Project CARS General Discussion Thread

  • Thread starter Terronium-12
  • 20,825 comments
  • 1,567,913 views
I think trackside details are a more worthy use of polys than things like intricate turn signal lens patterns, 3D bolt/screw heads, or discretely modelled floor mats. Both benefit the virtual photographers, but you don't have a lot of time to admire the latter details during a race! :)

This is one reason I've never gotten very deep into PC sims despite being a stickler for realistic physics. I don't think I'm a member of the "masses", I just want a racing sim with more personality and a bit of narrative incentive to race. Aside from physics, I get my immersion from the overall gameplay design, rather than the whole wheel+pedals and audio/display setup, which is what others seem to focus on for a "simulation" experience. I'm happy with a controller, a console, and an old TV. I just want "sim" features, proper physics, and an engaging career mode. I'm hopeful that PCARS is exactly that.
I just want a racing game with decent tracks, decent cars, a decent career, and an arcade mode that gives decent car choice from the start.

In other words
I want Gran Turismo 4 back
 
I have a question regarding AI difficulty: If I set it to, for example, 85%, will the AI be equally fast on all tracks in all racing categories or will their speed be quite different? I ask because I still play TOCA Race Driver 3 on PS2 regularly. I have the difficulty at the highest setting (110%) and at some tracks it's a great challenge, while at others I either have no chance or win by a minute. And that's only in one racing series. It spreads over all the categories, though. I hope that will not be the case in pCARS. :)
 
I have a question regarding AI difficulty: If I set it to, for example, 85%, will the AI be equally fast on all tracks in all racing categories or will their speed be quite different? I ask because I still play TOCA Race Driver 3 on PS2 regularly. I have the difficulty at the highest setting (110%) and at some tracks it's a great challenge, while at others I either have no chance or win by a minute. And that's only in one racing series. It spreads over all the categories, though. I hope that will not be the case in pCARS. :)

Good question. To a certain extent it may just be the nature of the tracks - and the ability of the AI to handle them of course. I can't speak specifically for pCARS, but for example, in a now old PC game called Nascar Heat one difficulty setting would work well on most tracks but not on all (in this instance it was mostly high speed drafting tracks like Daytona that produced the most noticeable difference in AI performance). I, too, hope that pCARS gets this right.
 
It's that time of the week!
Build 842 (03/11/14)
Audio:
* Tweaks to the LMP2 Marek RP & Audi R18. Mainly the engines, turbo, backfires and gear wobble (and many other refinements).
Next-Gen:
* XB1: Fix for broken convolutions
* XB1: Fix non ESRAM shared texture support
* XB1: Fix for flickering issues after CopyToTexture
* PS4: Changed PS4 shadow bias back to 16 as it was causing biasing issues.
* XB1: Fix for the RainDropPanel copytexture using a surface from before post processing
Render:
* Adds cars to reflection map is they are within 10M of camera pos.
GUI:
* Fix environment map in hud.
* HUD: Added KERS/DRS to Motec
* Historic goal unlocking structure
* Fixed assert on time trial ghost tab
* Updated text for new Time Trial screens
* "Unmute" text for action on muted players
* Updated Time Trial Ghost Selection screen
* Engine part of locator support, fix for possible reset crash
Characters/Animations:
* Pitstop proxy cars: Audi R8 V10+, Mitsubishi Lancer Evo X, Caterham SP300
* Addional proxy characters (airjack, team engineer) and more poses (runs, grab ..)
* Driver Animations: Pagani Zonda exported non loopable anim, Using static paddles.
* Drivers exports: GT and F1 classic drivers exports, updated with latest arm meshes and with LIGHT sclaer ON
AI/Pitstops:
* Fix driveable space calculation
* Change the obstacle side buffer from 0.5m to 1.5m
* As a follow up to the recent passing modification : read the test that makes the AI slowdown if he is unable to find any driveable lanes
Career:
* Fixed a bug (side-effect of CL 477937) causing single-race Invitations not to complete, so calendar couldn't advance (contract checking was clearing the current championship before it had been set to finished).
* Updated the car/livery the car select screen displays on screen when picking from an invitation i.e. the last selected for that invitation (if available), or falling back to the invitation default. Clearing the career car on all paths when coming back from car select.
* The Select Car button is enabled when playing a new Invitation (disabled if a session has already been completed), allowing the player to pick a car/livery (sometimes there is only 1 car available). The car selection will be remembered until switching to another Invitation. If a car isn't selected, the invitation default car is used. CareerSave version incremented, so progress will be reset.
Physics:
* Aston Martin Rapide Hybrid: Balanced AI handling and performance with GT4 cars.
* GT4 cars: AI handling balance and balanced to each other. Used Yawdamping paramters and adjusted down grip to balance.
* BMW Group5, Ford Capri Group5: Balanced AI handling with Yawdampening, AI grips and slips adjusted for performance with latest AI traction control.
Vehicles:
* Formula A/B: Set to generic Motec display
* Audi R8 LMS: Added brakebalance to display
* McLaren 12C GT3: Added pages to cpit display
* Ginetta G55 GT3: Steeringwheel in CPIT is removeable now
* Pagani Zonda Cinque: Fixed rear light damage component dependency
Tracks:
* Snetterton: Autograss texture update
* Jin Ding: Inner terrain materials and mapping
* Dubai Autodrome: Userflags fixed on ground mesh
* Besos: Removed lights from unseen parts of the circuit
* Le Mans: Fixed a whole set of bugs reported by WMD members on the forum
* Azure Circuit: Adding textures, updated details. Crowds placement update
* Road America: Merged latest, fixed various issues, 2nd pass on the dressing, removed helper, new texture maps
* California Highway: Fixed flickering rocks on s1 s2 s3/jira issue WMD-477/popin issues stage3 ends /reorg and updated all xmls static inst crowds dyn lights/fixed csm issues/tested

