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SRINI87

Project C.A.R.S

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Project CARS Details – Incoming 24 hour racing,day-night cycle confirmed

 

Slightly Mad Studios has revealed some interesting details about the upcoming features of Project CARS. According to the developers, 24 hour racing will be featured in it, as well as day-night cycle and mixed class racing. In addition, the team has added hands to the cockpit views and a new camera functionality to the latest build for screenshot purposes. As promised, Slightly Mad Studios is also working on replacing some of the game’s assets (like the trees) and on tweaking the tire physics.

 

src:dsogaming

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Project CARS – New Lighting System

 

Slightly Mad Studios have released new previews of their WMD-powered Project CARS title, showing off upcoming improvements to the title’s lighting system.

 

The previews show off mid-afternoon sunny conditions at Watkins Glen, the new lighting system will allow fully dynamic day to night transitions that will also be combined with a powerful weather engine.

 

src:Virtualr

 

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Edited by SRINI87

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Build 164 available

 

* 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 texture

* 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

 

 

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this build comes with D & N cycle

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i guess only pc gamers with nice rigs are gonna get those photorealistic graphics for rest of console gamers its gonna be usual.....promise unfulfilled :bigyellowgrin:

.....................................................i seriously hope otherwise. :eyebrow:

Edited by Razpor

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Building the 2011 BAC Mono – Part 1

 

Back in January, Slightly Mad Studios & Briggs Automotive Company announced an agreement that allows Project CARS to include the company’s stunning BAC Mono sports car.

 

Work on the virtual version of the car has begun and below are first previews for you to enjoy, showing the car model as it comes together bit by bit.

 

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src:WMDportal

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