Project CARS: Build 144 mit Formula A-Monoposto - Infos, Screenshots, Video

Die Entwickler hinter der PC-Rennsimulation Project C.A.R.S. (Arbeitstitel) stellen eine neue Version inklusive dem Formula A-Fahrzeug bereit - Infos, Screenshots und Trailer.

Project CARS: Build 144 mit Formula A-Monoposto - Infos, Screenshots, VideoProject CARS: Build 144 mit Formula A-Monoposto - Infos, Screenshots, Video  ZoomProject CARSBilder vom 03.02.12Slightly Mad Studios hat heute das neueste Build 144 zu Project CARS freigegeben. Die aktuelle Version ist für über den Junior-Status und aufwärts verfügende Teammitglieder verfügbar und bringt Junior-Mitglieder erstmals in den Genuss diverse in den letzten Wochen vorgenommene Verbesserungen selbst zu erleben, inklusive der auf Basis von Feedback des Rennfahrers Ben Collins überarbeiteten Fahrphysik.

Mit der neuen Version erhalten alle zahlenden Project CARS-Mitglieder außerdem Gelegenheit die erste Version des 2011er Formula A-Boliden auszuprobieren der laut Entwickleraussagen über eine moderne Aerodynamik und ein 700 PS-starkes Aggregat im Heck verfügt und somit für schnelle Rundenzeiten prädestiniert ist.

Neben sieben neuen Screenshots zum Fahrzeug, gibt es in Form eines Videos auch animierte Eindrücke vom Monoposto. Am Ende des Artikels folgt wie immer der Vollständigkeit halber das detaillierte Changelog der letzten Builds.

Build 144 (3/2/12, Junior Members +)
-Increased threshold for engine vibe at high speed/revs
-Updated run-time creation of wheel collision shape and wheel render mesh setup, so the corresponding actor can be created at wheel offset instead of vehicle origin.
-Added wheel shapes (updated according to wheel pose) to vehicle actor to detect wheel-to-wheel contacts.
-Added wheel helper shapes to vehicle actor to retain basic collision response for wheels.
-Forces and damage resulting from wheel-to-wheel contacts are applied to vehicle.
-Added support for factor (specified in data) to adjust the amount of effects applied on wheel-to-wheel contacts.
-FFB impact force more authoritative (requires new profile)
-Threshold for wheel detach caused by damage is now used also for detach caused by wheel-to-wheel contacts.
-Fixed intermittent loss of control response (e.g. cycle hud/info).
-Restored wheel-to-wheel contacts between AI vehicles.
-Added tweakers for wheel contacts
-Enable dev pause in all configs
-Fix default livery not showing up in menu at first for new profiles.
Game server protocol changes:
-Added support for alternative game server port received from the redirector. This will allow us to switch to Java-only server easily in the future
-The game will now request replies to be in the formatted text format. This argument is ignored by the PHP server as it does not support any other format, but will be required once we switch to the Java server
-Added handling of free trial login replies
Game server protocol changes:
-The game will now request replies to be in the formatted text format. This argument is ignored by the PHP server as it does not support any other format, but will be required once we switch to the Java server.
-FFB updates: subtle weight transfer force mixed in. Adjusted grip curve and logic to help with sudden step down of motor response
-Stop car and sound effects audio from switching off post-race, since there’s no post-race sequence that requires them to be switched off
-FFB: fix for spring force remaining active during locked wheels (bug introduced in my previous checkin)
-First pass of code to support new track selection flow
-Lowered soft surface roll tweaker to stop cars rolling as easily.
-Optimized tyres for the bigger camber angles, Upped brake torque 5% and increaded brake heat to get them in the optimum range more consistently, Change brake glow temp to match 450-500C
-Caterham R500: now includes INTERIOR_LADX in ultra detail
-Leonus & Racer: add damage replacements for ultra detail
-Changes for AI stabilty. Chnaged grips and slip splits for the AI tyres. Adjsuted the damper multi reduction and torque stabilty in the CDF
-Dropped AI attempted corner grip usage to help AI.
-Formula A tyres tweak.
-Formula A lighter steering specular for Fresnel material
-Formula A tyres material update, fresnel material added to steering wheel.
-Mirror texture tweaked
HUD: Replaced mirror with a rectangular one, added glass over Formula A display
-Belgian Forest trees first pass
-Added the track maps to the xml and tested they work in game – updated the maps to get the improved green colour that was requested on the bologna map
-Boosted the car-car collision sounds further, and dropped some damage ones correspondingly in the FDP
-Fixed front right wheel offset for Formula A
-Remainder of tyres set to 20C starting temp, Ariel Atoms, Radicals, Caterham, GP1977, Gumpert Apollo
-Allow 64 cars at California.
-New AIW with new cut tracks, corridors tweaking, and a new raceline recorded with the Formula A at Belgian Forest
-Fixes for semi-transparent background, selection, and addition of Cancel button on UI
-New Atom 300 export
-New Formula A export
-New Leonus 86 export
-New Racer l4 and V8 export
-New Bathurst export
-New Begian Forest export
-New California Raceway export
-New Northampton export