Build 843 (04/11/14)
Next-Gen:
* PS4: Fix for connection drops during race load
* PS4: Using fixed resolution of 1920x1080 in all modes. This stops issues in photos being the wrong resolution.
Render:
* DX11: Clamp slope scale + reduce set of possible scales
* Adds cmask/htile clear via pixel shader. Correctly places cmask fast clear.
* Corrected one render context not being added list of shared ones - resulting in an exit-leak
* DX11: Slope-scape adjustment to last check-in to ensure no more than 256 permutations are possible.
* Added custom focal ranges into CStaticCamera, corrected DOF focus math (added focus speed in place).
GUI:
* FFB tuning screen linkage
* Additional items for Tuning Screen
* Exposure of width limits and optional pre-tire tmep limits for HUD
* Updated first pass of the Tuning Screen. Second pass coming imminently.
* Tires FAR9, width limits, optional HUD temp range override, vintage tires
* Added FE photo page to in-race menus, commented bits for Kev to pick up for attaching camera details.
Online/Multiplayer:
* AR-2455: Implemented jip lobby flow + module for handling lobby flow timers.
AI/Pitstops:
* Pitstop blocking: Formula A pitstop mockup
* Array size fix from ChrisF, prevents crash discovered when editing AIW
* Fix for tyre visibility error in race restart duriong tyre change in pitstop
Career:
* Added a career data check for catch out of sequence session date/times
Physics:
* Audi R8 V10 plus: Reduced weight per Sport Auto test
* Ariel Atoms, BMW M3 GT4: AI grip adjustments to better match player.
* GT4 Cars: Slight drop in AI grip after racing them at various tracks.
* Slightly detuned remote steering prediction (attempt to reduce oscillation)
* GT3 cars: Slight AI grip drop after racing at various tracks. Were a bit too fast.
* Formula A, Formula B, Formula C: Adjusted AI handling balance using yawdamping and new T/C Matched to payer. Also some small setup changes to the FC. Still not good. Has chronic trailing throttle oversteer.
* All GT3 Cars: Balanced the AI handling too remove running wide, using yawdampening, lower grips and new TC code. Huge improvement especially at the tighter tracks. Needs Rain grip balancing still but need new code for that first.
* Next round of AI handling balance and AI speed balance. Caterham classic, R500 and SP300R. Ford GT40, Escot mk1, Focus RS, Mustang TRANSAM and Sierra RS500A. yawdmaping tweaked to bring understeer incontrol. Adjusted grips and slip angles for AI speed vs player.
Vehicles:
* RUF CTR3 SMS-R: Added winning liveries
* RUF RGT-8 GT3: Added rim colour variations
* Ginetta G55 GT3: Fixed lap counter in CPIT display
* Mustang Boss 302R1 AI handing balanced into the GT4 cars.
* Caper Monterey: Revised Ultra detail setup to fix duplicate interior parts.
Tracks:
* Jin Ding: Trees and dressing and viewer placed lights checked in
* Eifelwald: Wet track masking setup to remove puddles on slopes and end roads.
* Belgian Forest Circuit: Adjusted grass cover, adverts fix, optimized, adjusted ground cover
* Dubai Autodrome: New racing line for better AI racing. Corridors and cut tracks also optimized.
* California Raceway: Building, blockers, gas station, htm buildings textures, few cars and trees around the track
* Derby Park: Updated barriers, adjusted grass cover, added grass skids, adjusted grass cover, fixed geometry errors, updated barriers and collisions

Build 844 (05/11/14)
Next-Gen:
* PS4: Added L3 as default recover car button for thrustmaster wheels
* PS4: Added renderer idler thread to perform 'SubmitDone' if frame update is slow during loading.
* XB1: Fixed occasional freeze when selecting "Cancel" while searching for an online session via the matchmaker.
Audio:
* Added protection against missing sound categories
* Added independent volume category for the pit sounds
* Added independent volume category for the weather sounds
Render:
* Fix for lights not being deleted properly
* Fixed graph rendering system to properly cleanup on exit
* Index Buffer merging (reduces DX11 calls to IASetIndexBuffer by 10-15%)
* Improved damage system cleanup to ensure no items were left for the CRT cleanup to catch
* Code so that if the dequecne camera timeout is setup to be -100.0 the game will attempt to play the camera to its end before picking a new one.
GUI:
* Steam Achievement icons
* Fix for default values FFB
* Control screen FFB features
* FFB code side done by Steve D.
* Added all the loading screen tips.
* Additional text strings for tuning screens
* Brands Hatch: Track centre coordinates added to trd
* Fix for main menu noptions being disabled by default
* Suspend and weake videos when starting/stopping full screen FMV
* Fix for thrustmaster button mapping in menus (options / L1 / R1)
* The option to got to My Garage from the online lobby screen has been disabled.
* Optimized Liveries and Crew loading, added support for car class based pitstop scipt selection.
Online/Multiplayer:
* MP: JIP Improvements
* MP: Fix for host crash on disconnect during load
AI/Pitstops:
* Rework wallcheck system for better avoidance in tight walled corridors
* Change call orders to avoid accessing data that is a tick late and avoid garbage pointers
Career:
* Stopped invitation/accolade processing from asserting when career save data isn't present
Physics:
* Various cars: AI grip reduction to match player better after tersting at more tracks. Some small setup changes.
* BMW 1M Coupe: Weight reduction, increased fuel tank size, minor side aero tweaks, safer bump stops, drivetrain efficiency
* Formula A: Raised collison mesh 20mm to fix the AI launching itself into the air over high curbing. Was very noticable at Azure Circuit.
* More AI speed balancing agianst player. Mostly lower grips after trying at more track variations. A few setup changes for better testing.
Vehicles:
* Audi R8 LMS Ultra: More approval changes
* Caterham Classic: Fixed bad exhaust position data
* Ford Mk.IV: Removed one unwanted mesh from the Ultra detail setup
* BMW M1 Procar: Removed interior windscreen mesh from Ultra setup to fix a draw order issue
* RUF CTR3 SMS-R: Multiple fixes on Body UV mapping (All LODs). Fixed Body/Bumper F Lods meshes differences.
* Ford Sierra Cosworth/Ford Escord MK1/Zonda Cinque/Zonda R/AMR Vantage GT4/BMW Z4 G3: Added 1 placeholder senior manager livery
Tracks:
* Belgium Forest: Fixed road csm errors, added safety gates
* Dubai Autodrome: Merged pit lane path ends properly with new race line.
* Road America: Replaced Tow trucks, more color variations for parked cars.
* Cadwell Park & Azure coast: Added track centre co-ordinates for cloud setups
* Mount Panorama: Workaround for missing overlay sorting on areas with overlay z-fightings and fix for open wall backface spot...
* Jin Ding: New gravel traps mapping and materials, gravel traps, edge overlays, cutted in dirt dirt edges, new fences from LK - textures update
* California raceway: Sitting crowds + initial placement, updated WS safety pillows, cones, bollards, replaced dynamic brake markers. optimised flags counts
* Azure Circuit: New racing line for better AI behaviour. Fixes the Lowes corner slowdown especially. Added more waypoints around the tight corners for better resolution, added new ao map for pedes. bridge
* Besos: Overlay adjustments, window tweaks, panasonic/nvidia ads and new barriers added, added lod entries for tyrestacks, texture tweaks to reduce overly shiny windows, removed/repositioned tyrestacks, dressing tweaks/optimisations

