Project CARS: Build 149, Circuit de la Sarthe und viele Screenshots

Die Entwickler der Rennsimulation Project CARS (Arbeitstitel) geben Auskunft über die jüngsten Verbesserungen von Build 149 und zeigen viele Screenshots.

Project CARS: Build 149, Circuit de la Sarthe und viele ScreenshotsProject CARS: Build 149, Circuit de la Sarthe und viele Screenshots  ZoomProject CARSBilder vom 10.02.12Slightly Mad Studios hat das neue Build 149, das für alle über den "Teammitglied+"-Status verfügenden Mitglieder verfügbar ist, veröffentlicht. Ein Blick auf die Liste der Änderungen zeigt, dass die Entwickler verschiedene Verbesserungen vorgenommen, die Force Feedback-Unterstützung und die bereits verfügbaren Autos und Strecken weiter verbessert haben.

Fans von Langstreckenrennen dürfen mit der aktuellen Spielversion außerdem eine frühe Version des Circuit de la Sarthe ausprobieren. Schaut man sich die Anzahl der Einträge in den einzelnen Changelogs an, kommt man zu dem Schluss, dass es für die Programmierer eine arbeitsreiche Woche war.

Build 149 (10/2/12, Team Member +)
MUST START A NEW PROFILE WITH THIS BUILD
-Added Loire track
-Wheel-to-wheel contact effects are now attenuated according to axial distance from wheel center
-Tyre smoke bug fixes
-Fix for particles not appearing in mirror (still has draw order badness)
-Further reduce distance at which particles get culled in cockpit view
-Code cleanup and remove unnecessary front wheel optimization
-Revert two previous CLs to speed free camera up again
-Revised Logitech G25 ffb config (owners must start new profile)
-Disabling gear wobble again. StephenB reporting it makes some cars sound funny
-Fixes problem of rapid drop in potential lap time as calculated on the Live Delta hud page
-T500 FFB tweaks to spring and average weight
-Added Steering Ratio support for per-vehicle steering locks
-Changed Aries Car Setup option from Steering Lock to Steering Ratio slider
-Disable ‘Steering Lock’ slider in the controller UI
-Added -steeringratio command line switch to enable the ratio code
-Decision to accept/reject wheel-to-wheel contact is consistent for both affected vehicles
-Adjusted computation of axial distance of contact from wheel center
-Wheel detach caused by accumulated forces now depends on random chance specified by tweaker
-Disabled delayed wheel detach
-Kart FFB tuning
-HUD telemetry: fixed incorrect scaling of g-force meter
-F68: fixed livery names
-Revised the load sensitivties and some grip balance, Gumpert, Racer 4, SuperKart
-Adjusted the new FFB paramters to a natural feel. Target is to provide good resistance with progreesive lightening into understeer.
-All cars done
-Enabled Formula A mirror in cockpit HUD
-HUD: mirror changes (wider, adjusted frame)
-Asano X4: added metallic livery support
-FFB tyre load multi reduced from 0.5 to 0.3 for Formula B
-Formula B: added metallic liveries
-New Loire logo and track maps
-New Ariel Atom Mugen export
-New Formula A export
-New California Raceway export

Build 148 (9/2/12, Senior Manager)
-FFB load / grip mixer update (setup for Doug’s Caterham tyre forces)
-FFB adjust spring to steering lock to avoid dramatic fall-off beyond zero torque point with low steering lock settings
-Move some more debug keys into final config
-Frame rate independence for free camera movements (rotation was already frame rate independent, but not movement)
-Added F1 menu options for FFB grip/tyre force adjustments
changed paused tick to use real time instead of fixed frame rate, to ensure consistent camera movement between paused and not (Fix for slow free camera movement)
-Changed strafe to use exec time scaling – for consistency with other movements
-FFB clamp the steering lock value to ensure it stays within correct range
-Downgraded a level sound error to a warning, as the game works fine with missing sounds
-Added debug flags for toggling the engine sounds and the gear wobble
-Resurrected Eero’s WIP gear wobble for the transmission sounds.
-Currently disabled for initial testing, but can be switched on with the "Audio.ToggleGearWobble" console command. The colour of the engine graph values can now be modified from white, helpful for comparing values
-Enable gear wobble sound
-FFB marble vibration added
-Ariel Atoms: camber range set to match the new animations
-Ariel Atom 300: AO finished on all LODs. Interior_LODX now used on ultra detail
-Fixed CH time trial start point.
-Various cars: added wheel colour variations
-Lower chance of AI to AI collisions causing launches/rolls
-Tyre load numbers recorded and entered for FFB – all cars
-Set FFB multipliers for Caterham and Formula A
-Limited steering 1pv/3pv (with GT driver)
-Enable virtual mirror in cockpit view
-New Ariel Atom 300 export
-New Belgian Forest export

