chris F with JIRA WMD-2138. Blocked off pit lane entrance form main track usage. Move corridors over to main track edge. JIRA WMD-2138

Build 821 (03/10/14, Junior Member+)
AI/Pitstops:
* Hazards now ignore cars that are in the garage
* Change dangerous obstacle detection rules for less triggering during the race. Add an avoidance pattern to avoid to the closest side if collision is imminent ( if not, then uses the current behavior of trying to reach the side with the most space available. : chrisf
Vehicles:
* Lotus 98T: Interior Cpit Carbon mapping fixes.
Tracks:
* Oulton: Optimized / polished
* Florence: Initial files for crowds placement.
 
So I noticed that Steam has a release date on its store page for Nov 14, so I assume that the 2015 release is Linux version? Just wondering for sanity sake as I was worried I couldn't play on Steam OS until 15!
 
So I noticed that Steam has a release date on its store page for Nov 14, so I assume that the 2015 release is Linux version? Just wondering for sanity sake as I was worried I couldn't play on Steam OS until 15!

The one on Steam is still for PC just sold and played using the Steam site just like many other PC games. The Steam OS refers to Steam boxes which I believe are due to be launched next year.
 
Anyone want to explain this:

Normally, textures would be loaded in tiff or tga formats, they're high quality professional texture formats. The use of jpg textures allows better compression with smaller file sizes, but when expanded it uses more memory. I'm not sure what they are being used for, best guess would be something like advertising boards. I'll see if I can find out (although it's likely to be a fruitless task).
 
http://www.godisageek.com/2014/10/project-cars-interview-creative-director-andy-tudor/


PROJECT CARS: AN INTERVIEW WITH CREATIVE DIRECTOR, ANDY TUDOR
By Dan Naylor on 3rd October 2014
Project-Cars-Featured.jpg


We’re approaching the Christmas rush, the period where every week sees several new releases, many of them triple A. Of course you’ve got you CoDs and your Assassin’s Creeds, but this season also sees several new racers coming out for the new generation, a genre that has so far been pretty neglected.

One of the hottest new titles is Project CARS, a thoroughbred PC racing sim brought to PS4, Xbox One and at some point Wii U. We got a chance to ask the game’s Creative Director Andy Tudor some questions.

Towards the end of the year there’s a glut of driving games coming out, DriveClub, The Crew etc. What sets Project CARS above the rest?

 “All those other titles are in the arcade/action space so have a free-roaming world or involve you sliding around corners or engaging in chaotic battle. Project CARS is the most realistic, the most authentic, and the most immersive racing game out there and puts you in the shoes of a driver that is free to forge their own career path from any of the many motorsports on offer. It has the largest track roster of any recent racing game, it’s the most technically-advanced too playable at 12K resolution and supporting virtual reality via Oculus Rift and Project Morpheus, and it’s been made by players like yourselves that have been guiding the game and its features for almost three years now.

”

CALIFORNIA-HIGHWAY_1411720810.jpg


One thing that seems obvious to anyone, is that Project CARS is jaw-droppingly beautiful, but so are a lot of other racing sims. Sometimes though it feels like the graphics and drive for realism take precedence over the on track action. Do you thing you’ve found a good balance between the two?

“
With Project CARS we’ve crossed the uncanny valley now and the game looks photo-real in some instances but yes as you say, graphics across all games are good nowadays which is why we always make sure that whatever feature we put into the game not only falls into the Best In Class category (eg. how we’ve approached weather for example) but is also Innovative and offers significant extra gameplay or immersion. In the case of weather therefore we made sure it was dynamic so it can change at any minute in the player’s gameplay. And we’ve provided a race engineer that can pre-warn you of that as well as offering other insight. And we’ve included fully-animated pit stops that allow you to adapt to your new conditions along with refuelling and fixing damage that can impact the performance and handling of your car. So we’re constantly thinking of gameplay therefore over just ‘making something look pretty’ although as you say, Project CARS does indeed look stunning.

”

14758653283_3aa9735c74_o_1407494029.jpg


With so many different types of car, are you confident that the quality across them matches?