Build 845 (06/11/14)
Localisation:
* Corrected Polish descriptions (WMD-2100)
* Added trophy icons and corrected German (WMD-2099)
Audio:
* Rain and thunder sounds now play, dependent on the current weather, car view/velocity and if in a tunnel. Audio data optimised to reduce channel use, some tweaking still required.
Next-Gen:
* PS4: Fix for chat permisson update when user signs in/out
Render:
* Fix for small culling bug in envmaps (disappearing roads)
* Modifications to class locatable implementation, fixes uninitialized memory, mismatched allocation and free calls, failure to cleanup inside certain types of object, and failure to call inherited destructors due to missing virtual specifiers
GUI:
* Fixed profile assert
* Fixes crash on video removal
* Steam Achievements ( greyscale) icons
* Hookup DNP code for invites and endorsements
* Additional text items for Tuning screen update
* Fix for late script initializations for driver being single on track
* Formation Lap removed from Quick Solo Weekend settings, Credits screen created, updated applinks for Multiplayer Create on Xbox One/PS4
* Flag rules: Tweaked blue flag distance as it was triggering too soon. tweaked mechanical failure flag to stay up a bit longer in order for the player to read the message.
* Photopage updates: In-game camera now active. in game camera has collision detection enabled. added joypad controls to orbit camera fixed dof to work in photo mode in game. fixed dof so it works on all cameras in the FE . this is common. fixed bug in random camera sequences, fixed fullscreen transition code it can process when the game is paused. setup code so we do a full screen transition when going to the photomode page. fixed code so that when in cockpitt view the player car is rendered correctly when enting the photomode page and is correctly reverted afterwards.
Cameras:
* Showroom Camera sequence timing extended to 5 sec (from 3)
Controllers:
* Fanatec CSW v2 support
Characters/Animations:
* Art Initial: FA lollypop rig
* Adjusting FA jack rear + rig
* PitCrew LOD: Entries count XML fix
* Animation Fix: Jack down is now reached
* Fix looped animations reverse loop count.
* Props: Lollypop added root suffix for the bone
* Defined pitstop sources for L side pitstops
* Pitcrew LOD visibility tweaks (disapears at 50 metres) - WIP, more elegant solution than pop-up asap
AI/Pitstops:
* Update inputs debugging with more info
* Better script updating for freshly created users.
* Modify blue flag behavior to base speed decrementation of flagged car on the incoming car only to prevent unecessary slowing down.
Physics:
* Mclaren 12C GT3: Swaybar changes for better balance
* Renault Megane RS: Reduced weight, gearbox tolerances, AI adjustments, safer bump stops, drivetrain efficiency
* Formula Rookie, Gulf1000, and Lotus 98T - AI handling balance using Yaw damping, and AI grip changes to match player car speeds better.
Vehicles:
* Updated generic licplate textures
* BMW Z4 GT3: Added new senior manager livery
* BMW M3 E30 Gr.A: Removed duplicated parts from ultra detail setup
Tracks:
* Sakitto: New exports
* Dubai Kartdrome: Rain blockers added
* Dubai Autodrome: Missing tents added
* Brands Hatch: Prop string added fro track centre
* Florence: Crowd placement, New AIW with new raceline. Fixes slow AI and AI hitting pit walls in Qualifying etc
* Jin-Ding: Replaced trees types of Jin Ding with newer ones by Sven, new inner and outer materials and textures, new UVs. Broad map still WIP
* California Raceway: Updated placement with new tree set. updated main XML to work with new trees only XML sub-file , updated LOD file to include the new set of track-specific trees and the model from Jan. safety pillows updates - size culling disabled to prevent lod popping

