Project CARS: Mehr als 100 Screenshots und Pre-Alpha-Build 397

Für Project CARS-Fans und Unterstützer gibt es jetzt viele, viele Screenshots zum Anschauen und die aktuelle Pre-Alpha-Version mit vielen Verbesserungen zum Testen.

Project CARS: Mehr als 100 Screenshots und Pre-Alpha-Build 397Project CARS: Mehr als 100 Screenshots und Pre-Alpha-Build 397  ZoomProject CARSBilder vom 02.02.13Die Programmierer und Grafiker der Slightly Mad Studios haben in den letzten Tagen zahlreiche Verbesserungen an der Pre-Alpha-Version von Project CARS vorgenommen. Das derzeit aktuelle Build 397 ist für alle mit Status Junior Memberr+ aufwärts spielbar und zeichnet sich von den Strecken über die Autos über das grafische Benutzerinterface, den Qualifikationsmodus bis zu grundlegenden Funktionen durch zahlreiche Optimierungen und Überarbeitungen aus.

Im Changelog am Ende des Artikels können die einzelnen Änderungen von Version zu Version nachvollzogen werden. Vor allem für diejenigen die kein Geld zur Teilnahme an der Testphase investiert haben, dürften die neuesten Impressionen von den Fahrzeugen und Strecken in Project CARS interessant sein. Über 100 neue Screenshots warten in der Galerie darauf von euch angesehen zu werden.

Build 397 (1/2/13, Junior Member+)
Camera:
-Modified free camera controls as follows :
-made R and F keys move camera up and down
-made Q and E keys change speed of camera movement
-made Z and C keys roll camera left and right
-added mouse smoothing, and ctrl-M to toggle it (off by default)
-added mouse speed scaling (turn rate proportional to square root of movement speed) – off by default, toggled with num pad 0
-made numpad key actions continue working when ctrl or shift pressed
-disabled radius text display until thread safety issue can be addressed
-Stopped ctrl-pgup and ctrl-pgdn keys being applied when using free camera

Physics:
-Tire.rg: reduced grip on slick_white. new, temporary street_limegreen test tire for BAC Mono

GUI:
-Staro-Motors added to the Manufacturer Logos in-game

Tracks:
-Azure Circuit: Added conc side kerbs/drains, started to cut road under kerbs, reworked sidewalk/armco after Sainte Devote turn, merged in latest work from JanP, fixed csm, updated sel sets
-Moneterey: Fixed export sets and re-exported
-Emirates tracks (4 versions): Hand edit all the cut tracks. Because these tracks are 100% blacktop runoff everywhere the cut tracks extended way out the exits of all corners alowing liberal track cutting
-Milan: Adjusted kerbs, rumbles, fied collision issues
-Solitude Rennstrecke: New export
-Eifelwald: Changed camber at Metzgesfeld, further edited Brnnchen area, added missing visitor gate at Adenauer forst, darkened asphalt

Vehicles:
-Bumped version of all vehicles for stat reset
-BMW M3 GT: Setup tweaks
-Staro SRS: First export added to game
-Staro SRS: Very basic physics work. added collision export
-Staro SRS: Added srcdata/physics files
-Staro SRS: AI audio setup and balance
-Staro SRS: Adding engine audio set
-Staro SRS: Added missing display texture
-Staro SRS: Fixed rear wing animation

Build 396 (31/1/13, Senior Manager)
Common:
-Removed command line option to use old tyre model
Enviroment:
-Cloud movement keyed from time speed factor
-WTC edits adding cloud fog, cloud and cloud shadow speed (per speedup factor) and gsi multiplier
-Heavy fog condition added. Early wip

Physics:
-Tire.rg: street cars now using RRF-G carcass. street_green overhauled. slick_green potential lazy slide fix. WIP slick_white changes

Tracks:
-Monterey: Remodelled kerbs to try and fix collision issues, added pit triggers, fixed export set problems
-Wisconsin Raceway: New textures for wet tracks
-Azure Circuit: Tweaked emm. map
-Azure Circuit: New textures
-Azure circuit: Updated maps into common folder
-Eifelwald: Added wetroad effect to Eiffelwald
-Moravia: Added trigger (pitin adn pitout), fixed start trigger bug
-Solitude Rennstrecke: New export

Vehicles:
-Gumpert apollo: setup tweaks to reduce oversteer
-Caterham SP300R: setup tweaks to reduce understeer
-BMW M3 E30: setup and other tweaks to stabilize rear end
-Ford Focus RS: Added first export
-Ford Focus RS: First pass at FWD physics

