Project CARS General Discussion Thread

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Nothing agains't Wii U owners. But still wonder why SMS/WMD even bother with Wii U at all? It's such a waste of time building for that console which is slightly better than a PS3/XBox with and different target audience. If only they have Mario Kart features than it will make sense. :lol:

Anyway, I would love to hear from someone with the latest builds on PC list a few dot point they've noticed is still far from finish and as a result lead to such outcome of the delay to 2015. Eg. AI. Or maybe quote from the official WMD as many of us here aren't members. Thanks in advance.
 
^even if I really understand the question/request of listing the "to do" list here. It's not why we are involved, and it would only generate unnecessary noise everywhere. We are allowed(& agreed) to be there to aid the game to be as good as it can be and doing those kind of lists outside of the dev forum achieves nothing on that front.
 
Yea I'm slightly upset, but I sort of expected it. People keep complaining about unfinished things, and in this case, maybe this will provide me more time to find a Logitech g27 replacement/solution without losing an arm and a leg.
 
I thought I would be late to the party as I'm not prepared myself. Mabie my March I'll have either the ps4/xb1 and hopefully my driving rig, new wheel/pedals, gaming pc, butt kicker, triple 27s, etc, etc
I might need a longer delay lol
 
Nothing agains't Wii U owners. But still wonder why SMS/WMD even bother with Wii U at all? It's such a waste of time building for that console which is slightly better than a PS3/XBox with and different target audience. If only they have Mario Kart features than it will make sense. :lol:
If graphics and support for FFB wheels top your list of priorities, sure, the Wii U version of Project CARS isn't worth your time. I understand that those two things are cornerstones of the PC racing sim community, but like you said, it's a different audience. As with all console versions, information is limited, but SMS have promised the same game with the same features, same cars, same tracks, same dynamic systems, same options, and the same career mode. They've hinted at exclusive GamePad features (perhaps you could dial in a pit stop request on the touchscreen between corners?), there might be support for off-TV play (undervalued among those who have never tried it), and online multiplayer will be free.

I don't know how big the Wii U audience for this game will be. No one really knows. The heads at SMS think it's an experiment worth trying; unlike any other platform, they have no competition. As a Nintendo fan who has never really wanted a Playstation/Xbox for anything but racing games, it's a win for me. I don't care about the latest Bungie shooter or cinematic QTE action movie-game. I like Mario games and I like hardcore racing simulators.
 
Shame to hear about the delay, but in a way it's a good thing for me; less likely to procrastinate from uni work over winter now, more time to save up for a PS4, and most importantly more time to keep asking inane questions in this thread :P
 
What do you mean, "any info"? There was a new build yesterday, it changed/fixed some stuff, that's it...
 

As i mentioned on the other thread the focus is on polishing if there a month and a bit away and they have finished models they may add it but this is unlikely .
I am well aware of that, what I'm saying is that previously if they would release on November, they couldn't get all tracks licensed in time so we would be playing on Eifelwald instead of Nurburgring for example. Licensing tracks currently in game is a different thing than building all new tracks now.