Build 846 (07/11/14)
Audio:
* Adding SFX to Summerton
* Updating SFX for Azure Circuit
* Adding basic SFX to Snetterton 100
* Adding SFX to Calif Horse Thief Mile.
* Adding SFX for Snetterton 300, 200; Green Wood Karting
* Support added for playing wiper sounds (triggers still to be hooked into anims so sounds won't play until that's done)
Next-Gen:
* PS4: Fixes credits issue
* PS4: Adds thread affinity for PS4 animation.
Render:
* Cloud optimisations, reduced tri count by 1/3.
* Morph mesh support for passing through convert to quad flag.
* Cloud support for converting billboard streams to quad lists.
* Code to tell the participants to clean up their fx actors on shutdown.
* Added support for converting cloud billboards to quads (only fully implemented on PS4). Adds PS4 support for mesh prims using auto index.
* Fixed potential leak in replacement system (could only occur when there is a missing texture, so should not impact on final build, but worth cleaning up anyway)
GUI:
* Text for new accolades
* Added texts for profile stats
* Adding Tier info to motorsports
* New tuning screen implementation
* Race settings separated for game modes - AR-2402
* Tweaks to Drive Network Profile comments and logic
* Driver Network Profile bar graphs rather than pie charts
* Added Credits screen, built from Ivo's credit data shelve
* WrongWayIndicator page added (same as WarningCountdown atm)
* Driver Network Profile: Support code from PaulH. Metrics tracking for player. Pull metrics from data and supply to DNP screen
Online/Multiplayer:
* Fixed a collection of lobby timer asserts.
* Made changes to JIP to always have unique grid position,
* Added code to wait until physics metrics are sync'd before releasing car from garage
Characters/Animations:
* F1 pitcrew: Mocap initial data / f1 fuel mech., lollipop mech.
Cameras:
* Testing Timo's cockpit and bumper camera settings, revised impact and speed shake effects
Career:
* Career Contracts: Updated GT3 contracts to fix duplicate teams.
* Making endorsements and invitations propper global historic goals
* Career Championships: Corrected various event dates to ensure proper sequence of rounds.
* Added Endorsement data so they can now have named sponsors, sponsor names added to text replacement
* Contracts can now also be offered after meeting specific criteria (e.g. number of career races won/raced etc.)
Physics:
* GT4 Cars: Added a bit more grip back to theAI cars as further speed matching
Vehicles:
* RUF RGT-8 GT3: Added placeholder senior manager livery
* Audi R8 LMS Ultra: Added placeholder senior manager livery
* Ford Capri Group5: Added placeholder senior manager livery
Tracks:
* Green Wood Karting: Crowds placement
* Florence Short: New raceline. Improves AI racing.
* Eifelwald Muellenbach: Placement update (bug fixes)
* California Highway: Vertex painted all tarmac surfaces for puddle reflection mapping as appropriate
* Azure Circuit: Tweaked textures, emisive texture, specular for canopy, tweaked textures, updated textures
* Eifelwald: Moved all trees into a shared XML , updated main scenes to use the new XML , setup reflection flags on all viewer meshes.
* Dubai Kartdrome: Crowds placement, Terrain polish,groundmaterial updates,outer terrain reworked,new assets added, removed car intersecting with podium
* Sakitto: AIW fixes, viewer files updates, objects update, temp updates to track maps, New AIW for new layout (West) has main path, pit path, race line, 15 pit positions, 30 garage spots.
* Jin Ding: Added new txt for a5 building, added tyrewalls set, added white concrete kerbs, lofted kerbs edges overlays, merged tyrewalls and fixed CSM issues, tweaked inner and outer terrain textures and materials, removed some unseen and not needed trees in Jin Ding
 