Build 395 (30/1/13, Senior Manager)
GUI:
-Fixed bug caused by typo

Qualifying:
-Fix for missing race sounds when qualifying. Race sounds are started when the session starts, to cover for Qualifying loading but skipping the pre-race sequence (the race sounds are normally started from that)

Tracks:
-Wisconsin Raceway: Completley new AIW to match the updated geometry. Track widths and some corner radii changed. Updated 64 car grid from the previous 3 per row to 2 per row for narrower front straight width
-Milan: New export
-Azure Circuit: New textures
-Solitude Rennstrecke: New export

Build 394 (29/1/13, Manager+)
Qualifying:
-Fix incorrect track name on race overview screen
-Also added weather and time progression applinks
-HUD lap-info now updating on advance session

Shaders:
-Carbon bodywork shader – TSnormal usage corrected + rain support enhanced – droplets sampler settings changed – texture will use mipmaps now (avoiding noise on distant cars), Added scale factor (selfReflection)to prevent raindrop reflections going through bodywork, thereby reducing the over-bright droplets on shadowed side of the car

Tracks:
-Sakitto: Added trigger,pitin and pitout, (fixes qualifying bug), fixed csm, unused ammended collsions removed
-Badenring:Fixed Missing and overlapping road issues
-Heusden: Fixed overlayblend edges textures, added grass skids, added missing graveledges, fixed mapping on kerbedges, added missing trackedge parts
-Milan: Texturemap exposure adjusted
-Milan: Treewalls texture update
-Misc cut track corridor adjustments made per WMD forum feedback at the following tracks: Badenring GP, Badenring National, Belgian Forest, Besos GP, Connecticut Hill, Connecticut Hill Short, Monterey

Vehicles:
-BMW M3 GT: Fixed custom livery support

Build 393 (28/1/13, Senior Manager)
Game Modes:
-Enable first pass at qualifying

Tracks:
-Derby: Removed some branding from a texture
-Memphis: Fixed cut tracks issues in turns
-Besos National: New AIW to address changed geometry here from last AIW creation. Fixes the cut track issues too
-Badenring: Added, wet track gravel, kerbs and fixes to mapping
-Azure Circuit: Added road markings along the tunnel
-Azure circuit: New texture map
-Heusden: Added tracklight file

*KNOWN ISSUES:* The AI cars do not move in qualifying when they do not start from a pit lane. AI are terrible at all varients of Sattiko when in qualifying.

Build 392 (25/1/13, Team Member+)
Camera:
-Freecam speed controls modified so that the speed varies smoothly from one to another, rather than instantly snapping.
-Freecam modifications for providing “similar rotation around a pivot” to that found in chase cam, and using the same control keys.

Input:
-Scripted controller detection: Added dialog handling functionality to script interface. Added some detection dialog related entries to the text database
-ScriptCompiler: Fixed conflicts between class and namespace names when nested classes are defined in script headers
-ScriptCompiler: Fixed database dependency problems caused by nested class handling
-ScriptCompiler: Allowed non-explicit constants (e.g. constant data vars, enums) to be passed as event arguments
-ScriptCompiler: Added ‘Constant Expected’ error for handling unsuitable event arguments
-ScriptCompiler: Increased database version number to 0.2.5.0
-ScriptCompiler: Added parsing of const pointer types to header parser (e.g ‘void * const’)
-ScriptCompiler: Reworded non-fatal database error messages to prevent VS2010 from stopping compilation unnecessarily
-Scribe: Added cMessage.SendTo() to expose sending of messages to specific script instances

Physics:
-Tire.rg: revised slick tire for the GT cars and LM11

Tracks:
-Azure Circuit: Added more or less all road marking, left to add them along the tunnel. Started to add conc drain along the road. Reworked swimming pool kerb, added conc drain, cut the road mesh below them, remapped. Reworked anthony noghes kerb, cut the road mesh below them, fixed armco, remapped.
Fixed mirabeau hairpin sidewalk and wall, grass, trees,first step it needs some more fixes. Set flags for all new objects. Merged in latest assets from JanP. Updated csm. Updated sel sets
-Heusden: Fixed further uvstretching on another hillside terrain part
-Heusden: Added pitstuff
-Heusden: Added nightskyring
-Heusden: Heusden, added wetroad effects, on roads, trackside tarmacs, kerbs, gravelbeds, added working tracklights back to track, fixed aliasing on skydome and closed minigaps
-Derby: Repostioned the 38 garage spots 1-2meters left for changed garage geometry. Car can exit without hitting right wall now. Also move start grid positions back 1 space to align with all start box graphics
-Milan: Improved outer terrain, mapped slopes, fixed garages collision, added missing wall, adjusted trees and bushes position accordance with terrain changes