Any info on the latest builds?
Yes, I forgot to post it yesterday.
Build 827 (13/10/14, Team Member+)
Next-Gen:
* PS4: GUI & HUD now render on a thread
* Now possible to exit the Tuning setup screen in-game on console
Render:
* Initial sitting crowds placement
* Removes old 'global mip bias' which isn't compatible with threaded rendering.
* Impostor reflections: Correction of aspect ratio related errors which is different impostor width and scale when rendered horizontally
Effects:
* Rain spray balance via etc and mat edits
GUI:
* Missing text string
* Crash fix for updated events screen
* Hookup my rank on leaderboard screen
* Added my rank to leaderboard applinks
* Fixed tire wear to include multipliers
* Added applinks for handling photo page sliders
* Fix for Event leaderboards when there are no entries
* Added applink so the Start button enabled/disabled state can be set correctly
* FIX WMD-1534, PC - Design - ONLINE - Selecting ?Browse? option creates an online session after selecting ?Quick Random? option.
* TRDs: Added track dentre co-ords for more tracks for correct setup of weather per individual track - also corrected some track info (length, no of turns etc)
Cameras:
* Fixed jerking trackside cameras, part1
* Pre race cameras now use players car origin on dubai
Controllers:
* Sync FFBMetrics with FFBConfig
* Sample FFB config setup settings
* Update FFB steering config with values from physics on setup update
* Added Ctrl-D debug screen for CDF ranges and settings for FFB config values
* Setup updates: CDF reading of FFB tweakers with ranges ready for setup screens
Career:
* Only offer non-entry level contract offers at end of season
Physics:
* Aston Martin Rapide: Evened out ride height between GUI and on track
* Active aerodynamics now permanently turned off by braking if disable when braking flag set
Vehicles:
* Ginetta G40: Collision model update
* McLaren 12C GT3: Added team mates real liveries
* Aston Martin Vantage GT4: Collision model update
* Ford Mustang Boss 302R1: Fix for PS4 artifacts bug (WMD-1754)
* Alpine A450: Fixed Carbon UV4, Fixed rough line on Boot LODA. Damage deformation fixes.
* Oreca 03: Fixed Chassis Carbon UV4 all LODs. Fixed rough line on Boot LODA. Lots of Damage Deformation fixes.
Tracks:
* Watking Glens: Added missing trees
* Jin Ding: Added initial jin ding crowds
* Le Mans: Added Tunnel pit and buildings rainblockers
* Azure Circuit: Tweaked textures for building 7. Added Tunnel pit and buildings rainblockers

Build 828 (14/10/14)
Login:
* Disabled WMD login. All builds can now be accessed by all members, tracks/vehicles/multiplayer are no longer locked to specific tiers.
Next-Gen:
* XB1: Fix for GPU hang when GUI threaded rendering is enabled
* PS4 : Increased command lists. Invalidates WVP common buffer on reset assumptions.
* XB1: Added extra logging for host migration process, fixed leaving session through Party app in Xbox UI, fixed host migration issues.
Render:
* Extending the ambient shadow fade distance params.
* Removed support for lit rain particles from lighting shaders
* Additional use cases for USEADDITIONALSPOTLIGHTINGSCALER
* Implemented void manager for impostor reflections, used on consoles to avoid unneccessary render operations
* Various MT Fixes: ForwardPhaseRendering MT fix (more missing _renderThread params), Ghosting Vehicle MT fix, ScreenEffects - various MT fixes, Label Rendering MT fix, MT fixes for Gaussian blur
* GlobalTexture14 removed when impostor reflections support is disabled, disabling impostor reflections made through macro DISABLE_IMPOSTOR_REFLECTIONS_SUPPORT which is defined for all platform except PC
GUI:
* Added missing _renderThread.
* Fixed up a few more missing _renderThread.
* Added "Point_To_Point" to textdb and trd files
* Added text db entries for MP browse and search filters.
* General improvements to end of career flow in the front-end
* Reimplemented the quick guide as an info box toggle in the front end
* Missing race name translation and lack of value for test drive infinite round count
* Hockenheim & Bathurst TRDs: Added track centre info for correct cloud positioning
* California Raceway & Horse Thief routes: Text added to avoid placeholder naming underscores in the menu, TRD grouping updates
* Leaderboard entries on the Community Events screen can now be navigated along with an additional column saying whether there's Ghost Data for that particular entry
* Fixed the player name not highlighting on the first entry to the spectate screen. Fixed player on-board not going into cockpit for player, if already browsing the player vehicle. Fixed the game being unpaused for a race in the overview screen, after a restart.
Cameras:
* Chase camera: Trying Timo's settings for general use (the right ones this time)
Online/Multiplayer:
* Adjust MP search track type translation support to retain original type strings.
* Don't force-flush log writes (all platforms), doing so resulted in blocking/destabilising multiplayer
Characters/Animations:
* Pitcrew: Initial for ajm,whm1,wha1,fia1 : transition from pitbox to origin (Left side pitbox)+wha02,whm02 transition to origin( right side pitbox)
AI/Pitstops:
* Pitstop data customization usecase
* Track definitions now allow to have custom pitstop script.
* Edit dangerous (stopped) obstacle avoidance to better avoid AFK players, especially at start.
* Tweak stuck behavior/reverse recovery AI to trigger when blocked by other cars as well as walls
* Tweak the Collision recovery so that if two side by side cars collide in a hard turn, the inside one will not want to understeer into the outside car as much
Career:
* DidWinRace GameMetric changed to use finish positions that are per-class scoring aware without needing generate a ScoreTable
* Fix for GameMetric IsPodiumFinish so it handles career in a similar manner to DidWinRace (moved some code into common func)
Vehicles:
* BMW M3 GT4: LODA Polish
* Audi R8 V10+: Approval fixes
* Ginetta G55 GT3: Collision model update
* Mercedes CLK-LM: Mapping&textures exterior WIP01
* Vehicles: Balanced tire dirt build up and decay rates for all driveable surfaces
* McLaren 12C GT3: Removed mip maps for memory saves, added new windscreen banners, fixed windscreen banners with new team mates add, added team mates real liveries - new liveries arrangement
Tracks:
* Besos: Removed some crowds
* Azure Circuit: Added textures for start box
* Eifelwald: Latest placement updates (bug fixes)
* Bathurst: Road at 1st hump smoothed and CSM mesh stl checked
* Chesterfield: Added garage spaces to last pit. Tweaked corridors to help keep kart AI curbs and grass.
* Road America: Tweaked all bridges, RL brands, removed duplicities, tweaked all bridges, RL brands, added microbumps

