Project CARS – Build 567 for Team Member+ released.

 

Slightly Mad Studios released a new build of Project CARS  Build 567 for Team Member+. 

Build 567 (20/9/13, Team Member+)

Physics:

* Ariel Atom 3 and the Evon CR500 tire. Tried make this tire more camber sensive and believable with the tire heating temperature spreads with camber adjustement. In doing so some of the tire stiffness feel was lost so there was a sidewall stiffness increase (using bow stiffness) adjustement to compensate and it all works rather nicely. These changes also affect the Caterham Classic and Caterham R500
* Added temperature mode = layer to the Evon 500 tire

Environment:

* Puddles buil-up/drying rates altered
* Puddle and wet track buildup edits
* Wet road texture saved as ARGB to remove the blocky puddle edges. other channels also tweaked to reduce the ott wet road

Steam-based multiplayer WIP:

* Implemented join timeout. If a joining client never receives refid and stable index details, they leave the session. This can happen when the client attempts to join during host migration
* Fixed join timeout from CL 317154. Do not apply the timeout to non-steam Sessions

WiiU:

* WiiU: Fixed input manager initialisation issues
* BootFlow: Set boot loading phase order to be the same on all platforms. If platform specifics changes are required for TRCs they can be moved later
* Input: Set the focus device to be the first gamepad during splash screen phase on consoles
* WiiU: Added input sets and identifiers for Pro Controller
* WiiU: Fixed ProController button order for A & B buttons
* WiiU: Included Input WiiU namesapce in header chain as it is referenced by some common code

GUI:

* Accolades placeholder screen with dummy data all connected and accessible through career profile from the dashboard
Racing Flags:
* Large collisions trigger yellow flag
* Added position tracking & warning for double yellow flag
* Fixed chequered flag bug, where it would appear when driving backwards on a 1 lap race
* Fixed the Flag HUD icon showing when the HUD is cycled to off
* Added ‘reason’ feedback for yellow flag issues
* Updated the yellow flags & the pit engineer to provide & comminicate the reasons for a yellow flag
* Added new pit engineer strings to reflect the various yellow flag reasons

Tracks:

* California Highway: Merge latest assets, fix levitate objects, add new tunnels with ao map 
* Northampton: New exports
* Northampton: Added Stowe (TT falls through the floor, and have some bad pop ups on the corner markers)
* Azure Coast: Added missing emm map for more buildings, polished asstets, merged all latest

Vehicles:

* Mercedes SLS GT3: LODX WIP1
* Formula C: Adjusted ride height range and bumpstops. Made a few default setup changes to lessen the turn-in oversteer

 

[EXPAND Click here for Build 557 – Buil 566 info]

Build 566 (19/9/13, Team Member+)

WiiU:
* Fix for permanently locked VB causing GX2 assert on WiiU (Damage Renderable)
* WiiU support for HiZ. Also Fixed handling of Mem1 allocations (was leaking some post targets on round-tripping)
Render:
* DX11 HDR/DOF cleartarget optimisations (remove un-necessary clears – not required because of SLI profile/AFR Friendly)
Physics:
* Tires: next round of FC for CPFT
* Tires: Damping tweaks to GT3 Slick and Group A Slick. New modal carcass and flash tread for Faretti F One summer sports car tire
GUI:
* Layers and pages for the new accolades screen. Not accessible at this point in time 
Tracks:
* California Highway: Add missing spec, nmp and emm map for buildings and bakled ao for one tunnel
* Eifelwald Stage 1, Stage 2, Stage 3: New complete AIW’s. Point to point with raceline and 36 start spots
* Azure Coast: New ao and lm added for tunnels
* Northampton: Racelines exported for variations
Vehicles:
* Mercedes SLS GT3: New suspension geometry and other changes to work with that
* Ruf RGT-8: Wider selection of springs. New rear suspension geometry
* Ruf RGT-8: New dampers and some other setup tweaks
* Formula Gulf: Tweaked driver animation: less crossed arms during steering
* Formula Gulf: Steering animation tweaked, right hand leaves the wheel sooner

Known Issues: We have some issues with the new AIW for Eifelwald 1,2, and 3. In Free Practice no times are started for any of them. In Time Trial you fall through the floor by the rollercoaster in all of them. In race, the lap becomes invalid as soon as you start your lap. 