Weekend is right around the corner so it's time to look back at what changed this week.
Build 847 (10/11/14)
Important:
* PC: Changed project documents sub-folder name to "Project CARS" for save game, dbgSession, gfx config etc
Next-Gen:
* PS4: Removes discard from PS4 path. Makes it about 33% faster.
* XB1: Cleaned up main menu quick random state code to reduce amount of duplication.
* PS4: Fixes issue with SSAO missing half the noise texture. Fixes issue with setinterparams not correctly marking the shader textures as dirty.
* XB1: Updated online "Quick Random" option code to use the DS flow. Added session state callbacks to MainMenu to handle special error cases (not enough permissions, logged out, etc.).
Render:
* Moon rendering now fixed.
* Removed imposters from consoles. (They were not active anyway).
GUI:
* Applinks for new bars
* Fixed MP location select
* Refinements to DNP tracking
* Fixes number display in profile stats
* Fixes broken track layout select flow
* Updated Tuning Load/Save screens and help text
* Chat box not shown on console in-game lobby screen
* Tuning sliders hidden when a tuning option is disabled
* Additional text strings for updated Tuning Load/Save screens
* Fixes scrolling in MP create and lobby screen for location and vehicle
* Wipers audio plug and animation extension, trigger moment fix and more AR-2272
* Fix for issue where in browse locations, the track maps and info would not appear
* Fix for AR-2743 and partial fix for game mode settings (laps and AI participant count)
* Car Class menu item added to console Mulitplayer Create screen rather than Opponents Identical Class
* Fixes Beta issues, return to main menu from dashboard; time trial screen selecting locations 'OnSelect'
* Fixed a group of memory leaks caused by having a method for removing certain items which was not called.
* Don't begin lobby countdown timer until at least 1 vote to start received. Disabled Start button in public games.
* Rich presence core tech update and majority of app-side hooks implemented. XDP and TextDB updates to reflect game features.
Cameras:
* Fixed possible crash in camera release.
* Added ability to change the seat angle in the Cockpit and Helmet camera views.
* Removed some unwanted camera animation loading for AI, should speed up the load and should help with some suspected crashes related to releasing them as well.
Online/Multiplayer:
* Basic dedicated server skeleton and cmdline wrapper. So far only Steam Server startup sequence has been implemented.
Characters/Animations:
* F1 Pitcrew: Initial anims "fire attendant R"
* Pitcrew exports: Fixed LODB and LODC racingsuit IDs problem
* Isolated props_root bone completely and fixed Export rig Selection sets
* Pitcrew export: Re exported to have base bilbard material in LODD as default
* Pitcrew: Added pitcrew billboard + smsop for the LODD. Added new compositiosn for the new billboard
* Pit manager update for correctly handle pitstop sharing. Added checks to ensure better animation loading.
* Pitcrew: Added new billboard LODD mesh as body racingsuit. Updated name mesh to match last name convention. Updated billboard texture. RCF updated with new billboards entry
AI/Pitstops:
* Tweak the start reactions to a player being AFK on the grid
* Added test to make sure the driver is blocked by either another car or a wall in front of him before firing the Reverse Recovery
Career:
* Added assert when checking career data without a career save, to make sure a complete check is done
Physics:
* Fixed bug in CL 493557 causing floating vehicles.
* Updated vehicle non-collidable behaviour after reset to track.
* More AI grip changes to balance speed aginst player car - Caterhams
* Caterham Classic: Reduced FFB tire multi force to reduce feed back strength
* GT3 cars: Balanced fuel use and tank size for realistic stint length and to keep the field close
* Mercedes SLS AMG: Weight adjusted per Sport Auto test, Made active aero non-adjustable, Drivetrain efficiency
* Mclaren MP12C GT3: Reduced front brake bias, add more rear swaybar to the setup. Helps corner entry understeer.
* Formula C: Fixed rattling in FFB, reduced cold tire grip range to make the car drivable. Redid setup to remove a good amount of trailing throttle understeer. AI grips increased to match my increased lap times from these changes.
* Fixed detection of objects overlapped by participant vehicle, on update of participant's collidable state. Non-collidable participant, trying to be fully collidable while its vehicle is blocked by overlapped objects, becomes collidable with static obstacles until full collidability is possible.
Vehicles:
* Alpine A450 LMP2: Minor approval fixes
* Marek LMP2: Fixed cockpit steeringwheel to be hideable
* RWD P20 LMP2: Fixed cockpit steeringwheel to be hideable
* Oreca 03: Minor approval fixes, added Oreca logo to liveries
* Gumpert Apollo: Fixed duplicate interior parts on ultra detail
* Aston Martin Rapide: Fixed duplicated cockpit parts in Ultra detail
* Ford Capri Group5: Added placeholder senior manager livery, small ultra detail fix for windscreen banner draw order bug
Tracks:
* Azure Circuit: Tweaked planters.
* California Horse Thief Mile: Crowds initial placement.
* Dubai Kartdrome: Truck removed, dyn triangles, trucks, tents
* Eifelwald GP: Latest placement update (tree repath, tyrewall updates)
* Oschersleben: Removed single pit spot causing the pit crew on the track.
* Silverstone: Updated the road material to remove the ununsed second normalmap
* Florence GP: New raceline for the AI. Picked up about 2 seconds with the GT3 cars.
* Eifelwald: Adding rain blockers, marbles & leaves, wet track reflection & env map tagging.
* California Highway: Wet weather updates, tagged terrain and scenery to show in puddle reflection maps
* Imola: New AIW raceline for a bit faster AI. Picked up about 1 second with the GT3 cars, marbles and leaves camera box effects added
* Sakitto GP: New basic AIW's for latest corner changes, new basic AIW's for testing the new layouts. Theses only have the main path and start positions. No working pits. Quick race only.
* Greenwood Karting: Old event tents was swapped on new models, old event flags was swapped on pcars flags, old tyrewalls was swapped on new green/white color and better model+textures (hw instances and dynamic), created new grass csm and reworked grass exclusion map, updated crowds and viever assets for new terrain
* Watkins Glen: Track related viewer files fixing some missing tyrewall end assets and positions , also remanaged tree scene so it can be shared between the scenes at, added reflection entry for scene depending reflection on connecticut hills variations, fixed reflection issues reported on Wmd forum, started on fixing the other reported WMD bugs
* Jin Ding: Added alpha ch. for spec map, fixed lod pop up issues on fences, marshall huts, ad boards etc, updated terrain blend map around barriers and edges of kerbs and graveltraps, baked vertex AO, baked texture AO and added to broad texture map, merged new fakeline and skidmarks from Andreas, merged stuff from LukasK, TomasT and JanP, assets textures - noise wall, buildings, gantry,adboards, fakeline and skids blend maps

Build 848 (11/11/14)
Audio:
* Stuck gear sound now plays if the gears are damaged, triggered from physics events (volume levels/dropoff still to be tweaked)
Physics:
* AI rolling resistance per tyre tweakers
* Display aero drag for AI in debug screens
* Mclaren 12C GT3: New shock ranges, Swaybar reduced, New FFB tweaks
* Audi R18: Added back more yawdamping. Was having a bit of oversteer on this AI.
* Aston Martin Vantage GT4: Fixed too little AI load senstivity making it always the fast AI car in GT4
Vehicles:
* RUF CTR3 SMSR: UV and material fixes
Tracks:
* Azure Coast: Textures for bus stop.
* Jin Ding: Added new txt for a3 and a11 stands, new ground cover, textures update
* Oschersleben: New raceline for better AI racing. 1.5 seconds faster with GT3 cars.

