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Project CARS: Build 169 mit fünf neuen Strecken

09.03.2012

Für Project CARS-Mitglieder ist ein neuees Build der Rennspielsimulation verfügbar das neben Bugfixes und Verbesserungen auch fünf neue Rennstrecken beinhaltet - plus zahlreiche Screenshots.

Project CARS: Build 169 mit fünf neuen StreckenProject CARS: Build 169 mit fünf neuen Strecken  Zoom Es ist wieder Freitag und das bedeutet für Project CARS-Mitglieder die mindestens über den Status "Teammitglied+" verfügen eine neue Spielversion die weitere Bugfixes und Verbesserungen enthält.

Das heute veröffentlichte Build 169 hat darüber hinaus aber auch fünf neue Strecken zu bieten, sodass die Auswahl der bereits jetzt spielbaren Kurse nunmehr 16 an der Zahl beträgt. Dabei wird für alle Geschmäcker etwas geboten, zum Beispiel der mit herausfordernden Kurven lockende Badenring oder die historische Variante des Badenrings mit langen Geraden. Fahrzeugbeherrschung ist auf der engen französischen Strecke Rouen gefragt. Außerdem darf erstmals in Derby, einer britischen Strecke, und Wisconsin in den USA gefahren werden.

Project CARS-Fans die sich für die Änderungen von Build zu Build interessieren, finden wie immer nachstehend das Changelog.

Build 169 (9/3/12, Team Member+)
MUST START A NEW PROFILE WITH THIS BUILD
-Adjust grid placement percentages to 80% performance, 20% random
-Fix in weather system for restarting a race
-Adjusted minimum AI defaults
-Fixes for cockpit steering wheel/driver arms anims during AI control and replay playback
-HUD display: Fixed rpm bar background colour, added fuel readout
-Fixed up Badenring grids and opponent counts
-Corrected opponent count for Derby and Wisconsin
-Added overall AI difficultly range based on place on grid using 60% position and 40% random to bias the field to stronger drivers at the front.
-Removed applinks and data from the profile for old AI sliders
-Bumped version of all vehicles for Friday’s stat reset
-Reinstated use of phase 2 lighting data for trees – this allows headlights to cast onto them correctly
-Caterham R500: LODA/B springs added
-GUMPERT physics update
-Constraint orientation of contact between vehicles is adjusted to help prevent scooping
-Added a small range to AI driver minimum default sliders
-New Caterham export
-New Badenring historic export
-New Belgium Forest export
-New Loire exports
-New Rouen export
-Wisconsin Raceway added
-Derby GP and National added

Build 168 (8/3/12, Senior Manager)
-Input: Default menu centering spring strength reduced to 0.15 for Fanatec CSRE.
-Random settings for AI settings based on min/max ranges
-New ranges for AI character tweakers to allow a larger set of characterisations
-AI opponents max set to 35 for new AIW. New AIW with working pitlane, 18 pit spots and 36 garage spots. New Line and corridor tweaking for AI at Bathurst
-Belgian forest – performance update
-Added updated tracklist and xmls for Rouen (raceline and trees)
-New Badenring exports
-New Bathurst exports
-Rouen added
-Badenring Historic added

Build 167 (7/3/12, Senior Manager)
-Update tyre noise code defaults to match latest data
-Remove HUD leading zero on lap time minutes and remove minutes from +/- times when zero
-AI and Player Headlight mapping, default mapping is numpad 3. This can be changed in the controller config page
-AI used random number to work when it should turn on its lights
-Fix for bug with lights on restart and beams during the day
-Shadows fix for black/clear patches appearing when shadows are very long
-Static envmap convolve is now done on a seperate frame to the render, distributing the cost (gains about 8-10% overall fps)
-Complete overhaul of UI centering spring implementation
-Shadow FXAA only applied in high or ultra shadows
-Build script: Added support for split installer ziping for patches
-Asano X4: new LIGHTS material/textures for fully lit headlight case
-Default day changed to june 22nd, daylight saving, location venice (nearest to bologna), new textures added for skies with higher sun
-Reduced headlight spread a little.
-Updates with 54 angles garage spots in theAIW. Set TRD to maxim of 53 AI at California Raceway
-Added West Glencairn crowd placemt
-Added new & up-to-date TRDs for the Badenring (GP, NAT, Short, Historic)
-F68: more physics changes for stability
-Badenring logo/temp map added
-Formula A: Physics changes
-New Asano X4 export
-New Gumpert Apollo export
-New Connecticut Hill exports
-Badenring added to the game
Known Issue: Modern driver in the F68

Build 166 (6/3/12, Manager+)
HUD: fixed overlapping on laptimes element
-Added 46 grage spots. Reset TRDs to suport 46 car grid at Connecticut Hill
-Reset max participants to 32 until garage spots can be set at Bologna
-Increase amount and volume of tyre noise
-Bug fixing on ToD

Build 165 (5/3/12, Senior Manager)
-Code to spread the generation of the emvmaps over time
-Add ability to override gearstick animation use per view
-Switch CNM driver mode to use 3PV animation but with gear-changes enabled
-Fixes for spot shadow filtering (and directional shadow filtering on ATI)
-Gumpert Apollo: physics update
-Gumpert Apollo: skid multiplier adjusted for new tires. lowered turbo volume as it was overpowering the scene
-Formula A: physics changes to improve low speed stability
-New Belgian Forest export
-New Bologna exports


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