Build 565 (18/9/13, Team Member+)

Weather System:
* Dynamic puddles size implementation, drying and water build-up rates 
* Dynamic puddles size support, puddles soft edges
Base:
* BDbgString: Fixed a recurive critical lock relating to debug strings
* BLog: Added support to modify the output behaviour of log files via App side calls during bootup
* BLog: gDebug.SetLogOutputState can be passed a combination of flags
* Debug: gDebug.SetDbgSessionFolderCB provides an App side callback that can be used to modify the name of the debug session folder i.e. dbgSession\CustomNameHere
* Debug: Moved initialisation order of the dbgSession folder creations to allow time for App side callback to trigger
* Debug: Removed SetPrintfToLog/GetPrintfToLog, replaced by the eLogOutputPrintfToLog option
* Misc: Fixed warnings in some platform configs
* Debug: Changed code that handles the “-sessionprefix” cmd line switch to use generic gCmdLine so it is now processed on all platforms
WiiU:
* WiiU – fix depth-buffer alpha blur generation level (switch off SRGB target)
Flags:
* Added double-yellow overtaking warning to the text db (not yet in game)
Tracks:
* California Highway: Add missing spec, nmp and emm map for buildings 
* Azure Coast: Added missing emm map for more buildings, polished asstets, merged all latest, tweaked & polished textures

Build 564 (17/9/13, Team Member+)

GUI:
* Setup gui data for career dashboard, dummy data used
WiiU:
* Fix for broken DOF in helmet-cam (crash, then subsequent black screen issue)
* Handle missing lighting parameters (for shaders that use lighting but disable shadows)
* WiiU fixed GOLD build (scribe post-build fix from Ged)
Tracks:
* Northampton: New exports for Nat and Int
* California Highway: Add missing spec, nmp and emm map textures for buildings
* Azure Coast: Add new and fix older spec map, temp removed all streetlights
Vehicles:
* Racer L4: Applied lessons learned from the V8 to this one. (physics)

Build 563 (16/9/13, Team Member+)

WiiU:
* WiiU fix for LightWeightMeshPrimitives causing GPU blocking
Flags:
* Remove HUD flags when HUD is turned off
* Green flag (using placeholder square)
* Chequered flag (using placeholder chequered flag icon)
* Code to send RacingFlag event over network
Audio: 
* All new Caper StockCar incar and external engine sets, plus an AI version. Includes the latest distant rolloffs and trajectory
Tracks:
* Azure Coast: Add missing textures for buildings, add missing emmisive map,spec and nmp for buildings, tweaked spec map, merged all latest
* Northampton: Added National and International (AIW is wrong in International, and free practice is broken in National)
Vehicles:
* Racer V8: New gearbox data, better spring and damper combos, tweaked aero and other setup items

Build 562 (13/9/13, Team Member+)

WiiU:
* WiiU another particle rendering fix (smoke and racing line now are correct)
* WiiU support for Occlusion Queries.
* WiiU particle bug-fixing (colours and missing prims)
* WiiU fix for flickering instances (needed double buffering)
Physics:
* GT3 Slick: Fixed excessive wear on the soft and hard compounds. Still not truly calibrated for realistic wear rate
* Re-worked tires pressures and buildup on the Caterham and Ariel tires to better match the listed pressures used
Tracks:
* Azure Circuit: Fixed spec and added alpha channel, added nmp, add missing emm for streetlamps
* Dubai: Added latest assets, fixed wrong green blend edge along the kerbs, added pitentry chevrons, tweaked road/asphalt textures
* Azure Coast: Add new buildings with emm maps, merge JanP assets, merge TomT assets, clean layers, fix position for some buildings, add emm map for street lights (+- 30% done), fix pivot position, fix lod distance 
Vehicles:
* Formula C: WIP on making the LODX
* BMW M3 GT: Setup changes to suit the latest tires

Build 561 (12/9/13, Team Member+)

Physics:
* Tires: FlexiCarcass development, FC development, FFB tightening options, Monza kinda-thermal experiment on HUD tire widget (for FC)
* GT3 and Group A slick tires: Updates based on CPFT feedback
WiiU:
* WiiU full implementation of Depth of Field. Fixed bonnect cam capture
GUI:
* Adding variable height capability to list items and lists
* Fixing sub list creation and filling out data
Tracks:
* Eifelwald: Added GP variations. Sprint, Sprint Short, Mullenbach
* Azure Coast: Add missing emm and spec map for buildings 
Vehicles: 
* BMW Z4 GT3: Tweaks to default setup and an experiment with the tire scrub override sound parameter
* Caterham R500 and Classic: Fixed track bar being above the axle centerline (and hence rear roll center). This fixes most of the up on 2 wheels experienced. re-adjusted setup accordingly (this added understeer). Raised default tire pressures and adjusted the optimum pressure shapes. Some drop in flash tire temp on the R500