Build 147 (8/2/12, Senior Manager)
-Fix grid spot assignment when player starts in the middle
-Display leaderboard ranks of personal bests when loading a track
-FFB update: first pass of adding vertical tyre load
-Adjusted attributes of wheel helper shapes, and moved them to separate collision group
-Pose of each wheel helper shape is adjusted according to corresponding wheel
-Reset alpha when displaying HUD messages texts
-FFB tyre load/force mix adjustment
-AI UI tweakers hooked up to AI systems and used as the base levels for AI driver abilities
-Reset car disabled during AI control for the player
-FFB updates: latest WIP tweaks and fixed stationary spring that had gone missing
-Ariel Atom: colour variations of rims added/fixed
-Bathurst raceline added
-Northampton/Summerton racelines added
-Reinstated Spa trees for improvement.
-Interim trackside camera sets for Bathurst, Belgian Forest, California Raceway and Northampton.
-Formula A/B: added blue backfire effects, fixed exhaust positions for Formula A
-Reduced max wheel loads for FFB tweaking
-Moved the start point in TT back another 10m at Bologna
-Disable HUD head physics.
-Reduced underbody spring and damper to help fix unrealistic flipping over high, abrupt kerbs
-New Leonus F86 export

Build 146 (7/2/12, Manager+)
-Added Bink v1.99n
-Moved timer update in physics tick pause moved during debugging
-Increased mempool sizes to handle increased AI counts
-Tyre load:
Added max tyre load (under normal conditions) values per vehicle
Added tracking of tyre load normalised for FFB metrics
Added debug screen tracking of peak tyre load
-FFB updates. Reinstated previous grip curve. Fixed problem with forces disappearing when sliding and made oscillation detection more sensitive and intelligent. Track bump sensitivity also increased
-Asano LM11 TDX updated rig, exported animations with face rig
-First pass on fuel use and tyre wear accuracy. Formula A aprox 1.3Km/L (3.1mpg)
-Fuel capacity set to 240L
-Increased brake torque 5% – F68
-Fuel consumption adjusted to reflect reality. Fuel cell size on the LM11 adjusted to 65L
-Gumpert Downforce reduced 30%.
-Adjusted all track AIW’s fuel use to 12x Lap length for AI fuel load estiment consistency
-Some great progress with the Kart AI. Dropped slips and grips of the tyres way down, along with removing most of undertray spring force and damper amounts
-Major revision to all car for Fuel use. Both Player and Human were calcualted out and researched KM/L useage for all car adjusted. Fuel cell/tank sizes adjsuted where necessary, and all starting fuel loads are now to complete a 20 lap race at Belgian Forest
-Fixed the missing "CH Short Rev" map and also fixed the CH GP Rev T1 & T2 which were the wrong orientation
-Added new set of crowds textures: DDS and PSDs
-Updated Bologna crowds placement
-New Belgian Forest export

Build 145 (6/2/12, Senior Manager)
-Fixed pause control remapping issues
-Added debug rendering of AI inputs, tyre wear and fuel to Doug’s debug screens
-Tidied up track map texture handling, separated HUD and GUI track maps so they can be managed separately
-AI fuel: Enable fuel consumption for AI. First pass at AI fuel levels depending on race laps
-Added new helmet lods and adjusted skin.
-Ariel V8: added livery names, added frame/badges/wheels colous variations
-Ariel 300: added badges/frame colour variations
-Gumpert: changed to use some additional metallic/matte paint colours
-Helmet variations setup



Tags: Project CARS, Slightly Mad Studios, changelog


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