The online racing simulator
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rediske
S3 licensed
Thanks Victor...
rediske
S3 licensed
Quote from edge3147 :...As for the fundamentals about how they are doing things, they are very lousy and lacking. I have half the mind to be able to see that lack of communication is a not helping them any BUT it is hurting their image in the long run.

True!

People are (rightly) pissed off because devs announced things big time and then covered them with a big veil of silence for years now...
rediske
S3 licensed
Quote from Danas :Strategically they made the worst move ever with the rockingham @ rockingham. WE are the people who pay for playing, we are the people who would give the kind of feedback where the devs want and what the devs want, but know all we got is some screenshots and some random people driving at the new track for a couple of minutes, while we just drool. It just makes me want to think that the devs just dont know what there doing marketing wise. treating your customers like s**t, posting the same update report from '09. if there wouldve been any other updates to LFS, why not release them without the new physics? This makes me feel nothing else hase been done... BUT WHO KNOWS It just doesnt make sense to me, oh and the Scirocco? Seems like nobody even cares about it anymore because its been so long.. Im starting to hope that they give up on the project and just sell it to a team of people who just keep the physics and change everything else and actually give us updates on whats going on.

agreed! Marketing wise they seem to hide under a big rock...
rediske
S3 licensed
Quote from BurnOut69 :Can anyone point me to a car / track list? Cant find it anywhere...

here you go - quickly copied & pasted from pcars forum....


List of Tracks in Project CARS

In-game Modern Tracks

- Anhalt - Oschersleben
- Badenring - Hockenheim
- Bathurst - Mount Panorama
- Belgian Forest Circuit - Spa Francorchamps
- Besos - Catalunya
- Bologna (Reverse)- Imola
- California Raceway - Willow Springs
- Connecticut Hill GP (Short) (Reverse) - Watkins Glen
- Derby - Donington Park
- Florence - Mugello
- Jin Ding - Zhuhai
- Loire 24 - Circuit de la Sarthe (Le Mans)
- Loire National - Bugatti Circuit
- Milan - Monza
- Northampton - Silverstone
- Wisconsin Raceway - Road America

In-game Historic Tracks

- Historic Badenring - Hockenheim (Pre 2002)
- Rouen Les Essarts

In-game Fictional Tracks

- Test Track

Planned/Confirmed Tracks

- Solitude Rennstrecke
- Nordschleife
- Brands Hatch*
- Oulton Park*
- Snetterton*
- Cadwell Park*
- Old Spa
- Monaco
- Milan Oval
- Historic Monza (1967. GPL2.)
- Suzuka (Nearly Certain)

In-game Kart Tracks;

- Chesterfield
- Glencairn (Reverse) -
- Glencairn West (Reverse)
- Glencairn East (Reverse)
- Summerton

----------------------------------------------------------------------

List of Vehicles in Project CARS

In game

The following cars are included the latest build of Project CARS:

Ariel Atom 300 supercharged (beta1)
Ariel Atom Mugen (beta1)
Ariel Atom 500 V8 '11 (alpha1)

Asano LM11 TDX: "Audi R18 TDI" (beta2)
Asano X4 Touring (beta2)

Caterham Superlight R500 (Beta1)

2011 Formula A (Alpha1)
Formula B (beta2)

Gumpert Apollo S(Beta1)

Kart (alpha1)
Shifter Kart 250cc "SuperKart" (alpha1)

Leonus F68 Cromwell V8 (beta2)
Leonus F77 Cromwell V8 (beta2)
Leonus F86 Pirault Turbo (beta2)

2011 Palmer Jaguar JP-LM (PreAlpha)

Racer L4-RS (beta1)
Racer V8-RS (beta1)


WIP

The following cars are being developed by the pCARS team, but are not ready to be put into the builds yet:

2011 BAC Mono (WIP)

1990 Caper Stock Car (WIP)

Caterham SP/300.R (WIP)
Caterham Classic (not started yet)
rediske
S3 licensed
I remember him as one of the good guys around here...

Sad story...

RIP !
rediske
S3 licensed
Quote from FPVaaron :I couldn't help notice that you're German.

good one!
rediske
S3 licensed
Quote from cargame.nl :If Facebook and/or Twitter is down for three months I still wouldn't care...

Are here really people who's life depend on it now?

This is worrying

abolutely +1

what a pathetic thread...
rediske
S3 licensed
Quote from Matrixi :Yeah, I haven't even got to try it yet (battery charging) but spec wise it seems like a great point and shooter. Only cost a little over 100 euros too, so a proper bargain!