Build 560 (11/9/13, Team Member+)

Common:
* BHashTable: Added tHashPtr and tPtrKey types for use with pointer keys and hashes to allow for different sizes between platforms
* Updated RenderBridge and VehicleFactory to use new hash types
* Updated the Session Mask in the Race Rules to match the newly adjusted Session enum
WiiU: 
* WiiU full implementation of Motion-blur / Post processing filters
* WiiU: w-i-p updates for ProController input sets and WiiU device registration
* Misc: Added IsMPMode test before sending disqualify event
* WiiU: Fixed warning
* WiiU: Added basic pro controller support
* WiiU fix for DashBoardGUIHandler not being excluded from project (it’s in the unity file)
* WiiU add MotionBlurUsingLinearDepthFlags technique which allows the continued use of a compressed HDR format that lacks an alpha channel for the LinearDepthFlags to Alpha method
Tracks:
* Azure Circuit: New textures
* Dubai: New Dynamic Safety Pillows, new foliage instances added, datepalms and desert grass
* Azure Coast: Add emm for more buildings, add missing nmp map
* Eifelwald: Added Eifelwald Stage 1, 2 and 3
* Eifelwald: Stages basic AIW changed

Build 559 (10/9/13, Team Member+)

WiiU:
* WiiU fix SSAO context state bug when SSAO is turned off
* WiiU full implementation of SSAO Control.
* Snap and align feature
* WiiU fixed SSAO const global parameters (they get stripped because they are constant and can’t then be set by the runtime!)
Physics:
* FFB: Added a touch of smoothing to RackScale and Mz to prevent spikes and low speed vibrations
Tracks:
* Anhalt: Dynamic Physics
* Anhalt: XLC file
* Dubai: New textures
* Azure Coast: Add emm for more buildings, add missing nmp map anf baked small ao map for some buidling around the track

Build 558 (9/9/13, Team Member+)
Steam-based multiplayer WIP:
* Implemented admin call: kick session member
Audio: 
* All new Pagani Huayra incar and external engine sets, plus an AI version. Update includes extra layers of hard-offloaded exhaust crackles a and unique pully whine. Includes the lastest distant rolloffs and trajectory. Please Note: The int/ext backfires and gearshifts require bespoke sounds. I’ll add these over the next couple of days. Please take the time to listen to the lower RPM details – especially from trackside – short shifting and crusing around slowly is a lot of fun THEN hit the gas and hang on!
Tracks:
* Azure Coast: Add emm texture for riv_carlhotel
* Connecticut Hill: Add textures for timer tower and sunoco sign 
* Volusia Circuit: In field perimeter fencing, merged latest, terrain fixes near lake, cut terrain near garages, fixed popping assets, In field perimeter fencing, merged latest, terrain fixes near lake, cut terrain near garages 
Vehicles:
* BMW M3 E30 GroupA: Reuploading after a connection problem

Build 557 (6/9/13, Junior Member+)

Render:
* Add Oculus Rift bits to sample projects so renderer builds.
Steam-based multiplayer WIP:
* Host migration improvements/fixes
* Steam-based multiplayer can now be enabled on the command-line, option -steammp.
* P2P networking fixes
* Fixed several session join issues
* Fixed warnings
* Peer to peer networking
WiiU:
* WiiU fixed up offsets issue with motionblur3 shader
GUI:
* Fix for unregistering applinks, then not reregistering them on career calendar
* Update to career event panel, adding record stats, changed the way the events are cycled, added dashboard gui handlers
Tracks:
* Connecticut Hill: Adding highres backdroptexture with latest imagery from google, fixed various uv stretching, retextures concrete stripes, kerbs , concrete stripes , fixed floating assets and other discrepancies between ingame and RL
Vehicles:
* BMW M3 E30: Animation files. Animation Files with wipers initial Checkin
* BMW M3 E30: Minor update on Wiper Cpit/LODA/B/X meshes. Wiper animation and mask done Updated Windscreen and windows materials. Windscreen banner added. Reuploading after a connection problem
* BMW Z4 GT3: new sway bars and dampers for the CPFT test. Updates to GT3 slick and Group A tires
* Ford Capri Group5: Windscreen setup done, windscreen reflections added, windscreen banner added
* Caterham R500, Ariel Atom 3: Heating tweaks to the carcass and trad to balnce between these to cars. Basiclly reduced crcass heating and increased trad heating. Some setup changes to adpat for slight balance changes once the tires warm up

[/EXPAND]

 

Official Webpage – http://www.wmdportal.com