 “Yes. Ha, it’s as simple as that. All cars are treated equally since we all have different passions for different motorsports and car cultures. And we ensure they all feel authentic to real life and different to each other also. So stepping into the cockpit of a single-seater open-wheel car feels very different to the luxury of a road-going saloon.

”

Obviously a major aspect of Project CARS is crowd-funding. How have you found the constant fan feedback on the game? Has it been a joy, or have some moments been more like designing by committee?

“A joy. We couldn’t have made the game without the community. Usually you only get that kind of player feedback near the end of the game when you’re in the ‘marketing mode’ of trying to tell people about your game and sell them on it and usually it’s too late by then for them to make key differences. With Project CARS though we’ve had almost three years of that throughout so there’s a huge confidence level there that what we’ve been making is something that the fans really want and has all the features and polish that they expect and hope for in a game like this.

”

14791306215_4c1fee6306_o_1407494032.jpg


You seem to have managed the crowdfunding element well, despite some issues towards the end of 2012. Recently though there’s been a several Kickstarters that have imploded –Yogventures most infamously– was there any point where you feared this might happen to you, or has controlling funding directly with World of Mass Development allowed you to find the limits of your ambition?

“Whilst we can’t comment on how other teams manage their projects, we can say though that we’ve been doing this for years. We’ve been making games for over 10 years now and the team are very experienced in both the skills needed for games creation and the discipline of time management and scheduling so that pedigree we bring from all that time has definitely been an advantage and helped us stay on track compared to others that are newer to the games-making experience.

 ”

How has it been getting all the licences for the game? It must be hard enough for a single discipline, but you have so many, as well as all of the tracks.

14776842271_316ec7e399_o_1407494031.png


“As I said, we’ve been making games for a very long time so we have good relationships with a number of manufacturers and license holders. Plus, the quality of our previous games shines through and our dedication and attention to detail are things those guys appreciate and know therefore that we’ll represent their car or location perfectly.

How’s work on the Wii U version coming along? It’s unusual for a driving sim of this kind to make it’s way to a Nintendo console – Mario Kart is more the norm.

“Absolutely. There’s a massive gap for a game like Project CARS there and the Nintendo fans we’ve heard from are looking forward to it so please bear with us a little longer whilst we get it up to the same high standards we’ve set for the Xbox One and PS4 versions.

”

What would you say is the ‘best’ way to play the game? Is it with an Oculus Rift and a steering wheel, a 4k display, or is it just a fun with a pad on the living room sofa?

“There’s no ‘one true way’ I don’t think. Project CARS is very much a ‘simulator’ and for the hardcore guys that are into sim racing they’re not going to be disappointed – it’s extremely authentic, has an ethos that has been based in the sim racing culture of our past and our WMD community, and has support and features in there that those guys both expect and want. So whilst they’ll be happy playing on PC with a triple-screen set up and a race rig of steering wheel and pedals, equally you can pop in the PS4 disc and sit back on your couch with a DualShock 4 and play the game too. And that kind of accessibility comes from our previous Need For Speed SHIFT series where we want a casual gamer to be able to dial the handling model, the assists, the onscreen guides, the AI difficulty etc.. to something they feel comfortable with and have a great time. That doesn’t mean the game is ‘simcade’ or ‘dumbed down’ it just means it’s playable by everyone without sacrificing anything.”

We’d like to thank Andy for his time, and Bandai Namco for arranging the interview.
 
Oh great. Am I right saying that you found this out watching Youtube videos and reading articles?

Granted that I haven't played this game (yet), but when I first saw screenshots and a few videos, I immidiatly thought about NFS: Shift 2 because the graphic style is VERY similar in my opinion. I can't obviously speak about the physics, and taking it from you guys, it's more sim oriented than arcade oriented, but really I can't be mad at people assuming that it's Shift 3.
 
Granted that I haven't played this game (yet), but when I first saw screenshots and a few videos, I immidiatly thought about NFS: Shift 2 because the graphic style is VERY similar in my opinion. I can't obviously speak about the physics, and taking it from you guys, it's more sim oriented than arcade oriented, but really I can't be mad at people assuming that it's Shift 3.

Well, the graphics have a smiliar style, that's right. I did play Shift2 and I'm playing pcars and I can tell you there is a huge difference in physics. They engine is build from scratch and nowhere near Shift.
 