Build 829 (15/10/14)
Next-Gen:
* PS4 : Fix for 'square pattern' on spot light shadows
Render:
* PC/XB1 Detailed Intersection SSE fast-path
* PC/XB1: Enable GATHER ANY scenegraph path
* Resets rendermode and dimensions before rendering hud.
* Fix for directional shadow getting clipped in the Frontend.
* Modified mesh loading to use per-participant pools when provided
* DX11: Pointsprite shader fixes (Geometry shader now compiles and works)
* Code to allow us to have other items cast shadows from spot lights in the FE.
* Fix for crashes and asserts happening when you exit the game during the boot phase.
* Code to remove updating of the cameras from the camera renderbridge. At present we do not use feed the camera renderbridge in the FE so it appears that sometimes spurious feeds from the game can leak back to the FE.
GUI:
* Fixes multiple wait dialog issue
* FIX WMD-1180 Added changed texts for off track warnings for P2P tracks
* Added virtual overloads for assigning input to allow dialogs to be placed in other quads
Cameras:
* Correct pitstop camera reset
Characters/Animations:
* Fixed levitating guys on grandstands.
* Pitcrew: Fuelman initial animaitons- move transition form pitbox to ap
* Pit Engineer: Added proper implementation of positional change reports for player. Implemented positional change reports for team mates. Removed redundant positional change reports for opponents. Added proper implementation of split time reports for player. Added VO for podium/points/no points race finishes. Added career specific VO for championship race starts/wins. Removed the now unnecessary countdown start event. Lots of data fixes for incorrect VO/text names
Physics:
* Pagani Zonda R: AI and player tire update
* L49 and L72D tire revisions, including FFB
Vehicles:
* Audi R18: Added all LeMans stickers
* Pagani Zonda R: Custom dirt DDS file
* Ginetta G55 GT4: Collision model update
* RUF CTR3 SMS-R: Lods polish pass + bugfixes
* Caper: Disc UV tweaks, Minor interior mesh tweaks
* Sauber C9: LCD material tweak, Light UV tweaks, Added floating lightflare polys
* RUF RGT-8 GT3: LCD material tweak, Light UV tweaks, Added floating lightflare polys
* Aston Martin Vantage GT3: Fixed damage deformations, fixed missing damage on headlights
* Renault Megane RS: LCD material tweak, Light UV tweaks, Disc UV tweaks, Added floating lightflare polys, Minor CPIT UV mirroring fix
* RUF RGT-8: LCD material tweak, Light UV tweaks, Disc UV tweaks, Closed CPIT gaps, Added floating lightflare polys, gauge glass reflection tweaks
* RUF CTR3: LCD material tweak, Light UV tweaks, Disc mesh fixes, Added floating lightflare polys, CPIT wing mirrors UV fix to avoid UV seams, a bit of mesh smoothing
Tracks:
* Azure Circuit: Fixed speculars, new emisives.
* Le Mans: Fixed a whole bunch of WMD reported issues
* Imola: Trd update for groundcover, grass rules updates, groundcover 3D meshes based on NS instead camera facing sprite billboards, grass exclusion update, reflection tagging for hw instances and static instances
* Road America: New pitlights & slightly changed nearest area, tweaked metal plate, ground transition shader updated to new more optimized ground shader without transition, uprezed resolution and added spec, reflection tagging of base scene done

