MarketTantrik Posted October 29, 2011 Report Share Posted October 29, 2011 Bathurst track Link to comment Share on other sites More sharing options...
devil_angel Posted October 29, 2011 Report Share Posted October 29, 2011 Bathurst track Link to comment Share on other sites More sharing options...
LagWarriorZergey Posted October 29, 2011 Report Share Posted October 29, 2011 Feel like a great investment to me! Link to comment Share on other sites More sharing options...
devil_angel Posted October 29, 2011 Report Share Posted October 29, 2011 Feel like a great investment to me! Yeah, but it is not a one time investment. Link to comment Share on other sites More sharing options...
SRINI87 Posted November 7, 2011 Author Report Share Posted November 7, 2011 Build Release Notes Build 82 (31/10/11) Aussie Hill renamed Bathurst Tweaked lighting values for render mode 3 Completed Bologna Reverse AIW Added a temporary AIW for Glencairn Reverse with 16 grid spots Added a temporary AIW for Bathurst with 16 grid spots Extended SimpleBatch shader for new DX11 debug text Added custom controls for HUD Cycle, HUD Sub-cycle, and Boost LODC tires skinned temporarily to make deformations work on Leonus F68 Improved glass shader to reduce the milky look under direct sun Fixed cameras and dynamic objects for Connecticut Hill Reverse and Connecticut Hill Short Reverse Added slow change key to F1 menu (hold down control while changing value to get 1/10 speed) Added "build installed" checks to patches Build 83 (01/11/11) Fix for sun/flare rotation/elevation not having an effect when WDF loads Enabled DX11 Vertex Input Assembly tracking/shadowing Enabled display of connection failure reason Temporary AIW for Glencairn Reverse, Glencairn East Reverse, and Glencairn West Reverse New suspension geometry and a quick pass over the physics for Nuke 3 to match up some real world numbers Fixed the configure control screen bug which was in the previous build New exports of all Connecticut Hill layouts with LOD files added to avoid tree pop-in Build 84 (02/11/11) Enabled ambient shadows in the rear view mirror Added new Dbox code for motion chair Updated the display names in the menu for all tracks, removing underscores Reduced minimum ride height for the Leonus F68 Cromwell Build 85 (03/11/11) DX11 fix for missing GUI text under certain forced driver settings Support for spotlight shadows and main directional shadowmap on a single texture/target Enabled use of CTRL+S to bring up FPS counter (see image below) Added full badging to Ariel Atom and changed name in game New daytime lighting setups in game * We have a bug in the latest build where you cannot use the F1 menu in DX11 Link to comment Share on other sites More sharing options...
SRINI87 Posted November 11, 2011 Author Report Share Posted November 11, 2011 Build 91 (11/11/11, Team Member+) Paint UV mapping finished, LODX meshes finished, collision meshes added for GUMPERT apollo S Temp. LODA/CPIT meshes added, lots of bug fixes for GUMPERT apollo S GUMPERT apollo S (alpha 1) added to the game New physics for the Ariel Atom Ariel Atom LODA wip check in Both Racer cars: CPIT suspension models added Belgium Forest track added California Raceway track added First pass at a new UI checked in Resolution increase to 1080p across UI, TILE interface on Login, MainMenu, QuickSolo, Loading screens Known Issues: * Brake lights have a rendering issue on the GUMPERT apollo S when racing with AI * Both Belgium Forest and California Raceway have no AI support yet * When changing tracks in Race mode, if you pass over either Belgium Forest or California Raceway, number of AI will disappear. You must exit out the race menu, and re-enter to change AI for other tracks afterwards * The Race button on the new UI intermittently loses mouse button support, keyboard enter or using a pad will work though Build 90 (10/11/11, Senior Manager) All Racer cars: New physics All suspension models skinned Suspension skeleton and animations updated for both cars New placeholder record screens on loading screen src: Gaf Link to comment Share on other sites More sharing options...
SRINI87 Posted November 11, 2011 Author Report Share Posted November 11, 2011 Build 91 Available for Download Link to comment Share on other sites More sharing options...
MarketTantrik Posted November 13, 2011 Report Share Posted November 13, 2011 Dont tell me that's in-game Link to comment Share on other sites More sharing options...
