Project CARS: Build 160 spielbar - umfangreiche Verbesserungen

Die Project CARS-Entwickler stellen auch diese Woche wieder ein neues Build der Rennsimulation zum Testen zur Verfügung.

Project CARS: Build 160 spielbar - umfangreiche VerbesserungenProject CARS: Build 160 spielbar - umfangreiche Verbesserungen  ZoomFür alle mindestens über den Status "Teammitglied+" verfügenden Unterstützer von Slightly Mad Studios neuer PC-Rennsimulation Project CARS ist nun das Pre-Alpha-Build 160 anspielbar. Insgesamt wurden innerhalb dieser Woche sechs Builds zur Verfügung gestellt.

Die umfangreichen Änderungen können Detail für Detail über das der Vollständigkeit halber nachstehend enthaltene Changelog zu jeder Version nachvollzogen werden. Bei einem genaueren Blick wird dabei schnell klar, dass nahezu alle Bereiche einem ständigen Weiterentwicklungs- und Verbesserungsprozess unterliegen, um am Ende ein grafisch ansprechendes, fahrerisch anspruchsvolles und spielerisch abwechslungsreiches Rennspiel bieten zu können.

Build 160 (24/2/12, Team Member +)
FFB:
-Added the notion of ‘fade level’ to BForceEffect, used as a secondary gain control
-Added the notion of ‘boost’ to AppInput::cForce. Used to promote one particular force above the others (0 = no boost – no change, 1 = max boost – completely silences all other forces).
-cForceSteeringSpring modified to include a ‘lock’ mode where the effect params are switched to emulate a bump-stop when the wheel lock has been exceeded
-Removed cForceSteeringLock.
-Disabled legacy deadzone helpers.
Removed ultra shadow option, until it can be properly debugged and reinstated taking into account the shadow changes
Added daytime driving lights for X4 and GUMPERT
New Loire export
Known issue on the Racer cars, driver has been removed for now, also cockpit cam is a bit too close to the dash.

Build 159 (24/2/12, Team Member +)
MUST START A NEW PROFILE WITH THIS BUILD
-Severity of vehicle crash damage state is not decreased when vehicle collides with heavy dynamic object
-Tweaked Logitech FFB kerb settings
-Limit fallback AIs to race liveries
-Increase freecam speed to compensate for changes to time steps – now correctly matches whether paused or not, and feels more appropriate for fast and slow modes
-Disabled other uses of key combinations required by freecam when in freecam mode, to prevent accidental debug information etc
-Changed shake effect code to properly reflect requested frequency, by not resetting to a movement endpoint on whole tick boundaries
-Pre heat brakes to optimal values based on vehicle
-Added PC support for Fanatec CSR, CSRE, CSW wheels using 911 as template – no per device button config applied as yet
-Added undertray scrape audio volume
-Ensure newer Fanatec controllers cannot match to older Turbo S wheel
-Add profile option to toggle HUD map on/off
-Completed last few remaining free-camera isses which were effected by pausing and unpausing the game.
-Changed call to camera callback when paused to use core tick rate (180Hz) instead of sub tick rate (30Hz) as basis for the timer value, this fixes the camera speed changing when paused
-Added custom Depth of Field mode
-Enable camera editing when paused
-Reduced effect of wheel to wheel collisions (and chance of them happening to the player)
-Formula A, Formula B, TDX, Racer4x, Racerv8, Gumpert Appollo, Asano X4, F68, F77, F86, Kart, and Super Kart: Physics updates
-Fixed trees cutting through wall at Bologna
-Gumpert: excluded paint colours from AI races
-Added fresnel/specular maps for all custom liveries
-Vehicle client versions incremented in advance of Aries server-side leaderboard reset (physics/tyre changes)
-Leonus F68: added metallic liveries + fresnel
-Show Map on HUD added
-Louder Caterham AI sounds
-New Bathurst, Bologna, and Loire exports

Build 158 (23/2/12, Senior Manager)
-Improved dither matrix to assist with A2C dithered trees
-Shadow updates: Back to 4 frustums. Higher res PC shadow maps. Improved cascade calculations
-PC: Added protection against force update thread running during device restart
-Fanatec textdb entries and placeholder controller icons
-Foliage shaders converted to perform phase 3 light and alpha dithering – also added non-shadow lighting functions needed for these to work in phase 3
-HUD: fixed overlapping numbers
-Chassis scrape sound in, needs further tuning
-Changes to the AI tyre slip, grip balance, and chassis under carrige stiffness. This is to try to settle the Caterham AI down. No change to the player car
-Funnel the AI into turn 1 plus a few other corners on the track to keep them off the inside kerbs at CH
-Reduced underbody stiffness to match other formula cars. Leonus 78 and 98T
-Fixed bustop chicane AI drivng up on first kerb and crashing at Belgium Forest
-Fixed lightglows, minor optimizations on Racer cars
-Formula A: Added fresnel/spec map for custom livery
-Edit fuel milage, underbody stiffness reduced on the TDX
-New Racer cars exports

Build 157 (22/2/12, Senior Manager)
-Fix for the 30-35kph induced drift/slide
-Tyre Force and Tyre Grip F1 menu ranges extended
-Deferred centre spring adjustment for DirectInput devices to force update thread
-Default damage to visual only
-Gumpert: fixed missing alpha on blurred disc spec map
-New changes from Ben Collins feedback on the Formula A. Increased turnin through various changes. increased lower RPM torque considerably in the engine
-Asano X4: Changes per Bens Collins feedback, reduced the longitundinal stiffness closer to the lateral stiffness. This was proabaly responsible for the "auto centering" noted by some. Rebalanced the chassis to match. Increased lock and adjusted down steer ratio to match
-Increased AI grip for some lower downforce cars
-Added back in some camber relative stiffnes
-Leonus F68: fixed wobbling rear wheel
-Changed full installer to be split into multiple chunks due to 2gb size limit
-New Loire exports
-New Formula B export
-New Leonus F68 export

Build 156 (21/2/12, Manager+)
-Bring Fanatec wheel config in line with other manufacturer wheels. This is mostly for testing with CSRE/CSW and by Fanatec for any potential driver updates. Also the F1 menu items spring coefficient and gain become more relevant. New profile would be required for anyone testing this change
-FFB update: squashed a bug that was adding deadzone based upon steering lock
-Gearbox damage from an event should not rely on players gameplay flag
-Default camera shake effects off until they’re working properly again
-PC steering deadzone defaulted to zero
-Fanatec steering force mix set at "Hardware"
-Updated Fanatec device profile defaults to suit CSW
-Default lap info display off
-Gumpert: added metallic/matte effects to liveries
-Added back some undertray springing for the Formual A, dropped the Formula B to match
-Unlocked chase cam so camera looks in direction of velocity a little

Build 155 (20/2/12, Senior Manager)
-Added function that will return the numeric version.
-Added two render contexts to allow special modifications to the glass shader
-Advance player physics after pushing new location during rolling start
-Initially picked waypoint on track is behind start line – fixes lap counter for first grid spot and longer vehicles
-GUMPERT: Livery names added
-Temporary master volume reduction (50%) pending investigation into some users reporting clipping.
-Increased sharpening+ mip alpha edge fixed trees at Belgian Forest
-Added color variation in the GUMPERT
-New Atom exports



Tags: Project CARS, Rennsimulation, simracing, Slightly Mad Studios


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