Build 849 (12/11/14)
Audio:
* Bad gear shift grate noise tweaks. Better distance roll-off for external bad shifts.
Next-Gen:
* XB1: Quad rendering support + no index buffer support (for accelerated cloud rendering)
* XB1: Fixed issue which prevented host migration from finalizing correctly when the current host is soft kicked.
Render:
* CloudModel: Only include normals/binormal/tangents with NO_BILLBOARDS (billboards generate their own)
GUI:
* Exported hardcoded lobby strings
* Updated Quick Race Weekend screen
* Disabled time settings for Time Trial
* Getting bonus points working with quick race simulation
* Fix for remaining known knock on bugs from AR-2402 - Split Profile Settings by Game Mode
* Stopped the pit strategy screen resorting the list every time you change a pit strategy active status.
* Another bit of AR-2402 - Time/Date of race settings now split by game mode. Time Trial settings fixed to 1 June 2pm on the current year.
* Photomode: Filter tweaks and additions. I've renamed all filters with descriptive names. non-English srings set to Filter(translated) 01-26
* Additional rich presence hooks, some hardcoded strings exported to TextDB from lobby code. Allow game host to Start a public JIP-enabled session by himself
* Various achievements bug fixes: Maverick Requesting Fly By - ensures this is only checked for during race. Say Hello To My Little Friend - ensures this is only tested against Formula A cars. Sunday Driver - ensures this tests against all sessions, not only race sessions. Keep Calm And Race On - tuned the corner marker count to take into account going through the first corner and THEN crashing as a result of bad cornering. Gladiator - corrected the tire wear check which was failing the achievement if it was set to anything other than 'standard'. Now can be achieved for all tire wear settings excluding 'off'.
Cameras:
* Slowed main animated garage camera down to 1/4 speed
Characters/Animations:
* Added TM bone and traced
* Adding new FuelTower rig
* F1 Lollipop: Updated export selection sets
* Pitcrew: Initial F1 chief mechanic source files
* F1 Pitcrew: FuelMechanic initial export files, catabe setup
* F1 Pitcrew: Fire attendant updated triggers, catabe, export selection
* F1 Pitcrew: Fire attendant export updated with proper naming for position animations ( R-> RC )
* Fix animation trigger tracks leaking named params when loaded from binary data originally referencing its keys. (WMD-2434)
Career:
* Career Endorsements: Scripted and hooked up a full set of eight endorsements (non-final data).
Physics:
* GT4 cars: Balance of performance work
* Tweaks to AI grip application with rain
* Ginetta G55 GT3: Tiny aero model change
* Added rough sand medium & heavy materials
* McLaren MP12C GT3: Lowered AI peak slip angle 1.5 degrees.
* RUF RGT8 GT3: Fixed typo in right front Reboundstage2 so left and right front match
* GT type slicks For AI cars: Dropped peak slip angle 1.5 degrees to help them follow the the higher speed inside apex lines more closely.
Vehicles:
* RUF CTR3 SMS-R: Fixed carbon UV3 mapping
Tracks:
* Azure Circuit: Tents textures.
* Mount Panorama: Herotree placed
* California Highway: Reorganized chevron and lightpoles
* Dubai Autodrome: Ground CSM mesh updated, lod values tweaked, fixed floating assets
* Watkins Glen: White-line related light dark issues all around the track on both variations
* Imola & Brands Hatch: Set Y track center co-ordinates to go in line with the others we have setup
* Jin Ding: Added micro-bumps around the track, mainly to braking zones, clearing of broad and blend terrain maps, more broad map and blend tweaks, new ground cover applied, baked exclusion map, tweaked on broad dif and blend maps, fixed some ad board positions, added edge overlays to service roads

Build 850 (13/11/14)
Audio:
* Brake Wear and damage will eventually cause the brake sound to grind (only Race brakes enabled so far)
Next-Gen:
* PS4: Call new diffuse/specular convolve.
* PS4: Added specialised diffuse/specular convolve that can produce all cube faces in parallel.
Render:
* Reversed order of chroma vignette to fix issue
* Marbles density values corrected to include decimal place as the code expects that format
* Support for Track Detail Ultra setting (increased LOD switching scale, increases mirror draw distance by 50%, various other switching points scaled)
GUI:
* Added Track Ultra Detail setting
* Updated Quick Vehicle Select screen
* Provided new links for audio sliders
* Added 'vehicle image' data and applinks
* Removing player comparison button from player profile
* Added FOV to photo mode, also fixed DOF to be from 0-500
* Re-ordered wheel image lists as the hardcoded numbers are used in the GUI.
* All remaining rich presence hooks added and a couple of related bugs fixed.
* Session Name search option added to Multiplayer Search screen (PC only, non-functional currently)
DedicatedServer (WIP):
* Base structures for session and session members
* Updated AppId from game's id to correct DS id provided by Valve
* Basic DS protocol message parsing/writing framework and initial message set ids + documentation
Cameras:
* Shortened initialization of prerace camera scripts to help with the visual starting glitch
* Tracking camera implemented independent smooth vertical tracking, corrected behavior of tracking when target enters exit zone (camera movement fades out)
Characters/Animations:
* Removing obsolete animations of lollipop mechanic
* FA Pitcrew: Fum,chm,fia - initial export animations
* FA Pitcrew: Fuel mechanic updated triggers, catabe setup
* FA Pitcrew: Chief mech, fire att: catabe setup, triggers setup
* FA Pitcrew: FUM- fueltower with 2 arms, proof of concept animation
* FA Pitcrew: Modified export name / remove obsolete anim export ...steady_01 -> steady_rc_01
AI/Pitstops:
* Added support for special ASQ for starting free practice / qualify sessions
* Added support for selecting what from pitstops is loaded and shown during a race.
Physics:
* Logic fix for scripted/debug damage changes (was inverted). Verified with StevenW
* Mclaren 12C GT3: Lowered yawdamping for slightly better AI turnin after testing at Watkins Glen.
* GT3 Tires: Added a small amount of increased cold sensitivity. Casey can modify when he adds his latest work.
* GroupA: BMW M3 e30, Ford Sierra RS500, Mercedes 190 DTM - New setups, a new race chassis for the Ford Sierrs RS500 to replace the street chassis it had previously. AI balanced fpr handling and speed to the player.
Vehicles:
* Added new windscreen textures
* BMW Z4 GT3: Added one more senior manager livery
* RUF RGT-8 GT3: Added one more senior manager livery
* Ford Capri Group5: Added one more senior manager livery
* Aston Martin Vantage GT4: Added one more senior manager livery
Tracks:
* California Raceway: Replaced parked cars, 1st pass on track-side dressing
* Belgium Forest: Updated kerbs, set LOD distance, added missing whitelines, updated CSM
* Jin Ding: Added emmmap for b13 stands, fixed intersecting stuff, added ao map for b15 tribune
* Dubai Autodrome: Texture updated with new logo, removed tent blocking new construction assets, new textures
* Watkins Glen GP: New raceline and corridors for better AI racing, reduced count of sitting spectators, updated lod distances, fix lod pop ups on both track variations

