Project CARS: Pre-Alpha-Build 164 mit ersten Nachtrennen spielbereit

Die Rennsimulation Project CARS liegt in einer neuen Pre-Alpha-Version vor die ab dem Status Junior-Mitglied spielbar ist und diesen erstmals ermöglicht die aktuellen Verbesserungen in Augenschein zu nehmen.

Project CARS: Pre-Alpha-Build 164 mit ersten Nachtrennen spielbereitProject CARS: Pre-Alpha-Build 164 mit ersten Nachtrennen spielbereit  ZoomKurz vor dem Wochenende haben die Entwickler von Slightly Mad Studios mit dem Build 164 die neueste Pre-Alpha-Version von Project CARS veröffentlicht die für Teammitglieder mit dem Status Junior-Mitglied+ und aufwärts spielbar ist.

Junior-Mitglieder können damit erstmals die zahlreichen neuen Features und Verbesserungen die während des letzten Monats vorgenommen wurden ausprobieren. Neben weiteren Optimierungen in den Bereichen Physik und Force Feedback, beinhaltet das Build 164 auch die erste Version der neuen Lighting-Engine die ebenfalls für Nachtrennen ausgelegt, eine überarbeitetes HUD und eine ganze Reihe an weiteren Änderungen über die das nachstehende Changelog Auskunft gibt.



Build 164 (2/3/12, Junior Member+)
MUST START A NEW PROFILE WITH THIS BUILD
-Reduced suspension forces linearly for AI at very low speeds
-FFB road noise and force balancing tweaks
-Remove custom printf hooks on exit to make sure they’re not called during CRT cleanup
-Shadow improvements to work with time of day changing
-Add missing default for track order override property.
-Tweaked Logitech rumblestrip force
-Adding per-car tweakable values for the behaviour of the surface sounds
-Weather fix for dynamic particle lighting.
-Adjust shadow update threshold
-Tyre scrub effect for more capable wheels
-Fix for spot shadows
-Disabled cloud domes on a toggle
-Reduce jolt impact for player to vehicle collisions
-Fixed order of in game exit process to prevent the intermittent return to GUI crash caused by particle deletion order. Fixed particle manager cleanup to prevent multiple calls to Reset function
-Updated adjustment of friction factors of contacts between vehicles
-Computation of relative velocity between vehicles in contact now uses velocities at contact point
-HUD: added new minimal HUD
-HUD: backgrounds slightly darker
-Wtc and sky texture tweaks
-Headlights turn off later, wtc edit
-Loire texture updates
-Ariel Atom 3 – cockpit glow texture
-Asano TDX – cockpit glow texture
-Asano TDX – Steering wheel glow tex-ure
-Caterham R500 – cockpit glow texture
-Gumpert Apollo – cockpit glow texture
-HUD: fixed broken lap gadgets
-HUD: adding laptimes to all HUD variants
-Reduced bump amplitude for bumpyroads1 from 2cm to 1.4cm
-Hide car when rear looking from roof cam
-Reduced adrenalin, stamina and concentration effects on AI
-Added new HUD fonts
-Quick Race and Display screens updated
-Updated the TRDs and tracklists to appear in the correct menu order
-Fixed Motec display colour
-Fix for START button, and support for Min/Max opponent difficulty
-Added HUD Motec to a few cars
-Reduced headlight range a little
-5-10% reduction in tyre force multiplier
-Added 64 grid support to AIW. TRD also updated. Tracks: Bologna, Connecticut Hill, Connecticut Hill Short
-Improved DX11 tree shaders – increased alpha cut-off to match DX9, and moved alpha test to before dither to ensure it makes best use of alpha to coverage
-New Connecticut exports
-New Loire exports

Build 163 (1/3/12, Senior Manager)
-Moved hard-coded GameAudioManager skid sound tweaking out into SurfaceSoundConfig.hrdf. Updated the data to use HRDF instead of RTTI XML and removed old RTTI code/data
-Widen race groove slightly
-Weather system , new sphere dome
-Reinstated phase 1 writing to trees, to block sun behind solid areas, plus increased phase 1 alpha test to prevent badly lit edges around trees
-Wtc conditions removed to save texture mem
-HUD: added generic Motec display
-HUD: changed 3D elements for new minimal HUD
-Temp sun disc stand in flare updated with proper one. new wtc added that uses hdr skydomes
-Balancing changes – engine levels, exhausts, transmission, wind etc for all cars
-Volume and 3D distance changes
-New Northampton export

Build 162 (29/2/12, Senior Manager)
-Fixed bug with “day lights” implementation which prevented light glows from appearing on them if the headlights were set up with a lens flare
-Assign available custom liveries to AI.
-Removed all the old wdf files as they are no use anymore.
-Changed the cloud cover dds file to be clouds_shadow_heavy01
-Set default weather clock speed to be 1 sec -> 1 min
-Live editing enabled for all configs
-Disable HUD vignette as it doesn’t play nicely with night skies
-Shadows blurred by FXAA pass
-Time scale factor at 60x for now pending GUI additions
-Add start time and progression options
-Fix for failing to load sky ring mesh
-Fix for FXAA blurring shadows on DX11
-Changed default race start time to 1pm
-Updated camera positions for Formula B and X4
-Cloud shadow textures added
-Fix for sky dome not rendeirng hdr
-Leonus F68: default steering ratio lowered to 12.0:1
-Gumpert: changed order of liveries/paint in RCF
-Ariel Atom 3 – cockpit glow texture. Doubled size
-TDX – cockpit glow texture. Doubled size
-TDX – Steering wheel glow texture. Doubled size
-Caterham Superlight R500. Cockpit texture. Resized to correct size
-Caterham Superlight R500. Cockpit glow texture. Doubled size
-Gumpert Apollo S – Cockpit glow texture. Doubled size
-Balanced AI tweakers so adjustments are not made based on race phase
-HUD: New HUD design
-Foliage shader conversion to fully alpha (with solid areas)
-Formula A: physics update
-Caterham – Stiffer tyres
-TDX – Fixed damper slow and fast swapped. Re-adjsuted to suit
-Fix shaders to stop DX11 suffering from dithered glass and trees

Build 161 (28/2/12, Manager+)
-Filter out liveries with missing textures and validate profile data
-Reset of custom DOF mode sets the camera focus to selected participant
-Updated AI defaults
-Fixed Ultra shadows back
-Tyre sound thresholds adjusted to suit new tyres
-HUD telemetry engine power and torque can show negative values
-Adjust dirt buildup for a bit of dirt at race start and a lot at the end
-Fixed bug in dirt generation
-Reduce magnitude of FFB gear change effect for G25 and G27
-Torque limiter and bump amplification, so that road is more visible during other forces
-Racer car camera moved back and centered
-Formula A: Adding more custom livery slots
-Wheels shaders specular factor 1.0. Same diffuse reduction on both wheels shaders to fix evident blur transition
-Fixed reported floating trees at Bathurst
-Alterations to the chassis scrape sounds; using an additional bump sound and tamed scrape so that it’s more of a hit than before with larger forces and just a scrape with lighter forces. Needs further tuning and per car setup
-Asano LM11: switched brake balance with fuel load on cockpit display
-Leonus F68: Updated physics
-New Bathurst export
-New Asano X4 export



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


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