Build 830 (16/10/14)
Audio:
* Adding pit to car p3 5sec split time calls
Next-Gen:
* XB1: Fix for various RenderTarget flickering bugs
* XB1: Enable Label, GUI and Phase 2 threaded rendering (now that the target flickering bug is fixed)
Render:
* Planers shadows supported in all lighting models.
* Fix for failure to load post processing data and filters.
* Removed all refs and files related to old lit particle code.
* DX11/XB1: MT fix for GUIRender Begin/End Rendering to Target
* Moved bone mapping tables into per-participant pools to ensure clean removal of participants when leaving race
* Adds phase 2 MT on PS4. Removes old lit particle path. Removes not required command build phases from planer reflection and camera editor.
* Remove shared bone mapping data from per-participant pools, as making it unique to the participant is wasteful and prevents proper clearup due to sharing of sub-components between participants
Career:
* Career Motorsport Teams: Formula A, Formula B - All teams configured, matching liveries to teams.
* Career Motorsport Teams: Formula C, Formula R, RenaultClioCup - All teams configured, matching liveries to teams.
* Career Motorsport Teams: LMP2 - All teams configured, matching vehicles and liveries to teams, spreading teams over various series, and ensuring a balanced spread of vehicle types used in all series.
* Career Motorsport Teams: LMP1 - All teams configured, matching vehicles and liveries to teams, spreading teams over various series, and ensuring a balanced spread of vehicle types used in all series.
Gameplay:
* FIX AR-2501 Fuel load is set to 5l for time attack mode with no fuel consumption. Each race mode now have the ability in its inc file to enable/disable auto fuel and if autofuel is disabled set how much fuel is prepared for the player
GUI:
* Horse thief mile: Fixed track location entry
* Tracklists: Inserted Californis Horse Thief Mile
Cameras:
* Propper trigging in pit camera scenes
* Chase Camera: More appropriate range of FOV settings. 75 degree default
Characters/Animations:
* Pitcrew: Wha1,2;whm1,2: added triggers in pit idle animations
* Pitcrew: Wheel mechanics added triggers to sync wheel assistants
* Drivers: Updated driver textures to match new hand UVs + minor tweaks
Physics:
* Lotus 72D: AI tire model tuning, updated collision model
* Ford Escort RS1600: Default setup adjustments, AI tire model tuning
Vehicles:
* Lotus 98T: Collision model update
* Oreca 03: Disc UV fixes, LCD material fixes, Light UV fixes, added floating lightflare polys
* GUMPERT Apollo: Collision model update, aero model tweaks, drivetrain efficiency adjustment
* RUF CTR3 SMS-R: Disc UV fixes, LCD material fixes, Light UV fixes, added floating lightflare polys
* Alpine A450 LMP2: Disc UV fixes, LCD material fixes, Light UV fixes, added floating lightflare polys
* Audi R8 LMS: Added R8 LMS work livery, fixed minor paint bugs, added liveries (DDS), added Audi R8 LMS work livery
* Ginetta G55 GT4: Disc UV fixes, LCD material fixes, Light UV fixes, Removed some duplicate meshes, added floating lightflare polys
Tracks:
* Horse Thief Mile: Files submited and AIW
* Mount Panorama: Updates to Bathurst foliage (reflection + lod distance tags)
* Derby Park: Added rubber marks onto UV2 of all kerbs, fixed organic edges on the runoff areas, Tunnel & Pits rain blockers, Global welding pass to fix micro gaps/visible seams, stl check on track csm and fixed errors
* Imola: Groundcover texturemap update, groundcover meshes update, reflection tagging for hw instances and static instances, trd update for groundcover, grass rules updates,groundcover 3D meshes based on NS instead camera facing sprite billboards, grass exclusion update for Bologna, fix pop armco around last corner left, slope reflection vertex alpha, fix wall hovering issue, trackedge brightness tweak, fix for skid missing poly, fix graveledgebug, groundcover texturemap update