Build 143 (2/2/12, Senior Manager)
-FFB: bad var init causing wheel rotation on spawn
-FFB oscillation fix
-AI UI difficulty tweakers phase 1:
-AI config panel and app links
-Profile saving/loading of AI config variables
-Accessors for AI config variables
-Pass proile AI config variables to AI systems
-Utilise overall difficulty and aggression in AI systems
-Only autoload tuning setup upon entering tuning screen when requested from GUI data.
Physics updates:
-Improved low speed tyre model
-Adjusted grip point debug screen to show correct state
-Fixed CSM mesh rendering correctly with threading changes
-Add menu option for controlling camera shake effects
-Added LEGENDS driver + driver animations
-64 car support at Spa – needs AI work :-)
-Steering Lock changed to degrees (was previously percent)
-Added Formula A digital HUD display
-Formula A: tweaked roof cam position
-Initial Pass of the Formula A physics. 740hp, 640kg, aprox 3000lbs downforce @ 150mph. 7 speeds.
-Aries – default driving line changed and variations added for when new code is added later.
-Formula A – LODX and CPIT tires have 60 segments now instead of 40
-Aries – tweaked driving line 04 texture
-Formula A – skinned LODC tires, made new CPIT from LODX
-Placeholder FormulaA engine sounds are now scaled to match the physics rev range, so it sounds better. Scaling will be removed once the audio/physics match properly
-Added placeholder AI engine sounds for the Formula_A. Also fixed R500 using excessive memory and the default settings for non-PC platforms.
-1LM11: damage fixes for ultra detail
-More changes to the Formula A for accuracy. Dialed in drag, gearing, tyres and blance.
-Formula A : tighter grip 1pv, higher sitting driver from 3PV
-Added AI sounds for Ariel Atom Mugen and ArielAtom 300
-New Bathurst export
-New Belgian Forest export
-New X4 export
-New LM11 export
-New Formula A export
-New Leonus 68 and 77 export

Build 142 (1/2/12, Senior Manager)
-Added Formula A
-Updated animations for 3PV/1PV for the Atoms
-Added 64 start spot using the 24 hour (non F1) spots going up the hill and through La Source
-BACK button now works on gamepad
-ASSIGN control keys now on click/A rather than Square
-F68 and F77: Ultra detail fixes
-New liveries for the Superkart
-Calibration menu tidied up, buttons added to Controls screen to avoid discrepancy betwen mouse and keyboard input
-Fix wheel lock selection using mouse and add support for multipe sliders
-Fixed ultra vehicle loading
-Add jitter tweak GUI option
-‘info’ type steering wheels are now static when the ‘wheel/driver in cockpit” option is set to off
-Formula A export
-Leonus 68 and 77 exports

Tags: Project CARS, C.A.R.S., Slightly Mad Studios, Rennsimulation, PC, simracing

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