Also looking forward to Canon releasing the EOS 650 D.

Bargain! I payed more than twice as much for the 230HS but I don't regret it!

And yes you can literally give that thing to a monkey and it will make good pics...
rediske
S3 licensed
Quote from Matrixi :Local camera shop was having a big clearance sale, got one of these.

I own the 230 HS for several weeks now and am extremely happy with it!!
(only difference to 220 Hs ist the zoom)

It has a cool 240fps super highspeed mode! (crappy resolution and you'll need lot's of lights, but hey...)
rediske
S3 licensed
Quote from KiRmelius :www.instantrimshot.com

so true...

Almost forgot: I bought it at musicstore.de in cologne. Afterwards I went to the English-Shop also located in cologne and bought six of these...

I'm opening number two while writing this!
rediske
S3 licensed
update: new, configurable day night transition since last friday's build.
rediske
S3 licensed

TAMA Superstar Hyperdrive Dark Mocha Fade + some more (drum-)hardware :bannana_p
rediske
S3 licensed
There's no Bis like Sobis...
rediske
S3 licensed
Quote from ACCAkut :

I just noticed that it wouldn't even make a difference if they were both naked...
rediske
S3 licensed
Would anyone (with a little time to spare) bother to open up a new controller poll after over 6 years to see what has changed since then?

Maybe a little more refinded/detailled options...
rediske
S3 licensed
Quote from The Very End :How do you feel the physics are now? Does it feel like driving a car?

To me the physics feel absolutely authentic and it's improving every week. A massive physics update hasn't made it into this friday's release but will be included next week for sure.

Can't say anything about the FFB due to the input device I'm using for over 10 years now. (see attached image)

But from what people say on the forums FFB is going into right direction as well...

-----------------------------------------------------------------------------
Here's last week's changes:

Build Release Notes
Build 160 (24/2/12, Team Member +)
FFB:
- Added the notion of 'fade level' to BForceEffect, used as a secondary gain control
- Added the notion of 'boost' to AppInput::cForce. Used to promote one particular force above the others (0 = no boost - no change, 1 = max boost - completely silences all other forces).
- cForceSteeringSpring modified to include a 'lock' mode where the effect params are switched to emulate a bump-stop when the wheel lock has been exceeded.
- Removed cForceSteeringLock.
Disabled legacy deadzone helpers.
Removed ultra shadow option, until it can be properly debugged and reinstated taking into account the shadow changes
New Loire export
Known issue on the Racer cars, driver has been removed for now, also cockpit cam is a bit too close to the dash.

Build 159 (24/2/12, Team Member +)
MUST START A NEW PROFILE WITH THIS BUILD
Severity of vehicle crash damage state is not decreased when vehicle collides with heavy dynamic object
Tweaked Logitech FFB kerb settings
Limit fallback AIs to race liveries
Increase freecam speed to compensate for changes to time steps - now correctly matches whether paused or not, and feels more appropriate for fast and slow modes
Disabled other uses of key combinations required by freecam when in freecam mode, to prevent accidental debug information etc
Changed shake effect code to properly reflect requested frequency, by not resetting to a movement endpoint on whole tick boundaries
Pre heat brakes to optimal values based on vehicle
Added PC support for Fanatec CSR, CSRE, CSW wheels using 911 as template - no per device button config applied as yet
Added undertray scrape audio volume
Ensure newer Fanatec controllers cannot match to older Turbo S wheel
Add profile option to toggle HUD map on/off
Completed last few remaining free-camera isses which were effected by pausing and unpausing the game.
Changed call to camera callback when paused to use core tick rate (180Hz) instead of sub tick rate (30Hz) as basis for the timer value, this fixes the camera speed changing when paused
Added custom Depth of Field mode
Enable camera editing when paused
Reduced effect of wheel to wheel collisions (and chance of them happening to the player)
Formula A, Formula B, TDX, Racer4x, Racerv8, Gumpert Appollo, Asano X4, F68, F77, F86, Kart, and Super Kart: Physics updates
Fixed trees cutting through wall at Bologna
Gumpert: excluded paint colours from AI races
Added fresnel/specular maps for all custom liveries
Vehicle client versions incremented in advance of Aries server-side leaderboard reset (physics/tyre changes)
Leonus F68: added metallic liveries + fresnel
Show Map on HUD added
Louder Caterham AI sounds
New Bathurst, Bologna, and Loire exports