Build 831 (17/10/14)
Audio:
* Tweaks to the Pagani Cinque engine and other sounds.
* Tweaks to the Mercedes 300SEL AMG incar and external engine sets and other sounds.
Next-Gen:
* PS4: Fix for compiler err in gold.
* PS4: Added hsync override for better track profilling.
* XB1: Fix for PostProcessing filters causing black screen/flicker during in-game intro sequence
Render:
* Added hsync override for better track profiling.
* Fix for motion-blur resources being created in LDR.
* PC: Envmap shadows are only rendered with the Envmap detail level set to High or Ultra.
Weather:
* Better culling for clouds..added code to the env callbacks to say if we want to render clouds.
Effects:
* Dirt screen functionality AR-2611
GUI:
* Hightlighting player name
* Added month names to text DB
* Add Kart and Oval track types.
* Added RaceAppCore text ID for Play Now button
* Highlighted the players team in the team list
* Fixed laps to show laps completed instead of current lap
* Changes split time to be split time from leader, not driver in front
* Unified the in-game standings lists, and fixed some associated common bugs.
* Fixed missing applinks causing certain lists to not be initialised correctly
* Made all highted text white, for the whole row, not just for the player/team name
* Implemented standard auto-update for the simulate screen, in line with the other screens in-game lists.
* Fixed all data inconsistencies with the live/overview lists, so they can all work from the same code with no duplication
Leaderboards:
* Fix for "find me" option which were clearing leaderboard.
Cameras:
* Pitstop Cameras update
Replays:
* Wiper control now goes via event queue to support replays. Add debug printing of vehicle animations.
* Support time controller moving backwards in time. Add method to get time played for animation player.
Characters/Animations:
* Pitstops: Wheel attendant 2 : fixed offset, added triggers
Career:
* Career Motorsport Teams: GT3 - All teams configured, matching vehicles and liveries to teams, spreading teams over various series, and ensuring a balanced spread of vehicle types used in all series.
Physics:
* Lotus 98T: AI tire model tuning; drivetrain efficiency adjusted
* Lotus 78: AI tire model update, checked that all latest tech is applied
* Formula C: Set fuel consumption, heat & wear model, added all latest tech
Vehicles:
* Audi R18: LODC tweaks
* Formula C: Collision model update
* Marek RP339h: Collision model update
* Marek RP219D: Collision model update
* Aston Martin Rapide Hybrid: Fixed CPIT damage, lowered polycounts
Tracks:
* Azure Circuit: Textures for Mirabeau gardens. Updated speculars-fixed mipmaping. Fixes for incorrectly coloured flares and odd lamp placement
* Cadwell: Finished broad terrain, merged terrain, road and kerbs, fixed microgaps, added missing overlays, fixed CSM issues, materials sorting, new verges
* Oschersleben: Fixed main gaps between kerbs/road/terrain/fixed wrong csm mesh/fixed bad kerbsedges/fixed 1 bad mat/fixed issue WMD-1130 WMD-1875/added rain blockers where needed/added missing camera file, tyre stand outside garages, WMD-1130
 
I am well aware of that, what I'm saying is that previously if they would release on November, they couldn't get all tracks licensed in time so we would be playing on Eifelwald instead of Nurburgring for example. Licensing tracks currently in game is a different thing than building all new tracks now.
Have considered that some may be out of there budget and with the the ownership of the nurberg in complex state the licensing would be unlikely.
Does really matter though if it's licensed or not?
 
Have considered that some may be out of there budget and with the the ownership of the nurberg in complex state the licensing would be unlikely.
Does really matter though if it's licensed or not?
It does make a difference, I was just giving an example.
 