Build 851 (14/11/14)
Audio:
* Enabling 8 music tracks in menu
* Enables final menu music masters
* Adding final music masters (menu tracks)
* New brake sounds for all the high powered race cars. All cars now have brake failure sounds.
* Turbo wastegate audio averaging system replaced by blow off valve check now available from metrics
* Maintainance on the Turbo sound models. No file sharing across the models, consistant distance parameters and rolloffs.
Next-Gen:
* PS4: Disconnected from PS4 issues fixed, terminology fixed on PS4
Render:
* Added function to return safe area ratio.
GUI:
* Fixes for PC ghosts
* Fixes time trial menu crash
* Fix crash in TT with fresh profile.
* Added key handlers to replay buttons
* Multiplayer Create and Lobby hotfixes
* Added change location vote icon in lobby
* Final placeholder news story images replaced
* Fixed broken applinks in vehicle model selection
* Quick Access Menu overlap in other languages fixed
* Increased spacing between words on Page Header font
* Fixed broken applinks in time trial vehicle selection
* Lobby fixes and audio sliders added (Stuart to implement)
* Options and Share controller icons made clearer as per requirements
* Remove controller options arrows when there are no options available.
* Fix for WMD-1433 - Location/vehicle selected in QRW/FP is reflected in TT
* Fixed non-kart car selection list after the tracklocation change in profile
* Updated the damage reasoning text to reflect the updated types from physics
* Achievement/Trophy clarified that Free Practice not allowed for "Sunday Driver"
* Fixes for Multiplayer Lobby screen (gamepad navigation, removal of grid/opponent size)
* Fix for warmup sessions. Initialising the session start time for warmups, otherwise it can cause the session to end immedietely
* Additional tab added to Career Dashboard to view motorsport intro again and eventually browse the available tiers (currently you only see this on New Career)
* Achievement fixes: Consistency is King - Disallowed calculations when using AI lap time generation (skip to end of session), One Lap To Rule Them All - Disallowed using AI lap time generation, and also disallowed multiple-counting of the same track (fixes a recent bug addition), I Am The 5% - Fixed the cockpit-camera test so it happens after the green light
Cameras:
* New eyepoints for the Ginetta G55's and the BMW 320 Group 5 so you can see the road and apex's when racing.
Controllers:
* Updated strings for Fanatec CSW v2 base
* Reduced default FFB as it was way too strong
* Fixed default control mapping to be sensible
* Updated project to use latest Fanatec SDK to support CSW v2 base
Online/Multiplayer:
* DS: Implemented basic control protocol and session/member state management.
* Lobby: Timer counts down when >=50% votes received, or when the host votes in a JIP session
Characters/Animations:
* FA Pitcrew: Initial fuelmechR RC data
* Pitcrew LODs: Updated file with LODD distance
* FA Pitcrew: Fuelman added trigger for fueltower
* FA Pitcrew: Fuel mechanic, reexporeted with _TM bone
* FA Wheel Mechanics: Animations (full set for 4 wheels)
* FA Pitcrew: Chief mechanic- removed prefix F1,+removed obsolete data.
* FA Pitcrew: Fuelmechanic captured data, nontraced, fuelhose is missing TM bone
* FA Pitcrew: Fuel mechanic - added tm bone for fueltower, added trigger for shareanim at 0fr
AI/Pitstops:
* Fixing issue with AI predictions raycast
* Pad the 16 byte aligned AITweakerDataFile class for efficient memory usage
* Clearing some memory leaks in script variable allocation and camera skeletons
* Fixup full player repair to take into account pit strategys tire compound & changes
* PitEngineer: Exorcised phantom back markers (dodgy logic in OpponentTracking:: Process).
* Fix AI tweaker data file from not loading when certain precompilation directives were turned off
* Add a new HRDF data file to contain the AI tweaker defaults for data oriented AI behavior control
* Another fix for pit stop repairs. Now triggering full damage repair on 'return to pits', for free practice.
* Fix for pit stop repairs, affecting brakes & suspension. Physics no longer spammed with repair requests per-tyre.
* Obstacle avoidance : remove ProcessHazards_HazardBuffer from road lats when choosing best lane so as to be able to use more of the available road.
* Adding the ability to reschedule pitstop penalty if the car gets before it reaches pits and needs repairs or needs to refuel , adding contents of Chris shelve to it.
Vehicles:
* RWD LMPs: CPIT display tweaks
* RUF CTR3: Refined Ultra detail setup
* Formula C: CPIT display material updates
* BMW Z4 GT3: CPIT display material updates
* Ginetta G40: CPIT display material updates
* RUF CTR3 SMS-R: refined Ultra detail setup
* BMW M3 GT4: Cockpit display material tweaks
* Renault Clio Cup: Refined Ultra detail setup
* Ginetta G55 GT3: CPIT display material updates
* Ginetta G55 GT4: CPIT display material updates
* BMW 320 Group5: Minor fix on Cpit wiper animation.
* Ford Mustang Boss 302R1: CPIT display material updates
* Audi R18: Animation files. Wipers sound triggers added
* Aston Martin Vantage GT4: CPIT display material updates
* Aston Martin Vantage GT3: CPIT display material updates
* Audi R8 V10+: Animation files. Wipers sound triggers added.
* Marek LMPs: CPIT display tweaks, refined Ultra detail setup
* Pagani Zonda R: Fixed duplicate cockpit parts in Ultra detail
* Pagani Huayra: Fixed duplicated interior parts on Ultra detail
* Aston Martin Rapide S: Animation files. Wipers sound triggers added.
* Audi R8 LMS Ultra: CPIT display material updates + windscreen reflection fixes
* Mercedes SLS AMG: Fixed missing trunk interior on Ultra and light leaks under tires
* BMW M3 GT2: CPIT display material updates + windscreen reflection update + taillight material tweak
Physics:
* Mclaren 12C: FFB spindle arm changed to 13 per bmanic.
* GT/LMP Tires: Increased cold sensitivity, improved intermediates in wet
* Ford Escort MK1 1600: New controller FFB paramters, increased steering lock, increased rear swaybar slightly. Tuend the AI balance and speed agians the player car. Used the new AIrollingdrag paramter to equalize the straight speeds to the player.
Tracks:
* Summerton: Fixed shader/texture paths
* Azure Coast: New viewer assets (lamps and flagpoles, static assets)
* Dubai Autodrome: New corridors, pit lanes and racelines. Done with a GT3 car
* Lakeville: Updated skybox to use semi-trans material to remove cloud shadows.
* Snetterton 200/300: New AIW race lines for good AI racing. Some corridor editing to keep the AI off the super high curbs on the tight corners.
* California Raceway: Tweaked LOD distances, removed videotrucks, reduced flags, removed several parked cars, tweaked Pit area placement, video trailers, camera vans, trucks, fixed sinking/intersecting stuff
* Le Mans: Added Microbumps all around the racetrack with bigger ones on the public road, fixed a bunch of lod pop ups as well with this export, fixed shimmering track wet edges and a number of WMD reported issues, fixed a row of WMD reported issues for Le mans
* Jin Ding: Removed intersecting dressing stuff from Jing Ding which was intersecting because of newly added scene assets, textures medical center, gateway , bridge ,gantry, tower, added new materials and remaped pitlane, added whitemarks and seams, lofted 3D armco, cutting in more dirt edges, tuned trackedge texture, clearing of broad and blend terrain maps, merged latest stuff from other artists, added alpha channel for window glass, new skyring textures and mapping applied, concrete barrier textures updated, tweaked UV's and adding missing caps to ends of each section. Merged latest stuff from other artists
 