If we already started a Shift 3 conversation, here is some reading stuff. I know the OP tested some bugged build. Still many opinions but I read the word Arcade more and more. The choice to release this game on Next Gen impacted the physics I guess. Arcade games sell better for sure. And SMS smelled the big money.

And there is also the fact that investors (WMD members) will get paid back if the game sells good. So maybe some of them dont tell the truth about the game only because they want some money back for their investment.

I´ve read that SMS ignores more and more opinions and threads in the WMD forum and closes them. They got totaly focused on consoles.

Just some speculations from me, don´t freak out. But one is sure, I was extremely hyped but the more I read about physics, the more I think I´ll wait 2-3 weeks after release to see what others say. I remember how people recommended Shift2 and how great it is and the physics are awesome. And then I bought it and played it for 10 mins. Since then the Disc was never in the PS3 again.
 
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If we already started a Shift 3 conversation, here is some reading stuff. I know the OP tested some bugged build. Still many opinions but I read the word Arcade more and more. The choice to release this game on Next Gen impacted the physics I guess. Arcade games sell better for sure. And SMS smelled the big money.

And there is also the fact that investors (WMD members) will get paid back if the game sells good. So maybe some of them dont tell the truth about the game only because they want some money back for their investment.

I´ve read that SMS ignores more and more opinions and threads in the WMD forum and closes them. They got totaly focused on consoles.

Just some speculations from me, don´t freak out. But one is sure, I was extremely hyped but the more I read about physics, the more I think I´ll wait 2-3 weeks after release to see what others say. I remember how people recommended Shift2 and how great it is and the physics are awesome. And then I bought it and played it for 10 mins. Since then the Disc was never in the PS3 again.

As always, there are people who do not want to see any mistakes of the project and some that cannot see a good thing in this project. But in this article you posted, the author is not just very negative, there are also false informations he writes as facts (e.g. game is aimed as simcade racer or 30fps on consoles). With this, I cannot take him serious.
 
Shift 3, arcade.

*insert usual uninformed conspiracy yibba yabba from this guy here*

Oh noes, guys - we re busted! All this talk from 99% of all people that tried it about it handling nothing like Shift, the entirely new tire model that goes beyond what any other sim simulates, the 3 years we are now working with the devs every day to make the handling as good as it can be, the race drivers that swear its a great sim, it was all a lie! Quick, grab the cash and run for the hills! :scared:

(disclaimer: this post may contain enormous amounts of sarcasm)
 
If we already started a Shift 3 conversation, here is some reading stuff. I know the OP tested some bugged build. Still many opinions but I read the word Arcade more and more. The choice to release this game on Next Gen impacted the physics I guess. Arcade games sell better for sure. And SMS smelled the big money.

And there is also the fact that investors (WMD members) will get paid back if the game sells good. So maybe some of them dont tell the truth about the game only because they want some money back for their investment.

I´ve read that SMS ignores more and more opinions and threads in the WMD forum and closes them. They got totaly focused on consoles.

Just some speculations from me, don´t freak out. But one is sure, I was extremely hyped but the more I read about physics, the more I think I´ll wait 2-3 weeks after release to see what others say. I remember how people recommended Shift2 and how great it is and the physics are awesome. And then I bought it and played it for 10 mins. Since then the Disc was never in the PS3 again.
Are you sure you're not the guy that wrote the article?

"Haven't followed the development of the game for months, I tried the latest build and it's horrible. Very unrealistic cornering speeds and grip. Dis game sucks, AC ftw."

"Mate, the latest build nerfed the grip on every car, patch is on the way"

"Even though its a known issue and about to be patched and my article therefore is not representative of the game at all, I'm still right because AC is better so I'm just going to leave the article as is. Dis game sucks."

That's a troll by any definition. I don't see how anyone can take him seriously in the slightest. The second he found out the build was nerfed he should have withdrawn the article. Obvious troll is obvious.
 
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for those wondering how it can work for casuals and sim racers its simple.

we have 3 physics models like the motogp series with pro being the most unforgiving as by default ai is difficult, there is realistic damage, manual transmission and all aids off. whereas the lowest setting has all aids on damage is reduced and a forgiving tyre model.
 
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