SRINI87 Posted November 13, 2011 Author Report Share Posted November 13, 2011 Yes ingame Link to comment Share on other sites More sharing options...
SRINI87 Posted November 13, 2011 Author Report Share Posted November 13, 2011 Comparison Between iracing & C.A.R.S Link to comment Share on other sites More sharing options...
devil_angel Posted November 13, 2011 Report Share Posted November 13, 2011 The one below is C.A.R.S isn't it? Link to comment Share on other sites More sharing options...
MarketTantrik Posted November 13, 2011 Report Share Posted November 13, 2011 CARS f**king rocks Link to comment Share on other sites More sharing options...
SRINI87 Posted November 13, 2011 Author Report Share Posted November 13, 2011 The one below is C.A.R.S isn't it? Yeah! Link to comment Share on other sites More sharing options...
SRINI87 Posted November 16, 2011 Author Report Share Posted November 16, 2011 Three Caterhams Join Project CARS Slightly Mad Studios are excited to announce the addition of another three fully-licensed cars to the lineup of their WMD-powered Project CARS title. Project CARS Team Members will be able to experience three stunning cars build by Caterham Cars Ltd., a British company specialized in lightweight sports car machinery. Caterham Classic Caterham R500 Superlight Caterham SP/300.R src:WMdportal Link to comment Share on other sites More sharing options...
SRINI87 Posted November 18, 2011 Author Report Share Posted November 18, 2011 Build Release Notes Build 92 (14/11/11) Minor lighting and emap position tweaks for Bathurst, Connecticut, Connecticut, and Bologna Tweaked the bottom-end frequencies of the engine sounds for the Kart, Leonus F86, and Formula B New physics checked in for the Leonus F86 Some small fixes on the Gumpert Apollo S Build 93 (15/11/11) Disabled speed and impact shake effects for now to get feedback Tweaked logic for setting spawn location on change race mode Gumpert Apollo S: Changed exhausts (approval request) Gumpert Apollo S: Improved tyre mesh and UVs (all LODs) New set of initial physics - Gumpert Apollo S New tyre for Gumpert Apollo S Three LODs checked-in for Ariel Atom New export of Belgian Forest Circuit, Gumpert Apollo S, and Asano LM11 TDX Build 94 (16/11/11) Workaround for shared-depth stencil having wrong MSAA format Added off-track detection code and HUD messages for when the player invalidates the current lap time by going off-track Off-track in sector 3 also marks next lap time as invalid to ensure the end and start of a new lap is clean More than 2 wheels off legal ground types will trigger detection along with a distance from waypoint check The information is displayed once per lap regardless of number of off-track detections Invalidated lap times are not recorded in the profile nor submitted to the server Rules and textDB modified to support new off-track warnings Build 95 (17/11/11) WIP Leaderboards page now in, along with a number of other visual improvements and a new font Added WIP AIW for California Raceway (can now race with AI) Various bug fixes Build 96 (18/11/11) Gumpert Apollo S: Improved tyres, added cockpit display, 1st pass on CPIT meshes Personal and world best times per car now displayed in the loading screen Disappearing text bug in the GUI now fixed Build renamed to Project CARS Tweaks for lighting at Bathurst Time Trial mode added New exports of California Raceway, Belgium Forrest, and Test Track New export of the Gumpert Apollo S src: Gaf Link to comment Share on other sites More sharing options...
SRINI87 Posted November 19, 2011 Author Report Share Posted November 19, 2011 Link to comment Share on other sites More sharing options...
MarketTantrik Posted November 19, 2011 Report Share Posted November 19, 2011 The detailing is mind blasting Link to comment Share on other sites More sharing options...
devil_angel Posted November 19, 2011 Report Share Posted November 19, 2011 Seriously! Link to comment Share on other sites More sharing options...
SRINI87 Posted November 21, 2011 Author Report Share Posted November 21, 2011 SMS has renamed the game it will be called Project CARS now how to change the name of this thread? fan made trailer http://www.youtube.com/watch?v=XDBPOLJKvFg&feature=player_detailpage Link to comment Share on other sites More sharing options...
SRINI87 Posted November 25, 2011 Author Report Share Posted November 25, 2011 Project Cars Preview - Eurogamer Link to comment Share on other sites More sharing options...
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