If a tiny dev like Kunos can not only license but also laser scan the Nordschleife during 2014 (in parallel to laser scans by Turn10 and iRacing), then SMS should be able to license it at least, I'd say the new owners are beings more accommodating than ever... And the pCARS model is good so that's not the problem.

I'm assuming that the relatively negative reactions on GTP are simply because this site has a slightly larger Playstation core. Due to the lack of racing games on the PS4, pCARS has been the compelling reason for many to look at upgrading: I nearly went that route myself, despite having a PC which plays pCARS fine. Remove the reason and purchases around it are suddenly 4-5 months too early. Easy to understand frustration there!
 
I'm assuming that the relatively negative reactions on GTP are simply because this site has a slightly larger Playstation core. Due to the lack of racing games on the PS4, pCARS has been the compelling reason for many to look at upgrading: I nearly went that route myself, despite having a PC which plays pCARS fine. Remove the reason and purchases around it are suddenly 4-5 months too early. Easy to understand frustration there!

I find it slightly ironic that a website dedicated to Gran Turismo is the one to have relatively negative reactions.

You'd think GT players of all people would be the ones who would understand best the dangers of releasing games before they're finished. (And the dangers of assuming that release dates are settled, for that matter.) How many people bought themselves a PS3 for GT5 only to find themselves waiting, and waiting, and waiting?

Given that nearly a year later we're still waiting for major features in GT6 and that Driveclub has just released with a hugely cut down feature set with big stuff to be added later, I'm quite happy that pCARS is taking a different strategy.

However, I understand the frustration that some people are facing (seriously people, just get a gaming PC, you'll thank yourself later) so I'm hoping to be able to contribute some videos and such in the near future so that at least others can watch along with how the final stages are coming.
 
Yeah, I'm not seeing the same level of pCARS frustration on WMD or RD but those sites are mostly PC racers. On one hand you would think the console crowd would be more understanding because of GT as you stated, but on the other hand that could be a contributor to the frustration - again they have to wait.
The PC crowd has a lot of sim racers to choose from reducing the void for something to race. pCARS will be released when it's finished which I think is a good thing, I can wait.
 
I find it slightly ironic that a website dedicated to Gran Turismo is the one to have relatively negative reactions.

You'd think GT players of all people would be the ones who would understand best the dangers of releasing games before they're finished. (And the dangers of assuming that release dates are settled, for that matter.) How many people bought themselves a PS3 for GT5 only to find themselves waiting, and waiting, and waiting?

Given that nearly a year later we're still waiting for major features in GT6 and that Driveclub has just released with a hugely cut down feature set with big stuff to be added later, I'm quite happy that pCARS is taking a different strategy.

However, I understand the frustration that some people are facing (seriously people, just get a gaming PC, you'll thank yourself later) so I'm hoping to be able to contribute some videos and such in the near future so that at least others can watch along with how the final stages are coming.
I'm thinking that maybe the angry people believe this is pd and gt all over again. Of course we know this isn't the case, but we've been watching this game for quite some time now.
It's to be expected.
 
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I'm think that maybe the angry people believe this is pd and gt all over again. Of course we know this isn't the case, but we've been watching this game for quite some time now.
It's to be expected.

Well said.

I guess the main difference here is that there's a big line of communication, in the form of all the WMD members that exist. For those who don't know, these are all the people who bought in early and have access to the game.

To all the people who are feeling angry, we WMD members cannot help you get the game any faster. But we can help to reassure you that things are happening, and we can feed you information about what's going on.

There are things that they and I cannot tell you, because we have been asked not to. But people can ask whatever they like and I'm happy to try and answer. If the questions are silly, you may get a silly answer depending on how much I've had to drink, but I'll do my best.
 
There are things that they and I cannot tell you, because we have been asked not to.

This surprises me given the WMD membership size (what is it, about 80,000?). Is it really possible to hold embargos together with that many people in the loop?
 
This surprises me given the WMD membership size (what is it, about 80,000?). Is it really possible to hold embargos together with that many people in the loop?
Yes they used tell us about licensing but stupid members leaked it. So we don't get told. The Aston Martin was one they were going to announce it on a Monday but people leaked on the week ends so no stuff like licensing they don't tell us. However they might tell those that have the manger package.
 
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