Build 158 (23/2/12, Senior Manager)
Improved dither matrix to assist with A2C dithered trees
Shadow updates: Back to 4 frustums. Higher res PC shadow maps. Improved cascade calculations
PC: Added protection against force update thread running during device restart
Fanatec textdb entries and placeholder controller icons
Foliage shaders converted to perform phase 3 light and alpha dithering - also added non-shadow lighting functions needed for these to work in phase 3
HUD: fixed overlapping numbers
Chassis scrape sound in, needs further tuning
Changes to the AI tyre slip, grip balance, and chassis under carrige stiffness. This is to try to settle the Caterham AI down. No change to the player car
Funnel the AI into turn 1 plus a few other corners on the track to keep them off the inside kerbs at CH
Reduced underbody stiffness to match other formula cars. Leonus 78 and 98T
Fixed bustop chicane AI drivng up on first kerb and crashing at Belgium Forest
Fixed lightglows, minor optimizations on Racer cars
Formula A: Added fresnel/spec map for custom livery
Edit fuel milage, underbody stiffness reduced on the TDX
New Racer cars exports

Build 157 (22/2/12, Senior Manager)
Fix for the 30-35kph induced drift/slide
Tyre Force and Tyre Grip F1 menu ranges extended
Deferred centre spring adjustment for DirectInput devices to force update thread
Default damage to visual only
Gumpert: fixed missing alpha on blurred disc spec map
New changes from Ben Collins feedback on the Formula A. Increased turnin through various changes. increased lower RPM torque considerably in the engine
Asano X4: Changes per Bens Collins feedback, reduced the longitundinal stiffness closer to the lateral stiffness. This was proabaly responsible for the "auto centering" noted by some. Rebalanced the chassis to match. Increased lock and adjusted down steer ratio to match
Increased AI grip for some lower downforce cars
Added back in some camber relative stiffness
Leonus F68: fixed wobbling rear wheel
Changed full installer to be split into multiple chunks due to 2gb size limit
New Loire exports
New Formula B export
New Leonus F68 export

Build 156 (21/2/12, Manager+)
Bring Fanatec wheel config in line with other manufacturer wheels. This is mostly for testing with CSRE/CSW and by Fanatec for any potential driver updates. Also the F1 menu items spring coefficient and gain become more relevant. New profile would be required for anyone testing this change
FFB update: squashed a bug that was adding deadzone based upon steering lock
Gearbox damage from an event should not rely on players gameplay flags
Default camera shake effects off until they're working properly again
PC steering deadzone defaulted to zero
Fanatec steering force mix set at "Hardware"
Updated Fanatec device profile defaults to suit CSW
Default lap info display off
Gumpert: added metallic/matte effects to liveries
Added back some undertray springing for the Formual A, dropped the Formula B to match
Unlocked chase cam so camera looks in direction of velocity a little

Build 155 (20/2/12, Senior Manager)
Added function that will return the numeric version.
Added two render contexts to allow special modifications to the glass shader
Advance player physics after pushing new location during rolling start
Initially picked waypoint on track is behind start line - fixes lap counter for first grid spot and longer vehicles
GUMPERT: Livery names added
Temporary master volume reduction (50%) pending investigation into some users reporting clipping.
Increased sharpening+ mip alpha edge fixed trees at Belgian Forest
Added color variation in the GUMPERT
New Atom exports
rediske
S3 licensed
Quote from Töki (HUN) :Judging from the video, it's horrible.

simple solution: don't go there!

(game details were down so low that my machine could handle game, loads of AI and fraps...)

Quote from The Very End :Not sure if above is joking og serious
Either way, looks like good fun! The AI seems to not be completely bone-headed too!

It is fun! AI are adjustable in many many ways and not to forget it's in alpha stage atm...
Last edited by rediske, .
rediske
S3 licensed
update:

Game looking better and better every friday...

Trying to make my point there to implement simple joystick calibration (like in LFS...) because joysticks can be quite fast:

http://cars-stats.wmdportal.co ... cle=0&page=1#user_180

http://youtu.be/zSQaH9UIYeE (from last weeks build)
rediske
S3 licensed
Quote from th84 :You'll just have to wait until 2016 and find out for yourself.

Quote from Kristi :2009..you mean

Both good ones...
rediske
S3 licensed
I guess you mean >32 otherwise I'm not getting it...
rediske
S3 licensed
Planning to stay in germany although I'm hoping that someone will put that wall back up! Costs me 5,5% of what I earn every month...
rediske
S3 licensed
ok, we covered the new members and the banned members...

But what about those:
rediske
S3 licensed
thinks post count whores are sexy...
rediske
S3 licensed
Is a good guy because he does not feed the troll!
FGED GREDG RDFGDR GSFDG