Yes, but don't forget the DTM Mercedes and McLaren P1 have DRS modes as well. Formula B has a push-to-pass button as well.
 
I can't believe this thread fell silent for an entire week :odd:

AC Unity to blame? Maybe next-gen GTA V?
I am sure everyone had a reason. Besided at some point everything that could be said probably has been said. So I guess most are just waiting until they finally can play it when it is done. Until that time entertainment has to be found elsewhere, other games/(sub-)fora/hobbies.
 
Yes, but don't forget the DTM Mercedes and McLaren P1 have DRS modes as well. Formula B has a push-to-pass button as well.

Thanks. Didn't think of other cars having those DRS type functions too. To be honest I'm not excited to have those in the game but only because I don't like them in real life. But I am impressed again by the realism pcars is striving towards.... so I can't complain.
 
Thanks. Didn't think of other cars having those DRS type functions too. To be honest I'm not excited to have those in the game but only because I don't like them in real life. But I am impressed again by the realism pcars is striving towards.... so I can't complain.
Are the animations for the Pagani's active aero fixed now?
 
AC Unity to blame? Maybe next-gen GTA V?
I am sure everyone had a reason. Besided at some point everything that could be said probably has been said. So I guess most are just waiting until they finally can play it when it is done. Until that time entertainment has to be found elsewhere, other games/(sub-)fora/hobbies.

The delay to March 2015 made people loss interest I guess. It is a bit far away. I think one month before the release people start to get interested in the game again. Besides, there were no exciting news for a month or so if I remember correctly.
 
I keep reminding of myself how dragon age and far cry are only just a few days away, and then I think that could've been Pcars... although, considering how much more time assassins creed unity needed, I'm going to count my blessings and be optimistic of the delay and hope for a great racing game
 
If the g27 ends up with absolutely no hope on ps4, is the t100 a comparable option, or is it too old/outdated to use as a replacement?
 
I don't think the T100 is up to the same level of the G27, it's more of an entry FFB wheel like the DFGT. I would consider it a downgrade from the G27. Which of course does not mean the T100 is a bad wheel.
 
If the g27 ends up with absolutely no hope on ps4, is the t100 a comparable option, or is it too old/outdated to use as a replacement?

It would be a stop gap for a bit. If you're on PS4 and that's the only option for you then I'd go for it. The ffb is supposed to be good and I think it only came out a year or two ago. Downside is you can't have a clutch and steering rotation is only 270 degrees but it's still a decent level wheel. If it means you can experience the game with a wheel rather than than with a controller (or not at all) then I'd spend the money.
 
AC Unity to blame? Maybe next-gen GTA V?
I am sure everyone had a reason. Besided at some point everything that could be said probably has been said. So I guess most are just waiting until they finally can play it when it is done. Until that time entertainment has to be found elsewhere, other games/(sub-)fora/hobbies.

Elite Dangerous RC comes out next week, that will keep me busy through winter till GTA 5.

So Pcars delay is a good thing, getting two of the most anticipated games on the same day would be too much, I'd play one, but think about the other. Why i'm not playing and what am I missing.
 
I say go for it! It's a lot to read in one go as it is

I must say as well as a non WMD member I really appreciate you guys taking the time to post here and keep up updated.

Thanks!

Me too. Mind you I'm a non WMDer just like you.

And I'm not saying I'll have time to check every day but I just wanted to say if there's a new build note on Nogrip that isn't on here (and I notice it) then I'll post it. Anyone can do it of course.

Just wanted to make sure @wicken wouldn't mind.
 
Last edited:
^ I like a weekly digest even though I can read it daily at WMD - it gets less 'scattered' and easier to focus on that way (too many things going on at WMD :dopey:).
 
(too many things going on at WMD :dopey:).

Any gossip? The Nogripracing threads are fairly quiet. Most people there are on PC and don't need to chat about the future fun to be had when they have great sims available already (or are WMD members). Many of us GTPers are riding pillion on the excess excitement moped.

@JohnScoonsBeard you should post them everyday, and @wicken could still post a full one every Friday?


And the developers can post an hourly update just to keep those of us frothing at the mouth satiated.

So, first to spot it on Nogrip get it on here.
 
Back