Vehicles:
-BMW M3 GT: Added 2 works liveries
-BMW M1: fixed livery names
-BMW M1: changed hands pose to more relaxed one
-BMW M1: Changed rims on some liveries
-Caterham R500: fixed typo in rear suspension geometry
-Asano LM11: non-forward drag values from CFD. collision offset hack for curb issues.
-BMW Z4 GT3: Non-forward drag values from CFD. Collision offset hack to reduce curb issues.
-Asano X4, BMW M1, JPLM, Racers: collision offset hack to reduce curb issues

Build 391 (24/1/13, Senior Manager)
Tracks:
-Eifelwald: Fixed found gaps and fixed one hard bump issue in roadCSM
-Moravia: New vertical brake markers added to dynamic bank and placed on track (export files + scene files)
-Azure circuit: New texture map
-Derby: Fixed dark colour issue on problem gravel area
-Northampton: More garage interiors added, garage doors opened, garage collisions updated, ammended collisions added
-Solitude Rennstrecke: Collision bug fixed and new export

Vehicles:
-Deleted redundant “skin” materials

Build 390 (23/1/13, Senior Manager)
Physics:
-Tyre contact patch domain sizing optimization
-Fy twist flex mode
-FB rev on tires

Tracks:
-Derby: Reduced brightness/spec on kerbs
-Moravia: Moved Pitlane assets closer to garages
-Moravia: Added missing assets, ammended collision for pitstuff
-Solitude Rennstrecke: New export

*KNOWN ISSUES:* The new Solitude export has missing collision mesh, meaning you will fall through the ground at all times. It is not testable in this build

Build 389 (22/1/13, Manager+)
Bug Fixes:
-Fix for replay mode getting stuck when viewing from a Season. Season post-race screen had changed to use the standard one, so replay was trying to return to the wrong screen

Shaders:
-Added missing brace to bodywork2_skinned.fx
-Fix for multi-face billboard shader problems with self shadowing intersecting the billboard and causing highly visible straight lines where they cut through
-Fixed character normal map not working at all when using basic_billboard shader
-Fixed merge error in shader code

Tracks:
-Derby: Added wet track materials and shadow fences
-Derby: New textures
-Milan: Improved green concretes, added normal maps on road wet surfaces, added ground cover files
-Milan: Added ground cover files

Vehicles:
-Bodywork2.fx – droplets sampler settings changed – texture will use mipmaps now (avoiding noise on distant cars), Added scale factor (selfReflection)to prevent raindrop reflections going through bodywork, thereby reducing the over-bright droplets on shadowed side of the car
-Rain droplets texture – mipmaps generated – avoiding noisy rain drops on distant cars
-Racer V8: non-forward drag values from Falcon CFD

Build 388 (21/1/13, Senior Manager)
Renderer:
-Added null pointer protection within debug line functions to prevent crash

Input:
-Groundwork for scripted controller detection/calibration

Tracks:
-Moravia: Added pit and tracklights, missing start gantry, missing start Hut, missing overtrack gantries, pitlane stuff and interiors for the rooms above garages
-Moravia: New export to add textures second try
-Sakitto: Tweaked static environment map co-ordinates
-Belgian Forest Circuit: Tweaked static environment map co-ordinates for
-Northampton: Tweaked static environment map co-ordinates
-Wisconsyn Raceway: Tweaked static environment map co-ordinates
-Lakeville Raceway: Tweaked static environment map co-ordinates
-Eifelwald: Tweaked static environment map co-ordinates
-Milan Modern & Historic: Tweaked static environment map co-ordinates
-Monterey: Tweaked static environment map co-ordinates
-Derby: Tweaked static environment map co-ordinates
-California Highway: Adding static emap co-ordinates
-Badenring modern & historic: Tweaked static environment map co-ordinates for
-Solitude Rennstrecke: New export

Vehicles:
-BMW M1: Added liveries 1/2 names
-BMW M1: new Procar livery

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Tags: pcars, Project Cars, Rennspiel, Rennsimulation, simracing, Slightly Mad Studios, pre alpha build


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